Studio Introduction to Human Computer Interaction & Design Hao-Hua Chu National Taiwan University Sept 12, 2016 *** Adapt teaching materials from the.

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Studio Introduction to Human Computer Interaction & Design Hao-Hua Chu National Taiwan University Sept 12, 2016 *** Adapt teaching materials from the Stanford HCI course (with permission & many thanks to Prof. James Landay of Stanford) 9/22/2015

60-min Crash Studio on Design Process Stanford d.school Instead of talking about design process, you will experience it in the coming hour, as a preview to what you will work on for one-semester project Warning: fast-paced. Not enough time to do things. Don’t worry about being rushed/crashed innovation work. No one will grade / judge your work from the crash course Feel safe. Goal: Have fun in innovate! Also clear away your mind away from everything else. Pay attention to YOU as the innovator, the team collaborator, the builder. September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Brief Intro & Linear Process Empathize is the most important step

(1) EMPATHIZE: Interview your partner partner up in pairs call partner A/B Your challenge is to redesign the gift-giving experience . . . for your partner. design something to improve your partner’s (not your) experience of realizing (or not realizing) – finding – buying – giving – (not) receiving thanks … gifts not designing a gift for your partner The most important part of designing for someone is to gain empathy for that person. one way to do this is to have a good conversation September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(1) EMPATHIZE: Partner A Interviews B As a starting point, ask your partner the last time/experience they gave a gift. To whom did you give it? Why was it meaningful? How did you come up with the idea for the gift? What was difficult about finding and giving this gift? Take notes of things interesting, surprising, unusual, etc. You have 4 minutes (then switch) Let’s begin CI is specific interviewing method used in needfinding September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(1) EMPATHIZE: Dig Deeper! Partner A Interviews B Follow up on things that are particularly interesting during the first interview. Dig more for stories, feelings, emotion, motivation, … Try to get your partner to cry! You have 3 minutes (then switch)! Let’s begin. If your partner is feeling uneasy when talking about giving a gift to his mother, dig in. Why? September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(2) Define: Capture findings Collect your thoughts & reflect on what you have learned from your partner. Organize your learning into two groups your partner’s needs (goals & wishes they are trying to accomplish by giving gifts, verbs) insights you discovered (unexpected findings) Think about both physical and emotional needs. Example of need show love, express themselves, be appreciated, feel importance, ... Example of insight handmade gifts as more meaningful and personal, gifts are more about givers than receivers Infer, guess. The goal is to create a list. Circle the verb. Circle the emotion. You have 3 minutes! CI is specific interviewing method used in needfinding September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(2) Define: Take a stand with a point of view Use colorful customer characterization (e.g., 惡作劇的調皮柯景騰, 受班上男生喜歡的沈佳宜) Select the most compelling goal Most interesting insight (remarkable, surprising realization) Examples of a point-of-view: Customer: a recent college grad who just received his/her big bonus Goals: impress his/her GF/BF Insight: Gift-giving experience is not just about getting what receivers want, but more about givers showing who they are through gifts, i.e., IQ, social status, …, and having receivers know/ack it. You have 3 minutes! Statement that you’re going to address with your design. Juicy & actionable. It should feel like a problem worth tackling. September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(3) Ideate: generate alternatives to test Rewrite their problem statement at the top of the page Create solutions to the new challenge you have identified Embrace your inner child at kindergarten class & draw! (No writing) Sketch 5 or as many ideas as possible. GO FOR QUANTITY not QUALITY. Explore solution space. You have 5 minutes! None of us are good artists (okay if drawings are inaccurate – may lead to misinterpretations and unexpected directions) This is time for idea generation, not evaluation—you can evaluate your ideas later. September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(3) Ideate: share your solutions (survey the number of sketches) Stand up and switch seat with your partners (leave your drawings on the table) Partner A: share your sketches with Partner B Another opportunity to learn your partner’s feelings and view, why they like or dislike your ideas, which one is good vs. not good. Fight the urge to explain and defend your ideas. Just see what they make of them! Spend the time listening to your partners reactions and questions. Remember Empathy You have 5 minutes! (then Switch) CI is specific interviewing method used in needfinding September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(3) Ideate: reflect & generate a new solution Now, take a moment to consider what you have learned both about your partner, and about the solutions you generated. From this new understanding of your partner and his or her needs, revise your sketch or create a new idea. This solution may be a variation on an idea from before or something completely new. Ok to change the problem statement together. Try to provide as much detail and color around your idea as possible. Think: How might this solution fit into the context of your partner’s life? When and how might they handle or encounter your solution? You have 3 minutes! CI is specific interviewing method used in needfinding September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(4) Prototype: Build! You have 10 minutes! Draw/Sketch a phone-app prototype (or a physical prototype) of your solution Include only what is required to render the intended purpose Your partner can act and engage with the paper prototype, with you being the computer. You have 10 minutes! CI is specific interviewing method used in needfinding September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

(5) Test: Share your solution and get feedback Show your paper prototype to your partner. You play the computer. Your partner plays the user. Your prototype is not precious, but the feedbacks and insights it draws out are precious. Don’t defend your prototype, instead, watch how your partner use or misuse the prototype it. You have 4 minutes! (then Switch) CI is specific interviewing method used in needfinding September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Group reflection & takeaways How did engaging with a real person, testing with a real person, change the direction your prototype took? What was it like showing unfinished work to another person? How did the pace feel? Quick, iterative cycles – how did that feel relative to how you normally work? Design thinking is an iteration, self-directed process. Based on what you learned – what would you go back and do next? What would you do over again? Look inside yourself for an answer OR seek out other people September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation