This is the second part of my Interaction 14 workshop. Due to the projector connection breaking down some of these slides were seen during the workshop.
2. This method augments the ideation phase by revealing new
inspirational data from existing user research to visually
understand the user. Understanding and meaning is constructed
through the process of constructing the visual interpretations.
3. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…come from clients, research trips etc.
4. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…Google maps, Google Images, Flickr etc.
5. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…come from stock image libraries, royalty
free images, creative commons etc.
6. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…use images taken with smartphones or
digital cameras
.
7. BUT all images must directly interpret what
the user has described to visually
communicate at times abstract themes.
Here is a walkthrough of step 2a, b, and c
and where the benefits lie…
8.
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14. So, it would be useful to see a full set of themes now…
25. Workshop Exercise 2
BEST TO begin with the context.
That way the visual interpretation will have a solid
ground around which its quality can be
communicated.
In this exercise the research project it is referencing was
focused on a person’s individual experience with an
unfamiliar interactive device in an unfamiliar setting.
The context used therefore was a hard point of view of
the device from their perspective. So the context also
contains representations of hands.
The screen contains no interface but instead it is used
as a blank canvas to project in or around it the abstract
quality felt at that moment by each person.
26. Workshop Exercise 2
QUALITY (noun)
An essential or distinctive characteristic;
Character or nature distinguishing a thing;
A trait;
(Logic) Character of a proposition.
Quality is abstract so think laterally to select an image
that works for your team. After all its your process and
dialogue your creating, so it doesn’t matter if the
image only evokes the signification that you intend it to.
As long as you all agree on its symbolism it will always
communicate that character to you.
To get you thinking laterally…
If, as the testimonies reveal people were nervous of
touching the screen WHAT IF we visually interpreted
their anxiety on the screen using an image of barbs or
spikes?
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.