Short excerpts | Week #4

Quick notes on Week 4 lectures 


Prototyping


In interaction design it can be :

  • screen sketch 
  • storyboard slideshow
  • cardboard mockup
  • piece of software with limited functionality 


To get a sense of the design 



What to prototype?

  • Work flow
  • Task design 
  • Interaction modality 

Prototyping fidelity 

  • Low-fidelity

  • Sketching
  • low quality
  • Quick, easy and rapid to iterate 
  • can be interactive
  • Simplicity  


Medium-fidelity

  • Storyboard
  • Card-based prototypes for websites development 
  • Medium-fidelity 
  • Video
  • Powerpoint
  • Wizard-of-Oz prototyping (human faking functionality of computer)
  • Human may reply in a way computer never can do .


High Fidelity 

  • Adobe Experience Design 
  • Axure (Wireframing service)
  • Balsamiq
  • Moqups
  • Mockflow
  • mockingbird


Design technique (Persona and scenario )


Persona is a fictitious description of users 


Types of personas:

A-Data-driven (came from fieldwork data)

1-Goal-directed (his goals)

2-Role-based (roles in organisation)

3-Engaging (criticised stereotype and not look to the whole person-mix some real data)

B-Design intuition and assumption

4-Fiction based (not based in data , based on experience and assumption , risky)


pastiche scenarios - take fictional persona from fiction exist in fiction because it well described (harry potter)


Benefit :

  • Support design team imagination
  • specifications and descriptions


criticisms:

  • can make hard to see real users
  •  can rely in bad stereotypes


Evolve and refresh personas each year 


Scenarios 

Scenarios are personas in stories 


Types of Scenarios:

  • problem-focused (Story about problem before design)
  • design-focused (story describe new design)


Linear story 


Benefits:

Support shared understanding


Limits :

Lack user engagement 


share personas and scenarios with users to get feedback 


Accessibility + design


Who you may have excluded from your systems ?

perspective of impairment ( medical model/ social model)

  • medical model— how do “fix” people
  • social model —disability are social construct 


Designing for Accessibility—you are not the user

Designing for Accessibility  make them more independent 


situational impairment  / multi task , divided attention / light level (darkness, glare , cold weather stress fatigue , account for all some of this if relevant to your design) etc


3rd age suit example - for raging drivers،Parkinson, blindness & AI


Ability assumptions - just touch (assuming hands)


ability-based design / Assistive technology ( add ons features) 


Inclusive design

How to design products works for the largest number of users’ abilities ( without needing accommodation like screen readers)


Starting to include the most excluded first  


User variables considered in inclusive design practices

Age (children, older people)

Education

Income

Culture


Disabilities:

Visual

Hearing/Language

Cognitive

Mobility



General universal (inclusive) design principles 

  • Equitable use
  • Flexibility in use
  • Simple and intuitive use
  • Perceptible information
  • Tolerance for error
  • Low physical effort
  • Size and space for approach and use


Examples:

OSMO tangible programming

Toreno for blinds children



Legal requirements for inclusion and accessibility


The UK’s example :

AA level , must be accessible for who needs it .


Guidance for web accessibility (W3c)

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Service design 


Moving from (interaction) to (service ecology) 

Holistic 


Liveworkstudio.com

enginegroup.co.uk

fjordnet.com


Case studies 


Principles of service design thinking:

  • User-Centred (Service should be experienced through customer’s eyes)
  • Co-creative (All stakeholders included in the design process)
  • Sequencing ( of interrelated actions)
  • Evidencing ( intangible service should be visualised)
  • Holistic (Include the entire environment)



Trajectories  (Model and plan users' experience) 

Design for group experience 

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