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MHIT603: Lecture 4 - Experience Prototyping | PDF
MHIT 603: Lecture 4
Experience Prototyping
July 23rd 2014
Mark Billinghurst
mark.billinghurst@gmail.com
Recap
Sketching to Prototype
Different Features
Scenario
VerticalPrototype
Horizontal Prototype
Full System
Functionality
Flinto Interface
Origami Interface
App Inventor Designer View
App Inventor Blocks View
http://buglabs.net/
Arduino
  http://www.arduino.cc
  Open source hardware
  Microcontroller
  Add-on shields
  Get started for $30 USD
Phidgets
  http://www.phidgets.com
  Plug and play prototyping
  Lots of components
  Get started for $77
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
Mainboard
  Use mainboard
  Processor
  Number of socket connectors
  Plug in Gadgeteer modules
Modules
  Sensors, Actuators, Networking, Displays,
User Input, Power, Extensibility, ..
Experience Prototyping
What is an Experience?
What Makes Up Snowboarding?
  Weather
  Terrain
  Snow conditions
  Air temperature
  Bindings and boots
  Board qualities
  Skill level
  Current state of mind, etc..
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)
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.
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.
Consider the Whole User
User Experience Factors
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
  adfa
  asdfa
  asdfa
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
What I hear I forget. What
I see, I remember. What I
do, I understand!
Lao Tse
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.
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
Designing Human Activities,
not just Tools
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
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?
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
AgeSuit
  Create experience of what
it’s like to be elderly person
A day in the Life of.. Cultural Probes.. Role Playing..
Case Study: Equator Domestic Probes
Accessing User Experience
Accessing User Experience
Accessing User Experience
SAY
DO
MAKE
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
Example: New Aircraft Interior
  Re-create aircraft
interior design
  Simulate flight
processes
IDEO.com
Interactive Role Play in Environment
Interactive Role Play
Role Playing
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
Example: Mobile Navigation
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
Examples
Apple Digital Camera Kiss Communicator
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

MHIT603: Lecture 4 - Experience Prototyping

  • 1.
    MHIT 603: Lecture4 Experience Prototyping July 23rd 2014 Mark Billinghurst mark.billinghurst@gmail.com
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 10.
  • 11.
    Arduino   http://www.arduino.cc   Opensource hardware   Microcontroller   Add-on shields   Get started for $30 USD
  • 12.
    Phidgets   http://www.phidgets.com   Plugand play prototyping   Lots of components   Get started for $77
  • 13.
    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
  • 14.
    Mainboard   Use mainboard  Processor   Number of socket connectors   Plug in Gadgeteer modules
  • 15.
    Modules   Sensors, Actuators,Networking, Displays, User Input, Power, Extensibility, ..
  • 16.
  • 17.
    What is anExperience?
  • 18.
    What Makes UpSnowboarding?   Weather   Terrain   Snow conditions   Air temperature   Bindings and boots   Board qualities   Skill level   Current state of mind, etc..
  • 22.
    Experience is adynamic, 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)
  • 23.
    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.
  • 24.
    Experience Prototyping The experienceof 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.
  • 25.
  • 26.
  • 27.
    Experience Prototyping “Experience Prototypeis 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
  • 28.
  • 29.
  • 30.
  • 32.
    Design Evolution   User-CenteredDesign (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
  • 33.
    What I hearI forget. What I see, I remember. What I do, I understand! Lao Tse
  • 34.
    Why Experience Prototyping? Moreand 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.
  • 35.
    Why is itImportant?   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
  • 36.
  • 37.
    Where it isValuable   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
  • 38.
    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?
  • 39.
    Example: Heart AttackMonitoring   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
  • 40.
    AgeSuit   Create experienceof what it’s like to be elderly person
  • 42.
    A day inthe Life of.. Cultural Probes.. Role Playing..
  • 43.
    Case Study: EquatorDomestic Probes
  • 44.
  • 45.
  • 46.
  • 47.
    Exploring and EvaluatingIdeas   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
  • 48.
    Example: New AircraftInterior   Re-create aircraft interior design   Simulate flight processes
  • 49.
  • 50.
  • 51.
  • 52.
    116 www.id-book.com Wizard-of-Oz Prototyping •  Theuser 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
  • 53.
  • 54.
    Communicating Ideas   Allowclient/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
  • 55.
  • 56.
    Contribution   Experience prototypingcontributes 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