[HCI Lab] Week 03 Design Thinking and Sketches
Transcript of [HCI Lab] Week 03 Design Thinking and Sketches
Lecture 3
Design Thinking and Sketching
2015 Winter Internship Seminar @Yonsei HCI Lab Track II : Prototypes and Evaluations Class hours : Wedn. 14:00 – 15:30 14th January, 2015
Class Activity
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Reviewing Pinterest Boards
Reviewing Social Model
Understanding the idea of
Persona, and the relationship to Design artifacts
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Pinterest - Users - Use Context - Artifacts?!
- Devices - Services
- Interaction Models
Your pros and cons - Active entities - Groups and subgroups - System-related roles - Ambiance (Pressures and
influences) - Social relationships - Barriers
Design Thinking Paradigm - Participatory visioning techniques
DESIGN THINKING, IDEATION, AND SKETCHING
Textbook Chapter 7.
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INTRODUCTION
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Figure 7-1 You are here; the first of three chapters on creating an interaction design in the context of the overall Wheel lifecycle template.
DESIGN PARADIGMS
• Engineering Paradigm
– a practical approach to usability with a focus on improving user
performance, mainly through evaluation and iteration.
– The engineering paradigm also had strong roots in human factors, where
work was studied, deconstructed, and modeled.
– Success was measured by how much the user could accomplish, and
alternative methods and designs were compared with statistical
summative studies.
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DESIGN PARADIGMS
• Human Information Processing (HIP) Paradigm
– based on the metaphor of “mind and computer as symmetrically coupled
information processors”
– About models of how information is sensed, accessed, and transformed in
the human mind and, in turn, how those models reflect requirements for
the computer side of the information processing, was defined by Card,
Moran, and Newell (1983) and well explained by Williges (1982).
– it is about human mental states and processes; it is about modeling
human sensing, cognition, memory, information understanding, decision
making, and physical performance in task execution.
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DESIGN PARADIGMS
• Design-Thinking Paradigm
– “phenomenological matrix.”
– brings a vision of the desired user experience and product appeal and how the design of
a product can induce that experience and appeal.
– They used participatory design techniques to experiment with and explore design
through early prototypes as design sketches.
– The design-thinking paradigm is about social and cultural aspects of interaction and the
design of “embodied interaction” because it is about interaction involving our whole
bodies and spirit, not just our fingertips on a keyboard. It is also about “situated” design
because it is about the notion of “place” with respect to our interaction with technology.
– A primary characteristic of the design-thinking paradigm is the importance of emotional
impact derived from design—the pure joy of use, fun, and aesthetics felt in the user
experience.
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DESIGN THINKING
• Design Thinking
– Design thinking is a mind-set in which the product concept and design for
emotional impact and the user experience are dominant. It is an approach
to creating a product to evoke a user experience that includes emotional
impact, aesthetics, and social- and value-oriented interaction. As a
design paradigm, design thinking is an immersive, integrative, and market-
oriented eclectic blend of art, craft, science, and invention.
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DESIGN THINKING
• Ideation
– Ideation is an active, creative, exploratory, highly iterative, fast-moving
collaborative group process for forming ideas for design. With a focus on
brainstorming, ideation is applied design thinking.
• Sketching
– Sketching is the rapid creation of free-hand drawings expressing preliminary
design ideas, focusing on concepts rather than details. Multiple sketches of
multiple design ideas are an essential part of ideation. A sketch is a
conversation between the sketcher or designer and the artifact.
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DESIGN PERSPECTIVES
• Ecological Perspective
– is about how the system or product works within its external environment.
– is about how the system or product is used in its context and how the system
or product interacts or communicates with its environment in the process.
within its external environment.
• Interaction Perspective
– is about how users operate the system or product.
• Emotional Perspective
– is about emotional impact and value-sensitive aspects of design.
– is about social and cultural implications, as well as the aesthetics and joy of
use.
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USER PERSONAS
• What Are Personas?
– Personas are a powerful supplement to work roles and user class
definitions. Storytelling, role-playing, and scenarios go hand in hand with
personas.
– A persona is not an actual user, but a pretend user or a “hypothetical
archetype” (Cooper, 2004).
– A persona represents a specific person in a specific work role and sub-
role, with specific user class characteristics. Built up from contextual
data, a persona is a story and description of a specific individual who has
a name, a life, and a personality.
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USER PERSONAS
• What Are Personas Used For? Why Do We Need Them?
– Edge cases and breadth
• Personas are essential to help overcome the struggle to design for the conflicting
needs and goals of too many different user classes or for user classes that are too
broad or too vaguely defined.
• What if the user wants to do X? Can we afford to include X? Can we afford to not
include X? How about putting it in the next version?
• “Sorry, but Noah will not need feature X.” Then someone says “But someone might.”
To which you reply, “Perhaps, but we are designing for Noah, not ‘someone.’”
– Designers designing for themselves
• Because of their very real and specific characteristics, personas hold designers’
feet to the fire and help them think about designs for people other than themselves.
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USER PERSONAS
• How Do We Make Them?
– Identifying candidate
personas
– Goal-based consolidation
– Selecting a primary persona
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Figure 7-2 Overview of the process of creating a persona for design.
USER PERSONAS
• Mechanics of Creating Personas
– Your persona should have a first and last name to make it personal and
real.
– Mockup a photo of this person.
– Write some short textual narratives about their work role, goals, main
tasks, usage stories, problems encountered in work practice, concerns,
biggest barriers to their work, etc.
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USER PERSONAS
• Characteristics of Effective Personas
– Make your personas rich, relevant, believable, specific, and precise
– Make your personas “sticky”
– Where personas work best
• Goals for Design
– As Cooper (2004) tells us, the idea behind designing for a persona is that
the design must make the primary persona very happy, while not making
any of the selected personas unhappy. Buster will love it and it still works
satisfactorily for the others.
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USER PERSONAS
• Using Personas in Design
– As you converge on the final
design, the nonprimary personas
will be accounted for, but will
defer to this primary persona
design concerns in case of
conflict. If there is a design trade-
off, you will resolve the trade-off
to benefit the primary persona
and still make it work for the other
selected personas.
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Figure 7-3 Adjusting a design for the primary persona to work for all the selected personas
IDEATION
• Essential Concepts
– Iterate to explore
– Idea creation vs. critiquing
• Doing Ideation
– Set up work spaces
– Assemble a team
– Use ideation bin ideas to get started
– Brainstorm
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IDEATION
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Figure 7-4 The Virginia Tech ideation studio, the “Kiva” (photo courtesy of Akshay Sharma,Virginia Tech Department of Industrial Design).
IDEATION
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Figure 7-4 Individual and group designer work spaces(photo courtesy of Akshay Sharma,Virginia Tech Department of Industrial Design).
IDEATION
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Figure 7-6 Ideation brainstorming within the Virginia Tech ideation studio, Kiva (photo courtesy of Akshay Sharma, Department of Industrial Design).
SKETCHING
• Essential Concepts
– Sketching is essential to
ideation and design
– What sketching is and is not
– Sketches are not the same as
prototypes
– Sketching is embodied
cognition to aid invention
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Figure 7-7 Comparison between Buxton design exploration sketches and traditional low-fidelity refinement prototypes.
SKETCHING
• Doing Sketching
– Stock up on sketching and mockup supplies
– Use the language of sketching
• Everyone can sketch; you do not have to be artistic
• Most ideas are conveyed more effectively with a sketch than with words
• Sketches are quick and inexpensive to create; they do not inhibit early exploration
• Sketches are disposable; there is no real investment in the sketch itself
• Sketches are timely; they can be made just-in-time, done in-the-moment, provided
when needed
• Sketches should be plentiful; entertain a large number of ideas and make multiple
sketches of each idea
• Textual annotations play an essential support role, explaining what is going on in
each part of the sketch and how
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SKETCHING
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Figure 7-8 A sketch to think about design (photo courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-9 Freehand gestural sketches for the Ticket Kiosk System (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-10 Ideation and design exploration sketches for the Ticket Kiosk System (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-11 Designers doing sketching (photos courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-12 Early ideation sketches of K-YAN (sketches courtesy of Akshay Sharma, Department of Industrial Design).
SKETCHING
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Figure 7-13 Mid-fidelity exploration sketches of K-YAN (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-14 Sketches to explore flip-open mechanism of K-YAN (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-15 Sketches to explore emotional impact of form for K-YAN (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
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Figure 7-16 Examples of rough physical mockups (models courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
SKETCHING
• Physical Mockups as Embodied Sketches
– Just as sketches are two-dimensional visual
vehicles for invention, a physical mockup for
ideation about a physical device or product
is a three-dimensional sketch. Physical
mockups as sketches, like all sketches, are
made quickly, highly disposable, and made
from at-hand materials to create tangible
props for exploring design visions and
alternatives.
– A physical mockup is an embodied sketch
because it is an even more physical
manifestation of a design idea and it is a
tangible artifact for touching, holding, and
acting out usage
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Figure 7-17 Example of a more finished looking physical mockup (model courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
MORE ABOUT PHENOMENOLOGY
• The Nature of Phenomenology
– the philosophical examination of the foundations of experience and action.
– But it is not about logical deduction or conscious reflection on
observations of phenomena; it is about individual interpretation and
intuitive understanding of human experience.
• The Phenomenological View in Human–Technology Interaction
– an affective state arising within the user.
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MORE ABOUT PHENOMENOLOGY
• The Phenomenological Concept of Presence
– presence of technology as part of our lives:
– “We argue that the coming ubiquity of computational artifacts drives a shift from
efficient use to meaningful presence of information technology.”
– This is all about moving from the desktop to ubiquitous, embedded, embodied, and
situated interaction.
– the “new usability” as a shift from use to “presence.”
• The Importance of Phenomenological Context over Time
– Usage develops over time and takes on its own life, often apart from what designers
could envision. Users learn, adapt, and change during usage, creating a dynamic force
that gives shape to subsequent usage (Weiser, 1991).
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Exercise 7-1: Creating a User Persona for Your System
• Goal
– Get some experience at writing a persona.
• Activities
– Select an important work role within your system. At least one user class for this work
role must be very broad, with the user population coming from a large and diverse group,
such as the general public.
– Using your user-related contextual data, create a persona, give it a name, and get a
photo to go with it.
– Write the text for the persona description.
• Deliverables
– One- or two-page persona write-up
• Schedule
– You should be able to do what you need to learn from this in about an hour.
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Pastiche scenarios : Fiction as a resource for user centred design
• ABSTRACT
Pastiche scenarios draw on fiction as a resource to explore the interior ‘felt-life’ aspects of user experience and the complex social and cultural issues raised by technological innovations. This paper sets out an approach for their use, outlining techniques for the location of source material and presenting three case studies of pastiche scenario use. The first case study is an evaluation of the Apple iPod that explores the socio-cultural meanings of the technology. The second case study focuses on the participatory design of Net Neighbours, an online shopping system where volunteers shop as intermediaries for older people who do not have access to computers. The third is an in depth consideration of a conceptual design, the ‘cambadge’ a wearable lightweight web cam which, upon activation broadcasts to police or public websites intended to reduce older people’s fear of crime. This design concept is explored in depth in pastiche scenarios of the Miss Marple stories, A Clockwork Orange and Nineteen Eighty-four that reflect on how the device might be experienced not only by users but also by those it is used against. It is argued that pastiche scenarios are a useful complementary method for designers to reason about user experience as well as the broad social and cultural impacts of new technologies.
http://goo.gl/wWzAz0
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Invisible Design Exploring Insights and Ideas through Ambiguous Film Scenario
• ABSTRACT
Invisible Design is a technique for generating insights and ideas with workshop participants in the early stages of concept development. It involves the creation of ambiguous films in which characters discuss a technology that is not directly shown. The technique builds on previous work in HCI on scenarios, persona, theatre, film and ambiguity. The Invisible Design approach is illustrated with three examples from unrelated projects; Biometric Daemon, Panini and Smart Money. The paper presents a qualitative analysis of data from a series of workshops where these Invisible Designs were discussed. The analysis outlines responses to the films in terms of; existing problems, concerns with imagined technologies and design speculation. It is argued that Invisible Design can help to create a space for critical and creative dialogue during participatory concept development.
http://goo.gl/hIfHN3
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Homework
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Brainstorming in Group
: Boost up your imagination for
Users, Use Cases, and Use Context
Review supplementaries Design Persona
1 2 3
Upload More photos, and sketches on Pinterest - Users - Use Context - Artifacts?!
- Devices - Services
- Interaction Models
- Watch Aland Cooper’s Talk on Persona
- Review two related papers - Blythe, 2006 - Briggs, 2012
Your Blog Post #4 “Persona” Do the exercise #7-1 In some more varied forms - Persona Networks
- Primary Persona - Secondary Persona
- Value axis
Submission Due : 11: 59 pm, Mon. 19th Jan. 2015