discover and develop phases
generate possibilities
involve the users
communication of ideas
define and deliver phases
focusing
involve the users
trade-offs
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
different degrees of involvement
fully engaged or targeted
face-to-face
online
crowdsourcing
stakeholders placed as central actors in design activities
active participants rather than passive receivers
observation / discovering requirements
idea generation / designing alternatives
prototyping
testing / evaluating
agile vs waterfall
hybrid methods
early stages: iterative
later stages: linear
collect: user info
generate: user insights, nature of the problem
conversations with users about their experiences and activities
highly structured, semi-structured, or open-ended
users' perceptions of problems and needs
observed behaviors that may differ from user perceptions
participants should match intended audience
focus on activities and how they are done
collect: user info
generate: user insights, nature of the problem
interpret: user needs and requirements
statement about what and how
functional
data
environmental
user characteristics
usability and UX goals
collect: inspirations
collect: inspirations
generate: categories
fun part of design
involved with both diamonds
generate many ideas
brainstorming: work individually then together
avoid fixation for divergent processes
collect: inspirations
generate: categories
interpret: design space
conceptual vs concrete design
alternatives considered at every point
informed by user requirements
cost-benefit analysis
collect: design resources
generate: prototypes
smoke and mirrors
mimic a product before it is built
have users perform activities
good for difficult to prototype systems
collect: design resources
generate: prototypes
interpret: designs
collect: user data
generate: results
interpret: implications
small group of target users
use prototypes for (close to) actual activities
individual or group
observations: notes and recordings
getting the requirements right is difficult and critical
requires iteration
get more targeted and efficient
does not match the ideal
pressures besides human-centric ones
insufficient time and money
conflicting requirements
Chapter 7: "Interfaces"
Interaction Design: Beyond Human-Computer Interaction