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Human Centered Design
Designing for Human Experiences
week 06
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Lecture Outline
Experience Prototyping [Buchenau
& Fulton Suri, 2000]
Designing for Experiencing [Sanders, 2002]
Method Cards [IDEO]
Thoughtless Acts [Fulton Suri & IDEO, 2000]
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Experience PrototypingBuchenau & Fulton Suri (2000)Experience is a dynamic, complex, and subjective phenomenon.
It depends upon the perception of multiple sensory qualities of a
design, interpreted through filters relating to contextual factors.
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Experience Prototyping
The experience of even simple artifacts does not exist in a vacuum but,
rather, in dynamic relationship with other people, places
and objects.
Additionally, the quality of peoples experience changes over time
as it
is influenced by variations in these multiple contextual factors.
Buchenau & Fulton Suri (2000)
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Subject Object
Tool
Activity
Designing Human Activities, Not Just Tools
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Emphasis on the experiential aspect of representations, which is
needed to successfully (re)live
or convey an experience with a product,
space or system.
Any kind of representation, in any medium, designed to understand,
explore, or communicate what it might be like to engage with the product, space or system we are designing.
Experiential Aspect
Experience Prototyping
Buchenau & Fulton Suri (2000)
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What are the contextual, physical, temporal, sensory, social, and
cognitive factors we must consider as we embark on design?What is the essence of the existing user experience?
What are essential factors that our design should embrace?
Understanding User Experiences
Experience Prototyping
Buchenau & Fulton Suri (2000)
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Design for ExperiencingSanders (2002)
Design peoples experiences of things, actions, and places.
Experiencing is a constructive activity. Need to access peoples
experiences (past, current, and potential) as the source of inspirationand ideation for design.
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Say
Think
DoUse
Know
Feel
Dream
Learn from What People
Sanders (2002)
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Say
Think
DoUse
Know
Feel
Dream
Explicit:
What people are able to express in words,but only what they want us to hear.Observable: Watching what people do and seeing what theyuse provides us with observable information.
Tacit and Latent:
Knowledge that cant readily be expressed in words,that can reveal latent needs.
Learn from What People
Sanders (2002)
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Learn, Look, Ask, & TryIDEO Method Cards
Tools for keeping people at the center of the design process.
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IDEO Method Cards
Learn:Analyze theinformation youve
collected to identify
patterns and
insights.
Look:Observe people todiscover what they
do rather than what
they say they do.
Ask:Enlist peoplesparticipation to
elicit information
relevant to your
project.
Try:Create simulationsto help empathize
with people and to
evaluate proposed
designs.
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Learn:
Affinity Diagrams
IDEO Method Cards
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Learn:
Character Profiles
IDEO Method Cards
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Learn:
Error Analysis
IDEO Method Cards
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Learn:
Cross-Cultural Comparisons
IDEO Method Cards
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Theory and Practice of Tangible User Interfaces
IDEO Method Cards
Learn:Analyze theinformation youve
collected to identify
patterns and
insights.
Look:Observe people todiscover what they
do rather than what
they say they do.
Ask:Enlist peoplesparticipation to
elicit information
relevant to your
project.
Try:Create simulationsto help empathize
with people and to
evaluate proposed
designs.
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Theory and Practice of Tangible User Interfaces
Look:
A Day in the Life
IDEO Method Cards
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Theory and Practice of Tangible User Interfaces
Look:
Personal Inventory
IDEO Method Cards
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Theory and Practice of Tangible User Interfaces
Look:
Behavioral Mapping
IDEO Method Cards
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Theory and Practice of Tangible User Interfaces
Look:
Time-Lapse Video
IDEO Method Cards
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Theory and Practice of Tangible User Interfaces
IDEO Method Cards
Learn:Analyze theinformation youve
collected to identify
patterns and
insights.
Look:Observe people todiscover what they
do rather than what
they say they do.
Ask:Enlist peoplesparticipation to
elicit information
relevant to your
project.
Try:Create simulationsto help empathize
with people and to
evaluate proposed
designs.
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Ask:
Collage
IDEO Method Cards
T d W k 6 H C d D i Th d P i f T ibl U I f
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Ask:
Camera Journal
IDEO Method Cards
T d W k 6 H C t d D i Th d P ti f T ibl U I t f
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Ask:
Unfocus
Group
IDEO Method Cards
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Ask:
Extreme User Interviews
IDEO Method Cards
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Theory and Practice of Tangible User Interfaces
IDEO Method Cards
Learn:Analyze theinformation youve
collected to identify
patterns and
insights.
Look:Observe people todiscover what they
do rather than what
they say they do.
Ask:Enlist peoplesparticipation to
elicit information
relevant to your
project.
Try:Create simulationsto help empathize
with people and to
evaluate proposed
designs.
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Try:
Empathy Tools
IDEO Method Cards
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Try:
Bodystorming
IDEO Method Cards
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Try:
Behavior Sampling
IDEO Method Cards
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Try:
Role-Playing
IDEO Method Cards
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More and more we find ourselves designing complex and dynamic
interactions with converging hardware and software, spaces, andservices.
The designer needs to focus on "exploring by doing" and actively
experiencing the subtle differences between various design solutions.
Why Experience Prototyping?
Experience Prototyping
Buchenau & Fulton Suri (2000)
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Multidisciplinary Team
Multiple disciplines are needed to solve the design problems of today
e.g. interaction design, industrial design, designers of environments,human factors specialists, mechanical and electrical engineers.
A powerful asset to have tools and techniques which create a shared
experience, providing a foundation for a common point of view.
Experience Prototyping
Buchenau & Fulton Suri (2000)
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Thoughtless ActsFulton Suri
& IDEO (2000)
All those intuitive ways we adapt, exploit, and react to things in our
environment; things we do without really thinking.
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Thoughtless Acts
In daily life we make interpretations about the stuff around us all the
time
how it might work and what we can do with it. We develop an
exquisite awareness of the possibilities and sensory qualities of
different materials, forms, and textures. Understanding these intuitive
interpretations might be a significant source of insight for designers.
Fulton Suri & IDEO (20000)
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Reacting? Tactile and visual encouragement to stay on track?
Thoughtless Acts
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Reacting? Avoiding surfaces. Barely conscious adjustments in paths chosen?
Thoughtless Acts
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Reacting? How many ways to keep hands free on the go?
Thoughtless Acts
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Reacting? What other ways to encourage people to stop and shop?
Thoughtless Acts
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Reacting? For comfort and relief, our feet seek a variety of surfaces.
Thoughtless Acts
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Reacting? Items are safe and remembered within our personal space.
Thoughtless Acts
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Responding? Remembering or pointing to your place after interruptions.
Thoughtless Acts
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Responding? Easy way to carry the elements or a reminder of an intentional pairing of tools?
Thoughtless Acts
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Responding? Door rail swing, unconscious stretch, better balance?
Thoughtless Acts
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Responding? Simple analog tools for a more direct indication.
Thoughtless Acts
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Responding? Can spatial elevation enhance social, physical, and emotional experience?
Thoughtless Acts
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Co-opting? Airport office and hands free journey.
Thoughtless Acts
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Co-opting? A coffee cup set inside a roll of tape to steady it.
Thoughtless Acts
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Co-opting? An active storage mode.
Thoughtless Acts
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Co-opting? Extending personal space.
Thoughtless Acts
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Co-opting? Incidental benefits. Storage with the benefit of sun and fresh air.
Thoughtless Acts
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Exploiting? Environmental features act as breaks for carts. Ideas for built-in functions?
Thoughtless Acts
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Exploiting? Butter spatula and handle.
Thoughtless Acts
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Exploiting? Eating pizza on the go. Cactus bulletin board.
Thoughtless Acts
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Adapting? When do utilitarian tools become wearable? Personal and decorative?
Thoughtless Acts
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Conforming? Common view point, stride, and rhythm.
Thoughtless Acts
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Th h l A
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Conforming? Trash stash.
Thoughtless Acts
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Th htl A t
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Signaling? Shared tools often need status/progress indicators to let others
know.
Thoughtless Acts
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Th htl A t
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Signaling? Status indicators can save disappointment. Evident from a distance.
Thoughtless Acts
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Inviting Curiosity
The key is looking carefully at what people actually do in various
situations and asking ourselves questions such as these to explainwhat we see: Why has someone placed this object here? What are
those people doing and why are they grouped like that? Why is it
that
people apparently avoid being here? Curiosity will reveal meaning
behind these nonspectacular
interactions that take place around us all
the time.
Thoughtless Acts
Fulton Suri & IDEO (20000)
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Inspiring and Informing Design
Examining these everyday interactions, we discover a lot about how we
engage, adapt and make sense of our surroundings. We see directlyhow design plays into our lives, how we actively shape our environment,
and how we in turn are shaped by it. Observing such interactions
can
inspire new design opportunities and guide better solutions in valuable
ways.
Thoughtless Acts
Fulton Suri & IDEO (20000)
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Opportunities for DesignEverywhere we look there is evidence of peoples creativity in
reinterpreting and adapting things, improvising solutions to make up forsomething thats missing or poorly designed. We should look for
patterns that point to a universal need. When we dig deep enough,
behavior that might at first seem arbitrary, surprising, or idiosyncratic,
usually has an insightful explanation.
Thoughtless Acts
Fulton Suri & IDEO (20000)
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http://www flickr com/groups/thoughtlessacts/pool/
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http://www.flickr.com/groups/thoughtlessacts/pool/
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Capture Thoughtless ActsCapture Thoughtless Acts you see and post them on the course web.
Due Monday October 22. Discussion on Tuesday October 23.
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Midterm Project
Feedback for your midterm project is up on the course website.
Take a critical look at your interaction loop and discuss why tangibility
matter.
Tuesday October 9: Progress sketches due (post your sketches
on the course website).
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Thanks!