Method Card

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Method Card

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

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