CMSC838. Tangible Interactive Assistant Professor Computer Science
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1 CMSC838 Tangible Interactive Computing Week 02 Lecture 04 Feb 5, 2015 IA2 Presentations! Design Ideation and Iteration Human Computer Interaction Assistant Professor Computer Science
2 a2 arduino graph resentations
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15 esign through deation
16 The best way to have a good idea is to have lots of ideas. Linus Pauling Professor of Chemistry Caltech, UC San Diego, Stanford Only person awarded two unshared Nobel Prizes
17 Bayles and Orland, 2001, Art & Fear: Observations On the Perils (and Rewards) of Artmaking
18 DESIGN EXPERIMENT Quantity Group Quality Group Graded solely on the quantity of work they produced Graded solely on the quality of work they produced Source: Bayles and Orland, Art & Fear: Observations On the Perils (and Rewards) of Artmaking, Originally found in Bill Buxton s Sketching User Experiences, 2007
19 DESIGN EXPERIMENT Quantity Group It seems that while the quantity group was busily churning out piles of work and learning from their mistakes the quality group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay. Graded solely on the quantity of work they produced - Bayles and Orland, 2001, p.29 Source: Bayles and Orland, Art & Fear: Observations On the Perils (and Rewards) of Artmaking, Originally found in Bill Buxton s Sketching User Experiences, 2007
20 Initial Idea Final Design Progress
21 Initial Idea Final Design Elaboration Idea generation & prototyping Reduction Follow best idea, refine, and continue prototyping Greenberg et al., Sketching User Experiences: The Workbook, p. 8
22 Elaboration and Reduction Design Process Design Process Design Process Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
23 R01: BRAINSTORMING Seven Secrets for Better Brainstorming 1. Sharpen the focus: start with a well-honed problem statement 2. Playful rules: Don t critique, debate, go for wild ideas! 3. Number your ideas: tool for motivation and communication 4. Build and jump: high-energy brainstorms have cycles 5. The space remembers: brainstorming is a visual/physical process, mark-up the space and leave notes 6. Stretch your mental muscles: mental warm-ups can help 7. Get physical: use your body, sketch, diagram, move around
24 R01: BRAINSTORMING Seven Secrets for Better Brainstorming 1. Sharpen the focus: start with a well-honed problem statement 2. Playful rules: Don t critique, debate, go for wild ideas! 3. Number your ideas: tool for motivation and communication 4. Build and jump: high-energy brainstorms have cycles 5. The space remembers: brainstorming is a visual/physical process, mark-up the space and leave notes 6. Stretch your mental muscles: mental warm-ups can help 7. Get physical: use your body, sketch, diagram, move around Seven Secrets for Better Brainstorming 1. Defer judgment: creative spaces don t judge 2. Encourage wild ideas: wild ideas give rise to creative leaps 3. Build on the ideas of others: use and instead of but 4. Stay focused on topic: don t diverge 5. One conversation at a time: try to list and build off each other 6. Be visual: hard for computer scientists but so important 7. Go for quantity: Aim for as many ideas as possible Source: Kelley, The Art of Innovation,
25 IMPLICATIONS FOR DESIGN 1. Exploring a quantity of ideas can lead to quality 2. Find the right time to refine refining too early can lead to sub-optimal designs (get the right design, then that design right). 3. Fail early and learn from your mistakes!
26 esign through teration
27 Human-Centered Design Iterative Design Build Design Evaluate
28 Dow et al., Parallel prototyping leads to better design results, more divergence, and increased self-efficacy, ACM TOCHI 2010
29 Dow et al., Parallel prototyping leads to better design results, more divergence, and increased self-efficacy, ACM TOCHI 2010
30 Getting the design right and the right design. Bill Buxton Principal Researcher at Microsoft Research One of the more influential figures in IxD Quote from: Buxton, Sketching User Experiences, 2007
31 Awesomeness Prototype IDEA1 N Prototype IDEA1 1 Idea 1 Adapted from Dix et al., Human-Computer Interaction, 3 rd edition, 2004, p 221.
32 Awesomeness Prototype IDEA1 N Prototype IDEA1 1 Idea 1 Adapted from Dix et al., Human-Computer Interaction, 3 rd edition, 2004, p 221.
33 Awesomeness Prototype IDEA1 N Prototype IDEA1 1 Idea 1 Adapted from Dix et al., Human-Computer Interaction, 3 rd edition, 2004, p 221.
34 Awesomeness Prototype IDEA2 N Prototype IDEA2 3 Prototype IDEA2 2 Prototype IDEA1 N Prototype IDEA1 1 Prototype IDEA2 1 Idea 1 Idea 2 Adapted from Dix et al., Human-Computer Interaction, 3 rd edition, 2004, p 221.
35 Awesomeness Prototype IDEA2 N Prototype IDEA2 3 Prototype IDEA2 2 Prototype IDEA1 N Prototype IDEA1 1 Prototype IDEA2 1 Idea 1 Idea 2 Adapted from Dix et al., Human-Computer Interaction, 3 rd edition, 2004, p 221.
36 HillClimbing Problem: algorithm can get stuck at a local maxima Slide adapted from Scott Klemmer
37 SimulatedAnnealing Simulated Annealing can escape local minima with chaotic jumps. Slide adapted from Scott Klemmer
38 esign through ollaboration
39 DESIGN THINKING: IMPORTANCE OF OTHERS ABC News Video, IDEO Design Thinking, 60 Minutes, January 2013
40 DESIGN THINKING: DIVERSITY OF EXPERIENCES ABC News Video, IDEO Design Thinking, 60 Minutes, January 2013
41 esign through emix I sometimes call this creation through curation
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44 Disney s Copy/Paste
45 Leah Buley, The User Experience Team Of One, 2013 Keep an Inspiration Library
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49 IMPLICATIONS FOR DESIGN 1. Create and curate an inspiration library. I often start here! 2. Steal/remix ideas into your own designs. 3. Always be on the lookout for inspiration it need not come from a directly related product/application. 4. Design is intentional; know why you are remixing something.
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