describe what product will do
reality check
basic building blocks needed
articulate conceptual models of user experience
ask why?
what problem would this address?
what questions needed answering?
what are sources of inspiration?
assumptions: taking something for granted
claims: stating something to be true
try defending them
reformulate poorly constructed ideas
are there problems with an existing product or user experience? if so, what are they?
why do you think they are a problem?
what evidence do you have to support the existence of these problems?
how do you think your proposed design ideas might overcome these problems?
orientation
open-mindedness
common ground
communication beyond design
explanation for how something works
articulate problem and design space
metaphors and analogies
concepts exposed through the product (system image)
relationships between those concepts
mappings between concepts and experience
obvious and simple
based on well-established models
enable designers to debate merits
scenarios, images, mood boards, documents
straighten out thinking before implementation
central component of conceptual models
provide familiar entities to form / understand models
interface metaphor
computer desktop
windows
folders
cards
ways a person interacts with a product
instructing, conversing, manipulating, exploring, and responding
helpful for formulating conceptual models without implementation
where users issue instructions to system
keyboard shortcuts, menus, command line interfaces
supports many activities
quick and efficient
repeated actions on multiple objects
complexity challenges
having a conversation with a system
respond similar to human-human interaction
help/assistive facilities
chatbots
speech-based interfaces
familiar with less complexity, less discoverability
single action, not repetition
manipulating objects
capitalize on knowledge of physical world
analogous to interaction with physical objects
continuous representation
rapid reversible incremental actions
immediate feedback
physical actions instead of issuing text commands
moving through virtual or physical environments
exploit knowledge of navigating existing spaces
system taking initiative
alert, describe, or show the user
adopting a set of community agreed upon practices
shapes framing, observations, and analysis
focus on human stakeholders
framing models around human experience
interconnected devices
framing models around the intersections of devices
across individuals, artifacts, and representations
how information is propagated
cooperative / collaborative activities
perceive the world through our bodies
mental models and understandings shaped by perceptions
help designers constrain and scope user experience
advice on design: concepts, questions, principles
make explicit relationships between users, designers, and products
understanding how complex user experiences are designed and engaged with
an interface can establish trajectory towards and through it
Chapter 4: Knowing What to Do: Constraints, Discoverablity, and Feedback"
The Design of Everyday Things