Week 01. Introduction to UX Prototyping

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  • 1. Lecture 1Introduction to User Experience Prototyping UX Prototyping / IID 2014 Spring Class hours : Fri 3 pm 7 pm 7th March

2. Beginning of the SemesterHELLO & WELCOMELecture #1IID_UX Prototyping2 3. Goals & OverviewDesign Thinking for Future Media and ExperiencesLecture #1IID_UX Prototyping3 4. Goals & Overview Imagination to Design Sketching and prototyping are the basic methods of design for many different purposes. For digital media, the methods are evolving to embrace effective idea generations, communications, iterations, and team creativity. The classes will overview the gradual steps of UX prototyping from observations to embodiments. The designers role in the contemporary world becomes more and more diversified, and multifaceted. Designers are not only creators of products and services, but also leaders of the zeitgeist, the spirit of the age. To prepare the change and challenge, we will share the discussions over the designers role in the digital age.Lecture #1IID_UX Prototyping4 5. Class Operations Workshops The class workshops will greatly focus on UX prototyping, which will combine the phases of activities of design thinking. After lectures of each topic of sketching and prototyping, student will visualize their ideas in several different forms, such as drawings, images, videos, and animations. In the course, students can learn how to elicit, and develop their creative ideas.Show & tell The class will also focus on the design communication that will be taught by class presentations, and group activities of collaborative design.Lecture #1IID_UX Prototyping5 6. Evaluation Homework 30 % Midterm 30% Final 30% Attendance 10%Lecture #1IID_UX Prototyping6 7. Textbooks Buxton, B. (2007) Sketching User Experiences: Getting the Design Right and the Right Design, Morgan Kaufmann. Saul Greenberg, et. al. (2012) Sketching User Experiences: The Workbook, Morgan Kaufmann. Gaver, W., Dunne, A., & Pacenti, E., (1999) "Cultural Probes," Interactions 6(1), pp21-29.Lecture #1IID_UX Prototyping7 8. Design Theories this Course Will CoverCritical DesignDunne & RabyCultural ProbesWilliam GaverDesign FictionAuger & Loizeau diegetic prototypes to suspend disbelief about changeLecture #1IID_UX Prototyping8 9. Design FictionFigure 1. Alternative presents and speculative futures. At the origin is here and noweveryday life and real products available on the high street. The lineage of these products can be traced back to when the technology became available to iterate them beyond their existing states. In Figure 1, the technology element on the left hand side represents research and development work, the higher the line the more emergent the technology and the longer and less predictable its route to everyday life. As we move to the right of the diagram and into the future we see that speculative designs exist as projections of the lineage, developed using techniques that focus on contemporary public understanding and desires, extrapolated through imagined developments of an emerging technology. Alternative presents step out of the lineage at some poignant time in the past to re-imagine our technological present. These designs can challenge and question existing cultural, political and manufacturing systems. (Auger, 2013)Lecture #1IID_UX Prototyping9 10. Microsoft Vision of 2019http://youtu.be/P2PMbvVGS-o Lecture #1IID_UX Prototyping10 11. Microsoft Productivity Future Visionhttp://youtu.be/a6cNdhOKwi0 Lecture #1IID_UX Prototyping11 12. Project Tangohttp://youtu.be/Qe10ExwzCqk Lecture #1IID_UX Prototyping12 13. A Research Example Relating to Tango : Wayfinding Machine Design in Spatial Computing Conditionhttps://vimeo.com/41987762 Lecture #1IID_UX Prototyping13 14. LectureINTRODUCTIONLecture #1IID_UX Prototyping14 15. The components of UX User Experience User experience is the totality of the effect or effects felt by a user as a result of interaction with, and the usage context of, a system, device, or product, including the influence of usability, usefulness, and emotional impact during interaction, and savoring the memory after interaction. Interaction with is broad and embraces seeing, touching, and thinking about the system or product, including admiring it and its presentation before any physical interaction.Lecture #1IID_UX Prototyping15 16. The components of UX Usability Usability is the pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction.Usefulness Usefulness is the component of user experience to which system functionality gives the ability to use the system or product to accomplish the goals of work(or play).Functionality Functionality is power to do work(or play) seated in the non-user-interface computational features and capabilities.Lecture #1IID_UX Prototyping16 17. The components of UX Emotional Impact Emotional impact is the affective component of user experience that influences user feelings. Emotional impact includes such effects as pleasure, fun, joy of use, aesthetics, desirability, pleasure, novelty, originality, sensations, coolness, engagement, appeal and can involve deeper emotional factors such self-identity, a feeling of contribution to the world and pride of ownership.Lecture #1IID_UX Prototyping17 18. Ubiquitous Interaction Desktop, Graphical User Interfaces, and the Web Are Still Here and Growing The old-fashioned desktop, laptop, and network-based computing systems are alive and well and seem to be everywhere, an expanding presence in our lives. Word processing, database management, storing and retrieving information, spreadsheet management.Lecture #1IID_UX Prototyping18 19. Ubiquitous Interaction The Changing Concept of Computing Computer systems are being worn by people and embedded within appliances, homes, offices, stereos and entertainment systems, vehicles, and roads. Computation and interaction are also finding their way into walls, furniture, and objects we carry (briefcases, purses, wallets, wrist, watches, PDAs, cellphones) Most of the user-computer interaction attendant to this ubiquitous computing in everyday contexts is taking place without keyboards, mice, or monitors.Lecture #1IID_UX Prototyping19 20. Ubiquitous Interaction The Changing Concept of Interaction With an obviously enormous market potential, mobile communications are perhaps the fastest growing area of ubiquitous computing with personal devices and also represent one of the most intense areas of designing for a quality user experience.Interaction, however, is doing more than just reappearing in different devices such as we see in Web access via mobile phone. Weiser (1991) said . . . the most profound technologies are those that disappear.Russell, Streitz, and Winograd (2005) also talk about the disappearing computernot computers that are departing or ceasing to exist, but disappearing in the sense of becoming unobtrusive and unremarkable. They use the example of electric motors, which are part of many machines we use daily, yet we almost never think about electric motors per se. They talk about making computers disappear into the walls and interstices of our living and working spaces.Lecture #1IID_UX Prototyping20 21. Ubiquitous Interaction The Changing Concept of Interaction When this happens, it is sometimes called ambient intelligence, the goal of considerable research and development aimed at the home living environment. In the HomeLab of Philips Research in the Netherlands (Markopoulos et al., 2005), researchers believe that ambient intelligence technology will mediate, permeate, and become an inseparable common of our everyday social interactions at work or at leisure.In these embedded systems, of course, the computer only seems to disappear. The computer is still there somewhere and in some form, and the challenge is to design the interaction so that the computer remains invisible or unobtrusive and interaction appears to be with the artifacts, such as the walls, directly. So, with embedded computing, certainly the need for a quality user experience does not disappear. Imagine embedded computing with a design that leads to poor usability; users will be clueless and will not have even the familiar menus and icons to find their way!Lecture #1IID_UX Prototyping21 22. SKIN : Emotional Sensing(2008)http://youtu.be/WRX-3DDBow0 Lecture #1IID_UX Prototyping22 23. Intimacy 2.0 (2011) Interactive fashion by Studio Roosegaardehttps://vimeo.com/29952304 Lecture #1IID_UX Prototyping23 24. From Usability to User Experience The Traditional Concept of Usability Usability is that aspect of HCI devoted to ensuring that humancomputer interaction is, among other things, effective, efficient, and satisfying for the user. So usability includes characteristics such as ease of use, productivity, efficiency, effectiveness, learnability, retainability, and user satisfaction (ISO 9241-11, 1997).Lecture #1IID_UX Prototyping24 25. From Usability to User Experience Misconceptions about Usability First, usability is not what some people used to call dummy proofing. Usability is not equivalent to being user-friendly. To many not familiar with the field, doing usability is sometimes thought of as equivalent to usability testing. Finally, another popular misconception about usability has to do with visual appeal.Lecture #1IID_UX Prototyping25 26. From Usability to User Experience The Expanding Concept of Quality in Our Designs The field of interaction design has grown slowly, and our concept of what constitutes quality in our designs has expanded from an engineering focus on user performance under the aegis of usability into what is now widely known as user experience. Thomas and McCredie (2002) call for new usability to account for new design requirements such as ambience or attention. At a CHI 2007 Special Interest Group (SIG) meeting (Huh et al., 2007), the discussion focused on investigating a variety of approaches (beyond usability) such as user experience, aesthetic interaction, ambiguity, slow technology, and various ways to understand the social, cultural, and other contextual aspects of our world.Lecture #1IID_UX Prototyping26 27. From Usability to User Experience Is Not Emotional Impact What We Have Been Calling User Satisfaction? Some say the emphasis on these emotional factors is nothing newafter all, user satisfaction, a traditional subjective measure of usability, has always been a part of the concept of traditional usability shared by most people, including the ISO 9241-11 standard definition. Technology and design have evolved from being just productivityenhancing tools to more personal, social, and intimate facets of our lives. Accordingly, we need a much broader definition of what constitutes quality in our designs and quality in the user experience those designs beget. Lecture #1IID_UX Prototyping27 28. From Usability to User Experience First Apple store opened in the Netherlands on 3rd March 2012. It has an amazing spiral staircase, a trademark like those in all other Apple stores. Functionality is Important, but a Quality User Experience Can Be Even More So The iPod, iPhone, and iPad are products that represent cool high technology with excellent functionality but are also examples that show the market is now not just about the featuresit is about careful design for a quality user experience as a gateway to that functionality. To users, the interaction experience is the system. Lecture #1IID_UX Prototyping28 29. From Usability to User Experience Functionality Is Important, but a Quality User Experience Can Be Even More So Hassenzahl and Roto (2007) state the case for the difference between the functional view of usability and the phenomenological view of emotional impact. People have and use technical products because they have things to do; they need to make phone calls, write documents, shop on-line, or search for information. Hazzenzahl and Roto call these do goals, appropriately evaluated by the usability and usefulness measures of their pragmatic quality. Human users also have emotional and psychological needs, including needs involving self-identity, relatedness to others, and being satisfied with life. These are be goals, appropriately evaluated by the emotional impact and phenomenological measures of their hedonic quality. Lecture #1IID_UX Prototyping29 30. From Usability to User Experience A Good User Experience Does Not Necessarily Mean High-Tech or Cool The best user experience requires a balance of functionality, usability, aesthetics, branding, identity, and so on. (eg. Microsoft Vista Package) In addition to user experience not just being cool, it also is not just about technology for technologys sake. (eg. UniversityFigure 1-1A new Microsoft software packaging designConference Call system)Lecture #1IID_UX Prototyping30 31. From Usability to User Experience Design beyond Just Technology Design is about creating artifacts to satisfy a usage need in a language that can facilitate a dialog between the creator of the artifact and the user. That artifact can be anything from a computer system to an everyday object such as a door knob.Lecture #1IID_UX Prototyping31 32. From Usability to User Experience Components of a User Experience The newer concept of user experience still embodies all these implications of usability. How much joy of use would one get from a cool and neat-looking iPad design that was very clumsy and awkward to use? Clearly there is an intertwining in that some of the joy of use can come from extremely good ease of use. The most basic reason for considering joy of use is the humanistic view that enjoyment is fundamental to life. (Hassenzahl, M., Beu, A., & Burmester, M. (2001). Engineering joy. IEEE Software, 18(1), pp. 7076.) As a result, we have expanded the scope of user experience to include: effects experienced due to usability factors effects experienced due to usefulness factors effects experienced due to emotional impact factorsLecture #1IID_UX Prototyping32 33. From Usability to User Experience User Experience Is (Mostly) Felt Internally by the User User experience, as the words imply, is the totality of the effect or effects felt (experienced) internally by a user as a result of interaction with, and the usage context of, a system, device, or product. Here, we give the terms interaction and usage very broad interpretations, as we will explain, including seeing, touching, and thinking about the system or product, including admiring it and its presentation before any physical interaction, the influence of usability, usefulness, and emotional impact during physical interaction, and savoring the memory after interaction.Lecture #1IID_UX Prototyping33 34. From Usability to User Experience User Experience Cannot Be Designed A user experience cannot be des...