This document summarizes Sami Niemelä's presentation about strategy and experience design at Aalto University in 2011. It includes an introduction to Sami, an overview of the goals and schedule for the course, and a discussion of key design concepts like human-centered design, design thinking, and iterative studio work. The presentation emphasizes hands-on learning and challenges students to think critically and have fun with the design process.
3. TODAY
— Introductions
— About SED
— What is Design?
— Case Studies
Tuesday, June 7, 2011
4. /ABOUT ME Current work Studies
Past work Talks / Teaching
… 97 98 99 ’00 ’01 ’02 ’03 ’04 ’05 ’06 ’07 ’08 ’09 ’10 ’11 +
2000-02 2005-07
Alma Media Nokia Design FI/UK
1999-2002 Poko Rekords 2003 Luxus Nordkapp
2004-05
Nine Yards Design
1997+ Freelance
1998-2002 2004 - Lecturing Strategy and
BA (Interactive Design) at TTVO Experience Design at Aalto 2011
1996 TAMK University Business School
2010 Cognitive
UX-Lx Cities Berlin
1998 IOM Lisbon
2011
PLAYFUL ’11
London
Tuesday, June 7, 2011
6. OFFERING
Sensemaking Concept Design Interface Design
We make sense of your We use human centric design We deliver visual design,
business challenges through to innovate meaningful and interaction design and
design by finding the right viable concepts that people will experience design for
questions. love to have and use. interfaces, services, interactive
environments and physical
Deliverables: Design thinking, system design, Deliverables: Low-to-high fidelity concepts for
personas, strategic frameworks and business design. products, services and platforms objects.
Deliverables: Interfaces, graphics, prototypes and
services for mobile, touch, web and urban
informatics.
Tuesday, June 7, 2011
13. RULES + HYGIENE
— Participation is mandatory.
Tuesday, June 7, 2011
14. RULES + HYGIENE
— Participation is mandatory.
— Being here = passing the course
Tuesday, June 7, 2011
15. RULES + HYGIENE
— Participation is mandatory.
— Being here = passing the course
— ALL group and individual assignments are required to pass.
Tuesday, June 7, 2011
16. RULES + HYGIENE
— Participation is mandatory.
— Being here = passing the course
— ALL group and individual assignments are required to pass.
—Start at 9
Tuesday, June 7, 2011
17. RULES + HYGIENE
— Participation is mandatory.
— Being here = passing the course
— ALL group and individual assignments are required to pass.
—Start at 9
— break at 11
Tuesday, June 7, 2011
18. RULES + HYGIENE
— Participation is mandatory.
— Being here = passing the course
— ALL group and individual assignments are required to pass.
—Start at 9
— break at 11
— finish 12:30-ish.
Tuesday, June 7, 2011
19. SCHEDULE WK 1
Monday Tuesday Thursday Friday
Introduction Who are our What are we What’s the
customers? doing? story we’re
telling?
• You are here — Design
deliverables
— Design Principles
— Design Drivers — Customer journey
— Personas — Touchpoints
— Scenarios
Tuesday, June 7, 2011
20. SCHEDULE WK2
Monday Tuesday Thursday Friday
Graphic Interaction Design Detailed
Design Design Review + Design
workshop
— Typography — Information
— Visual Design 101 Architecture — per project group — content TBA
— UX Flows — per project group
Tuesday, June 7, 2011
21. SCHEDULE WK3
Monday Tuesday Thursday Friday
Design Studio work: Studio work: Final
Review Iteration & Iteration & Presentation
Improvement Improvement on Design
Tuesday, June 7, 2011
22. WEEK 1
The basics; human centric design,
design research, making strategy
tangible…
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23. WEEK 2
Getting more concrete; design as a
craft, fleshing out the details…
Tuesday, June 7, 2011
24. WEEK 3
90% hands-on, tackling design
challenges and having daily design
reviews.
Tuesday, June 7, 2011
29. HOW?
— Think out loud
— Post everything on the wall: on computer, it’s invisible
Tuesday, June 7, 2011
30. HOW?
— Think out loud
— Post everything on the wall: on computer, it’s invisible
— Try out things and fail
Tuesday, June 7, 2011
31. HOW?
— Think out loud
— Post everything on the wall: on computer, it’s invisible
— Try out things and fail
— Have arguments of things
Tuesday, June 7, 2011
32. HOW?
— Think out loud
— Post everything on the wall: on computer, it’s invisible
— Try out things and fail
— Have arguments of things
— Challenge yourself and others
Tuesday, June 7, 2011
33. HOW?
— Think out loud
— Post everything on the wall: on computer, it’s invisible
— Try out things and fail
— Have arguments of things
— Challenge yourself and others
— Don’t assume, prove
Tuesday, June 7, 2011
34. HOW?
— Think out loud
— Post everything on the wall: on computer, it’s invisible
— Try out things and fail
— Have arguments of things
— Challenge yourself and others
— Don’t assume, prove
— Have fun, enjoy what you do
Tuesday, June 7, 2011
35. FURTHER READING
http://thisisservicedesignthinking.com
Preview @ issuu.com
Tuesday, June 7, 2011
36. How about you? What brought you
here?
Tuesday, June 7, 2011
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Tuesday, June 7, 2011
91. “UX is an acronym for "user experience." It's a term
used to describe the overall experience and
satisfaction a user has when using a product or
system.…[…] …UX is the sum of a series of
interactions. ”
— Eric Reiss / FatDUX
http://www.fatdux.com/blog/2009/01/10/a-definition-of-user-experience/
Tuesday, June 7, 2011
92. UX IS NOT
1. user interface design
2. a step in the process
3. about technology
4. just about usability
5. just about the user
6. expensive
7. easy
8. the role of one person or department
9. a single discipline
10. a choice
http://mashable.com/2009/01/09/user-experience-design/?cp=2
Tuesday, June 7, 2011
94. “Service design addresses the functionality
and form of services from the perspective
of clients. It aims to ensure that service
interfaces are useful, usable, and desirable
from the client’s point of view and effective,
efficient, and distinctive from the supplier’s
point of view”
—Birgit Mager, Köln University
Tuesday, June 7, 2011
100. “Interaction Design is the
creation of a dialogue between
a person and a product, service
or system.”
—Jon Kolko in Thoughts on Interaction Design
Tuesday, June 7, 2011
101. —Bryan Zmijewski, ZURB
http://www.zurb.com/article/135/is-will-and-should
Tuesday, June 7, 2011
106. “Design thinking is a human-centered
approach to innovation that draws from the
designer's toolkit to integrate the needs of
people, the possibilities of technology, and
the requirements for business success.”
—Tim Brown, IDEO
Tuesday, June 7, 2011
109. “Design Thinking has given the design
profession and society at large all the benefits
it has to offer and is beginning to ossify and
actually do harm.”
—Bruce Nussbaum @ fastcodesign
http://www.fastcodesign.com/1663558/beyond-design-thinking
bruce nussbaum
Tuesday, June 7, 2011
110. Information Architecture, Content
Strategy, Design Fiction, Sketching
Transmedia, Prototyping, etc etc ad
nauseum
Tuesday, June 7, 2011
112. CASE
Säästöpankki
Oman talouden tuokio
Tuesday, June 7, 2011
113. BRIEF
“The bank wants to stand out as more
human, and closer to our customers. We’ve
identified an opportunity in our private
customer products — please help us to
synthesize this and make it happen.”
Tuesday, June 7, 2011
118. CONCEPT
Vuoden Huiput 2011 Hopeahuippu Palvelumuotoilussa
Tuesday, June 7, 2011
119. RESULTS
— a clear increase in sales
—Almost all the competitors have
—copied the idea
— Silver in Best of year / Service Design!
Tuesday, June 7, 2011
120. CASE
SuomiTV
Tap the TV - TV concept for
multitouch tablets
Tuesday, June 7, 2011
121. BRIEF
“What is the Future of TV, and how do is
watching TV changing because of multitouch
tablets?”
Tuesday, June 7, 2011