the design process

what is involved?

diverge, then converge (x2)

diverge

discover and develop phases

generate possibilities

involve the users

communication of ideas

converge

define and deliver phases

focusing

involve the users

trade-offs

understanding the problem space

first phase of double diamond

never solve the problem I am asked to solve

actual problems need discovering

understanding the current experience

why change is needed and how it will impact experiences

involving the users

different degrees of involvement

fully engaged or targeted

face-to-face

online

crowdsourcing

participatory design

stakeholders placed as central actors in design activities

active participants rather than passive receivers

human-centered design process

activities of design

observation / discovering requirements

idea generation / designing alternatives

prototyping

testing / evaluating

iterative vs linear

agile vs waterfall

hybrid methods

early stages: iterative

later stages: linear

observation: who are the users?

collect: user info

generate: user insights, nature of the problem

interviews

conversations with users about their experiences and activities

highly structured, semi-structured, or open-ended

users' perceptions of problems and needs

applied ethnography

observed behaviors that may differ from user perceptions

participants should match intended audience

focus on activities and how they are done

observation: who are the users?

collect: user info

generate: user insights, nature of the problem

interpret: user needs and requirements

needs and requirements

statement about what and how

functional

data

environmental

user characteristics

usability and UX goals

idea generation:
what is possible?

collect: inspirations

idea generation:
what is possible?

collect: inspirations

generate: categories

ideation

fun part of design

involved with both diamonds

generate many ideas

brainstorming: work individually then together

avoid fixation for divergent processes

idea generation:
what is possible?

collect: inspirations

generate: categories

interpret: design space

design space: choosing alternatives

conceptual vs concrete design

alternatives considered at every point

informed by user requirements

cost-benefit analysis

prototyping: what should it do?

collect: design resources

generate: prototypes

wizard of oz method

smoke and mirrors

mimic a product before it is built

have users perform activities

good for difficult to prototype systems

prototyping: what should it do?

collect: design resources

generate: prototypes

interpret: designs

testing: does it work?

collect: user data

generate: results

interpret: implications

testing

small group of target users

use prototypes for (close to) actual activities

individual or group

observations: notes and recordings

iteration

iterative cycles

getting the requirements right is difficult and critical

requires iteration

get more targeted and efficient

it doesn't really work that way

the design process in practice

does not match the ideal

pressures besides human-centric ones

insufficient time and money

conflicting requirements

questions?

reading for next class

Chapter 7: "Interfaces"
Interaction Design: Beyond Human-Computer Interaction