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    Week05 workshop Week05 workshop Presentation Transcript

    • Workshop #3 Cultural Probes & Context Mapping UX Prototyping / IID 2014 Spring Class hours : Fri 3 pm – 7 pm 4th April
    • Interaction Design Elements Workshop #3 IID_UX Prototyping 2
    • Initial Pinterest Boards Me What I like Where I live Sketchbook Workshop #3 IID_UX Prototyping 3
    • Me : Collecting images of myself Me Studying Being Playful Future In Game Worlds Workshop #3 IID_UX Prototyping 4
    • Where I live • Emotional Home (Tag #emotional) • Psychological • Private • Physical Home(Tag #physical, or #factual) • Living where I live in the factual world Workshop #3 IID_UX Prototyping 5
    • Where I live • Home in Imagination(Tag #dream) • The imagination of ideal living space • Future • Virtual • Fantasy Workshop #3 IID_UX Prototyping 6
    • How to collect images • Web search • Pinterest iPad/iPhone/Android apps • Take pictures • Sketch and upload your own sketches Workshop #3 IID_UX Prototyping 7
    • To Do List for Today • Present your digital memento • What did you collect your visual images, and why? • Pinterest Mood board • How did you make your own story • Video in a time capsule Workshop #3 IID_UX Prototyping 8
    • To Do List for Today • Studio • Write your own system concept statement • Based on the system concept statement’s elements, such as the goals, the name of the system, and the system users, design your own cultural probes research. • Design a probe package. • Confirm the studio setting. • Blog/Pinterest/GitHub etc • VVVV Workshop #3 IID_UX Prototyping 9
    • THE SYSTEM CONCEPT STATEMENT • An effective system concept statement answers at least the following questions: • What is the system name? • Who are the system users? • What will the system do? • What problem(s) will the system solve? (You need to be broad here to include business objectives.) • What is the design vision and what are the emotional impact goals? In other words, what experience will the system provide to the user? This factor is especially important if the system is a commercial product. Workshop #3 IID_UX Prototyping 10
    • THE SYSTEM CONCEPT STATEMENT • Example: System Concept Statement for the Ticket Kiosk System Workshop #3 IID_UX Prototyping 11 The Ticket Kiosk System will replace the old ticket retail system, the Middleburg University Ticket Transaction Service, by providing 24-hour-a-day distributed kiosk service to the general public. This service includes access to comprehensive event information and the capability to rapidly purchase tickets for local events such as concerts, movies, and the performing arts. The new system includes a significant expansion of scope to include ticket distribution for the entire MU athletic program. Transportation tickets will also be available, along with directions and parking information for specific venues. Compared to conventional ticket outlets, the Ticket Kiosk System will reduce waiting time and offer far more extensive information about events. A focus on innovative design will enhance the MU public profile while Fostering the spirit of being part of the MU community and offering the customer a Beaming interaction experience. (139 words)
    • Design Process Where We Are Workshop #3 IID_UX Prototyping 12
    • Design Process Discovery Definition Design Development Workshop #3 IID_UX Prototyping 13
    • Discovery Definition Design Development • Stakeholder interviews • Business requirements • Competitive & comparative audits • User research • Site inventory Design Process Workshop #3 IID_UX Prototyping 14
    • •Personas •Content Audit •Card sorts •Use Cases •Sketching •Site Map •Creative Brief •UX Brief Design Process Discovery Definition Design Development Workshop #3 IID_UX Prototyping 15
    • • Site Map • Task Flows • Sketching • Wireframes • Stakeholder Reviews • Visual Design • Prototype • Usability Testing • Functional Specifications Design Process Discovery Definition Design Development Workshop #3 IID_UX Prototyping 16
    • • Site Development • User Acceptance Testing (UAT) • Quality Assurance (QA) • Usability Testing Design Process Discovery Definition Design Development Workshop #3 IID_UX Prototyping 17
    • IA Deliverables site map feature/functionality inventory comparative/competitive review requirements document personas sketches use cases user flows prototype wireframes discover designdefine experience brief Deliverables Workshop #3 IID_UX Prototyping 18
    • IA Deliverables site map feature/functionality inventory comparative/competitive review requirements document personas use cases user flows prototype wireframes discover designdefine experience brief visual design sketches Deliverables Workshop #3 IID_UX Prototyping 19
    • Persona Design Lecture 4. Workshop #3 IID_UX Prototyping 20
    • Introduction • Definition • "Personas or personae are fictitious characters that are created to represent the different user types within a targeted demographic that might use a site or product. Personas are given characteristics and are assumed to be in particular environments based on known users’ requirements so that these elements can be taken into consideration when creating scenarios for conceptualizing a site. Cooper (1999) outlined the general characteristics and uses of personas for product design and development. • In the context of software requirements gathering, a user persona is a representation of a real audience group. A persona description includes a user’s context, goals, pain points, and major questions that need answers. Personas are a common tool in Interaction Design (IxD)“ Workshop #3 IID_UX Prototyping 21
    • Definition: Personas • “Personas summarize user research findings and bring that research to life in such a way that everyone can make decisions based on these personas, not based on themselves.” Steve Mulder Workshop #3 IID_UX Prototyping 22
    • Definition: Personas • Methodology • Cluster Analysis • Goals • Create a narrative based on real data to illustrate user behavior, motivations, goals Workshop #3 IID_UX Prototyping 23 Small Budget Big Budget PlannerPromoter
    • Definition: Personas • Characteristics of Effective Personas • Varied and distinct • Detailed • Not weighed down with minutiae • Tied into business-specific goals • Backed by data Workshop #3 IID_UX Prototyping 24
    • Definition: Personas SabrinaJenny DonnyJerry Workshop #3 IID_UX Prototyping 25
    • Sabrina, 27 The party planner Location: Gramercy Park Attitude: Organized, outgoing Financial Perspective: Generous, bit of spendthrift Online Habits: Avid user of social networking sites, Twitter, Facebook, etc Events: Wine tastings, gallery openings Quote: “I love getting bunches of friends together to attend all these NYC events. There’s so much great stuff to do in this city!” Small Budget Big Budget PlannerPromoter PersonasDefinition: Personas Workshop #3 IID_UX Prototyping 26
    • Jerry, 44 The out-of-towner Location: Cincinnati, OH Attitude: Casual, yet adventurous Financial Perspective: Moderate spender Online Habits: Utilitarian use of the Web to research trips, read about the arts and pay bills Events: Museums, visiting landmarks, tours Quote: “I’m visiting the Big Apple with my wife and we want to check out some art-related events.”Small Budget Big Budget PlannerPromoter Definition: Personas Workshop #3 IID_UX Prototyping 27
    • Donny, 38 The local comedian Location: East Village Attitude: Laidback, loosely organized Financial Perspective: Frugal, paycheck to paycheck Online Habits: Spends time networking, promoting his act online, haunts comedy sites Events: Comedy slams, variety shows Quote: “I land a few comedy gigs around the city and I want to promote them better.” Small Budget Big Budget PlannerPromoter Definition: Personas Workshop #3 IID_UX Prototyping 28
    • Jenny, 33 The professional promoter Location: Williamsburg Attitude: Busy, disciplined, professional Financial Perspective: Healthy budget for promotions and advertising Online Habits: Heavy use of social networking sites both professionally and personally, shops online Events: Small gigs, big concerts, DJ sets Quote: “I manage a few bands and DJs and I have to ensure they’re listed in the right, targeted places.” Personas Small Budget Big Budget PlannerPromoter Definition: Personas Workshop #3 IID_UX Prototyping 29
    • Persona Design Results Workshop #3 IID_UX Prototyping 30
    • Cultural Probes Snippets for Probe Package Design Workshop #3 IID_UX Prototyping 31
    • “When reason is away, smiles will play.” - Paul Eluard and Benjamin Péret IID_UX Prototyping 32Workshop #3
    • Definition • Probes • Collections of evocative tasks meant to elicit inspirational responses from people – not comprehensive information about them, but fragmentary clues about their lives and thoughts. • It’s an approach that values uncertainty, play, exploration, and subjective interpretation as ways of dealing with those limits. • Provides an example of how we use this purposely uncontrolled and uncontrollable approach to help us understand design domain in new ways IID_UX Prototyping 33Workshop #3
    • Project Brief • European Union– funded research project looking at novel interaction techniques to increase the presence of the elderly in their local communities. IID_UX Prototyping 34Workshop #3
    • Project Outline • The probes were part of a strategy of pursuing experimental design in a responsive way. • They address a common dilemma in developing projects for unfamiliar groups. • Understanding the local cultures was necessary so that our designs wouldn’t seem irrelevant or arrogant, but we didn’t want the groups to constrain our designs unduly by focusing on needs or desires they already understood. • We wanted to lead a discussion with the groups toward unexpected ideas, but we didn’t want to dominate it.IID_UX Prototyping 35Workshop #3
    • Package IID_UX Prototyping 36 • The cultural probes—these packages of maps, postcards, and other materials—were designed to provoke inspirational responses from elderly people in diverse communities. • Like astronomic or surgical probes, we left them behind when we had gone and waited for them to return fragmentary data over time. Workshop #3
    • Postcard IID_UX Prototyping 37 • Postcards are an attractive medium for asking these sorts of questions because of their connotations as an informal, friendly mode of communication. • Unlike formal questionnaires, the postcards encouraged questions to be approached casually, which was underlined by pre-addressing and stamping them for separate return. • Postcard Questions • Please tell us a piece of advice or insight that has been important to you. • What do you dislike about Peccioli? • What place does art have in your life? • Tell us about your favorite device. Workshop #3
    • Map • Participants were also asked to mark zones on local maps, showing us where, for instance, • They would go to meet people • They would go to be alone • They liked to daydream • They would like to go but can’t IID_UX Prototyping 38Workshop #3
    • Camera • Picture Assignments • Your home • What you will wear today • The first person you see today • Something desirable • Something boring • About half the pictures were unassigned, and the elders were asked to photograph whatever they wanted to show us before mailing the camera back to us. IID_UX Prototyping 39Workshop #3
    • Photo Album and Media Diary • The last two items in the probes were in the form of small booklets. The first was a photo album, which requesting the elders to “use 6 to 10 pictures to tell us your story.” • When questioned, we encouraged participants to use photos of the past, their families, their current lives, or anything they found meaningful. IID_UX Prototyping 40Workshop #3
    • Probe Packages in Smartphone Version • Contemplate a digital cultural probe package that you can easily invite your user groups. • How would it be changed if you probing your users on smart phone SNS, such as Facebook, Google+, or Instragram? • Disposable cameras, postcards, maps, and diaries in physical forms are no longer needed to be snail-mailed to users. Find digital cameras, postcards, maps, and diaries on Appstores or Google Play, so that you can gather more vivid, and immediate information from your users. • First, draw your smartphone package on your power point document as a sequence scenario. IID_UX Prototyping 41Workshop #3