Tangible Wk6tu Human Centered Design

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    Tuesday Week 6: Human Centered Design

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    Theory and Practice of Tangible User Interfaces

    Human Centered Design

    Designing for Human Experiences

    week 06

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    Theory and Practice of Tangible User Interfaces

    Lecture Outline

    Experience Prototyping [Buchenau

    & Fulton Suri, 2000]

    Designing for Experiencing [Sanders, 2002]

    Method Cards [IDEO]

    Thoughtless Acts [Fulton Suri & IDEO, 2000]

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    Theory and Practice of Tangible User Interfaces

    Experience PrototypingBuchenau & Fulton Suri (2000)Experience is a dynamic, complex, and subjective phenomenon.

    It depends upon the perception of multiple sensory qualities of a

    design, interpreted through filters relating to contextual factors.

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    Theory and Practice of Tangible User Interfaces

    Experience Prototyping

    The experience of even simple artifacts does not exist in a vacuum but,

    rather, in dynamic relationship with other people, places

    and objects.

    Additionally, the quality of peoples experience changes over time

    as it

    is influenced by variations in these multiple contextual factors.

    Buchenau & Fulton Suri (2000)

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    Theory and Practice of Tangible User Interfaces

    Subject Object

    Tool

    Activity

    Designing Human Activities, Not Just Tools

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    Theory and Practice of Tangible User Interfaces

    Emphasis on the experiential aspect of representations, which is

    needed to successfully (re)live

    or convey an experience with a product,

    space or system.

    Any kind of representation, in any medium, designed to understand,

    explore, or communicate what it might be like to engage with the product, space or system we are designing.

    Experiential Aspect

    Experience Prototyping

    Buchenau & Fulton Suri (2000)

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    Theory and Practice of Tangible User Interfaces

    What are the contextual, physical, temporal, sensory, social, and

    cognitive factors we must consider as we embark on design?What is the essence of the existing user experience?

    What are essential factors that our design should embrace?

    Understanding User Experiences

    Experience Prototyping

    Buchenau & Fulton Suri (2000)

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    Theory and Practice of Tangible User Interfaces

    Design for ExperiencingSanders (2002)

    Design peoples experiences of things, actions, and places.

    Experiencing is a constructive activity. Need to access peoples

    experiences (past, current, and potential) as the source of inspirationand ideation for design.

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    Theory and Practice of Tangible User Interfaces

    Say

    Think

    DoUse

    Know

    Feel

    Dream

    Learn from What People

    Sanders (2002)

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    Theory and Practice of Tangible User Interfaces

    Say

    Think

    DoUse

    Know

    Feel

    Dream

    Explicit:

    What people are able to express in words,but only what they want us to hear.Observable: Watching what people do and seeing what theyuse provides us with observable information.

    Tacit and Latent:

    Knowledge that cant readily be expressed in words,that can reveal latent needs.

    Learn from What People

    Sanders (2002)

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    Theory and Practice of Tangible User Interfaces

    Learn, Look, Ask, & TryIDEO Method Cards

    Tools for keeping people at the center of the design process.

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    Theory and Practice of Tangible User Interfaces

    IDEO Method Cards

    Learn:Analyze theinformation youve

    collected to identify

    patterns and

    insights.

    Look:Observe people todiscover what they

    do rather than what

    they say they do.

    Ask:Enlist peoplesparticipation to

    elicit information

    relevant to your

    project.

    Try:Create simulationsto help empathize

    with people and to

    evaluate proposed

    designs.

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    Theory and Practice of Tangible User Interfaces

    Learn:

    Affinity Diagrams

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Learn:

    Character Profiles

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Learn:

    Error Analysis

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Learn:

    Cross-Cultural Comparisons

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    IDEO Method Cards

    Learn:Analyze theinformation youve

    collected to identify

    patterns and

    insights.

    Look:Observe people todiscover what they

    do rather than what

    they say they do.

    Ask:Enlist peoplesparticipation to

    elicit information

    relevant to your

    project.

    Try:Create simulationsto help empathize

    with people and to

    evaluate proposed

    designs.

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    Theory and Practice of Tangible User Interfaces

    Look:

    A Day in the Life

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Look:

    Personal Inventory

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Look:

    Behavioral Mapping

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Look:

    Time-Lapse Video

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    IDEO Method Cards

    Learn:Analyze theinformation youve

    collected to identify

    patterns and

    insights.

    Look:Observe people todiscover what they

    do rather than what

    they say they do.

    Ask:Enlist peoplesparticipation to

    elicit information

    relevant to your

    project.

    Try:Create simulationsto help empathize

    with people and to

    evaluate proposed

    designs.

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    Theory and Practice of Tangible User Interfaces

    Ask:

    Collage

    IDEO Method Cards

    T d W k 6 H C d D i Th d P i f T ibl U I f

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    Theory and Practice of Tangible User Interfaces

    Ask:

    Camera Journal

    IDEO Method Cards

    T d W k 6 H C t d D i Th d P ti f T ibl U I t f

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    Theory and Practice of Tangible User Interfaces

    Ask:

    Unfocus

    Group

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Ask:

    Extreme User Interviews

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    IDEO Method Cards

    Learn:Analyze theinformation youve

    collected to identify

    patterns and

    insights.

    Look:Observe people todiscover what they

    do rather than what

    they say they do.

    Ask:Enlist peoplesparticipation to

    elicit information

    relevant to your

    project.

    Try:Create simulationsto help empathize

    with people and to

    evaluate proposed

    designs.

    Tuesday Week 6: Human Centered Design Theory and Practice of Tangible User Interfaces

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    Theory and Practice of Tangible User Interfaces

    Try:

    Empathy Tools

    IDEO Method Cards

    Tuesday Week 6: Human Centered Design Theory and Practice of Tangible User Interfaces

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    Theory and Practice of Tangible User Interfaces

    Try:

    Bodystorming

    IDEO Method Cards

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    Theory and Practice of Tangible User Interfaces

    Try:

    Behavior Sampling

    IDEO Method Cards

    Tuesday Week 6: Human Centered Design Theory and Practice of Tangible User Interfaces

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    Theory and Practice of Tangible User Interfaces

    Try:

    Role-Playing

    IDEO Method Cards

    Tuesday Week 6: Human Centered Design Theory and Practice of Tangible User Interfaces

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    Theory and Practice of Tangible User Interfaces

    More and more we find ourselves designing complex and dynamic

    interactions with converging hardware and software, spaces, andservices.

    The designer needs to focus on "exploring by doing" and actively

    experiencing the subtle differences between various design solutions.

    Why Experience Prototyping?

    Experience Prototyping

    Buchenau & Fulton Suri (2000)

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    y g

    Multidisciplinary Team

    Multiple disciplines are needed to solve the design problems of today

    e.g. interaction design, industrial design, designers of environments,human factors specialists, mechanical and electrical engineers.

    A powerful asset to have tools and techniques which create a shared

    experience, providing a foundation for a common point of view.

    Experience Prototyping

    Buchenau & Fulton Suri (2000)

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    Thoughtless ActsFulton Suri

    & IDEO (2000)

    All those intuitive ways we adapt, exploit, and react to things in our

    environment; things we do without really thinking.

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    Thoughtless Acts

    In daily life we make interpretations about the stuff around us all the

    time

    how it might work and what we can do with it. We develop an

    exquisite awareness of the possibilities and sensory qualities of

    different materials, forms, and textures. Understanding these intuitive

    interpretations might be a significant source of insight for designers.

    Fulton Suri & IDEO (20000)

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    Reacting? Tactile and visual encouragement to stay on track?

    Thoughtless Acts

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    Reacting? Avoiding surfaces. Barely conscious adjustments in paths chosen?

    Thoughtless Acts

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    Reacting? How many ways to keep hands free on the go?

    Thoughtless Acts

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    Reacting? What other ways to encourage people to stop and shop?

    Thoughtless Acts

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    Reacting? For comfort and relief, our feet seek a variety of surfaces.

    Thoughtless Acts

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    Reacting? Items are safe and remembered within our personal space.

    Thoughtless Acts

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    Responding? Remembering or pointing to your place after interruptions.

    Thoughtless Acts

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    Responding? Easy way to carry the elements or a reminder of an intentional pairing of tools?

    Thoughtless Acts

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    Responding? Door rail swing, unconscious stretch, better balance?

    Thoughtless Acts

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    Responding? Simple analog tools for a more direct indication.

    Thoughtless Acts

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    Responding? Can spatial elevation enhance social, physical, and emotional experience?

    Thoughtless Acts

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    Co-opting? Airport office and hands free journey.

    Thoughtless Acts

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    Co-opting? A coffee cup set inside a roll of tape to steady it.

    Thoughtless Acts

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    Co-opting? An active storage mode.

    Thoughtless Acts

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    Co-opting? Extending personal space.

    Thoughtless Acts

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    Co-opting? Incidental benefits. Storage with the benefit of sun and fresh air.

    Thoughtless Acts

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    Exploiting? Environmental features act as breaks for carts. Ideas for built-in functions?

    Thoughtless Acts

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    Exploiting? Butter spatula and handle.

    Thoughtless Acts

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    Exploiting? Eating pizza on the go. Cactus bulletin board.

    Thoughtless Acts

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    Adapting? When do utilitarian tools become wearable? Personal and decorative?

    Thoughtless Acts

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    Conforming? Common view point, stride, and rhythm.

    Thoughtless Acts

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    Th h l A

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    Conforming? Trash stash.

    Thoughtless Acts

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    Th htl A t

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    Signaling? Shared tools often need status/progress indicators to let others

    know.

    Thoughtless Acts

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    Th htl A t

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    Signaling? Status indicators can save disappointment. Evident from a distance.

    Thoughtless Acts

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    Inviting Curiosity

    The key is looking carefully at what people actually do in various

    situations and asking ourselves questions such as these to explainwhat we see: Why has someone placed this object here? What are

    those people doing and why are they grouped like that? Why is it

    that

    people apparently avoid being here? Curiosity will reveal meaning

    behind these nonspectacular

    interactions that take place around us all

    the time.

    Thoughtless Acts

    Fulton Suri & IDEO (20000)

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    Inspiring and Informing Design

    Examining these everyday interactions, we discover a lot about how we

    engage, adapt and make sense of our surroundings. We see directlyhow design plays into our lives, how we actively shape our environment,

    and how we in turn are shaped by it. Observing such interactions

    can

    inspire new design opportunities and guide better solutions in valuable

    ways.

    Thoughtless Acts

    Fulton Suri & IDEO (20000)

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    Opportunities for DesignEverywhere we look there is evidence of peoples creativity in

    reinterpreting and adapting things, improvising solutions to make up forsomething thats missing or poorly designed. We should look for

    patterns that point to a universal need. When we dig deep enough,

    behavior that might at first seem arbitrary, surprising, or idiosyncratic,

    usually has an insightful explanation.

    Thoughtless Acts

    Fulton Suri & IDEO (20000)

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    Tuesday Week 6: Human Centered Design Theory and Practice of Tangible User Interfaces

    http://www flickr com/groups/thoughtlessacts/pool/

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    http://www.flickr.com/groups/thoughtlessacts/pool/

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    Capture Thoughtless ActsCapture Thoughtless Acts you see and post them on the course web.

    Due Monday October 22. Discussion on Tuesday October 23.

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    Midterm Project

    Feedback for your midterm project is up on the course website.

    Take a critical look at your interaction loop and discuss why tangibility

    matter.

    Tuesday October 9: Progress sketches due (post your sketches

    on the course website).

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    Thanks!