Aaron Rincover and I presented this workshop at Seattle Make-a-Thon on November 6, 2010, sponsored by IxDA Seattle, AIGA Seattle, and Interact.
When designing interactions that transcend singular devices and form the basis of device ecosystems, wireframes just don’t cut it. Much of the interactions you’re looking to define and refine are evoked through motion, sound, haptics, and other variables that can’t be easily documented without "dancing about architecture." In these situations, it’s often most effective to create video scenarios that describe how an interaction would happen out in the real world. These scenarios are useful not only for explaining ideas to your clients—they’re an effective way of capturing prototypes to see if they make sense and feel real.
Over the course of this workshop, we explored the various flavors of video scenario that you can create, depending on the design problems you’re seeking to solve. Then we’ll spent the balance of our time working in small teams to create a short interaction vignette about gestural input to activate a teleportation device.
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let’s do a
warm-up
exercise
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In 30 seconds,
visualize a gesture
to take a photograph
of your left hand
with your right hand
3
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let’s debrief
Share out your gesture ideas…
how did we perceive each gesture?
how would you communicate your
gesture to your team? Your client?
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what are
video scenarios?
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styles of video scenario
stills with v/o
stop-motion with v/o
live-action video
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some types of video scenarios
capturing a gesture
completing a task flow
fulfilling a user goal
describing a journey
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why use video
when prototyping an interaction?
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“…interaction design
is first and foremost
the design of behavior
that occurs over time.”
—Alan cooper, David cronin, robert reimann, About Face 3
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video captures
ideal behavior
over time
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video captures
what documents
only describe
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video scenario scenario flow
easy to consume time-consuming
includes real context implies context
requires attention requires imagination
“shared vision” “build it to know it”
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video captures
gestural
affordances
16. Phil Van Allen, “object and Screens Speculations” at http://philvanallen.com/downloads/object_videos_w_titles.mov
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video captures
stakeholder
attention
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video is a method
of prototyping?
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video captures
prototypes
21. video “free”
video prototypes can draw from any of the above technologies
David & Aaron maul a chart from “Prototyping: A Practicioner’s Guide” by todd Zaki Warfel / rosenfeldmedia.
22. Paper, narrative, and digital artifacts
shown in real-world use by people.
video “free”
video prototypes can draw from any of the above technologies
David & Aaron maul a chart from “Prototyping: A Practicioner’s Guide” by todd Zaki Warfel / rosenfeldmedia.
23. Gestural input is best captured through
video or a true functional prototype.
video “free”
video prototypes can draw from any of the above technologies
David & Aaron maul a chart from “Prototyping: A Practicioner’s Guide” by todd Zaki Warfel / rosenfeldmedia.
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why not use video
when prototyping an interaction?
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• not interactive
• hard to edit
• disposable
• it’s not “real”
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• time-consuming
to make
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• time-consuming
to make
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example:
a teleportation system
for easy everyday use
on city streets
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Aaron’s example video scenario: teleportation made easy
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break it down:
video scenario
process
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the process:
1 . plan the shoot
2. make & set-up shoot
3. shoot the scenario
4. evaluate & edit
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1. plan the shoot
things to consider…
• Storyboard • Voiceover/sound
• User flows • Schedule
• talent • Budget
• Props • Video capture
• locations • editing methods
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1. plan the shoot
explore what Ux/UI screens are required
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1. plan the shoot
the storyboard shows screens in context
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1. plan the shoot
common shot types:
CLOSE-UP OvEr thE ShOULDEr
MEDIUM EStABLIShING
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1. plan the shoot
Your planning should include:
• complete storyboard (of every key shot)
• Sketched-out flow for required UI screens
• required actions per shot: gestures, expressions,
person-to-person interaction, devices used
• “the hero UI moment” for critical shots
• location detail to pre-visualize shot type/angle
• Voice-over (we aren’t including today)
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2. make & set-up shoot
• Draw necessary screens at size
• Build devices/props
• Set up materials on location
• check actual camera angles w/stand-ins
• Adjust lighting (outdoors can be easier)
• check wardrobe (neutral clothing?)
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3. shoot the scenario
• Adjust details when appropriate
• edit in camera for each shot
• Use a tripod
• limit location detail
• check each shot for technical errors
• Shoot duplicate takes for critical shots
• have fun!!!
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4. evaluate & edit
• Watch all of the takes
• Write up notes: best moments, redos
• reshoot required takes
• load best takes into editing program
• Stitch best takes together
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ready?
let’s make a
video scenario!
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challenge:
design a teleportation
system for easy
everyday use
on city streets
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but unlike our example,
gestural input must
be used to cue and
start transport
how would you describe this interaction
in a 60 second or less video scenario?
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get into groups
of four
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1. plan • complete storyboard
(limit to 6 shots or less!)
20 minutes
• Sketched-out flow for required
UI screens
2. make • required actions per shot:
gestures, expressions, person-to-
30 minutes
person interaction, devices used
3. shoot • “the hero UI moment”
for critical shots
20 minutes • location detail to pre-visualize
shot type/angle
4. evaluate • Be sure to play with your
camera as you plan!
15 minutes
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1. plan • Draw necessary screens at size
20 minutes • Build devices/props
• Set up materials on location
2. make • check actual camera angles with
stand-ins through your camera
30 minutes
• Adjust lighting (outdoors can
be easier than indoors)
3. shoot • check wardrobe—is clothing
20 minutes neutral and doesn’t distract
from UI?
4. evaluate • try out a few key interactions
on film
15 minutes
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1. plan • Shoot your storyboard!
20 minutes • Adjust UI/storyboard details
when appropriate
2. make • edit in camera for each shot
(start/stop)
30 minutes • Use a tripod (or similar stabilizer)
• limit location detail—this isn’t
3. shoot a commercial
20 minutes • check each shot for technical
errors afterwards
4. evaluate • Shoot duplicate takes for
critical shots
15 minutes • have fun!!!
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1. plan • Watch all of the takes, deleting
unusable ones
20 minutes
• Write up notes: best moments,
necessary edit points
2. make • reshoot required takes
30 minutes • load best takes into editing
program (FlipShare)
3. shoot • Stitch best takes together
20 minutes • Be aware—FlipShare adds
crossfades!
4. evaluate
15 minutes
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share out
your videos!
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let’s debrief
What did you notice about the videos?
What worked best?
What could be improved?
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will you use video
when prototyping interaction?