The Master’s Thesis Journey - Universitetet i oslo · The Master’s Thesis Journey Author:...
Transcript of The Master’s Thesis Journey - Universitetet i oslo · The Master’s Thesis Journey Author:...
Prototypes «Things to think with» – what do they prototype?
Margaret M. Sommervold [email protected]
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Outline • “What do Prototypes
Prototype?” by Houde & Hill (1997)
• The KOOLO app
• Health app for youth with eating disorders
• Helpful tools
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What is a prototype?
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Definitions: Artifact
• «The interactive system being designed»
• Commercially released/any end-result of design activities.
Designer «anyone who creates a prototype (…)
regardless of job title»
Prototype • «Any representation of a design
idea, regardless of medium» (Houde & Hill)
• «a prototype is a limited representation of a design that allows users to interact with it and explore its suitability» (Peerce et al. 2002 in Brandt 2007)
• «Things to think with» (Brandt 2007)
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Resolution = «amount of detail» Fidelity = «closeness to the eventual design»
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What do prototypes prototype? (H
oude & H
ill 1997 p.3)
Important aspects of the design of an
artifact:
What do prototypes prototype?
• Role: which role does the prototype serve in the user’s life?
• Look and feel: concrete sensory experience of using an artifact.
• Implementation: the ‘nuts and bolts’ or how it actually works.
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What do prototypes prototype?
• Role requires context. • Look and feel requires
stimulation of the concrete user experience.
• Implementation requires the system to be built.
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KULU Young patients
• Want to differenciate between their patient role and ‘normal’ teen role.
• Expert on their lives and bodies.
• Chellenges in recruitment and design process due to physical and mental challenges.
The concept of cool • Age-appropratedness • Only youth know what’s
cool. • Important for adoptation
and prolonged use • Important for process
(methodology, methods, tools, etc.) and end-result (design outcome)
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The SHARM framework (PD) Situation-based action
Having a say
Adaptability
Respect
Mutual learning
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• One of KULU’s projects (www.kulu.no) • Designed together with the Youth Council at
Akershus University Hospital. • Will hopefully support young people with long-term
health challenges in transition from pediatrics to adult-centered medicine.
• Consists of: MoodShots (‘picture diary’), Calender & Checklists.
The youth council & KULU
The transition app KOOLO
Workshop 1 • What functions should a transition
app have?
• «Cool to have» «Must have»
• Registration of general state, transition checklists, and calendar (+notifications).
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Workshop 2
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Workshop 3 • Professional designers developed
graphical design of the app based on Nora’s prototype in Sketch.
• Prototype in inVision to show the functionality.
• Screenshots to allow better feedback on the different design proposals.
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Final iteration with the designers
• New ideas implemented. • Revision of the first
prototype the designers created.
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Workshop 4
• Explained how the prototype could be accessed and evaluated using inVision.
• Sent out e-mail invitations and online surveys.
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The developer
Future work with the prototype
• User testing with youth • Learning more about self-
tracking and m-health • Add more to the app.
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KOOLO – ‘just’ a prototype? • In the academic world, we develop prototypes not
only to contribute to the design world and design practices but also to the academic discussion (Mattelmäki & Matthews 2009).
• The prototypes and the design process are a contribution only in light of previous work and the way we theorize them.
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KOOLO – ‘just’ a prototype? • How can technology support young patients in transition? • What do patients need? • What do they value? • What are their current practices and how can these practices
inform design? • What is important for design of health apps for young patients? • What is cool? • How can we increase patients’ participation in the decision
making process?
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KOOLO – ‘just’ a prototype? • Thing to think with for many different people with many different
backgrounds and agendas.
• Boundary Objects: «objects that are both plastic enough to adapt to local needs and constrains of the several parties employing them, yet robust enough to maintain a common identity accross sites» (Star 1989 in Brandt 2007).
• The youth council, future users, researchers, designers, the developer, and the hospital representatives interpret KOOLO in different ways according to their interests.
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Thinking about what you want to investigate through your prototype.
• Simple mock-ups might generate more feedback.
• More finished prototypes limit the communication span.
• Communicate limitations. • Think about the audience. • Allow for unforseen feedback.
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Helpful tools
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PD in my thesis
Audun Karlsrud Larsen
Background
- Participatory Design
- Lifeworld theory
- KULU
- Vulnerable user group
- Gaining access
Design process
- I conducted three workshops:
- Workshop one
- Gaining knowledge about my participants
- Workshop two
- Participatory prototyping
- Workshop three
- Evaluation
My participants vision for technology
My design
Evaluating the prototype
- Choosing what to evaluate
- Look and Feel
- Role
- Methods, tools and techniques
- Results
- See-move-see
How did i create my prototype?
- Sketch + Invision
- What is sketch?
- Prototyping tool
- Bye, bye Illustrator
- Relevant to worklife
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