MHIT603: Lecture 4 - Experience Prototyping

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MHIT603: Lecture 4 - Experience Prototyping

  1. 1. MHIT 603: Lecture 4 Experience Prototyping July 23rd 2014 Mark Billinghurst mark.billinghurst@gmail.com
  2. 2. Recap
  3. 3. Sketching to Prototype
  4. 4. Different Features Scenario VerticalPrototype Horizontal Prototype Full System Functionality
  5. 5. Flinto Interface
  6. 6. Origami Interface
  7. 7. App Inventor Designer View
  8. 8. App Inventor Blocks View
  9. 9. http://buglabs.net/
  10. 10. Arduino   http://www.arduino.cc   Open source hardware   Microcontroller   Add-on shields   Get started for $30 USD
  11. 11. Phidgets   http://www.phidgets.com   Plug and play prototyping   Lots of components   Get started for $77
  12. 12. Microsoft .Net Gadgeteer   http://www.netmf.com/gadgeteer/   Open source tool for building small devices   Uses .Net Micro Framework   Visual Studio/Visual C# Express   Support for many different sensors/components
  13. 13. Mainboard   Use mainboard   Processor   Number of socket connectors   Plug in Gadgeteer modules
  14. 14. Modules   Sensors, Actuators, Networking, Displays, User Input, Power, Extensibility, ..
  15. 15. Experience Prototyping
  16. 16. What is an Experience?
  17. 17. What Makes Up Snowboarding?   Weather   Terrain   Snow conditions   Air temperature   Bindings and boots   Board qualities   Skill level   Current state of mind, etc..
  18. 18. Experience is a dynamic, complex, and subjective phenomenon. It depends upon the perception of multiple sensory qualities of a design, interpreted through filters relating to contextual factors.   Buchenau & Fulton Suri (2000)
  19. 19. Buchenau, M., & Suri, J. F. (2000, August). Experience prototyping. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (pp. 424-433). ACM.
  20. 20. Experience Prototyping The experience of even simple artifacts does not exist in a vacuum but, rather, in dynamic relationship with other people, places and objects. Additionally, the quality of people’s experience changes over time as it is influenced by variations in these multiple contextual factors.
  21. 21. Consider the Whole User
  22. 22. User Experience Factors
  23. 23. Experience Prototyping “Experience Prototype is any kind of representation, in any medium, that is designed to understand, explore or communicate what it might be like to engage with the product, space or system we are designing.” Buchenau and Suri
  24. 24.   adfa
  25. 25.   asdfa
  26. 26.   asdfa
  27. 27. Design Evolution   User-Centered Design (1980’s)   Focus on thing being designed   Ensure it meets user needs   Participatory Design (1990’s)   User part of the design process   Roles of designer, researcher, user blur together   Experience Design (2000’s)   Design user’s experience of things, events, places
  28. 28. What I hear I forget. What I see, I remember. What I do, I understand! Lao Tse
  29. 29. Why Experience Prototyping? More and more we find ourselves designing complex and dynamic interactions with converging hardware and software, spaces, and services. The designer needs to focus on ”exploring by doing" and actively experiencing the subtle differences between various design solutions.
  30. 30. Why is it Important?   Need to think about context of artifact use   Where, why, what of object use   Focus on “exploring by doing”   Enables creation of common vision   Important for multidisciplinary team   Users can have informative personal experience   Allows engagement with problems in new ways
  31. 31. Designing Human Activities, not just Tools
  32. 32. Where it is Valuable   Understanding existing user experiences and context   Simulating an existing experience   Exploring and evaluating design ideas   Testing prototyping in use context   Communicating ideas to an audience   Demonstrating to client in use context
  33. 33. Understanding User Experience   Goal: To demonstrate context and identify issues and design opportunities   Through direct experience of systems   Key questions:   What are the contextual, physical, temporal, sensory, social and cognitive factors we must consider?   What is the essence of the existing user experience?   What are the essential factors our design should preserve?
  34. 34. Example: Heart Attack Monitoring   Questions   What is it like to be a defibrillating pacemaker patient?   Not knowing when and where attack might come   Solution   Page people simulating heart attack   Have users write down current context
  35. 35. AgeSuit   Create experience of what it’s like to be elderly person
  36. 36. A day in the Life of.. Cultural Probes.. Role Playing..
  37. 37. Case Study: Equator Domestic Probes
  38. 38. Accessing User Experience
  39. 39. Accessing User Experience
  40. 40. Accessing User Experience SAY DO MAKE
  41. 41. Exploring and Evaluating Ideas   Goals:   Facilitating the exploration of possible solutions   Directing the design team towards a more informed development of the user experience   Experience already focused around particular artifacts, elements or functions   Testing existing prototype   Evaluate with users, designers, clients
  42. 42. Example: New Aircraft Interior   Re-create aircraft interior design   Simulate flight processes
  43. 43. IDEO.com Interactive Role Play in Environment
  44. 44. Interactive Role Play
  45. 45. Role Playing
  46. 46. 116 www.id-book.com Wizard-of-Oz Prototyping •  The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. •  Usually done early in design to understand users’ expectations >Blurb blurb >Do this >Why? User
  47. 47. Example: Mobile Navigation
  48. 48. Communicating Ideas   Allow client/users/designers to understand design by directly experiencing it   Goal of persuading audience   Compelling, functional, visionary   Especially important for new technology types   Digital camera, wearable computer, etc
  49. 49. Examples Apple Digital Camera Kiss Communicator
  50. 50. Contribution   Experience prototyping contributes to product design in three ways:   Understanding existing experience   Simulating important aspects of experience   Exploration and evaluation of ideas   Providing confirmation or rejection of ideas   Communication of issues and ideas   Allowing others to engage with new experience

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