3. In two hours, we will
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Discuss, 0:30
4. Six Essential Steps of Product Design
PRInCiPleS: A Human-Centered Design Framework
5. A Design Framework
Analysis Synthesis
P R I C P S
Predispositions Research Insights Concepts Prototypes Strategies
Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing
7. Predispositions
• Define the problem
• Note the constraints (and then forget
them)
• Collects the points of view of the
team
(eng/design/prod/marketing/etc.)
• Forms initial hypotheses
• Exposes conflicting views
• Later helps drive buy-in from a
diverse audience
8. Predispositions: Examples
• Merchants have a difficult time getting new customers in the door
• People want to try new things around them but don’t know where
to go
• Merchants want to focus on the reason for their business and not
the details of running the business
10. Research
• Observational
• Contextual inquiry
• Ethnography
• Usability of current system
• Literature
• Competitive analysis
• Established guidelines
• Data gathering
• Survey
11. Research: Examples
• Diary study to better understand local shopping behavior
• Survey to understand what technologies merchants currently use
and how they acquired those technologies
• Ethnographic study to understand how merchants interact with
the technologies they currently have
• A trip to a cash register museum to observe the changes in form
and function over time
13. Insights
• Interpretation of research
• Identify problems with current
system
• Discover a vision for something
better
• Evidence to affirm/refute
predispositions
• Techniques include system and
object diagrams, models, etc.
14. Insights: Examples
• Ethnographic findings from merchants into categories that show
merchants will lose their place in a certain system if interrupted
by a customer
• Survey results showing that merchants use the first POS system
they come across that seems reasonable rather than conduct a
deeper analysis of features and cost
• Affinity diagram that organizes diary study results into categories
showing people tend to find one or two places via word of mouth
and stick with them, rarely branching out
16. Concepts
• Changes to the human environment
• Concepts are innovations that change
interactions
17. Concepts: Examples
• Location based recommendation: Given a person already having
certain technologies at their disposal such as a GPS-enabled
mobile phone, we can suggest places with or without deals that
may suit their interests based on current behavior when they are
nearby
• De-technology POS: Removing as much complexity as possible from
the merchants, establish centrally controlled terminal POS
systems that our reps install and then maintain from our central
hub (much like the ADP security system)
20. Prototypes: Examples
• Location based recommendation: Experience prototype, in which a
researcher and participant go for a walk through a busy city
center, and the researcher occasionally informs the participant of
nearby deals
• De-technology POS: Paper prototype used to understand specific
terminal needs and interactions in order to determine the best
usability and feature set for terminal vs mainframe vs outsourced
management
22. Strategies
• Defines how to implement a design
• Look at the constraints again
• Enterprise: marketplace viability
• Technology: technical feasibility
• Social: social effects
24. A Design Framework
Analysis Synthesis
P R I C P S
Predispositions Research Insights Concepts Prototypes Strategies
The things we
believe to be true
at the outset of a
design process
Observations
Literature
review
Collections
review
Design issues that
arise out of
research
Things, services,
communications,
or strategies that
we envision as a
response to
insights
• Exploratory
behavioral low
fidelity
• Appearance
look & feel
• Usability proof
of concept
high fidelity
• Social value &
desireability
• Technological
feasibility
• Enterprise &
economic
viability
planning
Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing