Today we stood down and talked about what we had read for this reading seminar 2. We also went through the comments we got for our project.
Starting with the book. Chapter 6 contained information regarding brainstorming. We found it interesting to read about but said that it would have been good to read it earlier in the course - our brainstorming was two weeks ago.
Chapter 6 also contained design principles that we haven't used either but could be useful in future design projects.
We discussed a lot about feedback from chapter 7, it's a part of designing that you normally don't think about and is not that obvious. But of course, how a system respond affects the user experience. The example with pressing buttons and waiting for reaction, and how the user needs to see something has happened and different time limits for when the system should respond, was especially interesting.
We can really use this knowledge of affordance in our design, even though we are using screens our "buttons" can still have a design of real buttons so the user know where to press.
Chapter 8 is about prototyping, development and testing. We are thinking from our own experience it is best doing the interface design by going down the way starting with sketches, then proceeding with detailed paper prototypes to end up with detailed digital low-fidelity prototypes is the best way to develop. We have discussed about testing and thought that it would be good to test it already now in the beginning and then continuously test it as we update it. This so we won't have to go back to the start if something where to go wrong if tested at the end.
Visar inlägg med etikett 2014-10-17. Visa alla inlägg
Visar inlägg med etikett 2014-10-17. Visa alla inlägg
fredag 17 oktober 2014
torsdag 16 oktober 2014
Reading seminar 2
For our second reading seminar we read three chapters: Ideation and Design Principles, Refinement and Prototyping, Testing, and Development.
The first chapter covers how to create ideas and how to value them.
For the first there are some easy methods. To start the process you can use mind maps or association games.
Afterwards you do structured brain storming by using Personas, Process Moments and Pain Points.
Out of those design principles can be created, which should be memorable, specific and cross-fitting.
Second chapter is about how to get details fitting to constraints. There are several principles of interaction design that have be contributed to.
Just to name important ones: Standard, The Poka-Yoke Principle, Tesler’s Law of the Conservation of Complexity and The Magical Number Seven.
It is important to document and use methods of refinement such as scenarios, use cases as well as sketches and models.
The last chapter can be divided into three steps. The first one is Prototyping. Hereby you start with Interface Design.
Then you can build low-fidelity prototypes as for instance paper prototypes.
They base on Wizard of Oz manipulation to appear interactive. Out of those first tries high-fidelity prototypes are build, which require much more time and ressources.
The next step is testing. In the user testing phase you are observing a user using the prototype, which is evaluated by testing protocols and opportunity reports.
Besides an heuristic evaluation can be done by applying common questions.
The last step is developing, which can be summed up as troubleshooting.
The first chapter covers how to create ideas and how to value them.
For the first there are some easy methods. To start the process you can use mind maps or association games.
Afterwards you do structured brain storming by using Personas, Process Moments and Pain Points.
Out of those design principles can be created, which should be memorable, specific and cross-fitting.
Second chapter is about how to get details fitting to constraints. There are several principles of interaction design that have be contributed to.
Just to name important ones: Standard, The Poka-Yoke Principle, Tesler’s Law of the Conservation of Complexity and The Magical Number Seven.
It is important to document and use methods of refinement such as scenarios, use cases as well as sketches and models.
The last chapter can be divided into three steps. The first one is Prototyping. Hereby you start with Interface Design.
Then you can build low-fidelity prototypes as for instance paper prototypes.
They base on Wizard of Oz manipulation to appear interactive. Out of those first tries high-fidelity prototypes are build, which require much more time and ressources.
The next step is testing. In the user testing phase you are observing a user using the prototype, which is evaluated by testing protocols and opportunity reports.
Besides an heuristic evaluation can be done by applying common questions.
The last step is developing, which can be summed up as troubleshooting.
Reading seminar 2 - Isabella Richiello
Chapter 6
This
chapter is about brainstorming and different techniques that are helpful during
the process. While brainstorming you need to keep in mind that quantity is more
valued then quality, therefor concentration and an open mind towards all ideas
are two key words. The book later on points out structuring up the ideas with
follow up exercises such as e.g. pain points or personas. This is the hardest
step and I agree when thinking back on our brainstorming process. Although the
personas, pain points and scenarios we made gave a push into the right
direction making the exercise brainwriting successful for our group. I feel
this is when we really started producing ideas and developing them further by
choosing which one was worth pursuing. Many things mentioned could have been of
an advantage for us to know about before doing the brainstorming session.
Chapter 7
This
chapter was very interesting to read about, lots of things mentioned were new
and explained easily. Different constraints to help define a product are
mentioned, which I found fun to read about since we have touched this point a
bit during our brainstorming. For example the technology and context point
which affected our designing process. Also laws and principles of interaction
design are mentioned, which contains lots of information, some of it irrelevant
for our project and some more interesting. The part about Affordance and
Feedback was something I thought could be very interesting for us. Affordance
is important since we are developing for users that could be older and doesn’t
want to learn new things meanwhile feedback would be important since it is a
new device and by having good feedback we keep the users trust and patience for
it. Another part I found was meaningful was task flows and use cases, I think
using them would help further develop and understand our design.
Chapter
8
We
are now at this stage of building a prototype so this chapter was good to read
through. We have started out by doing a paper prototype and I agree with what
is said of it being the easiest way to quickly sketches up different steps of
the device. I’m looking forward to go deeper into high-fidelity prototypes.
Therefor I would like to discuss what type of high-fidelity prototype is the
best for our design and when would be a good time to test it?
Notes to Reading seminar 2 17/10-14 Carl Sténson
After the research phase comes a maybe the most
important phase of the project, a phase where the goal is to create as many
ideas as possible and forget the constraints of the project. Many times when I’m
part of projects we always tend to take a solution based on technology. When
reading these chapters I see the many weak points in a solution like this.
First of all the solution usually is very common to an already existing one and
secondly it can be a bit too complex for the user to use. In the future and
during this project we have/ will try to stay open minded for a longer time and
work with more than one solution for a longer time.
One thing I think could have improved our ideation
process is if we had tried to forget about our constraints a bit more. Our
Brainstorming resulted in ideas that pretty much all of them was doable. If
we had allowed ourselves to “go wild” without any constraints I believe we
could have come up with other concepts. Because even if the ideas are crazy it
is possible to find interesting angles and points that you can apply to another
idea.
Another thing I reflected on when reading the chapters
is that we have focused very much attention on an interactive screen and where
to place it. I think we should widen our focus just a bit to see what is around
the screen we could/will be able to create a service that fits better into the
context. A screen needs to be supported with a nice station to make the screen
visible, attractive and maybe even complimentary information/instructions. A
discussion might result in something that could improve our solution.
In the future of our project we will develop a
prototype and therefore the chapters about prototyping, testing and development
were very interesting to read. I saw many opportunities for us to test our
project before actually going to tom tits and try it on real customers. First
of all we should try to make an easy-prototype and try different scenarios/role
play on them and see what works and what can be refined. And during this
process of continued testing I think we can develop a more and more high-fidelity
prototype. To work with role play will also help us to keep our first and
secondary personas in mind during our work.
How do you think we can make our testing most efficent? (with respect to our context, and constraints)
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