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SXSW Interactive 2014 Workshop: "The Humor-Centered Design Process"

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https://sup.sxsw.com/schedule/IAP18106

https://sup.sxsw.com/schedule/IAP18106

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  • 1. The Humor-Centered Design Process #humorUX March 10, 2014 / SXSW Interactive 2014
  • 2. WHO ARE WE? SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 2 Chelsey Delaney UX designer, humorist, writer @chelseD Chris Trew Comedian, Founder of The New Movement, Author of Improv Wins @christrew
  • 3. WHO ARE YOU? SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 3 Tell us: • Your name • What you do • Why you’re here
  • 4. INTRODUCTION EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 4 Profile Sheet (10 minutes)
  • 5. ABOUT THIS WORKSHOP
  • 6. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 6 Learning how to be funny. Sorry! (That being said ...) WHAT THIS WORKSHOP ISN’T
  • 7. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 7 A brief exploration of the relationship between (the processes and products of) design and humor. WHAT THIS WORKSHOP IS
  • 8. IDENTIFYING HUMOR SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 8 “... something unexpected, the truth of which is recognized.” - Aristotle
  • 9. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 9 • Using humor increases creativity and fosters innovation WHY HUMOR?
  • 10. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 10 • Using humor increases creativity and fosters innovation • Humor allows a designer to reach a deeper level with both their team and/or with the users of their product WHY HUMOR?
  • 11. WORKSHOP OVERVIEW SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 11 PART 1: Learn how humor can make the design process more collaborative and creative (and fun). PART 2: Learn how humor can take shape in design of a product, as well as contribute to its experience.
  • 12. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 12 HOW WILL WE DO THIS? • Improv exercises
  • 13. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 13 HOW WILL WE DO THIS? • Improv exercises • Sketching and discussing our own designs
  • 14. SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 14 HOW WILL WE DO THIS? • Improv exercises • Sketching and discussing our own designs • Checking out examples of humorous design
  • 15. PART 1: Learn how humor can make the design process more collaborative and creative (and fun).
  • 16. THE DESIGN PROCESS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 16 • At a high-level: Explore Generate Evaluate Refine
  • 17. THE HUMOR ... PROCESS? SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 17 • The methods, concepts and tools humorists use to create comedy
  • 18. HUMOR IN THE DESIGN PROCESS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 18 Using humor techniques and concepts to connect with and understand users, and to help in the creation of innovative concepts and ideas. DESIGN PROCESS + HUMOR PROCESS =
  • 19. IMPROV EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 19 Dressing the Scene (30 minutes)
  • 20. DRESSING THE SCENE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 20 • Establishing a framework
  • 21. DRESSING THE SCENE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 21 • Establishing a framework • “If this, then what?”
  • 22. DRESSING THE SCENE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 22 • Establishing a framework • “If this, then what?” • Building on ideas with others to develop a shared meaning and understanding
  • 23. DRESSING THE DESIGN SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 23 DESIGN BRIEF: Create an app that will teach someone about your favorite era and/or civilization.
  • 24. DESIGN EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 24 Make a List (10 minutes)
  • 25. BREAK (5 minutes)
  • 26. IMPROV EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 26 Characters (30 minutes)
  • 27. CHARACTERS SSXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 27 Improv relies on the ability to create and build on characters through personal knowledge and observance of people and patterns.
  • 28. CHARACTERS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 28 When developing characters, improvisers must ask themselves: “If this is true, then what else is true?” Improv relies on the ability to create and build on characters through personal knowledge and observance of people and patterns.
  • 29. DESIGN EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 29 Draw Your Audience (15 minutes)
  • 30. CHARACTERS INSTEAD OF PERSONAS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 30 • Don’t just observe the user, interpret them
  • 31. CHARACTERS INSTEAD OF PERSONAS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 31 • Don’t just observe the user, interpret them • Embrace and harness personal bias
  • 32. CHARACTERS INSTEAD OF PERSONAS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 32 • Don’t just observe the user, interpret them • Embrace and harness personal bias • Feel ownership of and allegiance to the user
  • 33. CHARACTERS INSTEAD OF PERSONAS SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 33 • Don’t just observe the user, interpret them • Embrace and harness personal bias • Feel ownership of and allegiance to the user • Empathize with and interalize user needs and experiences
  • 34. DESIGN EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 34 Sketch Your Flow (15 minutes)
  • 35. BREAK (15 minutes)
  • 36. PART 2: Learn how humor can take shape in the design of a product, as well as contribute to its experience.
  • 37. THE DESIGN OF A PRODUCT SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 37 • Can be physical, interactive, visual, experiential, behavioral, etc.
  • 38. THE DESIGN OF A PRODUCT SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 38 • Can be physical, interactive, visual, experiential, behavioral, etc. • Different than design for delight and design for play!
  • 39. HUMOR IN THE DESIGN SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 39 • Understanding the basic structure of humor, both in order to recognize it and apply it
  • 40. HUMOR IN THE DESIGN SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 40 • Understanding the basic structure of humor, both in order to recognize it and apply it • (Yes, it’s the cardinal sin of learning to explain why something is funny)
  • 41. HUMOR RESEARCH SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 41 “... is a multidisciplinary field stemming from linguistics that studies humor and its effects at the intersections of psychology, sociology, philosophy, history, literature, rhetoric, and computer science.” Source: wikipedia.org
  • 42. HUMOR RESEARCH SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 42 “... is a multidisciplinary field stemming from linguistics that studies humor and its effects at the intersections of psychology, sociology, philosophy, history, literature, rhetoric, and computer science.” And now design.
  • 43. INCONGRUITY THEORY SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 43 Incongruity Theory argues that humor occurs when a contrast between contextualized elements or concepts is perceived and processed.
  • 44. INCONGRUITY THEORY SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 44 Incongruity Theory argues that humor occurs when a contrast between contextualized elements or concepts is perceived and processed.
  • 45. IMPROV EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 45 Straight / Absurd (30 minutes)
  • 46. DESIGN EXAMPLE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 46 Source: petsorfood.com
  • 47. DESIGN EXAMPLE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 47 Source: https://prosign.tumblr.com
  • 48. DESIGN EXAMPLE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 48 Source: https://itunes.apple.com/us/app/quit-your-job/id781659061?mt=8
  • 49. DESIGN EXAMPLE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 49 Source: playitbyearparenthood.org
  • 50. DESIGN EXAMPLE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 50 Source: jurassicsystems.com
  • 51. DESIGN EXERCISE SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 51 Yes, And (15 minutes)
  • 52. QUESTIONS? SXSW Interactive 2014 / The Humor-Centered Design Process / #humorUX / 52 Chelsey Delaney UX designer, humorist, writer @chelseD Chris Trew Comedian, Founder of The New Movement, Author of Improv Wins @christrew Thank you!