Designing Interactions 2013-2: Lecture #01
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Designing Interactions 2013-2: Lecture #01

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You will be introduced to course outline, Assessment criteria; you will also get an introductory discussion on Design Thinking ...

You will be introduced to course outline, Assessment criteria; you will also get an introductory discussion on Design Thinking

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  • 1. Designing Interactions: Introduction Learning Objectives § You will be introduced to course outline, Assessment criteria; § Introductory discussion on Design Thinking Outline § Self-Introductions § Defining User Centered design § Course Outline & Assessment Criteria § Exercise { Designing Interactions: Introduction } You are at: Introduction » Learning Objectives and Outline
  • 2. Designing Interactions: Introduction Let me introduce myself: Itamar Medeiros Graphic Designer Web Designer Photographer Interaction Designer Lecturer { Designing Interactions: Introduction } You are at: Introduction » Learning Objectives and Outline
  • 3. 7 years in China (between 2005 and 2012) Untitled, Nanjing Road, Shanghai, 2007
  • 4. 7 years in China (between 2005 and 2012) Medeiros, I., (2010), Shanghai Walking Tours: The Bund, retrieved 25 October 2011 from http://www.flickr.com/photos/china-designative/5061811354/in/photostream/
  • 5. 7 years in China (between 2005 and 2012) with my wife, Fabiane Medeiros, I., (2010), Shanghai Walking Tours: The Bund, retrieved 25 October 2011 from http://www.flickr.com/photos/china-designative/5061198577/in/photostream/
  • 6. First addition to the family: Caleb Peng Medeiros (2011)
  • 7. First addition to the family: Esther Peng Medeiros (2014)
  • 8. Local Coordinator for the Interaction Design Association (ixDA) in Shanghai IxDA, (2010), Facilitating Local Gathering for the Interaction Design Association (IxDA) in Shanghai in An evening of conversation about Design, Interaction, Work and Life with Marc Rettig, retrieved 25 October 2011 from http://www.ixda.org/local/event/25395
  • 9. Chronicler of all things Design, Technology & Culture Medeiros, I., (2006-2014), { design@tive } Thoughts on Design, Technology and Culture, retrieved 25 March 2014 from http://designative.info
  • 10. Chronicler of all things Design, Technology & Culture Medeiros, I. (2010), Visual Communication in China: “You are here” in { design@tive } thoughts on Design, Technology & Culture, retrieved September 1st , 2011 from http://designative.info/2010/11/18/visual-communication-in-china-you-are-here/
  • 11. Chronicler of all things Design, Technology & Culture Medeiros, I. (2010), Chinglish: Toilet Seats in China are “for weak only” in { design@tive } thoughts on Design, Technology & Culture, retrieved September 1st , 2011 from http://designative.info/2010/04/05/chinglish-toilet-seats-in-china-are-for-weak-only/
  • 12. Chronicler of all things Design, Technology & Culture Medeiros, I. (2009), Living in China: Shanghai’s Pajamas Sightings in { design@tive } thoughts on Design, Technology & Culture, retrieved September 1st , 2011 from http://designative.info/2010/03/25/living-in-china-shanghais-pajamas-sightings/
  • 13. 7 years in China (between 2005 and 2012) Untitled, Nanjing Road, Shanghai, 2007
  • 14. Chronicler of all things Design, Technology & Culture Medeiros, I. (2012), Chinglish: “Take Away Me”? in { design@tive } thoughts on Design, Technology & Culture, retrieved May 13th, 2013 from http://designative.info/2010/07/14/chinglish-take-away-me/
  • 15. Chronicler of all things Design, Technology & Culture Medeiros, I. (2012), Chinglish: “Month Also Know Communications”? In { design@tive } thoughts on Design, Technology & Culture, retrieved May 15th, 2013 from http://designative.info/2012/04/16/chinglish-month-also-know-communications/
  • 16. Chronicler of all things Design, Technology & Culture Medeiros, I. (2012), Visual Communication in China: “Visitors, this way”? in { design@tive } thoughts on Design, Technology & Culture, retrieved May 15th, 2013 from http://designative.info/2010/05/10/visual-communication-in-china-visitors-this-way/
  • 17. Chronicler of all things Design, Technology & Culture Medeiros, I. (2012), Visual Communication in China: “This is a no-car bomb area”! In { design@tive } thoughts on Design, Technology & Culture, retrieved May 15th, 2013 from http://designative.info/2010/04/24/visual-communication-in-china-this-is-a-no-car-bomb-area/
  • 18. Chronicler of all things Design, Technology & Culture Medeiros, I. (2012), Advertising in China: “Can’t Touch This”! In { design@tive } thoughts on Design, Technology & Culture, retrieved May 15th, 2013 from http://designative.info/2010/05/31/advertising-in-china-cant-touch-this/
  • 19. Chronicler of all things Design, Technology & Culture Medeiros, I. (2012), Only in China: High-tech Sandwich Men in { design@tive } thoughts on Design, Technology & Culture, retrieved May 15th, 2013 from http://designative.info/2008/12/17/only-in-china-high-tech-sandwich-men/
  • 20. Medeiros, I. (2012), Untitled [Photograph; The Dubai Mall Courtesy Policy Notice, Dubai (UAE).]
  • 21. Medeiros, I. (2012), Untitled [Photograph; Pedestrian Crossing Button, Dubai (UAE).]
  • 22. Introduction: Collect / Create / Relate / Donate Collect Learn from previous experiences ! Relate Consult with peers and mentors " # $ Create Explore, compose, and evaluate possible solutions Donate Disseminating results Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March 2000), 114-138. { Designing Interactions: Introduction } You are at: Introduction » Collect / Create / Relate / Donate
  • 23. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010 http://www.dubberly.com/articles/how-do-you-design.html
  • 24. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010 http://www.dubberly.com/articles/how-do-you-design.html
  • 25. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010 http://www.dubberly.com/articles/how-do-you-design.html
  • 26. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010 http://www.dubberly.com/articles/how-do-you-design.html
  • 27. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010 http://www.dubberly.com/articles/how-do-you-design.html
  • 28. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010 http://www.dubberly.com/articles/how-do-you-design.html
  • 29. Clark Publishing. (2011), “Add Some Bunch to Your Playbook” retrieved on July 21st, 2011 http://www.gridironstrategies.com/articles.php?id=85
  • 30. ISO (2010), “Human-centred design for interactive systems” in Ergonomics of human-system interaction -- Part 210, retrieved on July 21st, 2011 http://www.iso.org/iso/catalogue_detail.htm?csnumber=52075
  • 31. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 32. Brown, T. (2006), Innovation Through Design Thinking in MIT Sloan School of Management’s Innovative Leader Series, retrieved September 1st , 2011 from http://video.mit.edu/watch/innovation-through-design-thinking-9138/
  • 33. Relate: “Traditional” Design & Design Thinking Let’s spend some time discussing: § How different is Design Thinking practice from what you’re currently practicing? { Designing Interactions: Introduction } You are at: Relate » “Traditional” Design & Design Thinking
  • 34. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 35. Inspiration Design Thinkers: § Cannot have ideas in the abstract; § Use the world as source of inspiration, not validation; Brown, T. (2006), Innovation Through Design Thinking in MIT Sloan School of Management’s Innovative Leader Series, retrieved September 1st , 2011 from http://mitworld.mit.edu/video/357 { Designing Interactions: Introduction } You are at: Relate » Inspiration
  • 36. Kuniavsky, M. (2003), Observing the User Experience, Morgan Kaufmann; 1 edition (April 22, 2003)
  • 37. Ideation Design Thinkers: § Build to think; § Learn by prototyping; § Put their ideas through hundreds of iterations; Brown, T. (2006), Innovation Through Design Thinking in MIT Sloan School of Management’s Innovative Leader Series, retrieved September 1st , 2011 from http://mitworld.mit.edu/video/357 { Designing Interactions: Introduction } You are at: Relate » Ideation
  • 38. Warfel, T.Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition (November 16, 2009)
  • 39. Implementation Design Thinkers: § Use Storytelling as framework to generate ideas Brown, T. (2006), Innovation Through Design Thinking in MIT Sloan School of Management’s Innovative Leader Series, retrieved September 1st , 2011 from http://mitworld.mit.edu/video/357 { Designing Interactions: Introduction } You are at: Relate » Implementation
  • 40. Quesenbery, W, (2010), Storytelling for User Experience: Crafting Stories for Better Design, Rosenfeld Media; 1st edition (April 15, 2010)
  • 41. Implementation Design Thinkers: § Help connect the dots Brown, T. (2006), Innovation Through Design Thinking in MIT Sloan School of Management’s Innovative Leader Series, retrieved September 1st , 2011 from http://mitworld.mit.edu/video/357 { Designing Interactions: Introduction } You are at: Relate » Implementation
  • 42. Brown, T, (2009), Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, HarperBusiness; First Edition edition (September 29, 2009)
  • 43. Culture Design Thinking: § Is not just about methodology, is just as much about culture; § Is about being inspired and inspiring. Brown, T. (2006), Innovation Through Design Thinking in MIT Sloan School of Management’s Innovative Leader Series, retrieved September 1st , 2011 from http://mitworld.mit.edu/video/357 { Designing Interactions: Introduction } You are at: Relate » Implementation
  • 44. Kelly, T, (2005), The Ten Faces of Innovation, Doubleday (October 18, 2005)
  • 45. Design Thinking: Process The design process is what puts Design Thinking into action. It’s a structured approach to generating and developing ideas. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/ { Designing Interactions: Introduction } You are at: Collect » Design Thinking » Process
  • 46. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 47. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 48. “Design Thinking” “Information Design” “Interaction Design”
  • 49. Course Outline Design Thinking (1/3 of the course) § Week 01: Introduction § Week 02: Discovery “Mode” § Week 03: Interpretation “Mode” § Week 04: Reflection in Action { Designing Interactions: Introduction } You are at: Collect » Course Outline
  • 50. Medeiros, I., (2010), People, Tools, Process & Artifacts in User Research retrieved 5 November 2013 from http://designative.info/project/user-research/
  • 51. Contextual Inquiries Costumer Visit at an Electric Distribution Utility Company to understand the artifacts produced by Electric Distribution Designers in the Utility Design domain.
  • 52. Contextual Inquiries Costumer Visit at an Electric Distribution Utility Company to understand the artifacts produced by Electric Distribution Designers in the Utility Design domain.
  • 53. Contextual Inquiries Costumer Visit at an Electric Distribution Utility Company to understand the artifacts produced by Electric Distribution Designers in the Utility Design domain.
  • 54. Young, Indi. 2008. Contextual Inquiry notes in Mental Models: Aligning Design Strategy with Human Behavior. New York: Rosenfeld Media.
  • 55. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 56. Austin Center for Design (2009-2011), Interpretation Session in Starting to think about the boys on the row, retrieved September 1st , 2011 from http://www.ac4d.com/2010/10/13/starting-to-think-about-the-boys-on-the-row/
  • 57. Young, Indi. 2008. Affinity Diagrams in Mental Models: Aligning Design Strategy with Human Behavior. New York: Rosenfeld Media.
  • 58. Ulaszek, J., Winters, B. (2013) ‘Setting Course – Design Research to Experience Roadmap.’ Presentation at IxDA’s Interaction’13 Conference, Toronto – Canada, 28 February 2013.
  • 59. PhotoDev (2013), Affinity Diagrams in Contextual Inquiry, retrieved November 26th, 2013 from http://www.adamatorres.com/gallery-project/?page_id=106
  • 60. Course Outline Information Design (1/3 of the course) § Week 05: Visualizing Data / Processes § Week 06: Diagrams ( Swimlane / System Boundaries) and Models (Mental / Work / Artifact) § Week 07: Story Telling (Storyboarding / Customer Journey Maps / Personas & Scenarios) § Week 08: Reflection in Action { Designing Interactions: Introduction } You are at: Collect » Course Outline
  • 61. Medeiros, I. (2007-2013), Swimlane Diagrams in Data Visualization, retrieved November 27th, 2013 from http://designative.info/project/data-visualization/#Swimlane_Diagrams
  • 62. Kolko, J. (2008), Workflow Model of Getting a Tattoo in INF385T | Methods of Design Synthesis, Lecture 2: Ethnography, Contextual Inquiry, and Work Flow Modeling, UT Austin: School of Information
  • 63. Holtzblatt, K., (2001). Artifact Model of a Car in Beyond the Tower of Babel., retrieved September 21st, 2011 from http://incontextdesign.com/articles/beyond-the-tower-of-babel/
  • 64. Huang, K. H., & Deng, Y. S. (2008). Chinese Tradition of Tea Drinking Cultural Model in Social interaction design in cultural context: A case study of a traditional social activity. International Journal of Design, 2(2), 81-96.
  • 65. Design for Service (2009), Thinkpublic Comic, retrieved January 9, 2014 from http://designforservice.wordpress.com/2009/01/20/thinkpublic-comic/
  • 66. Tassi, R., (2009), “Customer Journey Maps” in Service Design Tools, retrieved January 9, 2014 from http://www.servicedesigntools.org/tools/8
  • 67. Xavier Llusá Architect Medeiros, I., (2014), Personas & Scenarios, retrieved January 9, 2014 from http://designative.info/portfolio/design-management/personas-scenarios/
  • 68. Xavier Llusá Background > 48 years-old, married, male > Received a BA at Escuela Superior de Arquitetura de Barcelona and a masters in architecture at Universidad de Bilbao > Owns a 20-person architecture studio in Manhattan > Intermediate Internet user, has fast connection to PC at work and average cable connection on an IMac at home Costumer Needs > Planning tools > Proactive communication > Monitor progress of projects > Validation of decisions Scenario Xavier just finished the design of a new upscale resort hotel to be constructed in Dubai, and he wants to be able to manage the construction of it remotely. Xavier wants to keep the client informed and happy about the progress of construction and keep the contractor on track to budgets/ schedules Since the project needs the clients approval for each stage, Xavier has to confirm by each milestone of the project for a position to proceed Medeiros, I., (2014), Personas & Scenarios, retrieved January 9, 2014 from http://designative.info/portfolio/design-management/personas-scenarios/ Needs > Planning tools > Proactive communication > Monitor progress of projects > validation of decision > Proactive communication Features > Create New Project > Select files > Add person to project > Assign role to project > Customize reports > add milestone > request approval confirmation Behavior Xavier login to his Architecture PROJECT TRAACKING account and creates a new online project. He selects which files will be associated with the project from file browser. Xavier then adds 2 (two) people to the project: Stephanie Powers and Malba Tahir. He assigns the role of CLIENT to Stephanie and the role of CONTRACTOR to Malba. Xavier, then, limits Stephanie’s reports to BUDGET/SCHEDULE and sets Malba’s reports to BUDGET/SCHEDULE/ SPECIFICATIONS Xavier sets the milestones of the project over the PROJECT TIMELINE: Malba will only get a permission to proceed to the next step after Stephanie’s approval of the previous one.
  • 69. Course Outline User Experience Design (1/3 of the course) § Week 09: Turning Insights into Action § Week 10: Concept Design, Wireframing, Prototyping § Week 11: User Validation § Week 12: Reflection in Action { Designing Interactions: Introduction } You are at: Collect » Course Outline
  • 70. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 71. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 72. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 73. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 74. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 75. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 76. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 77. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 78. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved January 9, 2014 from http://designative.info/portfolio/user-experience/project-collaboration- tracking-app/
  • 79. ProtoIO Inc, (2014), Wack-A-Monster, retrieved June 12th, 2014 from https://showcase.proto.io/share/?id=ea5c5bec-9589-465f-86bd-937b6d982d26&v=1
  • 80. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 81. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 82. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 83. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 84. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
  • 85. Course Outline Assessment Criteria § Weekly Research: 40% § Reflection-in-Action: 20% (x3) = 60% { Designing Interactions: Introduction } You are at: Collect » Assessment Criteria
  • 86. Course Outline Design Thinking (1/3 of the course) § Week 01: Design “vs” Design Thinking § Week 02: Discovery “Mode” § Week 03: Interpretation “Mode” § Week 04: Reflection in Action { Designing Interactions: Introduction } You are at: Collect » Course Outline
  • 87. “Design Thinking” “Information Design” “Interaction Design”
  • 88. “Design Thinking”
  • 89. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 90. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 91. Discovery Discovery builds a solid foundation for your ideas, opening up to new opportunities, and getting inspired to create new ideas. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/ { Designing Interactions: Introduction } You are at: Collect » Discovery
  • 92. TED Conferences, LLC, 2011, “Paul Bennett finds design in the details”, retrieved on July 5th, 2011, http://www.ted.com/talks/paul_bennett_finds_design_in_the_details.html
  • 93. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 94. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 95. Discovery: Understand the Challenge A clearly defined challenge will guide your questions and help you stay on track throughout the process. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/ { Designing Interactions: Introduction } You are at: Collect » Discovery » Understand the Challenge
  • 96. Discovery: Understand the Challenge A good challenge is phrased with a sense of possibility. Make it broad enough to allow you to discover areas of unexpected value, and narrow enough to make the topic manageable. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/ { Designing Interactions: Introduction } You are at: Collect » Discovery » Understand the Challenge
  • 97. Discovery: Understand the Challenge 1. Brainstorming Start with a broad view: ask yourself why people might need, want, or engage with your topic. 2. Establish constraints Make a list of criteria and constraints for the challenge. 3. Framing the Challenge Based on the thoughts you have collected, frame the challenge as one sentence starting with an action verb, such as: “create,” “define,” or “adapt.” { Designing Interactions: Introduction } You are at: Create » Discovery » Understand the Challenge 4. Create a Visible Reminder Post the challenge in a place that everyone can see, to be reminded of your focus throughout the process;
  • 98. Discovery: Understand the Challenge 1. Brainstorming Start with a broad view: ask yourself why people might need, want, or engage with your topic. 2. Establish constraints Make a list of criteria and constraints for the challenge. 3. Framing the Challenge Based on the thoughts you have collected, frame the challenge as one sentence starting with an action verb, such as: “create,” “define,” or “adapt.” { Designing Interactions: Introduction } You are at: Create » Discovery » Understand the Challenge 4. Create a Visible Reminder Post the challenge in a place that everyone can see, to be reminded of your focus throughout the process;
  • 99. Emmaus Campus Ministry (2013), Improve Your Productivity, retrieved November 7th 2013 from http://www.emmauscampusministry.com/improve-your-productivity/ /
  • 100. Discovery: Define Your Audience A deep understanding of peoples’ motivations and needs is the best foundation for any design solution. Engage with the broad spectrum of people who will be touched by what you design. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/ { Designing Interactions: Introduction } You are at: Create » Discovery » Define Your Audience
  • 101. Discovery: Define Your Audience 1. List contacts 3. Build an Overview Collect and write down the people or groups that are directly involved in or reached by your topic. 2. Think More Broadly Add people or groups who are peripherally relevant, or are associated with your direct audience. Think about the connections these people have with your topic. Create a visual overview of those who you consider to be your main audience, as opposed to more peripheral contacts. { Designing Interactions: Introduction } You are at: Create » Discovery » Define Your Audience 4. Create a Visible Reminder Keep a map of the people involved in a visible place for you to revisit over the course of the project.
  • 102. Discovery: Share What You Know Chances are good that you already have some knowledge about the topic. Share and document this knowledge, so you can build on it and are free to focus on discovering what you don’t yet know. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/ { Designing Interactions: Introduction } You are at: Donate » Discovery » Share What You Know
  • 103. Discovery: Share What You Know 1. Share What you Know Write down what you know about the topic. Use one piece of information per Post-it Note, and post them under the design challenge. Ask others for feedback and discuss any of the assumptions that come up. 2. Define What You Don’t Know Write down and share what you don’t know or yet understand about the challenge. Post these questions in a different area. { Designing Interactions: Introduction } You are at: Donate » Discovery » Share What You Know 3. Build on your knowledge and fill in the gaps Group the Post-it Notes into themes and use them to plan your research. Write down questions you want to explore.
  • 104. Define the Challenge: Exercise Let’s start preparation of our research: § A refined Design Challenge § A clear Definition of Your Audience § A list of your research questions and Assumptions { Designing Interactions: Introduction } You are at: Create » Design Thinking » Exercise
  • 105. Emmaus Campus Ministry (2013), Improve Your Productivity, retrieved November 7th 2013 from http://www.emmauscampusministry.com/improve-your-productivity/ /
  • 106. Donate: Disseminating Results Go to our KISD Space for this course and add the information related to the challenge you’ve chosen: 1. A refined Design Challenge 2. A clear Definition of Your Audience 3. A list of your research questions and Assumptions Itamar Medeiros http://designative.info/ http://twitter.com/designative itamar.medeiros@designative.info { Designing Interactions: Introduction } You are at: Donate » Disseminating Results