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Concept Design

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Concept  Design Mattias  Arvola 2 Today’s  Lecture • • • • Ideation using structured design concept divergence Structured detailing of concepts ideas Storyboards at a conceptual level Pugh charts 3 Film  Time • The Exciter • https://www.youtube.com/watch?v=ocycEGSkSo0 36 37 38 39 40 41 42 43 44 GROUP   PROJECT  1 WORK   45 45 47 48 49 50 51 52 1 2 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) 3 5 AFTER  THE  USER  STUDY  THE   OVERARCHING  DESIGN  IS  TO   TAKE  FORM  AND  WHAT  TO  DO   IS  TO  BE  DECIDED 6 User  Research  Deliverables • Research-based Personas and Problem Storyboards • Design and UX Goals 7 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 10 A  process  characterized  by • • • • • Uncertainty Experiments of thought Sketching Judgement and assessment Decisions 11 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. 12 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. 17 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 18 Dynamic  Gestalt • Overarching character • More than the sum of the parts • Temporal flow and drama structure may be inspiring, dull, obvious or maybe repetitive 19 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). 20 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. 21 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. 22 WORK  SYSTEMATICALLY  WITH   RANDOMNESS! 23 • • At conceptual level, different: At an interactional level, different: • Purposes • Target groups • Input and output • Situations of use • • Kinds of products/services Interaction styles (forms, menus, direct manipulation) • Platforms • Perspectives: 1st, 3rd • User experiences • Interaction techniques (zooming, panning, pointclick) • Controls At functional level, different: • • • Objects and actions At strucutral level, different: • At presentational level, different: • Layouts • Navigation structures • Styles • Ways to group information • Associations • Icons Project time 21 Level of abstraction 25 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 24 Find your way Control what the kids are doing 28 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 26 Person Medium Tool Dream Game 27 Person 31 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 29 Surprisingly Full of feeling Discoverably Imaginatively Suggestively 30 Surprisingly 34 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 1 take  photos make  call find  friends 2 edit  photos send  message announce  statements 3 send  photos keep  track  of   appointments … 4 5 6 36 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) 37 • 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 38 SKETCHES  AND  DESCRIPTIONS  OF  CONCEPTS 39 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. 40 The  Time  Machine You can at some places point the camera towards a view and manipulate a time filter towards the past. 41 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. 55 43 Sketchy  Concept  Video 44 Concept  Selection  with  Pugh  Charts 45 Good  Design  in  Different  Ways Technical  Build  Quality   Practical  Functionality   Communication   Organization   Aesthetic  Impact   Ethics 46 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 - + + + - - 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 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 + 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 51 49 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. 50 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 51 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. 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