Transcript
Concept Design Mattias Arvola
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Today’s Lecture • • • •
Ideation using structured design concept divergence Structured detailing of concepts ideas Storyboards at a conceptual level Pugh charts
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Film Time • The Exciter • https://www.youtube.com/watch?v=ocycEGSkSo0
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GROUP PROJECT 1 WORK
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PROJECT 2
1 day/week
Checkpoint Research
Deadline Concept
Checkpoint Revisions
Deadline Detailing Deadline Idea Log (and Process Book)
INDIVIDUAL DESIGN WORK 1 day/week READINGS
Seminar 1
Seminar 2
Seminar 3
(Deadline Critical Review)
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AFTER THE USER STUDY THE OVERARCHING DESIGN IS TO TAKE FORM AND WHAT TO DO IS TO BE DECIDED
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User Research Deliverables • Research-based Personas and Problem Storyboards • Design and UX Goals
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Concept Ideation Deliverables • • • • •
A wide variety of concepts Pugh-charts A concept proposal Poster Other design material?
CONCEPT DESIGN REVISIONS & DETAILED DESIGN
USER RESEARCH
fuzzy front end:
uncertainty >> paZerns >> insights
revisions
t pr od uc
pr ot ot yp e
pt
concept
co nc e
id ea s
de sig n cr
ite r
ia
clarity >> focus
detailing
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A process characterized by • • • • •
Uncertainty Experiments of thought Sketching Judgement and assessment Decisions
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Levels of Interaction Design (Arvola & Artman, 2007) • Design Concept •
Who does what, when, where, how and why? Overarching gestalt, posture or genre
• Functions and content •
Actions and objects
• Structure •
Temporal, spatial and logical
• Interaction •
How does the user navigate the structure to use the functions and manipulate content?
• Presentation •
Look & feel. What meets the senses and how is it interpreted.
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The Conceptual Level • Who does what, when, where, how and why? • Agent, act, scene, means och purpose (Arvola, 2005) • The Concept Sheet: • http://www.ida.liu.se/~matar/tools.en.shtml
Design Concept No. WHAT the name of the concept is: WHO the user is: WHAT the concept is: WHEN and WHERE it will be used:
WHAT it does (main function and content):
WHY the user whants to have it and use it:
HOW it is used (draw a storyboard): The user's experience before
Interaction step 1
Interaction step 2
Interaction step 3
Interaction step 4
The user's experience afterwards
HOW it should be:
Consequences:
Principles and qualities
For people, environment, or society
Project: Date: Researcher: Design Concept Sheet. Mattias Arvola 2014.
Design Concept No. WHAT the name of the concept is: WHO the user is: WHAT the concept is: WHEN and WHERE it will be used:
WHAT it does (main function and content):
WHY the user whants to have it and use it:
HOW it is used (draw a storyboard): The user's experience before
Interaction step 1
Interaction step 2
HOW it is used (draw a storyboard): The user's experience before
Interaction step 1
Interaction step 2
Interaction step 3
Interaction step 4
The user's experience afterwards
Interaction step 3
Interaction step 4
HOW it should be:
Consequences:
Principles and qualities
The user's experience afterwards
For people, environment, or society
Project: Date: Researcher: Design Concept Sheet. Mattias Arvola 2014.
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What should it be? Perspec6ve
Object
Highlighted aspects
Tool
A material
Prac6cal
Medium
Other people or content
Communica6onal
Partner
The ar6fact in itself or quasi-‐other
Prac6cal
System
Other system components
Organisa6onal, Technical
Machine
The ar6fact in itself
Technical
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Dynamic Gestalt • Overarching character • More than the sum of the parts • Temporal flow and drama structure may be inspiring, dull, obvious or maybe repetitive
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To what genre does it belong?
Arvola, Lundberg & Holmlid (2010)
• Recurring form, content and purpose • Phone bill: • Layout (form) showing • phone calls and their cost (content), • to inform the receiver how much to pay, when, and exactly for what he or she is paying (purpose).
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What posture should it have? (Cooper, 1995) • Sovereign: monopolizes the user's attention for long periods of time. • Transient: Called when needed, it appears and performs its job, then it quickly leaves, letting the user continue her more normal activity.
• Daemonic: background processes that require no direct user interaction. • Parasitic/Auxiliary: A limited, focused set of functionality and occupy a small space persistently and can be used for a long period of time.
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Ideation by structured design concept divergence • Play with and vary who does what, when, where, how and why in a systematic manner. • Make experiments of though: • What kind of product or service would it become if… • Divergence is the mother of design work and iteration its father.
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WORK SYSTEMATICALLY WITH RANDOMNESS!
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At conceptual level, different:
At an interactional level, different:
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Purposes
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Target groups
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Input and output
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Situations of use
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Kinds of products/services
Interaction styles (forms, menus, direct manipulation)
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Platforms
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Perspectives: 1st, 3rd
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User experiences
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Interaction techniques (zooming, panning, pointclick)
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Controls
At functional level, different: •
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Objects and actions
At strucutral level, different:
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At presentational level, different:
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Layouts
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Navigation structures
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Styles
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Ways to group information
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Associations
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Icons
Project time
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Level of abstraction
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Functions-‐driven divergence •
Functions-driven divergence The purpose is that you should be able to: The purpose is that you shou able to Look at films Communicate with others Find your way Control what the kids are doing Play games
Communicate with others
Look at films
Play games
Find your way
Control what the kids are doing
Communicate with others
Look at films
Play games
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Find your way
Control what the kids are doing
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Metaphor-‐driven divergence Metaphor-driven d • The character of action should be like a:The character of a like a: Tool Medium Dream Person Game
Medium
Tool
Dream
Game
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Person
Medium
Tool
Dream
Game
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Person
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Quality-‐driven divergence • How should it be experienced in use?
Quality-driven d How should it b use? Discoverably Full of feeling Imaginatively Surprisingly Suggestively
Full of feeling
Discoverably
Imaginatively
Suggestively
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Surprisingly
Full of feeling
Discoverably
Imaginatively
Suggestively
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Surprisingly
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Functions-‐driven divergence based on Brainwriting 3-‐6-‐5 • 6 persons writes 3 functions and passes the paper on: 108 functions • What should the persona be able to do with the product or service? • Every function consists of a verb and a noun: ”pile up chairs”
• Provocative situations of use if you get stuck. • Troup transport • On the way home from a football game • For the Prime Minister • At an accident
Problem Statement: What should the user be able to do? Idea 1
Idea 2
Idea 3
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take photos
make call
find friends
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edit photos
send message
announce statements
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send photos
keep track of appointments
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Functional Analysis • Go through the functions and categorise them from the perspective of you personas: • Necessary (N) • Desirable (D) • Unnecessary (U) • Unnecessary but fun (UF)
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• List all N, some of the most interesting D, and some UF. • Consider what it would be like if one of them was the main function (MF) that would dominate and structure the entire system. • Name the resulting product or service • Detail the concepts using the concept sheet
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SKETCHES AND DESCRIPTIONS OF CONCEPTS
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The Sidekick The visitors can see the guidés virtual sidekick through the mobile phone. In Vimmerby it could be a ”rumpnisse” who constantly asks Why is that? and gives the guide opportunities to explain things further.
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The Time Machine You can at some places point the camera towards a view and manipulate a time filter towards the past.
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Show and Tell The guide can broadcast film to the visitors mobile phones. Pre- recorded or live. Even the people in the back can see, and details not visible to the naked eye can be pointed out.
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Sketchy Concept Video
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Concept Selection with Pugh Charts
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Good Design in Different Ways Technical Build Quality Practical Functionality Communication Organization Aesthetic Impact Ethics
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Criteria for Concept Selection • Concept selection is based on maximizing the contribution to the most important effect goals for the users and other central stakeholders • Important product and project goals can also be included • Look back at the results from the user research
The Time Machine
The Walking Quiz
Show and Tell
The Interactive Map
The Sidekick
Mythical Creatures
Spatial Talking Book
Leaving Traces
Curiosity
0
0
-
+
+
+
-
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Focus on the Landscape
0
0
0
0
0
0
0
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Communicate Astrid Lindgren
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+
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Support Outdoors Education
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0
+
0
0
-
+
+
Cost
0
0
0
0
-
0
+
+
Feasibility
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+
0
-
0
+
+
Viability
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0
+
+
0
+
+
0
Longterm Experience
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+
+
+
-
0
0
0
Total +
0
1
4
3
1
2
5
3
Total -
0
1
1
0
3
2
1
3
Total
0
0
3
3
-2
0
4
0
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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 +
0
1
4
3
1
2
5
3
Total -
0
1
1
0
3
2
1
3
Total
0
0
3
3
-2
0
4
0
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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.
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Context Scenarios • A scenario that shows how the idea is meaningful for one of the personas • Gives a natural sequential flow to the interaction • Written or illustrated in a Concept Storyboard
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Concept Proposals in Storyboards • Show and Tell: • A function for guides to show things not visible to the naked eye. E.g. hidden processes, global systems, or what a plant look like at another season.
When the guide wants the group to see something on their phone he/she takes up visual marker.
The visitors point the camera of the phone towards the marker to acjvate whatever the guide wants to show.
On the display of the phone the visitors can see both the camera view and the object or animajon the guide wants to show.
To change the image or the animajon the guide just changes or adds a new marker.
MINNESMARK MINNESMARK
Maria,&Tom&and&Owen&start&the&Minnesmark&app& to&go&on&a&computer&augmented&treasure&hunt.
Maria&chooses&which& treasure&hunt&and&they& are&off.&They&take&part& of&stories&at&places& along&the&way.
Use&the&iOS&app&Minnesmark&and& invite&to&in&a&computer& augmented&treasure&hunt,&where& parLcipants&can&explore&both&the& physical&environment&and&media& that&you&have&prepared.&Use&the& editor&to&create&the&treasure&hunt. Minnesmark&is&an&AR< browser&(AR&=&augmented& reality)&that&builds&on&a&principle& of&physical&interacLon&in&the&real& world.&It&contributes&to&a& moLvaLng&acLvity.&The& parLcipants&find&treasures&in&the& form&of&media,&which&is&sent&to& them&via&email&at&the&end&of&the& treasure&hunt.&Using&the&editor,& anyone&can&set&up&their&own& treasure&hunts.
Marker