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)
---
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
,,END,,
Comments
Post a Comment