[hci] week 10. conceptual design
TRANSCRIPT
Lecture 10
Conceptual Design
Human Computer Interaction/COG3103, 2016 Fall Class hours : Monday 1-3 pm/Wendseday 2-3 pm Lecture room : Widang Hall 209 7th November
Exercise 7-1: Creating a User Persona for Your System
• Goal
– Get some experience at writing a persona.
• Activities
– Select an important work role within your system. At least one user class for this work
role must be very broad, with the user population coming from a large and diverse group,
such as the general public.
– Using your user-related contextual data, create a persona, give it a name, and get a
photo to go with it.
– Write the text for the persona description.
• Deliverables
– One- or two-page persona write-up
• Schedule
– You should be able to do what you need to learn from this in about an hour.
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Exercise 7-2: Practice in Ideation and Sketching
• Goal
– To get practice in ideation and sketching for design.
• Activities
– Doing this in a small group is strongly preferable, but you can do it with one other person.
– Get out blank paper, appropriate size marking pens, and any other supplies you might need for sketching.
– Start with some free-flow ideation about ways to design a new and improved concept of your system. Do not limit
yourself to conventional designs.
– Go with the flow and see what happens.
– Start with design sketches in the ecological perspective.
– Make some sketches from an interaction perspective showing different ways you can operate the system.
– Make sketches that project the emotional perspective of a user experience with your product. This might be more
difficult, but it is worth taking some time to try.
– Ideate. Sketch, sketch, and sketch. Brainstorm and discuss.
• Deliverables
– A brief written description of the ideation process and its results, along with all your supporting sketches.
• Schedule
– Give yourself enough time to really get engaged in this activity.
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Homework
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Make a Kickstarter Page of your
project
Complete Chapter 7-1 Exercises
1 2
Start up your Kickstarter Page - Sign-up - Make a page and
fill up with your project ideas so far
- Send me an email of the preview page link
- Link a button to your blog
Your Team Blog Post #7 - Create a user persona - Upload source images to the
Pinterest “persona” Folder.
Submission Due : 11: 59 pm Fri. 4th November
Complete Chapter 7-2 Exercises
3
Your Team Blog Post #8 - Try your Initial sketches - Make a Pinterest Account - Update your sketches everyday - Upload source images to the
Pinterest “Sketch” Folder - Send me an email of your
Pinterest page - Link a button to your blog
MENTAL MODEL & CONCEPTUAL DESIGN
Textbook Chapter 8.
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INTRODUCTION
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Figure 8-1 You are here; the second of three chapters on creating an interaction design in the context of the overall Wheel lifecycle template.
MENTAL MODELS
• Designer’s mental model
– Vision of how system works as held by designer
• What the system is
• How it is organized
• What it does and how
• User’s mental model
– Description of how system works as held by user
• Conceptual design is what we use to connect the two
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MENTAL MODELS
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Figure 8-2 Mapping the designer's mental model to the user's mental model.
MENTAL MODELS
• Designer’s Mental Model
– Designer’s mental model in the ecological perspective: Describing what
the system is, what it does, and how it works within its ecology
– Designer’s mental model in the interaction perspective: Describing how
users operate it
– Designer’s mental model in the emotional perspective: Describing
intended emotional impact
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CONCEPTUAL DESIGN
• Leverage Metaphors in Conceptual Design
– Metaphors in the ecological perspective
– Metaphors in the interaction perspective
– Metaphors in the emotional perspective
• Conceptual Design from the Design Perspectives
– Conceptual design in the ecological perspective
– Conceptual design in the emotional perspective
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CONCEPTUAL DESIGN
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Figure 8-3 Designer workflow and connections among the three conceptual design perspectives.
CONCEPTUAL DESIGN
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Figure 8-4 Part of a conceptual design showing immersion in the emotional perspective (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
CONCEPTUAL DESIGN
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Figure 8-5 Early conceptual design ideas from the ecological perspective(sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
CONCEPTUAL DESIGN
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Figure 8-6 Ecological conceptual design ideas focusing on a feature for a smart ticket to guide users to seating (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
CONCEPTUAL DESIGN
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Figure 8-7 Ecological conceptual design ideas focusing on a feature showing communication connection with a smartphone (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
CONCEPTUAL DESIGN
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Figure 8-8 Ecological conceptual design ideas focusing on the features for communicating and social networking (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
CONCEPTUAL DESIGN
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Figure 8-9 Part of a conceptual design in the interaction perspective(sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
STORYBOARDS
• Making Storyboards to Cover All Design Perspectives
– Hand-sketched pictures annotated with a few words
– All the work practice that is part of the task, not just interaction with the
system, for example, include telephone conversations with agents or roles
outside the system
– Sketches of devices and screens
– Any connections with system internals, for example, flow to and from a
database
– Physical user actions
– Cognitive user actions in “thought balloons”
– Extra-system activities, such as talking with a friend about what ticket to buy
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STORYBOARDS
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Figure 8-10 Example of a sequence of sketches as a storyboard in the ecological perspective (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
STORYBOARDS
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Figure 8.10, cont’d
STORYBOARDS
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Figure 8-11 Part of a different Ticket Kiosk System storyboard in the ecological perspective(sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
STORYBOARDS
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Figure 8-12 Sample sketches for a similar concert ticket purchase storyboard in the interaction perspective (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
STORYBOARDS
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Figure 8.12, cont’d
STORYBOARDS
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Figure 8.12, cont’d
STORYBOARDS
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Figure 8-13 Storyboard transition frame with thought bubble explaining state change (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
DESIGN FOR EMBODIED INTERACTION
• Embodied interaction
– Involves user’s physical body in interaction with technology
– In a natural way, such as by gestures
• Moving interaction off screen and into action-situated real world
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DESIGN FOR EMBODIED INTERACTION
• Embodiment
– “How nature of living entity’s cognition shaped by form of its physical
manifestation in world.”
– Central to idea of phenomenological interaction
– Dourish: “How we understand the world, ourselves, and interaction
comes from our location in a physical and social world of embodied
factors.”
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DESIGN FOR EMBODIED INTERACTION
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Figure 8-14 The Scrabble Flash Cube game.
UBIQUITOUS AND SITUATED INTERACTION
• Ubiquitous, Embedded, and Ambient Computing
– Ubiquitous interaction is interaction occurring not just on computers and
laptops but potentially everywhere in our environment. Interactive
devices are being worn by people; embedded within appliances, homes,
offices, stereos and entertainment systems, vehicles, and roads; and
finding their way into walls, furniture, and objects that we carry.
• Situated Awareness and Situated Action
– In a social interaction setting, this can help find other people and can help
cultivate a feeling of community and belonging (Sellen et al., 2006)
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Exercise 8-2: Storyboard for Your System
• Goal
– Get a little practice in sketching storyboards.
• Activities
– Sketch storyboard frames illustrating narrative sequences of action in each of the three perspectives.
– Include things like these in your storyboards:
• Hand-sketched pictures annotated with a few words
• All the work practice that is part of the task, not just interaction with the system, for example, include telephone conversations with agents
or roles outside the system
• Sketches of devices and screens
• Any connections with system internals, for example, flow to and from a database
• Physical user actions
• Cognitive user actions in “thought balloons”
• Extra-system activities, such as talking with a friend about what ticket to buy
– For the ecological perspective, illustrate high-level interplay among human users, the system as a whole, and the surrounding
context.
– In the interaction perspective, show screens, user actions, transitions, and user reactions.
– Use storyboards in the emotional perspective to illustrate deeper user experience phenomena such as fun, joy, and aesthetics.
• Schedule
– You decide how much time you can afford to give this. If you cannot do this exercise in all three perspectives, just pick one, perhaps
the ecological perspective.
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Summary of the Flow of Activities in Chapters 3 through 9
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Homework
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Upload multiple storyboard doodling
on pinterest
Complete Chapter 8-2 Exercises
1 2
Upload on the “sketch” board - Upload storyboard
related sketches - Upload multiple
storyboard doodling to test your varied ideas
Your Team Blog Post #9 - Hand-sketched pictures - Sketches of devices and
screens - Physical user actions - Cognitive user actions in
“thought balloons” - More flow diagrams
Submission Due : 11: 59 pm Fri. 11th November
Update the Kickstarter Page of your project
3
After Sketching and making storyboard - Pick 1-2 sketches - Add one final storyboard