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Interaction design methods

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Lecture at AHO from 2006, starting with simple tips for background research, going into other methods for design research.

Lecture at AHO from 2006, starting with simple tips for background research, going into other methods for design research.

Published in: Economy & Finance, Technology

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  • 1. Physical computing Research
  • 2. Methodologies Background Exploratory Concept Evaluation
  • 3. Background Literature review Books Papers Articles Conference proceedings Workshop reports Competitive analysis, potential market space Demographics
  • 4. Exploratory Late Early Experience clips (give users objects and ask to film with cameraphones) Expert interviews Longitudinal interviews (continue follow up Wake-up interviews (initial conversations contextual interviews) and interviews with potential users) Bodystorming (physical brainstorming with Self-ethnography / Auto-ethnography acting and artefacts) ‘Real world’ enactments (digitally wired houses like Big Brother) Mid Interviews Personas (should be based on real people) Field Ethnography (observation in context) Digital ethnography (camera surveys, obser- vation done digitally, cameras, microphones etc.) Photo ethnography (cameras for participants, to record life) Shadow studies (live in with families or groups) Focus groups
  • 5. Concept Brainstorming Performance and improvisation Prototyping Paper prototyping Evidencing Cognitive walkthroughs Storyboards/Scenarios Task analysis Cultural probes / Technology probes
  • 6. Evaluation Heuristic analysis Usability testing Prototype trials
  • 7. Background
  • 8. Literature review
  • 9. Search
  • 10. Ubicomp Ubiquitous computing Everyware Pervasive computing Wearables Wearable computing Affective computing Ambient computing Ambient findability Thoughtless acts Continuous computing Augmented reality Embodied interaction Physical computing Tangible computing Networked objects Smart objects Internet of things Spimes Blogjects Smart mobs Social computing Search Computer supported collaborative work (CSCW) Rapid prototyping Fablab
  • 11. Ubicomp Ubiquitous computing Everyware Pervasive computing Wearables Wearable computing Affective computing Play Ambient computing Learning Ambient findability Kids Thoughtless acts Disability Continuous computing Accessibility Augmented reality Elderly Embodied interaction + Urban Physical computing Art Tangible computing Textiles Networked objects Furniture Smart objects Music Internet of things Sound Spimes ... etc. Blogjects Smart mobs Social computing Search Computer supported collaborative work (CSCW) Rapid prototyping Fablab
  • 12. Search
  • 13. Search
  • 14. Search
  • 15. Search
  • 16. Search
  • 17. Weblogs
  • 18. Exploratory
  • 19. Self-ethnography
  • 20. Cultural probes
  • 21. Cultural probes
  • 22. Cultural probes
  • 23. Cultural probes
  • 24. Cultural probes
  • 25. Cultural probes
  • 26. Technology probes
  • 27. Experience clips
  • 28. User research and ethnography
  • 29. User research and ethnography
  • 30. Concept
  • 31. Bodystorming
  • 32. Critical design
  • 33. Critical design
  • 34. Evidencing
  • 35. Comparative scenarios
  • 36. Experience scenarios
  • 37. Scenarios / diagramming
  • 38. Scenarios / comics
  • 39. Cognitive walkthrough
  • 40. Paper prototyping
  • 41. Paper prototyping
  • 42. Paper prototyping
  • 43. Paper prototyping
  • 44. Prototyping in Excel
  • 45. Rapid prototyping
  • 46. Sketching with hardware
  • 47. Junk prototyping
  • 48. Junk prototyping
  • 49. Experience prototyping
  • 50. Experience prototyping
  • 51. Experience prototyping
  • 52. Experience prototyping
  • 53. Experience prototyping
  • 54. Experience prototyping
  • 55. Going forward... Research presentation Books, papers, projects, methods, experts, users Method plan Research - identifying user needs, goals Concept - design, development and prototyping Evaluation - user testing, analysis Concept presentation Sketches, scenarios, prototypes, user-research