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  • 1. Method Card Try U9718053- 張駿
  • 2. Scenario Testing
    • HOW:
    • Show users a series of cards depicting possible future scenarios and invite them to share their reactions.
    • WHY:
    • Useful for compiling a feature set within a possible context of use as well as communicating the value of a concept to clients .
    • depict 描述 ; 描寫
    • scenario 情境
    • compile 彙編 ; 編輯
    • client 委託人 ; 顧客 , 客戶
  • 3. Role-Playing
    • HOW:
    • Identify the stakeholders involved in the design problem and assign  those roles to member of the team.
    • WHY:
    • By enacting the activities within a real or imagined context, the team can trigger empathy for actual users and raise other relevant issues.
    • stakeholder
    • 賭金保管人,在此指利益相關者
    • trigger 扳機 ; 能引起反應的刺激物
  • 4. Experience Prototype
    • HOW:
    • Quickly prototype a concept using available materials and use it in order to learn from a simulation of the experience using the product.
    • WHY:
    • This is useful for revealing unanticipated issues or needs, as
    • well as evaluating ideas.
    • prototype 原型 ; 標準 ; 模範
    • simulation 偽裝 ; 模仿
    • unanticipated 意料之外的
    • evaluate 對 ... 評價 ; 評估
  • 5. Quick-and-Dirty Prototyping
    • HOW:
    • Using any materials available, quickly assemble possible forms or interactions for evaluation.
    • WHY:
    • This is a good way to communicate a concept to the team and evaluate how to refine the design.
    • assemble 組合 ; 召集 , 集合
    • interaction 相互影響 ; 互動
    • evaluation 評價 ; 評估
    • refine 改善 ; 精製
  • 6. Empathy Tools
    • HOW:
    • Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users.
    • WHY:
    • This is an easy way to prompt an empathic understanding for users with disabilities or special conditions.
    • prompt 引起 , 激起
    • disability 殘疾 , 殘障
  • 7. Scale Modeling
    • HOW:
    • Use scaled , generic architectural model components to design spaces with the client, team, and/or users.
    • WHY:
    • This spatial prototyping tool provides a way to raise issues and respond to the underlying needs of different stakeholders.
    • scale 刻度 ; 尺度 ; 刻度尺
    • modeling 製作模型;立體感
    • generic 一般的 , 總稱的
    • underlying 含蓄的 ; 潛在的
  • 8. Scenarios
    • HOW:
    • illustrate a character-rich story line describing the context of use for a product or service.
    • WHY:
    • This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts.
    • essence 本質
  • 9. Predict Next Year's Headlines
    • HOW:
    • invite clients to project their company into the future, identifying how they want to develop and sustain customer relationships.
    • WHY:
    • Based on customer-focused research, these predictions can help clients to define which design issues to pursue in product development.
    • prediction 預言
  • 10. Bodystorming
    • HOW :
    • Set up a scenario and act out roles. with or without props . focusing on the intuitive responses prompted by the physical enactment .
    • WHY:
    • This method helps to quickly generate and test many context- and behavior-based concepts.
    • prop 支撐物 ; 道具
    • intuitive 直覺的 ; 有直覺力的
    • enactment 法規 , 條例
  • 11. Informance
    • HOW:
    • Act out an " informative performance" scenario by role-playing insights or behaviors that you have witnessed or researched.
    • WHY:
    • This is a good way to communicate an insight and build a shared understanding of a concept and its implications.
    • informative 情報的
    • insight 洞察力 , 眼光
    • implication 影響 ; 涉及 ; 捲入
  • 12. Behavior Sampling
    • HOW:
    • Give people a pager or phone and ask them to record and evaluate the situation they are in when it rings.
    • WHY:
    • This is useful way to discover how products and services get integrated into people's routines in unanticipated ways.
    • integrate 使成一體 , 使結合 , 使合併
  • 13. Try It Yourself
    • HOW·:
    • Use the product or prototype you are designing.
    • WHY:
    • Trying the product being designed prompts the team to appreciate the experience the actual users might have.
  • 14. Paper Prototyping
    • HOW:
    • Rapidly sketch, layout, and evaluate interaction design concepts for basic usability .
    • WHY:
    • This is good way to quickly organize, articulate , and visualize interaction design concepts.
    • usability 可用 ; 合用 ; 可用性
    • articulate 表達得清楚有力的
    • visualize 使形象化 ; 想像 ; 設想
  • 15. Be Your Customer
    • HOW:
    • Ask the client to describe outline, or enact their typical customer's experience.
    • WHY :
    • This is a helpful way to reveal the client's perceptions of their customer and provide an informative contrast to actual customer experiences.
    • perception 觀念 ; 看法
    • contrast 對比 , 對照
  • 16. THE END
    • method card - try