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InteractionDesign:[email protected]
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Today’sLecture
�2
• Course introduction • What is interaction design • Design process • Research • Concept design • Prototyping • Evaluation
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Yourlearningtasks–Supportprovided
�3
• Read cours literature • Perform project, for
external customers (user research, concept design, paper prototype, evaluation)
• Lectures • Supervision, formative
feedback • Teaching session
Course home page: https://www.ida.liu.se/~729G22
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Project
�4
• Pre-determined groups of about 5–6 • Given a customer with a problem description • Groups and customers to be shown just before the
break • Three parts • User research • Concept generation, sketching, requirements • Paper prototype and evaluation
• Written and oral report after each part • Supervisory meetings every week
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Assessment
�5
• Active participation in project work • Active participation in two out of three presentations • Written reports (two intermediate and one final to
customer) ➡ passing grade • Individual report ➡ pass with credit (if group work passed)
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TimeEditSessions:Lectures
�6
2. Research Mattias Arvola
3. Concept development and Requirements Johan Blomkvist
4. Sustainable Design Wanjun Chu
5. Design and Gender Maria Normark
6. Paper prototypes and EvaluationMattias Arvola
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TimeEditSessions:Project
�7
• Supervision • The first with three groups and one supervisor • Then with supervisor walking between groups as
they work • Presentations (Deadlines) • Present your work (intermediate in 1/2 class, final
in 1/1 class) • Present your plan for next part
• Project: Independent project work
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Literature
�8
• Course books: • Goodwin is about goal-directed design particularly • Choose also one of the following more general IxD
books: • Saffer • Arvola
• Papers
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Project
�9
• The aim of the project is to: • Create a prototype of a new system, or further
develop an existing system • Given an initial brief • By following a design process
• External clients – they are all different • Focus on doing and learning (sometimes by failing)
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Generalprojectadvice
�10
• Write a group contract/agreement • Report any problems within the group as soon as
possible to one of the teachers • Agree with the client about how and when to
communicate about your progress • Keep a personal journal or idea log • Sketch continously
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Projectgroupsandcustomers
�11
• https://www.ida.liu.se/~729G22/project/index.en.shtml
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�12
Endofpracticalissues.Questions?
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�13
WhatisInteractionDesign?
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WhatisInteractionDesign?
�14
• Goodwin: Design of systems that change state over time
• Saffer: Applied art that makes things usable, useful, and fun.
• Arvola: Design of conditions for interaction with and through interactive products and services
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WhatisInteractionDesign?
�15
• Goodwin: Design of systems that change state over time • Design is about visualizing possible solutions in
concrete and visual terms • Interaction designers need to understand
changing systems • People are a big part of those systems, thus
understanding goals and thought processes are important
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WhatisInteractionDesign?
�16
• Saffer: Applied art that makes things usable, useful, and fun. • Applied art: not a science – always context
dependent • Usable, useful, and fun: not just making things
work • About behaviours
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WhatisInteractionDesign?
�17
• Arvola: Design of conditions for interaction with and through interactive products and services • Creating an action space and framework for
interactions with things with the environment, and with other humans
• Experiences and behaviour rather than surface qualities
• Interaction design influences more than the ”things” that are designed
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Whatisgoodinteractiondesign?
�20
• It involves people • Concerns how products and services work, but not
in themselves, but rather how they work for people • How interactions make people feel
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�21
Sowhynotjustask? So,whatmedicinewouldlike,mydear?
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Design
�22
• Focuses on people • Explores alternatives • Uses sketches and
prototypes • Involves collaboration
and constraints • Produces appropriate
rather than correct solutions
• Is cross-disciplinary • Involves emotions and
empathy • Requires applying your
own perspective as a designer
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�23
Design is to, through models and sketches, explore the possible futures of a less desirable situation, and give proposals, specifications, and plans for more desirable alternatives.
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�24
AHuman-CenteredDesignProcess(ISO9241-210,2010)
1.Planthehuman-centred
process
2.Understandthecontextofuse
3.Specifyuserandbusinessrequirements
4.ProducedesignsoluKons
5.Evaluateagainst
requirements
Meetstherequirements
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Designasreduceduncertainty
�25
Whatshouldbedone?
Known
Unknown
Unknown Known
Howshoulditbedone?
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�26
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DesignProcess
�27
• Goal-directed process • Planning • Research: users and the domain • Modelling: users and use context • Requirements: definition of user, business, and
technical needs • Framework: definition of design structure and flow • Detailed design: of behaviours, form, and content, as
well as evaluation and feasability • Support: development needs
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DesignProcess
�28
• Research • Creating rapport with the target group • Analyzing the design context: e.g. stakeholders,
locations, competitors, state-of-the-art, rules and regulations, etc.
• Modelling and visualizing the collected data: • Personas • Scenarios • Design goals
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DesignProcess
�29
• Persona • With goals
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DesignProcess
�31
• Storyboard – a visual scenario
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DesignProcess
�34
• Concept design • Creating many different concept ideas • Choosing concepts to go forward with based on
user research data • Forming requirements for the concept
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DesignProcess
�35
• Concept design • Creating many different concept ideas! • Use sketchbook/idea log or other technique to
record ideas that you think of • Techniques to stimulate creativity
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ConceptProposalsinStoryboards
�36
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SHOW&TELL
Whentheguidewantsthegrouptoseesomethingontheirphonehe/shetakesupvisualmarker.
Thevisitorspointthecameraofthephonetowardsthemarkertoacavatewhatevertheguidewantstoshow.
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Onthedisplayofthephonethevisitorscanseeboththecameraviewandtheobjectoranimaaontheguidewantstoshow.
Tochangetheimageortheanimaaontheguidejustchangesoraddsanewmarker.
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Inför ditt besök 21/10
Du behöver lämna ett blodprov BOKA NU
Överför din insamlade data ÖVERFÖR
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VÄRDENA FRÅN MOBILEN. SKÖNT ATT ALLT FINNS PÅ MITT KONTO SÅ KAN
VI KOLLA DÄR
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�40
Designprocess–decidehowtochoose
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Criteria for Concept Selection
M Concept selection is based on maximising the contribution to the most important effect goals for the users and other central stakeholders
M Important product and project goals can also be included
M Look back at the results from the user research
49 50
The Time
Machine
The Walking
Quiz
Show and Tell
The Interactive
Map
The Sidekick
Mythical Creatures
Spatial Talking Book
Leaving Traces
Curiosity 0 0 - + + + - -
Focus on the Landscape
0 0 0 0 0 0 0 -
Communicate Astrid Lindgren
0 - 0 0 0 - + -
Support Outdoors Education
0 0 + 0 0 - + +
Cost 0 0 0 0 - 0 + +
Feasibility 0 0 + 0 - 0 + +
Viability 0 0 + + 0 + + 0
Longterm Experience
0 + + + - 0 0 0
Total +
Total -
Total
0
0
0
1
1
0
4
1
3
3
0
3
1
3
-2
2
2
0
5
1
4
3
3
0
51
The Time
Machine
The Walking
Quiz
Show and Tell
The Interactive
Map
The Sidekick
Mythical Creatures
Spatial Talking Book
Leaving Traces
Curiosity 0 0 - + + + - -
Focus on the Landscape
0 0 0 0 0 0 0 -
Communicate Astrid Lindgren
0 - 0 0 0 - + -
Support Outdoors Education
0 0 + 0 0 - + +
Cost 0 0 0 0 - 0 + +
Feasibility 0 0 + 0 - 0 + +
Viability 0 0 + + 0 + + 0
Longterm Experience
0 + + + - 0 0 0
Total +
Total -
Total
0
0
0
1
1
0
4
1
3
3
0
3
1
3
-2
2
2
0
5
1
4
3
3
0
Concept selections using Pugh charts
1. Consensus about criteria
2. Consensus about alternatives
3. Assessment of alternatives
4. Adding it up
5. Revisit negative assessments
6. Design decisions and syntheses.
52
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Design Concept Sheet. Mattias Arvola 2014.
Design Concept No.
Project:
Date:
Researcher:
WHO the user is:
WHEN and WHERE it will be used:
WHAT the name of the concept is:
WHAT the concept is:
WHAT it does (main function and content):
HOW it should be:Principles and qualities
WHY the user whants to have it and use it:
HOW it is used (draw a storyboard):The user's experience before
The user's experience afterwards
Interaction step 1 Interaction step 2
Interaction step 3 Interaction step 4
Consequences:For people, environment, or society
http
://w
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Design Concept Sheet. Mattias Arvola 2014.
Design Concept No.
Project:
Date:
Researcher:
WHO the user is:
WHEN and WHERE it will be used:
WHAT the name of the concept is:
WHAT the concept is:
WHAT it does (main function and content):
HOW it should be:Principles and qualities
WHY the user whants to have it and use it:
HOW it is used (draw a storyboard):The user's experience before
The user's experience afterwards
Interaction step 1 Interaction step 2
Interaction step 3 Interaction step 4
Consequences:For people, environment, or society
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Design Concept Sheet. Mattias Arvola 2014.
Design Concept No.
Project:
Date:
Researcher:
WHO the user is:
WHEN and WHERE it will be used:
WHAT the name of the concept is:
WHAT the concept is:
WHAT it does (main function and content):
HOW it should be:Principles and qualities
WHY the user whants to have it and use it:
HOW it is used (draw a storyboard):The user's experience before
The user's experience afterwards
Interaction step 1 Interaction step 2
Interaction step 3 Interaction step 4
Consequences:For people, environment, or society
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Design Concept Sheet. Mattias Arvola 2014.
Design Concept No.
Project:
Date:
Researcher:
WHO the user is:
WHEN and WHERE it will be used:
WHAT the name of the concept is:
WHAT the concept is:
WHAT it does (main function and content):
HOW it should be:Principles and qualities
WHY the user whants to have it and use it:
HOW it is used (draw a storyboard):The user's experience before
The user's experience afterwards
Interaction step 1 Interaction step 2
Interaction step 3 Interaction step 4
Consequences:For people, environment, or society
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PrototypingandEvaluation
�46
• Creating a LoFi prototype of your concept idea (in this case a paper prototype), based on design scenarios and requirements
• Plan, prepare and conduct usability test with users • Analyze and present your findings
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Project,startrecommendations
�47
• Plan, read the literature! • Be proactive
• Contact client, make agreement about when and how to communicate
• Start finding potential users • Allot time for planning of the following work package
and start reading the course litwerature for it • Match expectations with time (budget: 16 hours per
week per person including reading) • Goodwin Ch. 3 is good help
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www.liu.se
Questions?