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Susan Hosking Port fo lio February 07

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Page 1: Susan Hosking Portfolio February 07 - Design …ldt.stanford.edu/~shosking/portfolio.pdf · Susan Hosking Portfolio February 07. ... grandparents are okay, plays with virtual paper

Susan HoskingPo r t fol io

February 07

Page 2: Susan Hosking Portfolio February 07 - Design …ldt.stanford.edu/~shosking/portfolio.pdf · Susan Hosking Portfolio February 07. ... grandparents are okay, plays with virtual paper

S u Sa n H oS k i n g 1 75 5 Va n ne s s ave n u e a p t . # 1 01 S a n Fra n c i s c o, C a l i fo r n i a 94 1 0 9 s h o s k i n g @ st a n fo rd .e d u

biography

Susan Hosking is an experience designer/human factors researcher. With degrees in cinema and learning

technology, she first worked in film and television, with an emphasis on documentary filmmaking.

Later she found an opportunity to apply her love of storytelling to products at Leapfrog Labs, where she

performed user testing and product research.

Throughout her coursework at Stanford University and her work at Leapfrog, Susan became an advocate

of using a human-centered approach to the design of products and services, which led her to a fellowship

with the Hasso Plattner Institute of Design at Stanford University (aka the d.school). At the d.school,

Susan taught and practiced empathic methods and experience prototyping, niche methodologies

developed by Stanford and IDEO.

Susan maintains her involvement with

Stanford as a researcher for a course on the

Future of Engineering and continues to

iterate on the design of a library/café space

at the d.school.

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table of contentsC

hild

Dev

elop

men

t and

New

Tec

hnol

ogie

s 06technology at age eight

This study

examines the

effect that toys,

media and the

act of play have

on the emotional

and cognitive

development

of children.

Cur

ricu

lum

Des

ign 08

bUilD?sf

We designed a

curriculum on

architecture and

urban sociology,

collaborating with

Build SF, an after

school program for

at risk high school

youths.

Leap

frog

Lab

s 10iteratingon the fly

I performed user

testing at Leapfrog

and compiled

collections of video

clips to illustrate

the specific user

interaction for

the Fly pen.

Lear

ning

Des

ign

and

Tech

nolo

gy 12paperlessMath?

An assessment

and redesign of

open source math

software called

Primary Math.

Tech

nolo

gy fo

r th

e C

lass

room 14

canDycanDycanDy!

Our attempt to

teach abstract

concepts with a

real world context.

A lesson and

software prototype

demonstrating

surface area and

volume is enhanced

by rewarding the

learner with m&m’s.

Out

of t

he B

ox 16into the classrooM

Dynamic geometry

software fails to

connect the virtual

explorations

with a hands-on

experience. We

did something to

change that.

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table of contentsC

onte

xtua

l Iss

ues

in H

uman

Com

pute

r In

tera

ctio

n

Des

ign

& M

anuf

actu

re

Stan

ford

d.s

choo

l Fel

low

ship

Web

links

Res

ume 28

Vitae

An overview of

my professional

experience.

26coUrse anDproJect linKs

More about the

courses and

projects mentioned

throughout

this book.

24inaUgUralD.felloW

Highlights of my

involvement as

a fellow with the

Hasso Plattner

Institute of Design

(aka the d.school)

at Stanford.

22Wining anDDining

This is a tribute

to my restaurant

years, as well

as a product

innovation, a

wine opener fit

for display on the

dinner table.

20scaMbooK

Our mobile

social software

application

promotes

discovery and

interaction with

both friends

and strangers.

Res

earc

h To

pics

in H

uman

Com

pute

r In

tera

ctio

n18calling all eXtreMe Users

A research project

in collaboration

with Synaptics

Inc. focusing on

camera phone

usage among

sixteen to twenty-

four year olds.

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c h i l D D e V e l o p M e n t a n D

n e W t e c h n o l o g i e s

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Iris, digital girl

chilD DeVelopMent anD neW technologies

technology at age eight

Is developing an emotional attachment to Furby, Nekotcha and i-robot pets

healthy for kids? How and what do children learn from Leapfrog products? And

what about surfing the web? Does Net Nanny or Cyber Sitter really “protect”

your child? This study examines the effect that toys, media and the act of play

have on the emotional and cognitive development of children.

Meet Iris. She learned to read at age 4 with Peter

Rabbit Software. Today, she even has her own

computer, with a Wifi connection. She checks

the weather in Eastern Europe, to make sure her

grandparents are okay, plays with virtual paper

dolls on myscene.com and bratz.com and is super

excited about her new Barbie detective CD-Rom.

It worries her mom that Iris views CNN.com and

that Iris will ask her, “Mom can you google this”

rather than doing research, but overall, her mom

feels confident about Iris’s social and cognitive

development, despite the hesitations she has about

children and the web.

7

“Mom, can you google this?”

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c U r r i c U l U M D e s i g n

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b U i l D? s f

This curriculum was designed in partnership with Build San Francisco Institute, a collaboration between

The Architectural Foundation of San Francisco and the San Francisco Unified School District. We developed

an 8-week spatial, experiential, hands-on introductory course in architecture and urban sociology for at risk

high school youths.

Build?SF begins with questions and sessions which introduce the students to topics in urban sociology

situated in San Francisco. We start at a personal level, where they contemplate what it is like to live in San

Francisco and what their neighborhood feels like.

We provide sessions on basic architecture and the

design of high rises before we introduce the larger

context, which is the proposed redevelopment

of San Francisco’s South of Market district. Upon

completion, the students will have developed

an informed opinion around every aspect of the

proposed redevelopment of the SOMA district.

cUrricUlUM Design

9

pdf, Build?SF cover

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U s e rt e s t i n ga t

l e a p f r o g

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User testing at leapfrog

iterating on the fly

Leapfrog lab performs and records testing with 2500 kids per year on various

platforms. I did testing and compiled collections of video clips to illustrate the specific

user interaction for many Leapfrog products, including what was at the time their

latest product in development, the Fly pentop computer. The video library that I put

together helped Leapfrog’s production and technical teams realize important issues

with current product iterations.

A secondary task was a self-initiated project, based on the insight that I could improve

efficiency of the testing and the quality of video produced by developing a protocol

to train producers on the equipment and the testing procedures. I designed, tested

and implemented a product/user specific manual

explaining how to operate the video equipment,

set up the environment, and adjust the cameras

for optimal video data capture.

11

photo, software testing

photo, children engaged in the act of play

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l e a r n i n gD e s i g n a n D t e c h n o l o g y

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learning Design anD technology

pa p e r l e s s M at h ?

David, a software developer and fourth grade father, wanted an assessment of his open source math software—Primary

Math. This included a competitive landscape, design review, learner study and suggested redesign. Using video as a tool

for data capture, our research team compared how the paper and automated worksheet process affects learning. This data

revealed concerns with the software in the categories of reinforcement, scaffolding, learner control, age appropriateness,

learner needs and assessment. These screenshots illustrate

our redesign of the “Statistics” page, now titled “My Scores.”

Students should be able to look at this page and easily assess

their skill level.

The goal in redesigning the “Statistics” page was to make the

displayed information promote self-assessment and reflection.

Some added features include: Best Score and Total Points,

Graphically Represented Information, Printable Artifacts,

Class Average Data and Displays Past Assignments.

screenshot, Primary Math old design screenshot, Primary Math redesign

13

The exact number of turn around papers a fourth grader brought home from school in one school year: 1,132

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t e c h n o l o g y

f o r t h e c l a s s r o o M

Page 14: Susan Hosking Portfolio February 07 - Design …ldt.stanford.edu/~shosking/portfolio.pdf · Susan Hosking Portfolio February 07. ... grandparents are okay, plays with virtual paper

screen capture of applet

screenshot, candy project on SRI Trails website

technology for the classrooM

ca n Dy ca n Dy ca n Dy !

Nancy, a 6th grade educator sought assistance to help her students visualize and

understand the concept of 2D to 3D, as well as the meaning of surface area and

volume. We knew that the best way to teach something abstract is by putting

it into a real-world context, so we posed this challenge to the students:

“Construct the largest possible box by cutting the corners out of a single sheet of paper. Your box will be filled with m&m’s!”

Students were first given a graph paper folding

lesson and asked to do the calculations by hand.

Next, we introduced our software prototype which

visually folds a box and calculates volume, based

on the dimensions they would input.

Additionally, we tried this in an 8th grade class

and then in a 12th grade calculus class, as an

optimization problem. The 8th graders wanted

smaller graph paper, the 12th graders felt the need

to prove themselves by solving the equation by

hand and our data showed that M&M’s served to

motivate all audiences.

15

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o U t o f t h e b o X

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into the classrooM

A software-enhanced toolkit for students to explore and understand geometric relationships based on the insights that

students are more likely to be attached to physical objects than images on a screen, and that existing dynamic geometry

software fails to connect the virtual explorations with a hands-on experience.

Our tool consists of an applet which is a proof of concept for a software intervention to augment and enrich the students

use of the manipulatives. The related lesson plan provides the details of the hands-on activity that make the virtual

exploration more concrete. It uses transitional objects to help classroom conversations and collaboration.

We designed an entire geometry curriculum taught

through the building of a collaborative artifact.

Our prototype of this vision is the generation of

a 3D puzzle of the Transamerica building. The

software aids the design of 2D folding maps of the

various 3D pieces of the puzzle. Topics that can be

taught using this activity are scale, angles, volume,

surface area and trigonometry.

oUt of the boX

photo, puzzle

17

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c o n t e X t U a l

i s s U e s i n h c i

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ca l l i n g a l l e Xt r e M e U s e rs

craigslist posting subject: (etcetera jobs)

camera phone Usage research study

A team of four students from a Stanford computer science class is

currently seeking mobile phone owners who would agree to a one-

hour interview regarding their camera phone usage for a project in

collaboration with Synaptics, Inc. To qualify for the study, subjects

should have owned a digital camera phone for a minimum of three

months and use their phone to take pictures on a regular basis.

Participants will be asked to meet with interviewers near the Stanford

campus to share/discuss recent photos taken on their phone.

“My wallpaper is a picture of me when i was sad. i like it because it reminds me that i’m not sad anymore.”

“i love to take spur of the moment shots, but lighting always seems to be an issue. When i go out at night i have to bring my digital camera.”

19

conteXtUal issUes in hUMan coMpUter interaction

“Thanks to camera phones, my long distance wardrobe consultant can SMS her approval back to me before i make a purchase.”

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r e s e a r c h t o p i c s i n h c i

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research topics in hUMan coMpUter interaction

s ca M b o o K :

h e l p i n g sta n f o r D st U D e n ts h o o K U p s i n c e 2 0 05

This project is a mobile social software application that explores the

intersection of three areas: location-aware mobile applications and the

growing number of hardware platforms that support them in the US;

social networking services, such as Friendster, Tribes, Dodgeball, and

the Facebook, that promote discovery and interaction with both friends

and strangers; and the nearly non-existent dating culture at Stanford

University (and several other institutions of higher education).

Our design was informed by implementing the best features from

existing systems, along with theoretical interaction models based upon

our product research and usability studies.

21

feeling adventurous?

“i was at Moonbeams this morning grabbing a quick cup of coffee,

when i received a scamtext saying that someone i tagged was nearby

and asked if i wanted to meet. So i was like—yeah!”

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D e s i g n a n D M a n U f a c t U r e

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W i n i n g a n D D i n i n g

What began as a pocket sized tribute to my restaurant years

morphed into something bigger, a wine opener with panache.

a competitive landscape on wine openers led me to believe that commercial openers remain hidden in drawers for a reason—they are ugly!

Why couldn’t I find an aesthetically pleasing one? I imagined a

wine opener that could live among its’ counterparts, the olive oil

bottle or the pepper grinder. With an embedded foil cutter at its

base, my wine opener is made of anodized aluminum barstock

and stands proudly on the table at 6 inches tall.

Design & ManUfactUre

23

CAD drawing, wine opener

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what’s happening at the d.school?

d . s c h o o l f e l l o W s h i p

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photo, students learn about water pumps

i n aU g U ra l D. f e l loW

The Hasso Plattner Institute of Design at Stanford (aka the d.school)

is a hub for Stanford students and faculty of engineering, medicine,

business, humanities and education disciplines to learn design thinking

and collaborate to solve real world problems in a human centered way.

We created an institute around the power of design thinking, with a

focus on multidisciplinary teaching, prototyping, and research. What

implications does this model have on the future of education? What

qualifies someone as a design thinker? If we were to give out a design

thinking certificate, what would it entail and how would it be viewed by

students, by other disciplines on campus and by industry?

We set up operations in a small space

on campus which was to serve as a

classroom, breakout workspaces for

student groups, hotelling offices,

a conference room, computer lab,

kitchen, library/café, etc. Turning

ethnography on ourselves, we sought

to define, prototype and iterate on

our environment. We interviewed all

stakeholders to identify the meaning

that the space conveyed to us, to

students and to outside visitors. How

were we functioning in that space

and how could we function better

in this setting? The space became a

working prototype.

stanforD d.school felloWship

25

photo, class in session

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t h i n K i n g , D o i n g a n D s e e i n g

While at Stanford, I took part in the development of three courses:

Experiences in Design Thinking, an overview of the design process

taught through a series of design projects involving products and

services. Creating Infectious Action, a course on design and business

in real time featuring projects for Mozilla Firefox and Fidelity

Investments. Forecasting the Future

of Engineering, a forward thinking

lecture and discussion series on the

future of engineering, developing

provocations which would inspire

the new 2007 Strategic Plan for

Stanford’s Mechanical Engineering

Department.

poster, experiences in design thinking

26

coUrse assistantships

screen capture, creating infectious actionposter, forecasting the future of engineering

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27

WeblinKs

Various projects Build?sF http://ldt.stanford.edu/~vishakha/portfolio/winter2005/ED208BCurriculum.pdf primary Math http://ldt.stanford.edu/~mjmohr/PrimaryMath/Design_Review/Appraisal.htm candy curriculet http://trails-project.org/webapps/gorp/ViewCurriculet.do?id=63 out of the Box http://ldt.stanford.edu/~outofthebox/what_we_did/what_we_did.html http://mathforum.org/library/view/66581.html scambook http://ldt.stanford.edu/~egrant/portfolio/ScambookPresentation.pdf http://hci.stanford.edu/srk/cs377a-mobile/project/final/grant-hosking.doc

stanFord courses Future of engineering education http://www.stanford.edu/class/archive/me/me297/me297.1064 creating infectious action http://creatingaction.stanford.edu/information.htm experiences in design thinking www.stanford.edu/group/dschool/projects/classes.html

additional online Bios

www.stanford.edu/group/dschool/people/team_susan_hosking.html http://ldt.stanford.edu/~shosking/bio/bio.html www.sherburneassociates.com/images/EDSF_Brochure.pdf

More aBout leapFrog laBs www.wired.com/wired/archive/13.11/leapfrog_pr.html

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sUsan hosKing1755 Van ness ave. apt #101 San Francisco, Ca 94109

[email protected]

eDUcation

2005 Stanford University Stanford, CA MA degree Learning, Design and Technology

2001 San Francisco State University San Francisco, CA BA degree Cinema

WorK eXperience

2005-06 Design Fellow, Hasso Plattner Institute of Design (aka the d.school) Stanford, CA Acted as a start-up team member for the institute.

2005 Research Assistant, Leapfrog Labs Emeryville, CA User testing, using video data to illustrate specific user interactions on Leapfrog platforms.

2004 Research Assistant, Stanford Center for Innovations in Learning Stanford, CA DIVER project. Evaluated classroom use of DIVER.

2003-04 Project Manager, Coakley Productions San Francisco, CA Provided organizational and creative input into the development of Planet Wine, an educational television show.

1999-03 Manager, Globe Restaurant San Francisco, CA Responsible for hiring, scheduling, designing/implementing training programs and weekly wine tastings.

VolUnteer eXperience

2000-01 Life Counselor, San Francisco Suicide Hotline San Francisco, CA Telephone crisis counselor for suicidal and mentally ill individuals.

1997-98 Usher/Ticket taker, Sundance Film Festival Park City, UT Theatre duties such as crowd control, ticket taking and voter surveys.

aWarDs anD honors

2004 Board of Directors Scholarship Recipient Sponsored by the Electronic Document Systems Foundation

resUMe

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thank you