Method Card Try U9718053- 張駿
Scenario Testing HOW:  Show users a series of cards  depicting  possible future  scenarios  and invite them to share their reactions. WHY:  Useful for  compiling  a feature set within a possible context of use as well as communicating the value of a concept to  clients . depict  描述 ; 描寫 scenario  情境 compile  彙編 ; 編輯 client  委託人 ; 顧客 , 客戶
Role-Playing HOW: Identify the  stakeholders  involved in the design problem and assign  those roles to member of the team. WHY:  By enacting the activities within a real or imagined context, the team can  trigger  empathy for actual users and raise other relevant issues. stakeholder  賭金保管人,在此指利益相關者 trigger  扳機 ; 能引起反應的刺激物
Experience Prototype HOW:  Quickly  prototype  a concept using available materials and use it in order to learn from a  simulation of the experience using the product. WHY: This is useful for revealing  unanticipated  issues or needs, as well as  evaluating  ideas. prototype  原型 ; 標準 ; 模範 simulation  偽裝 ; 模仿 unanticipated  意料之外的 evaluate  對 ... 評價 ; 評估
Quick-and-Dirty Prototyping HOW:  Using any materials available, quickly  assemble  possible forms or interactions  for evaluation. WHY:  This is a good way to communicate a concept to the team and evaluate how to  refine  the design. assemble  組合 ; 召集 , 集合 interaction  相互影響 ; 互動 evaluation  評價 ; 評估 refine  改善 ; 精製
Empathy Tools HOW:  Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users. WHY: This is an easy way to  prompt  an empathic understanding for users with  disabilities  or special conditions. prompt 引起 , 激起 disability 殘疾 , 殘障
Scale Modeling HOW:  Use  scaled ,  generic  architectural model components to design spaces with the client, team, and/or users. WHY:  This spatial prototyping tool provides a way to raise issues and respond to the underlying needs of different stakeholders. scale  刻度 ; 尺度 ; 刻度尺 modeling  製作模型;立體感 generic  一般的 , 總稱的 underlying  含蓄的 ; 潛在的
Scenarios HOW:  illustrate a character-rich story line describing the context of use for a product or service. WHY:  This process helps to communicate and test the  essence  of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts. essence  本質
Predict Next Year's Headlines HOW:  invite clients to project their company into the future, identifying how they want to develop and sustain customer relationships. WHY:  Based on customer-focused research, these  predictions  can help clients to define which design issues to pursue in product development. prediction  預言
Bodystorming HOW : Set up a scenario and act out roles. with or without  props . focusing on the  intuitive  responses prompted by the physical  enactment . WHY:  This method helps to quickly generate and test many context- and behavior-based concepts. prop 支撐物 ; 道具 intuitive  直覺的 ; 有直覺力的 enactment  法規 , 條例
Informance HOW:  Act out an " informative  performance" scenario by role-playing insights or behaviors that you have witnessed or researched. WHY:  This is a good way to communicate an insight and build a shared understanding of a concept and its implications. informative  情報的 insight  洞察力 , 眼光 implication  影響 ; 涉及 ; 捲入
Behavior Sampling HOW:  Give people a pager or phone and ask them to record and evaluate the situation they are in when it rings. WHY: This is useful way to discover how products and services get  integrated  into people's routines in unanticipated ways. integrate  使成一體 , 使結合 , 使合併
Try It Yourself HOW·: Use the product or prototype you are designing. WHY: Trying the product being designed prompts the team to appreciate the experience the actual users might have.
Paper Prototyping HOW:  Rapidly sketch, layout, and evaluate interaction design concepts for basic  usability . WHY:  This is good way to quickly organize,  articulate , and  visualize  interaction design concepts. usability 可用 ; 合用 ; 可用性 articulate 表達得清楚有力的 visualize 使形象化 ; 想像 ; 設想
Be Your Customer HOW:  Ask the client to describe outline, or enact their typical customer's experience. WHY : This is a helpful way to reveal the client's  perceptions  of their customer and provide an informative  contrast  to actual customer experiences. perception 觀念 ; 看法 contrast 對比 , 對照
THE END method card - try

Method Card

  • 1.
    Method Card TryU9718053- 張駿
  • 2.
    Scenario Testing HOW: Show users a series of cards depicting possible future scenarios and invite them to share their reactions. WHY: Useful for compiling a feature set within a possible context of use as well as communicating the value of a concept to clients . depict 描述 ; 描寫 scenario 情境 compile 彙編 ; 編輯 client 委託人 ; 顧客 , 客戶
  • 3.
    Role-Playing HOW: Identifythe stakeholders involved in the design problem and assign  those roles to member of the team. WHY: By enacting the activities within a real or imagined context, the team can trigger empathy for actual users and raise other relevant issues. stakeholder 賭金保管人,在此指利益相關者 trigger 扳機 ; 能引起反應的刺激物
  • 4.
    Experience Prototype HOW: Quickly prototype a concept using available materials and use it in order to learn from a simulation of the experience using the product. WHY: This is useful for revealing unanticipated issues or needs, as well as evaluating ideas. prototype 原型 ; 標準 ; 模範 simulation 偽裝 ; 模仿 unanticipated 意料之外的 evaluate 對 ... 評價 ; 評估
  • 5.
    Quick-and-Dirty Prototyping HOW: Using any materials available, quickly assemble possible forms or interactions for evaluation. WHY: This is a good way to communicate a concept to the team and evaluate how to refine the design. assemble 組合 ; 召集 , 集合 interaction 相互影響 ; 互動 evaluation 評價 ; 評估 refine 改善 ; 精製
  • 6.
    Empathy Tools HOW: Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users. WHY: This is an easy way to prompt an empathic understanding for users with disabilities or special conditions. prompt 引起 , 激起 disability 殘疾 , 殘障
  • 7.
    Scale Modeling HOW: Use scaled , generic architectural model components to design spaces with the client, team, and/or users. WHY: This spatial prototyping tool provides a way to raise issues and respond to the underlying needs of different stakeholders. scale 刻度 ; 尺度 ; 刻度尺 modeling 製作模型;立體感 generic 一般的 , 總稱的 underlying 含蓄的 ; 潛在的
  • 8.
    Scenarios HOW: illustrate a character-rich story line describing the context of use for a product or service. WHY: This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts. essence 本質
  • 9.
    Predict Next Year'sHeadlines HOW: invite clients to project their company into the future, identifying how they want to develop and sustain customer relationships. WHY: Based on customer-focused research, these predictions can help clients to define which design issues to pursue in product development. prediction 預言
  • 10.
    Bodystorming HOW :Set up a scenario and act out roles. with or without props . focusing on the intuitive responses prompted by the physical enactment . WHY: This method helps to quickly generate and test many context- and behavior-based concepts. prop 支撐物 ; 道具 intuitive 直覺的 ; 有直覺力的 enactment 法規 , 條例
  • 11.
    Informance HOW: Act out an " informative performance" scenario by role-playing insights or behaviors that you have witnessed or researched. WHY: This is a good way to communicate an insight and build a shared understanding of a concept and its implications. informative 情報的 insight 洞察力 , 眼光 implication 影響 ; 涉及 ; 捲入
  • 12.
    Behavior Sampling HOW: Give people a pager or phone and ask them to record and evaluate the situation they are in when it rings. WHY: This is useful way to discover how products and services get integrated into people's routines in unanticipated ways. integrate 使成一體 , 使結合 , 使合併
  • 13.
    Try It YourselfHOW·: Use the product or prototype you are designing. WHY: Trying the product being designed prompts the team to appreciate the experience the actual users might have.
  • 14.
    Paper Prototyping HOW: Rapidly sketch, layout, and evaluate interaction design concepts for basic usability . WHY: This is good way to quickly organize, articulate , and visualize interaction design concepts. usability 可用 ; 合用 ; 可用性 articulate 表達得清楚有力的 visualize 使形象化 ; 想像 ; 設想
  • 15.
    Be Your CustomerHOW: Ask the client to describe outline, or enact their typical customer's experience. WHY : This is a helpful way to reveal the client's perceptions of their customer and provide an informative contrast to actual customer experiences. perception 觀念 ; 看法 contrast 對比 , 對照
  • 16.
    THE END methodcard - try