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d.Maps: Design Cultural Maps Introduction

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Introduction to d.Maps: Design Cultural Maps and Empathy …

Introduction to d.Maps: Design Cultural Maps and Empathy

*Material adapted from dschool.stanford.edu
*Special thanks to Rich Crandell, Susie Wise, Erica Estrada for allowing shamelessly stolen inspiration

Published in: Design, Business, Technology

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  • Intro Names and 1 artistic or cultural thing you noticed on the way to this course?
  • *Cross Listing Available Upon Request ME 291/391 Sec 50 CS 399 Sec 44 *Rooms subject to change (d.school) *Take attendance and bring food
  • It’s all about the experience your designing for…Eye of the Designer
  • This is the basis of your projects and final track presentation
  • -As a student, you may be asking yourself, "why should I take dMaps?" If you want to learn more about the d.school and design thinking, this is a great practical crash course. If you're interested in developing a relationship with awesome professors, you can get 1-on-1 mentorship. If you want to build cool stuff that you can show off in your portfolio, we'll be shipping prototypes each week and a product that will be used by future students (with possible lucrative industry applications). If you like cool people, we'll work as a talented team  throughout our seminar and get to know each other on field trips unlike most normal classes. If you want industry experience, we'll have awesome guest speakers you can work with. Finally and most importantly, if you want to push the envelope on new ways to engage with art, this class is for you.
  • Show and take time to reflect on prototypes
  • Human Centered (often referred to as "User Centered") is a core tenet of the current design process at the d.school.  By "Human Centered" we mean that our design process is grounded in responding to human needs and user feedback.  Throughout the design cycle (from inspiration to validation), we seek to engage with the people who will be affected by our designs so we may develop empathy for them that will inspire & guide our designs. We believe that the best innovations arise out of a thoughtful response to stimuli that we as designers are exposed to in the world.  Thus, the methods we use to seek out inspiration and to test our ideas and the activities and people that we expose ourselves to are very important.  Rather than being focus on technology as a driver for innovation, we believe that people should provide the inspiration and direction for our ideas.  The people who will be affected by our work and the people who are experiencing analogous situations to the ones we are working on, are the most important people to engage and stay close to. 
  • The act of empathy gaining is known as needfinding.
  • Here is an example with breakfast cereals: SAY - people say they eat healthy breakfasts DO – we saw that they ate sugar cereal BUT they didn’t want to portray that behavior to other people OPPORTUNITY - a sugar cereal that adults could openly embrace. Frosted Flakes – confessional commercials
  • . Even when you think you know the answer, ask people why they say or do things. The answers will sometimes surprise you. Whether or not the stories people tell are true, they reveal how they think about the world. Ask questions that get people telling stories. Sometimes what people say and what they do are different. These inconsistencies often hide interesting insights. Be aware of body language and emotions. . Interviewers often feel the need to ask another question when there is a pause. Sometimes if you allow there to be silence, a person will reflect on what they've just said and say something deeper. Even if they pause before answering, don't help them by suggesting an answer. This can unintentionally get people to say things that agree with your expectations. . "What do you think about this idea?" is a better question than "Don't you think this idea is great?" because the first question doesn't imply that there is a right answer.
  • This is actually a synthesis technique that I want you to start practicing as a preview to Thursday…Conduct your interview and try to map your user afterwards
  • Transcript

    • 1. d.Maps: Design Cultural Maps Intro [email_address]
    • 2. Enrique Allen
      • NCAA Division 1 Soccer
      • Human Biology, Behavior Change BA
      • MS&E, Sharing Behavior MS
      • Mural Music & Arts Project
      • AskMeGo
      • Facebook/Twitter/iPhone Apps
      • Persuasive Tech/CHIMe Lab
      • Venrock & fbFund
      • d.school
    • 3. Action Plan 9/21
      • Intro: SiCa + NYC: ~15min
      • Intro d.Maps: Logistics + Background + Expectations ~5min
      • Saturate 1 : Overview of Mapping + Art ~10min
      • Exercise 1: Re-design Map ~20min
      • Saturate 2: Human Centered Design + Empathy ~10min
      • Exercise 2: Listen to Audio + Watch Symbiosis Video ~20min
      • Wrap: Debrief + Experiment 1 ~10min
    • 4. Logistics
      • MUSIC 220D : SEC 03 (BERGER)
      • FALL 2009 : 1-3 UNITS
      • Mondays: 6:30-8:00pm, Kimball Seminar Room (Discussion)
      • Thursdays: 7:00-8:00pm, 524A (Lab)
      • Seminar Application: by 9/23
      • Potluck 6:30pm this Thursday (9/24), 524A
    • 5. Problems? Need for d.Maps?
      • Lack of inspiring art experiences in our everyday lives
      • Cultural blandness
      • Limitations of GPS
      • Easily mapping meaningful experiences
    • 6. Big Things I Won’t Define ART CULTURE TECH d.Maps
    • 7. d.Maps Function
      • Track(s) + Dimension(s) + Media = Cultural Maps Expression
    • 8.  
    • 9.  
    • 10.  
    • 11.  
    • 12. Design to keep in mind…
      • Mobile
      • Mapping
      • Art & Culture
      • Creating, Sharing & Discovering
      • Browsing
      • Editing
      • Tagging
      • Meaningful interaction
    • 13. Different Expectations?
      • Risk
      • Bias Towards Action
      • Mindful of Process
      • Uncertainty
      • Team
      • *Attendance
    • 14. Why join the seminar?
      • d.Thinking
      • Portfolio
      • Professors
      • Industry
      • Team
      • Field trips
      • FUN!
    • 15. Transition…
    • 16. Examples of Art + Mapping
    • 17. Empathy Intro
    • 18.  
    • 19. What is Empathy
      • em·pa·thy: the intellectual identification with or vicarious experiencing of the feelings , thoughts , or attitudes of another
      • you can think through the experience of another by understanding it “completely”
      • you can feel what another is feeling by immersing yourself completely in an experience
    • 20. How Will You Use It?
      • needfinding: discovering people’s explicit and implicit needs so that you can meet them through your designs
      • need: a physical, psychological or cultural requirement of an individual or group that is missing or not met through existing solutions
    • 21. What Is It?
      • you want to understand a user’s experience by learning about their lives. look for:
      what they say what they do what they say about what they do A gap between what people say & do is a DESIGN OPPORTUNITY!! user
    • 22. WHY IT IS IMPORTANT you want to design something that will be used by people to design something that people will use, it has to fill a need and fit into their lives to design something meaningful you need to understand their lives, their behavior, their beliefs
    • 23. How do we get it?
      • Understand : Read books/articles, watch movies, talk to experts
      • Observe : Observe the user
      • Interview : Talk to the user
      • Immerse : Put yourself in the user’s shoes
    • 24. Strategies
    • 25. Extreme Users
      • Different Perspective:
        • Child, Someone in a Wheel Chair, Someone Very Tall
      • Different Psychologies:
        • Ms Comfort, Mr. Awkward, Mr. Bored
    • 26. Extreme Users
    • 27. Change your perspective
    • 28. http://www.youtube.com/watch?v=A2cmlhfdxuY Change your perspective
    • 29. Change your role A Native American prayer asks to refrain from judging anyone until you have walked a mile in their moccasins.
    • 30. Change your role
    • 31. Engage: Interview
      • Ask why
      • Encourage stories.
      • Look for inconsistencies.
      • Listen to nonverbal clues.
      • Don't be afraid of silence.
      • Don't suggest answers to your questions.
      • Ask questions neutrally
    • 32. Interview
    • 33. User Map
    • 34. Experiment 1
      • Observe and interview people about mapping applications at Stanford
      • Remember that I'm being intentionally vague and only constraining your need finding to the Stanford domain...If you're having trouble coming up with something, the default context to explore is a map to class . I expect that you'll have trouble getting insights because many of you (including me) need to practice these techniques more, so good luck beating the odds :)
    • 35. Credits
      • Material adapted from dschool.stanford.edu
      • Special thanks to Rich Crandell, Susie Wise, Erica Estrada for allowing shamelessly stolen slides