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Experience Pro to Typing Techniques 1197135425509028 3

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    INTERACTION DESIGN: PRINCIPLES & PRACTICES

    (or how to make stuff that people will need, want, and love)

    ADS 560, VISC 560, INDD 578 (3 credits), Fall 2007

    Tuesday, Thursday 7:00p

    Location, Lawrence Campus, Art & Design Bldg. Rm 313

    *

    Wk 13 - Experience Prototyping Techniques (Nov 13, 15)

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    COURSE OUTLINE

    Wk 01 - Whats IxD? Starting Points (Aug 16, 21, 23)Wk 02 - Interaction Design Basics, Users (Aug 28, 30)Wk 03 - Evidence-based Design & Context of use (Sep 4, 6)Wk 04 - Design Research (Sep 11, 13)Wk 05 - The Craft of Interaction Design (Sep 18, 20)Wk 06 - Interface Design Basics (Sep 25, 27)Wk 07 - Smart Applications & Clever Devices (Oct 2, 4)

    Wk 08 - Multisensory and Multimedia (Oct 9, 11)*

    MID TERM

    Wk 09 - Classes cancelled (Oct 16, 18)*Wk 10 - Multisensory and Multimedia (Oct 23, 25)Wk 11 - Service Design, (Oct 30, Nov 1)Wk 12 - IxD Futures, Alternative Nows (Nov 6, 8)

    Wk 13 - Experience Prototyping Techniques (Nov 13, 15)Wk 14 - Latent Needs & Desires (Nov 20)Wk 15 - Big D IxD (Nov 27, 29)Wk 16 - Spimes and emerging technologies (Dec 4, 6)Wk 17 - FINAL: Group Presentations (Dec 11, 7:30p)

    READINGS

    THIS WEEKPeople & Prototypes

    Chapter 10, Moggridge

    http://www.designinginteractions.com/

    http://www.designinginteractions.com/http://www.designinginteractions.com/http://www.designinginteractions.com/http://www.designinginteractions.com/
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    Play

    research

    discovery&

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    Play

    IxD application

    representation

    N

    ov1

    N

    ov6

    N

    ov8

    N

    ov13

    N

    ov15

    N

    ov20

    N

    ov22

    N

    ov27

    N

    ov29

    D

    ec4

    D

    ec6

    D

    ec11

    iBar

    playful add-on

    performance prototyping

    playful skill-building

    PT2

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    Play

    The prototype

    The name

    The presentation

    Project management:Roles & responsibilitiesScheduling

    Division of laborTasks & deliverables

    Reliability-contributions

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    pro-to-type n. 1. An original type, form, or instance that

    serves as a model on which later stages are based or judged

    American Heritage Dictionary

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    7/27 HumanCentered 2004, All Rights Reserved HumanCentered 2007, All Rights Reserved

    What I hear. I forget.

    What I see, I remember.What I do, I understand.

    Lao Tse

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    Designers achieve dramatic breakthroughs by

    generating their ideas every day and advancing themby a combination of prototyping and user evaluation.

    Bill Moggridge

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    The process does not look like a linear system diagram,nor even a revolving wheel of iteration, but is more likeplaying with a pinball machine, where one bouncesrapidly in unexpected directions.

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    Five Core Skills of Design

    1. To synthesize a solution from all of the relevant constraints,

    understanding everything that will make a difference to theresult

    2. To frame, or reframe, the problem and objective

    3. To create and envision alternatives

    4. To select from those alternatives, knowing intuitively how tochoose the best approach

    5. To visualize and prototype the intended solution

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    Experience Prototype:

    A representation of adesign, made before

    the final solution exists Bill Moggridge

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    Experience Prototype is any

    kind of representation, in any

    medium, that is designed to

    understand, explore or

    communicate what it mightbe like to engage with the

    product, space or system we

    are designingJane Fulton Suri

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    HumanCentered 2006, All Rights Reserved

    The perfect is the enemy of the good.(mock up and repeat)

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    1. explore/conceive/prototype new concepts

    2. prototype new integrated strategies

    3. imagine/prototype new brand directions

    4. improve/invent experiences

    5. reduce costs/reinvent processes

    6. improve functions & features

    Design ofers new opportunities forvalue-creation in business

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    What is "Experience Prototyping"?

    First, lets think for a moment about what we mean by "experience." With respect

    to prototyping, our understanding of "experience" is close to what Houde and Hill

    call the "look and feel" of a product or system, that is "the concrete sensory

    experience of using an artifact what the user looks at, feels and hears while

    using it."

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    Increasingly, as designers of interactive systems (spaces, processes and

    products for people), we find ourselves stretching the limits of prototyping

    tools to explore and communicate what it will be like to interact with the things

    we design.

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    HumanCentered 2004, All Rights Reserved HumanCentered 2005, All Rights Reserved

    Designers get the love because we control the part that people

    want. I feel privileged to be a designer, because people like

    what I do (if I do it well). I also feel a little embarrassed to

    accept the accolades and the appreciation, as I know that I

    rely on all the other people who contribute the information

    that makes the successful synthesis possible.

    Bill Moggridge

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    HumanCentered 2004, All Rights Reserved HumanCentered 2005, All Rights Reserved

    Forget your ego, and leave your discipline behind.Lets do this together!

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    experience prototyping

    Experience is, by its nature, subjective and the best way to understand theexperiential qualities of an interaction is to experience it subjectively.

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    1. Understand the experience

    2. Explore the experiencewhats it like? who uses it? what

    does it require of people? what are

    the barriers?

    3. Communicate the experiencedescribe it, diagram it, model it

    how persuasive it it?

    YOUR DESIGN

    (High Fidelity)

    (Low Fidelity)

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    www.youtube.com/watch?v=JvLW51zLTVg

    http://news.google.com/nwshp?hl=en&tab=wn&q=http://news.google.com/nwshp?hl=en&tab=wn&q=http://www.youtube.com/watch?v=JvLW51zLTVghttp://www.youtube.com/watch?v=JvLW51zLTVg
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    A true Experience Prototype for users--providing a really relevant

    experience--seems to require a level of resolution and functionality such that

    it can be let loose into an everyday context and more fully integrated into

    peoples lives.

    As an observer of user evaluations, one knows very quickly if the designed

    experience is a good one. If it is, people get so involved in the experience

    that they forget about the limitations of the prototype.

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    Experience prototyping requires hybrid and overlapping skill-sets such

    that it is not exclusive to any single design discipline. As such, it offers an

    opportunity for all types of designers to supplement their traditional

    discipline skills in an effective and broadening way.

    Experience Prototyping isnt about a toolkit of techniques, but rather

    developing an attitude and language to solve design problems.

    Get really good at lo-fi prototypes. Thats where the real learning

    (i.e., understanding, exploring) happens.

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    www.youtube.com/watch?v=D3dF44XtHek

    http://www.youtube.com/watch?v=D3dF44XtHekhttp://www.youtube.com/watch?v=D3dF44XtHek
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    INTERACTION DESIGN: PRINCIPLES & PRACTICES

    (or how to make stuff that people will need, want, and love)

    ADS 560, VISC 560, INDD 578 (3 credits), Fall 2007

    Tuesday, Thursday 7:00p

    Location, Lawrence Campus, Art & Design Bldg. Rm 313

    *

    Wk 13 - Experience Prototyping Techniques (Nov 13, 15)

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    HumanCentered 2005 All Rights Reserved

    once upon a time

    simulationskind fidelity benefits liabilities

    physical model low to highvisual-touchpersistent

    mute, static

    digital model low to hightime, cost,

    reconfigurablereproducible

    distancednon-hand shaped

    concept model distilled ecient abstract

    report simple to dense content richmute

    efort to read

    speech short to long real-time transitory

    play low to highreal-life

    theatricaltransitory

    digital movie low to high

    multi-sensoryreiteratively-

    persistent

    human story-drivenlicense to entertain

    resource

    digital animation low to highmulti-sensoryreiteratively-

    persistentlife abstracted


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