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11 Design, Prototyping & Construction (11.1 Introduction (a. Design…
11 Design, Prototyping & Construction
11.1 Introduction
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b. The design emerges iteratively, through repeated design-evaluation-redesign cycles involving users
c. There are 2 types of design:
- conceptual: is concerned with developing a conceptual model that captures what the product will do and how it will behave
- concrete: is concerned with details of the design such as menu structures,haptic feedback, physical widgets, and graphics
d. As design cycles become shorter, the distinction between these two becomes blurred, but they are worth distinguishing because each emphasizes a different set of design concerns
e. the design process may start from two distinct situations:
- when starting from scratch
- when modifying an existing products
f. Much of the design comes from modifying an existing product, and it is tempting to think that additional features can be added, or existing ones tweaked, without extensive investigation, prototyping or evaluation. Although prototyping and evaluation activities can be reduced if changes are not significant,they are still valuable and should not be skipped
11.2 Prototyping
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11.2.2 Why Prototype
a. Prototypes are useful when discussing or evaluating ideas with stakeholders, they are a communication device among team members, and an effective way for designers to explore design ideas . recognise as an important aspects in design
b. prototypes answer questions and support designers in choosing between alternatives . They serve a variety of purposes. The purpose of your prototype will influence the kind of prototype you build
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d. Saffer (2010) distinguishes between a product prototype and a service prototype, where the latter involves role playing and people as an integral part of the prototype as well as the product itself. service prototypes are sometimes captured as video scenarios and used in a similar way to the scenarios introduced in chapter 10
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11.3 Conceptual Design
- is concerned with transforming requirements into a conceptual model
- a conceptual model is an outline of what people can do with a product and what concepts are needed to understand how to interact with it . The former will emerge from the current functional requirements
- the first step in getting a concrete view of the conceptual model is to steep yourself in the data you have gathered about your users and their goals and try to empathize with them
- Mood board (traditionally used in fashion and interior design ) may be used to capture the desired feel of a new product.
- There are different ways to achieve empathy with users; eg. holding review meetings within the team to get different peoples' perspectives on the data and what they observed
- How to really understand the users' experience
- Experience prototyping: which is intended to give designers some insight into a user's experience that can only come from first-hand knowledge
- Third Age Suit: an empathy suit designed so that car designers can experience what it is like for people with some loss of mobility or declining sensory perception to drive their cars . The suit restrict movement in the neck, arms, legs and ankles
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11.4 Concrete Design
- The difference between Conceptual design and Concrete design is rather a matter of changing emphasis: during design, conceptual issues will sometimes be highlighted and at other times, concrete detail will be stressed.
- Producing a prototype inevitably means making some concrete decisions, albeit tentatively, and since interaction design is iterative, some detailed issues will come up during conceptual design, and vice versa.
- There are many aspects to the concrete design of interactive products: visual appearance such as color and graphics, icon design, button design, interface layout, choice of interaction devices, and so on.
- Case study: Trutap, social networking service (explore the impacts of different form factors had on the design of Trutap )
- Concrete design also deals with issues related to user characteristics and context, and two aspects that have drawn particular attention for concrete design are accessibility and national culture.
- (Accessibility) More recently, there has been a reaction to this approach that challenges the 'rhetoric of compassion' in favor of a 'rhetoric of engagement', and suggests that users be empowered rather than designed for
- Aspects of (cross-cultural design) include use of appropriate language(s), colors, icons and images, navigation, and information architecture
- Example design guidelines include ensuring that the product supports different formats for dates, times, numbers, measurements, and currencies, and that generic icons are designed where possible.
- Guidelines, although seemingly attractive, can be misguided. One of the most well-known sets of guidelines for cultural web design was proposed by Marcus and Gould (2000), building on the cultural dimensions proposed by Hofstede (1994).
- Hofstede identified four dimensions of national culture: power distance (PD), individualism (IND), masculinity—femininity (MAS), and uncertainty avoidance (UA).
- As a result of work done in Hong Kong at a later date by Bond, a fifth dimension was added that deals with time orientation. This work still has limitations
- Hofstede's work, and its application in interaction design, has been challenged and designing for a cross-cultural audience is now recognized as more than a translation exercise.
- Work by Oshlyansky (2007) found that Hofstede's model does not help explain cultural differences in affordance; nor does it seem to apply to technology acceptance. so, although popular, Hofstede's dimensions may not be the best approach to accommodating national culture differences in interaction design
- As Carlson (1992)) has put it, successful products "are not just bundles of technical solutions; they are also bundles of social solutions
- Investors succeed in a particular culture because they understand the values, institutional arrangements, and economic notions of that culture.
11.5 Using Scenarios
- Scenarios are informal stories about user tasks and activities
- Scenarios can be used to model existing work situations, but they are more commonly used for expressing proposed or imagined situations to help in conceptual design
- Bodker suggests 4 roles
- As a basis for the overall design
- For technical implementation
- As a means of cooperation within design teams
- as a means of cooperation across proffesional boundaries, ie. as a basis of communciation in a multidisciplinary team
- In any one project, scenarios may be used for any or all of these.
scenarios are good at selling ideas to users, managers and potential customers
- Bodker proposes the notion of plus and minus scenarios. These attempt to capture the most positive and the most negative consequences of a particular proposed design solution, thereby helping designers to gain a more comprehensive view of the proposal.
- This idea has been extended by Mancini who use positive and negative video scenarios to explore futuristic technology.
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11.7 Construction
- as prototyping and building alternatives progresses, development will focus more on putting together components and developing the final product.
- It is very unlikely that you will develop anything from scratch as there are many useful (in some cases essential) resources to support develpment for example
- physical computing kits
- software development kits (SDKs)
- Physical computing kits and SDKs facilitates thee transition from design to construction
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