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MHIT 603: Lecture 4 Experience Prototyping July 23 rd 2014 Mark Billinghurst [email protected]

MHIT603: Lecture 4 - Experience Prototyping

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Page 1: MHIT603: Lecture 4 - Experience Prototyping

MHIT 603: Lecture 4 Experience Prototyping

July 23rd 2014 Mark Billinghurst

[email protected]

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Recap

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Sketching to Prototype

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Different Features

Scenario

Vertical Prototype

Horizontal Prototype

Full System

Functionality

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Flinto Interface

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Origami Interface

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App Inventor Designer View

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App Inventor Blocks View

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http://buglabs.net/

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Arduino

  http://www.arduino.cc

  Open source hardware

  Microcontroller

  Add-on shields

  Get started for $30 USD

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Phidgets

  http://www.phidgets.com

  Plug and play prototyping

  Lots of components

  Get started for $77

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Microsoft .Net Gadgeteer

  http://www.netmf.com/gadgeteer/

  Open source tool for building small devices

  Uses .Net Micro Framework

  Visual Studio/Visual C# Express

  Support for many different sensors/components

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Mainboard

  Use mainboard   Processor   Number of socket connectors

  Plug in Gadgeteer modules

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Modules

  Sensors, Actuators, Networking, Displays, User Input, Power, Extensibility, ..

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Experience Prototyping

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What is an Experience?

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What Makes Up Snowboarding?   Weather   Terrain   Snow conditions   Air temperature   Bindings and boots   Board qualities   Skill level   Current state of mind, etc..

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Experience is a dynamic, complex, and subjective phenomenon. It depends upon the perception of multiple sensory qualities of a design, interpreted through filters relating to contextual factors.

  Buchenau & Fulton Suri (2000)

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Buchenau, M., & Suri, J. F. (2000, August). Experience prototyping. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (pp. 424-433). ACM.

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Experience Prototyping The experience of even simple artifacts does not exist in a vacuum but, rather, in dynamic relationship with other people, places and objects. Additionally, the quality of people’s experience changes over time as it is influenced by variations in these multiple contextual factors.

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Consider the Whole User

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User Experience Factors

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Experience Prototyping “Experience Prototype is any kind of representation, in any medium, that is designed to understand, explore or communicate what it might be like to engage with the product, space or system we are designing.”

Buchenau and Suri

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  adfa

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Design Evolution   User-Centered Design (1980’s)

  Focus on thing being designed   Ensure it meets user needs

  Participatory Design (1990’s)  User part of the design process   Roles of designer, researcher, user blur together

  Experience Design (2000’s)  Design user’s experience of things, events, places

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What I hear I forget. What I see, I remember. What I

do, I understand!

Lao Tse

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Why Experience Prototyping?

More and more we find ourselves designing complex and dynamic interactions with converging hardware and software, spaces, and services. The designer needs to focus on ”exploring by doing" and actively experiencing the subtle differences between various design solutions.

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Why is it Important?   Need to think about context of artifact use

 Where, why, what of object use

  Focus on “exploring by doing”   Enables creation of common vision

  Important for multidisciplinary team

  Users can have informative personal experience   Allows engagement with problems in new ways

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Designing Human Activities, not just Tools

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Where it is Valuable   Understanding existing user experiences and

context   Simulating an existing experience

  Exploring and evaluating design ideas   Testing prototyping in use context

  Communicating ideas to an audience  Demonstrating to client in use context

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Understanding User Experience   Goal: To demonstrate context and identify issues

and design opportunities   Through direct experience of systems

  Key questions:  What are the contextual, physical, temporal, sensory,

social and cognitive factors we must consider?  What is the essence of the existing user experience?  What are the essential factors our design should

preserve?

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Example: Heart Attack Monitoring   Questions

 What is it like to be a defibrillating pacemaker patient?

 Not knowing when and where attack might come

  Solution   Page people simulating heart attack  Have users write down current

context

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AgeSuit

  Create experience of what it’s like to be elderly person

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A day in the Life of.. Cultural Probes.. Role Playing..

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Case Study: Equator Domestic Probes

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Accessing User Experience

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Accessing User Experience

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Accessing User Experience

SAY

DO

MAKE

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Exploring and Evaluating Ideas   Goals:

  Facilitating the exploration of possible solutions  Directing the design team towards a more

informed development of the user experience

  Experience already focused around particular artifacts, elements or functions   Testing existing prototype   Evaluate with users, designers, clients

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Example: New Aircraft Interior

  Re-create aircraft interior design

  Simulate flight processes

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IDEO.com

Interactive Role Play in Environment

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Interactive Role Play

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Role Playing

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116 www.id-book.com

‘Wizard-of-Oz’ Prototyping •  The user thinks they are interacting with a computer, but a developer is responding

to output rather than the system. •  Usually done early in design to understand users’ expectations

>Blurb blurb >Do this >Why?

User

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Example: Mobile Navigation

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Communicating Ideas   Allow client/users/designers to understand

design by directly experiencing it   Goal of persuading audience

 Compelling, functional, visionary

  Especially important for new technology types  Digital camera, wearable computer, etc

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Examples

Apple Digital Camera Kiss Communicator

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Contribution   Experience prototyping contributes to

product design in three ways:   Understanding existing experience

  Simulating important aspects of experience

  Exploration and evaluation of ideas   Providing confirmation or rejection of ideas

  Communication of issues and ideas   Allowing others to engage with new experience