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torsdag 16 oktober 2014

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)