A MediaLAB workshop                            Design                            Making your ideas real!                  ...
Human Centered                      Each of the projects has a human focus (user experience is vital)Wednesday, April 10, 13
3 lenses                          of Human Centered DesignWednesday, April 10, 13
Ref: IDEO HCD ToolkitWednesday, April 10, 13
Ref: IDEO HCD ToolkitWednesday, April 10, 13
Desirability                          A focus on emotions and the user experienceWednesday, April 10, 13
Emotions                          How emotions emerged in the design discourseWednesday, April 10, 13
Evolution in ‘making the difference’ for consumersWednesday, April 10, 13
Emergence                          An interest in the user experience, in order to...Wednesday, April 10, 13
Engaging       Creating engagement by focusing not only on beauty, but also on beautiful interactionsWednesday, April 10, 13
Ease of Use         Improve the ease of use of products, with a focus on emotionWednesday, April 10, 13
Authenticity      Making products that fit people’s real needs (meaningful)Wednesday, April 10, 13
A short sidetrack: Love                            User Experience as a phenomenonWednesday, April 10, 13
User Experience                           As a phenomenon. What it is not, and what it is.Wednesday, April 10, 13
UX: what it is NOTWednesday, April 10, 13
Just usability        Tasks, performance, errors etc. do not say anything about the user’s perceptionWednesday, April 10, 13
Isolation        UX is not about an isolated user, but exists in social and cultural contextWednesday, April 10, 13
Just in time        UX is not only about the ‘now’, but influenced by prior experiences and expectationsWednesday, April 10...
UX: what it isWednesday, April 10, 13
Experience      User experience is a subset of experience in generalWednesday, April 10, 13
‣                  1            Experience. We can all relate to it... as we all experience the world around usWednesday, ...
‣                  2            However simple to undergo, experience is a complex concept to understandWednesday, April 1...
‣                  3            User Experience is more specific, as it relates to experience of using a systemWednesday, A...
Use        Also includes a more passive way such as observing someone using the systemWednesday, April 10, 13
Hassenzahl (2010)       ‣      Properties of UXWednesday, April 10, 13
‣      Subjective            Experience is subjective: mere product qualities need to be perceivedWednesday, April 10, 13
‣      Holistic            Experience is holistic: be, do, motor goalsWednesday, April 10, 13
‣      Situated            Experience is situated: highly dependent of contextWednesday, April 10, 13
‣      Dynamic            Experience is dynamic - over time > orientation, incorporation and identificationWednesday, April...
‣      Pleasure and Pain            Worthwile: Experience can be both beneficial or harmful to our personal concernsWednesd...
Sy    Ex    Us                          UX: what it is                          It happens between the system and the user...
Sy    Ex    Us                          Design                           UX: what it is                             It hap...
Sy    Ex    Us                          Design                           UX: what it is                             It hap...
Sy    Ex    Us                          Design                                 Measure                           UX: what ...
Sy     Ex     Us                          Affecting factors                            Factors that are affecting the User...
Sy     Ex     Us                           Design                          Affecting factors                             F...
Sy     Ex     Us                           Design                          Affecting factors                             F...
Sy     Ex     Us                           Design                                   Measure                          Affec...
Social context          Context                                                       Physical context   ‣                ...
Motivation          User                                                                              Mood   ‣            ...
System                                                                    Designed properties   ‣                         ...
Time spans of UX                          When, what and howWednesday, April 10, 13
When                    Before usage     During usage   After usage        Over time                          Anticipated ...
Design process                             of Human Centered DesignWednesday, April 10, 13
Ref: IDEO HCD ToolkitWednesday, April 10, 13
Wednesday, April 10, 13
Wednesday, April 10, 13
this is NOT you (yet)                          this is youWednesday, April 10, 13
Create                          Making ideas realWednesday, April 10, 13
There are four key activities in this phase:                                        Synthesis                             ...
There are four key activities in this phase:                                        Synthesis                             ...
Today                          three exercises to make your ideas more realWednesday, April 10, 13
There are four key activities in this phase:                                        Synthesis                             ...
#1                          Are you sure about your concepts, I mean empathically?Wednesday, April 10, 13
#1 A                          We’re gonna check, with a ‘Why-How laddering’ exerciseWednesday, April 10, 13
Abstract             Concrete                          Ref: Stanford D-SchoolWednesday, April 10, 13
#1 B                          What do your users say, do, think and feel? Do your                                         ...
#1 B                          We’re gonna check, with an ‘Empathy Map’ exerciseWednesday, April 10, 13
What do they say?   What do they think?        What do they do?       What do they feel?Wednesday, April 10, 13
#2                          Making your concepts feel realWednesday, April 10, 13
#2                 Divide your team in two groups                               Roleplaying                     Each group...
Next/                          How can you gather valuable feedback in the design process?Wednesday, April 10, 13
#1                                         Have ‘extreme users’ work with your prototypes                                 ...
#2                          Use ‘prototyping for empathy’ to actually increase acceptance                            http:...
#3                          Use ‘participatory co-design’ to get the designs closer to user needs                         ...
#4                          Organise feedback sessions!Wednesday, April 10, 13
TIP!          Don’t invest too much time perfecting the ideas before feedback.     The point is to change the solutions, n...
TIP!             Use several prototypes in order to get people to really be critical about                   them (they us...
TIP!      Keep careful notes of the feedback, both positive and negative, and the new                questions the team ne...
Now get to work :-)                            Design                            Making your ideas real!                  ...
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HCD workshop

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HCD workshop

  1. 1. A MediaLAB workshop Design Making your ideas real! Marco van Hout @demadera m.van.hout@hva.nlWednesday, April 10, 13
  2. 2. Human Centered Each of the projects has a human focus (user experience is vital)Wednesday, April 10, 13
  3. 3. 3 lenses of Human Centered DesignWednesday, April 10, 13
  4. 4. Ref: IDEO HCD ToolkitWednesday, April 10, 13
  5. 5. Ref: IDEO HCD ToolkitWednesday, April 10, 13
  6. 6. Desirability A focus on emotions and the user experienceWednesday, April 10, 13
  7. 7. Emotions How emotions emerged in the design discourseWednesday, April 10, 13
  8. 8. Evolution in ‘making the difference’ for consumersWednesday, April 10, 13
  9. 9. Emergence An interest in the user experience, in order to...Wednesday, April 10, 13
  10. 10. Engaging Creating engagement by focusing not only on beauty, but also on beautiful interactionsWednesday, April 10, 13
  11. 11. Ease of Use Improve the ease of use of products, with a focus on emotionWednesday, April 10, 13
  12. 12. Authenticity Making products that fit people’s real needs (meaningful)Wednesday, April 10, 13
  13. 13. A short sidetrack: Love User Experience as a phenomenonWednesday, April 10, 13
  14. 14. User Experience As a phenomenon. What it is not, and what it is.Wednesday, April 10, 13
  15. 15. UX: what it is NOTWednesday, April 10, 13
  16. 16. Just usability Tasks, performance, errors etc. do not say anything about the user’s perceptionWednesday, April 10, 13
  17. 17. Isolation UX is not about an isolated user, but exists in social and cultural contextWednesday, April 10, 13
  18. 18. Just in time UX is not only about the ‘now’, but influenced by prior experiences and expectationsWednesday, April 10, 13
  19. 19. UX: what it isWednesday, April 10, 13
  20. 20. Experience User experience is a subset of experience in generalWednesday, April 10, 13
  21. 21. ‣ 1 Experience. We can all relate to it... as we all experience the world around usWednesday, April 10, 13
  22. 22. ‣ 2 However simple to undergo, experience is a complex concept to understandWednesday, April 10, 13
  23. 23. ‣ 3 User Experience is more specific, as it relates to experience of using a systemWednesday, April 10, 13
  24. 24. Use Also includes a more passive way such as observing someone using the systemWednesday, April 10, 13
  25. 25. Hassenzahl (2010) ‣ Properties of UXWednesday, April 10, 13
  26. 26. ‣ Subjective Experience is subjective: mere product qualities need to be perceivedWednesday, April 10, 13
  27. 27. ‣ Holistic Experience is holistic: be, do, motor goalsWednesday, April 10, 13
  28. 28. ‣ Situated Experience is situated: highly dependent of contextWednesday, April 10, 13
  29. 29. ‣ Dynamic Experience is dynamic - over time > orientation, incorporation and identificationWednesday, April 10, 13
  30. 30. ‣ Pleasure and Pain Worthwile: Experience can be both beneficial or harmful to our personal concernsWednesday, April 10, 13
  31. 31. Sy Ex Us UX: what it is It happens between the system and the userWednesday, April 10, 13
  32. 32. Sy Ex Us Design UX: what it is It happens between the system and the userWednesday, April 10, 13
  33. 33. Sy Ex Us Design UX: what it is It happens between the system and the userWednesday, April 10, 13
  34. 34. Sy Ex Us Design Measure UX: what it is It happens between the system and the userWednesday, April 10, 13
  35. 35. Sy Ex Us Affecting factors Factors that are affecting the User ExperienceWednesday, April 10, 13
  36. 36. Sy Ex Us Design Affecting factors Factors that are affecting the User ExperienceWednesday, April 10, 13
  37. 37. Sy Ex Us Design Affecting factors Factors that are affecting the User ExperienceWednesday, April 10, 13
  38. 38. Sy Ex Us Design Measure Affecting factors Factors that are affecting the User ExperienceWednesday, April 10, 13
  39. 39. Social context Context Physical context ‣ Task context The UX may change when the context changes Technical contextWednesday, April 10, 13
  40. 40. Motivation User Mood ‣ Resources The person experiencing the system is dynamic, and so is the UX ExpectationsWednesday, April 10, 13
  41. 41. System Designed properties ‣ User added properties Perception of the system’s properties influence the UX Brand imageWednesday, April 10, 13
  42. 42. Time spans of UX When, what and howWednesday, April 10, 13
  43. 43. When Before usage During usage After usage Over time Anticipated UX Momentary UX Episodic UX Cumulative UX What Recollecting Imagining Experiencing Reflecting on an multiple periods of How experience experience use. UX white paperWednesday, April 10, 13
  44. 44. Design process of Human Centered DesignWednesday, April 10, 13
  45. 45. Ref: IDEO HCD ToolkitWednesday, April 10, 13
  46. 46. Wednesday, April 10, 13
  47. 47. Wednesday, April 10, 13
  48. 48. this is NOT you (yet) this is youWednesday, April 10, 13
  49. 49. Create Making ideas realWednesday, April 10, 13
  50. 50. There are four key activities in this phase: Synthesis Brainstorming Prototyping FeedbackWednesday, April 10, 13
  51. 51. There are four key activities in this phase: Synthesis Brainstorming Prototyping FeedbackWednesday, April 10, 13
  52. 52. Today three exercises to make your ideas more realWednesday, April 10, 13
  53. 53. There are four key activities in this phase: Synthesis Brainstorming Prototyping FeedbackWednesday, April 10, 13
  54. 54. #1 Are you sure about your concepts, I mean empathically?Wednesday, April 10, 13
  55. 55. #1 A We’re gonna check, with a ‘Why-How laddering’ exerciseWednesday, April 10, 13
  56. 56. Abstract Concrete Ref: Stanford D-SchoolWednesday, April 10, 13
  57. 57. #1 B What do your users say, do, think and feel? Do your concepts provide or support that?Wednesday, April 10, 13
  58. 58. #1 B We’re gonna check, with an ‘Empathy Map’ exerciseWednesday, April 10, 13
  59. 59. What do they say? What do they think? What do they do? What do they feel?Wednesday, April 10, 13
  60. 60. #2 Making your concepts feel realWednesday, April 10, 13
  61. 61. #2 Divide your team in two groups Roleplaying Each group choses a concept Make that concept real with: Pen, paper, tape, etc. Have the other group act as users and give feedbackWednesday, April 10, 13
  62. 62. Next/ How can you gather valuable feedback in the design process?Wednesday, April 10, 13
  63. 63. #1 Have ‘extreme users’ work with your prototypes Document their feedback http://dschool.stanford.edu/wp-content/themes/dschool/method-cards/extreme-users.pdfWednesday, April 10, 13
  64. 64. #2 Use ‘prototyping for empathy’ to actually increase acceptance http://dschool.stanford.edu/wp-content/themes/dschool/method-cards/prototype-for-empathy.pdfWednesday, April 10, 13
  65. 65. #3 Use ‘participatory co-design’ to get the designs closer to user needs http://www.hcdconnect.org/methods/participatory-co-designWednesday, April 10, 13
  66. 66. #4 Organise feedback sessions!Wednesday, April 10, 13
  67. 67. TIP! Don’t invest too much time perfecting the ideas before feedback. The point is to change the solutions, not to prove that they are perfect. The best feedback is that which makes you rethink and redesignWednesday, April 10, 13
  68. 68. TIP! Use several prototypes in order to get people to really be critical about them (they usually aren’t when there is only one available).Wednesday, April 10, 13
  69. 69. TIP! Keep careful notes of the feedback, both positive and negative, and the new questions the team needs to answer about the solution.Wednesday, April 10, 13
  70. 70. Now get to work :-) Design Making your ideas real! Marco van Hout @demadera m.van.hout@hva.nlWednesday, April 10, 13

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