Feb 7, 2013 ... Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980;
Ref from Greenberg et al., Sketching User Experiences, 2012 ...
CMSC434 Intro to Human-Computer Interaction
Design Process Continued! Thursday, February 7, 2013 Instructor: Jon Froehlich TA: Matthew Mauriello
Hall of Fame
Hall of Shame
Piazza reply vs. followup, submitted by John Connor
Piazza reply vs. followup, submitted by John Connor
Piazza reply vs. followup, submitted by John Connor
iTunes, submitted by Vincent Chang
iTunes, submitted by Vincent Chang
iTunes, submitted by Vincent Chang
iTunes, submitted by Vincent Chang
iTunes, submitted by Vincent Chang
RevisitingCartRedesign Let’s go shopping!
How did we do?
ForTuesday 1
Project Pitches Critique, Comment, & Choose
2
Reading Response: Design Critique
3
Reading Response: The first 8 pages of Ron Baecker’s
Design and Evaluation
Design in the material world is the process by which ideas, tastes, prejudices, basic scientific principles and available resources are weighed and combined into a well-defined plan for the eventual construction of an object or system.
— McMasters Boeing Corporation
The Art and Science of Design
Designing User Interfaces
A soufflé is eggs, butter, milk, and flour but the difference between soaring and sinking is in the execution. Björn Hartmann
Professor of Human-Computer Interaction Computer Science, University of California, Berkeley
As with most things, following a vetted process and practicing will improve performance
If we wish to improve our products, We must improve our processes; We must continually redesign Not just our products But also the way we design That’s why we study the design process
To know what we do and how we do it To understand it and improve it To become better Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco
What does design require?
Leland Nicolai, Viewpoint: An Industry view of Engineering Design Education, International Journal of Engineering Education, 1998
This is a conceptual design space for a given idea This 3D Gaussian curve represents all possible designs for a particular idea
Best design for idea
Worst design for idea
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
This is a conceptual design space for a given idea Design #3 Design #2 Design #1 Best design for idea
Worst design for idea
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
Optimal design
This is a conceptual design space for a given idea Design #3 Design #2
Optimal design
Design #1 Best design for idea
Nicely demonstrates that we should mockup and tryout multiple designs for a given idea
Worst design for idea
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
This is a conceptual design space for a given idea Design #3 Design #2
Optimal design
Design #1 Best design for idea
But what if that idea was not such a good idea in the first place?
Worst design for idea
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
Windows CE 2.0 1998
Pocket PC 2000 April 2000
Pocket PC 2002 Oct 2001
Win Mobile 2003 June 2003
Win Mobile 5 May 2005
Win Mobile 6 Feb 2007
Windows CE 2.0 1998
Pocket PC 2000 April 2000
Pocket PC 2002 Oct 2001
Win Mobile 2003 June 2003
Win Mobile 5 May 2005
Apple iPhone June 2007
Win Mobile 6 Feb 2007
Ballmer laughs at iPhone, http://youtu.be/eywi0h_Y5_U
This is a conceptual design space for a given idea Design #3 Design #2 Design #1 Best design for idea
Worst design for idea
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
Optimal design
Consider many ideas to overcome this problem
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
Design Through a Computer Science Metaphor
HillClimbing
Problem: algorithm can get stuck at a local maxima
SimulatedAnnealing
Simulated Annealing can escape local minima with chaotic jumps.
The best way to have a good idea is to have lots of ideas. Linus Pauling
Professor of Chemistry Caltech, UC San Diego, Stanford Only person awarded two unshared Nobel Prizes
A Design Process
A problem
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco
A solution
A Design Process Tim Brennan
Apple (Creative Services Department) “Somebody calls up with a project; we do some stuff; and the money follows” A problem A solution
Process Model Benefits
Has potential for playfullness/fun Is similar to a random walk Has a feeling of iteration…
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco
A Design Process
Original source: Don Koberg and Jim Bagnall; My Source: Björn Hartmann, CS160 course at UC Berkeley
A Design Process
Original source: Don Koberg and Jim Bagnall; My Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
Source: Björn Hartmann, CS160 course at UC Berkeley
A Design Process
Original source: Don Koberg and Jim Bagnall; My Source: Björn Hartmann, CS160 course at UC Berkeley
The process of ideation.
As we already saw: consider many ideas!
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
IDEOBrainstormingRules 1. Be visual 2. Defer judgment 3. Encourage wild ideas 4. Build on the ideas of others 5. Go for quantity 6. One conversation at a time 7. Stay focused on the topic Tom Kelley and Jonathan Littman, The Art of Innovation: Lessons in Creativity from IDEO, 2001
Elaboration
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Elaboration and Reduction
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Elaboration and Reduction
Design Process
Design Process
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Elaboration and Reduction
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Design Funnel
The alternating trend between idea generation and convergence with a process of reduction towards the final concept
Original source: Stuart Pugh,Total Design: Integrated Methods for Successful Products Engineering, 1990; Image from Greenberg et al., 2012
Design Funnel
UXBooth, Concerning Fidelity in Design, http://www.uxbooth.com/articles/concerning-fidelity-and-design/
Design Funnel
UXBooth, Concerning Fidelity in Design, http://www.uxbooth.com/articles/concerning-fidelity-and-design/
Lo-fidelity prototyping and testing
AnExperiment Design an egg drop vessel
[Dow, 2011]
Shut your laptops. Do not use your phones or any other electronic devices.
Connect all 9 dots with 4 lines
[Maier, 1930]
Connect all 9 dots with 4 lines
[Maier, 1930]
How can you determine which of the three switches turns on the second floor light?
Scenario & Rules incandescent lightbulb
Only one of the three switches turns on the light upstairs. You can only make one trip upstairs. You can only flip one switch at a time. You cannot see the second floor light (or any ambient light) from the first floor.
Switch 1
Switch 2
Switch 3
It’s a windowless building. You have a flashlight. There are two staircases.
CandleProblem
How to fix a lit candle on a wall in a way so the candle wax won't drip onto the table below. To do so, one may only use a book of matches and a box of thumbtacks
Who has seen this problem before?
[Duncker, 1945]
Now, we’re going to break-up into groups.
CandleProblem
[Duncker, 1945]
CandleProblem
[Duncker, 1945]
FunctionalFixedness Functional fixedness is a cognitive bias that limits a person to using an object only in the way it is traditionally used
A “mental block against using an object in a new way that is required to solve a problem”
[Duncker, 1945]
FunctionalFixedness Group 1: Preutilization
Boxes presented as a container with materials inside them
[Adamson, 1952]
Group 2: No Preutilization Boxes were presented empty
BeDaring “Try stuff and ask forgiveness rather than asking permission is the way that people come up with new ideas.”
DavidKelley
Founder and Chairman of IDEO
Playfulness “Being playful is of huge importance in being innovative. If you go into a culture, and there’s a bunch of stiffs going around, they are not likely to invent anything.”
DavidKelley
Founder and Chairman of IDEO
NeedFinding
Guiding the creative design process through contextual inquiry
Space/Thought
Stanford d.school
DesignProcess “The point is that we’re not actually experts in any given area. We’re experts in the process of how you design stuff. We don’t care if you give us a toothbrush, a tractor, a space shuttle, or a chair.”
DavidKelley
Founder and Chairman of IDEO
OrganizationalHierarchy “In a very innovative culture, you can’t have a hierarchy of here’s the boss and the next person down, and the next person down, and the next person down”
DavidKelley
Founder and Chairman of IDEO
IDEOBrainstormingRules 1. Be visual 2. Defer judgment 3. Encourage wild ideas 4. Build on the ideas of others 5. Go for quantity 6. One conversation at a time 7. Stay focused on the topic [Kelley, The Art of Innovation]
IDEOBrainstormingKillers 1. The boss keeps to speak first 2. Everybody gets a turn
3. Experts only please 4. Do it “off-site”
5. No silly stuff 6. Writing down everything [Kelley, The Art of Innovation]