Rapidly Exploring Application Design through Speed Dating

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While the user-centered design methods we bring from human-computer interaction to ubicomp help sketch ideas and refine prototypes, few tools or techniques help explore divergent design concepts, reflect on their merits, and come to a new understanding of design opportunities and ways to address them. We present Speed Dating, a design method for rapidly exploring application concepts and their interactions and contextual dimensions without requiring any technology implementation. Situated between sketching and prototyping, Speed Dating structures comparison of concepts, helping identify and understand contextual risk factors and develop approaches to address them. We illustrate how to use Speed Dating by applying it to our research on the smart home and dual-income families, and highlight our findings from using this method.

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  • I’M EXCITED TO LOOK AT THE WAYS IN WHICH THE PRACTICE OF DESIGN CAN ENTER THE UBICOMP COMMUNITY AND HELP US SOLVE SOME OF THE IMPORTANT PROBLEMS WE CONFRONT
  • Rapidly Exploring Application Design through Speed Dating

    1. 1. rapidly exploring application design through speed dating scott davidoff, min kyung lee, anind dey + john zimmerman
    2. 2. a familiar story <ul><li>investigating a domain </li></ul><ul><li>fieldwork shows many needs </li></ul><ul><li>create many application concepts </li></ul><ul><li>dual-income families </li></ul><ul><li>davidoff et al ubicomp 2006 </li></ul><ul><li>managing kids activities causes stress </li></ul>
    3. 3. how do you know which concept to make?
    4. 4. how do you know you have the best approach?
    5. 5. why not build it and see?
    6. 6. immature design patterns
    7. 7. high cost of failure
    8. 8. unpredictable consequences
    9. 9. design toolbox is empty <ul><li>personas </li></ul><ul><li>video </li></ul><ul><li>bodystorming </li></ul>sketch bucheneau + fulton suri 2000 cooper + reiman 2003 zimmerman 2005
    10. 10. design toolbox is empty <ul><li>personas </li></ul><ul><li>video </li></ul><ul><li>bodystorming </li></ul><ul><li>paper prototyping </li></ul><ul><li>video sketches </li></ul><ul><li>toolikits </li></ul>sketch prototype rettig 1994 mackay et al 2000 landay + myers 1995 bucheneau + fulton suri 2000 cooper + reiman 2003 zimmerman 2005
    11. 11. design toolbox is empty <ul><li>personas </li></ul><ul><li>video </li></ul><ul><li>bodystorming </li></ul><ul><li>paper prototyping </li></ul><ul><li>video sketches </li></ul><ul><li>toolikits </li></ul>sketch prototype rettig 1994 mackay et al 2000 landay + myers 1995 bucheneau + fulton suri 2000 cooper + reiman 2003 zimmerman 2005 getting the idea right v. getting the right idea tohidi et al 2006
    12. 12. add a step sketch prototype explore
    13. 13. address ubicomp risks <ul><li>immature design patterns </li></ul><ul><li>high cost of failure </li></ul><ul><li>unpredictable consequences </li></ul><ul><li>many variations </li></ul><ul><li>early, cheap + engaging </li></ul><ul><li>find risks + their interactions </li></ul>sketch prototype explore
    14. 14. speed dating
    15. 15. speed dating for love
    16. 16. speed dating for love
    17. 17. speed dating for love
    18. 18. speed dating for love
    19. 19. speed dating for love
    20. 20. speed dating for love
    21. 21. speed dating for love
    22. 22. speed dating for design <ul><li>replace partners with concepts, or variations </li></ul><ul><li>multiple low-cost engagtements with wide variety of concepts </li></ul><ul><li>allows a broader perspective to emerge </li></ul>
    23. 23. really two methods <ul><li>need validation </li></ul><ul><li>user enactments </li></ul>
    24. 24. abundance brings perspective
    25. 25. abundance brings perspective
    26. 26. cross boundaries to find them
    27. 27. experience, not feedback
    28. 28. need validation
    29. 29. 22 concepts
    30. 30. 22 concepts
    31. 31. 22 concepts
    32. 32. snack day at school Annie brings home a note from school. It’s her turn to bring in snack on the 26th Today is the 2nd and Mom doesn’t want to forget. She puts a note on the fridge, but it gets lost in a sea of notes On the 24th, the smart home adds Annie’s snacks to Mom’s shopping list The smart home rings a reminder sound as Mom walks past the fridge on the 26th. She sees her note and remembers Annie’s cookies
    33. 33. snack day at school Annie brings home a note from school. It’s her turn to bring in snack on the 26th Today is the 2nd and Mom doesn’t want to forget. She puts a note on the fridge, but it gets lost in a sea of notes On the 24th, the smart home adds Annie’s snacks to Mom’s shopping list The smart home rings a reminder sound as Mom walks past the fridge on the 26th. She sees her note and remembers Annie’s cookies
    34. 34. snack day at school Annie brings home a note from school. It’s her turn to bring in snack on the 26th Today is the 2nd and Mom doesn’t want to forget. She puts a note on the fridge, but it gets lost in a sea of notes On the 24th, the smart home adds Annie’s snacks to Mom’s shopping list The smart home rings a reminder sound as Mom walks past the fridge on the 26th. She sees her note and remembers Annie’s cookies
    35. 35. dad’s in trouble “ I feel so helpless.” The smart home senses that Dad’s going to miss Annie, and pings people he can count on in a pinch The neighbor’s not far from Annie. She agrees to get her. The tow truck that comes for Dad tells him that Annie is safe and sound.
    36. 36. dad’s in trouble “ I feel so helpless.” The smart home senses that Dad’s going to miss Annie, and pings people he can count on in a pinch The neighbor’s not far from Annie. She agrees to get her. The tow truck that comes for Dad tells him that Annie is safe and sound.
    37. 37. getting the right idea <ul><li>observation </li></ul><ul><li>kids activities cause stress </li></ul><ul><li>strategy </li></ul><ul><li>this is a problem, so fix it </li></ul>
    38. 38. getting the right idea <ul><li>observation </li></ul><ul><li>kids activities cause stress </li></ul><ul><li>activities cause stress but other factors are important </li></ul><ul><li>strategy </li></ul><ul><li>this is a problem, so fix it </li></ul><ul><li>respect these issues while fixing the problems </li></ul>
    39. 39. user enactments
    40. 40. what’s happening?
    41. 41. <ul><li>highly proactive </li></ul>what’s happening? arranges a ride
    42. 42. <ul><li>highly proactive </li></ul><ul><li>medium proactive </li></ul>what’s happening? arranges a ride mediates a ride
    43. 43. <ul><li>highly proactive </li></ul><ul><li>medium proactive </li></ul><ul><li>low proactive </li></ul>what’s happening? arranges a ride mediates a ride provides list of who’s available
    44. 44. view from the back seat
    45. 45. <ul><li>routine </li></ul>what’s happening? remind mom about snack
    46. 46. <ul><li>routine </li></ul><ul><li>beginning </li></ul>what’s happening? remind mom about snack tell mom what to buy for ballet
    47. 47. <ul><li>routine </li></ul><ul><li>beginning </li></ul><ul><li>deviation </li></ul>what’s happening? remind mom about snack tell mom what to buy for ballet tell dad what to bring when mom’s away
    48. 48. put mom in the kitchen
    49. 49. what about interactions? deviate routine begin activity lifecycle high med low proactivity
    50. 50. mom comes home
    51. 51. mom passes the laundry
    52. 52. mom passes the laundry “ if you put johnny’s shirt in his bag he won’t forget it”
    53. 53. mom passes the laundry “ tell him to get his own laundry” “ if you put johnny’s shirt in his bag he won’t forget it”
    54. 54. kids activities not “problems” <ul><li>kids are in activities to learn lessons about life </li></ul><ul><li>actions have consequences </li></ul><ul><li>parents want to protect their kids </li></ul><ul><li>also want kids to learn responsibility </li></ul>
    55. 55. implications for design <ul><li>can’t approach activities to “fix problems” </li></ul><ul><li>system needs to help kids learn to help themselves </li></ul><ul><li>kids have to learn about consequences and responsibility </li></ul><ul><li>in some places, assistance is inappropriate </li></ul><ul><li>parents must be part of the loop </li></ul>
    56. 56. getting the right idea <ul><li>observation </li></ul><ul><li>kids activities cause stress </li></ul><ul><li>activities cause stress but other factors are important </li></ul><ul><li>strategy </li></ul><ul><li>this is a problem, so fix it </li></ul><ul><li>respect these issues while fixing the problems </li></ul>
    57. 57. getting the right idea <ul><li>observation </li></ul><ul><li>kids activities cause stress </li></ul><ul><li>activities cause stress but other factors are important </li></ul><ul><li>managing activity and parenting are inseparable </li></ul><ul><li>strategy </li></ul><ul><li>this is a problem, so fix it </li></ul><ul><li>respect these issues while fixing the problems </li></ul><ul><li>teach kids responsibility, function as a safety net </li></ul>
    58. 58. tradeoffs sketch prototype explore
    59. 59. summary <ul><li>find the right concept + strategy important but unsupported </li></ul><ul><li>stands between sketching and prototyping </li></ul><ul><li>low-cost + engaging </li></ul><ul><li>learn about unpredictable consequences </li></ul><ul><li>evolve your application concept </li></ul>
    60. 60. continuing exploration <ul><li>taught in graduate hci design studio </li></ul><ul><li>push the method to make more flexible </li></ul><ul><li>apply in other concepts + domains </li></ul>
    61. 61. the end
    62. 62. user enactments <ul><li>experience prototyping </li></ul><ul><li>not designers but users </li></ul><ul><li>directly sample life-experience </li></ul><ul><li>react to situation portrayed how they would in their lives </li></ul>bucheneau + fulton suri 2007
    63. 63. participatory design <ul><li>PICTIVE </li></ul><ul><li>Opportunity areas </li></ul>muller 1992 halloran et al 2006
    64. 64. low-fi kitchen muller 1992 halloran et al 2006
    65. 65. need validation observed needs perceived needs
    66. 66. morning stress “ MOM SAID 10 MIN MAX.” The smart home shuts off the TV. Annie goes to get dressed. “ IT’S SNOWING WHAT SHOULD YOU WEAR?” Annie picks a sweater and boots. Her “cyber pet” meows with joy. The smart home rings a reminder sound as Mom walks past the fridge on the 26th. She sees her note and remembers Annie’s cookies
    67. 67. predictable deviation

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