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* (or how to make stuff that people will need, want, and love)

ADS 560, VISC 560, INDD 578 (3 credits), Fall 2007 Tuesday, Thursday 7:00p Location, Lawrence Campus, Art & Design Bldg. Rm 313

INTERACTION DESIGN: PRINCIPLES & PRACTICES

Wk 13 - Experience Prototyping Techniques (Nov 13, 15)

COURSE OUTLINE

READINGS
THIS WEEK
People & Prototypes Chapter 10, Moggridge

Wk 01 - Whats IxD? Starting Points (Aug 16, 21, 23) Wk 02 - Interaction Design Basics, Users (Aug 28, 30) Wk 03 - Evidence-based Design & Context of use (Sep 4, 6) Wk 04 - Design Research (Sep 11, 13) Wk 05 - The Craft of Interaction Design (Sep 18, 20) Wk 06 - Interface Design Basics (Sep 25, 27) Wk 07 - Smart Applications & Clever Devices (Oct 2, 4) Wk 08 - Multisensory and Multimedia (Oct 9, 11)* MID TERM Wk 09 - Classes cancelled (Oct 16, 18)* Wk 10 - Multisensory and Multimedia (Oct 23, 25) Wk 11 - Service Design, (Oct 30, Nov 1) Wk 12 - IxD Futures, Alternative Nows (Nov 6, 8) Wk 13 - Experience Prototyping Techniques (Nov 13, 15) Wk 14 - Latent Needs & Desires (Nov 20) Wk 15 - Big D IxD (Nov 27, 29) Wk 16 - Spimes and emerging technologies (Dec 4, 6) Wk 17 - FINAL: Group Presentations (Dec 11, 7:30p)

http://www.designinginteractions.com/

Play

research discovery
&

Play
iBar playful add-on performance prototyping playful skill-building
Nov 13 Nov 15 Nov 20 Nov 22 Nov 27 Nov 29 Dec 11 Nov 1 Nov 6 Nov 8 Dec 4 Dec 6

IxD application representation

PT2

Play
Project management: Roles & responsibilities Scheduling Division of labor Tasks & deliverables Reliability-contributions The prototype The name The presentation

pro-to-type n. 1. An original type, form, or instance that serves as a model on which later stages are based or judged
American Heritage Dictionary

What I hear. I forget. What I see, I remember. What I do, I understand.


Lao Tse

HumanCentered 2004, All Rights Reserved

HumanCentered 2007, All Rights Reserved

Designers achieve dramatic breakthroughs by generating their ideas every day and advancing them by a combination of prototyping and user evaluation.
Bill Moggridge

HumanCentered 2004, All Rights Reserved

HumanCentered 2007, All Rights Reserved

The process does not look like a linear system diagram, nor even a revolving wheel of iteration, but is more like playing with a pinball machine, where one bounces rapidly in unexpected directions.

Five Core Skills of Design 1. To synthesize a solution from all of the relevant constraints, understanding everything that will make a difference to the result 2. To frame, or reframe, the problem and objective 3. To create and envision alternatives 4. To select from those alternatives, knowing intuitively how to choose the best approach 5. To visualize and prototype the intended solution

Experience Prototype: A representation of a design, made before the nal solution exists
Bill Moggridge

Experience Prototype is any kind of representation, in any medium, that is designed to understand, explore or communicate what it might be like to engage with the product, space or system we are designing
Jane Fulton Suri

The perfect is the enemy of the good. (mock up and repeat)

HumanCentered 2006, All Rights Reserved

Keeleys Hierarchy of Value


1. explore/conceive/prototype new concepts 2. prototype new integrated strategies 3. imagine/prototype new brand directions 4. improve/invent experiences 5. reduce costs/reinvent processes 6. improve functions & features
Design offers new opportunities for value-creation in business

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What is "Experience Prototyping"?


First, lets think for a moment about what we mean by "experience." With respect to prototyping, our understanding of "experience" is close to what Houde and Hill call the "look and feel" of a product or system, that is "the concrete sensory experience of using an artifact what the user looks at, feels and hears while using it."

But experience goes beyond the "concrete sensory." Inevitably we nd ourselves asking questions about the "role" which Houde and Hill dene as "the functions that an artifact serves in a users life the way in which it is useful to them." And even more than this, when we consider experience we must be aware of the important inuences of contextual factors, such as social circumstances, time pressures, environmental conditions, etc.

Increasingly, as designers of interactive systems (spaces, processes and products for people), we nd ourselves stretching the limits of prototyping tools to explore and communicate what it will be like to interact with the things we design.

Designers get the love because we control the part that people want. I feel privileged to be a designer, because people like what I do (if I do it well). I also feel a little embarrassed to accept the accolades and the appreciation, as I know that I rely on all the other people who contribute the information that makes the successful synthesis possible. Bill Moggridge

HumanCentered 2004, All Rights Reserved

HumanCentered 2005, All Rights Reserved

Forget your ego, and leave your discipline behind. Lets do this together!

HumanCentered 2004, All Rights Reserved

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experience prototyping
Experience is, by its nature, subjective and the best way to understand the experiential qualities of an interaction is to experience it subjectively.

YOUR DESIGN
1. Understand the experience 2. Explore the experience whats it like? who uses it? what does it require of people? what are the barriers?

(Low Fidelity)

3. Communicate the experience describe it, diagram it, model it how persuasive it it? (High Fidelity)

www.youtube.com/watch?v=JvLW51zLTVg

A true Experience Prototype for users--providing a really relevant experience--seems to require a level of resolution and functionality such that it can be let loose into an everyday context and more fully integrated into peoples lives. As an observer of user evaluations, one knows very quickly if the designed experience is a good one. If it is, people get so involved in the experience that they forget about the limitations of the prototype.

Experience prototyping requires hybrid and overlapping skill-sets such that it is not exclusive to any single design discipline. As such, it offers an opportunity for all types of designers to supplement their traditional discipline skills in an effective and broadening way. Experience Prototyping isnt about a toolkit of techniques, but rather developing an attitude and language to solve design problems. Get really good at lo- prototypes. Thats where the real learning (i.e., understanding, exploring) happens.

www.youtube.com/watch?v=D3dF44XtHek

* (or how to make stuff that people will need, want, and love)
ADS 560, VISC 560, INDD 578 (3 credits), Fall 2007 Tuesday, Thursday 7:00p Location, Lawrence Campus, Art & Design Bldg. Rm 313

INTERACTION DESIGN: PRINCIPLES & PRACTICES

Wk 13 - Experience Prototyping Techniques (Nov 13, 15)

simulations

kind
physical model

delity
low to high

benets
visual-touch persistent time, cost, recongurable reproducible efficient

liabilities
mute, static distanced non-hand shaped abstract mute effort to read transitory

digital model

low to high

concept model

distilled

report

simple to dense

content rich

speech

short to long

real-time real-life theatrical multi-sensory reiterativelypersistent human story-driven license to entertain multi-sensory reiterativelypersistent

play

low to high

transitory

digital movie

low to high

resource

digital animation

low to high

life abstracted

once upon a time


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HumanCentered 2005, All Rights Reserved

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