© 2010 University of California, Irvine – André van der Hoek1June 25, 2015 – 20:03:07 Informatics 121 Software Design I Lecture 5 André van der Hoek &

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Presentation transcript:

© 2010 University of California, Irvine – André van der Hoek1June 25, 2015 – 20:03:07 Informatics 121 Software Design I Lecture 5 André van der Hoek & Alex Baker Duplication of course material for any commercial purpose without the explicit written permission of the professor is prohibited.

© 2010 University of California, Irvine – André van der Hoek2June 25, 2015 – 20:03:07 Today’s Lecture Characterizing design activity

Recap: Definition To decide upon a plan for change in the world that, when realized, satisfies stakeholders © 2010 University of California, Irvine – André van der Hoek3June 25, 2015 – 20:03:07

Recap: Design © 2010 University of California, Irvine – André van der Hoek4June 25, 2015 – 20:03:07 designerplan change in the world experiencesaudience other stakeholders

Recap: Design © 2010 University of California, Irvine – André van der Hoek5June 25, 2015 – 20:03:07 designer plan change in the world experiences audience other stakeholders A change in the world is the direct object of design, the physical manifestation of what a designer envisions. It is also the tool through which a designer aims to achieve the underlying objective of a design project.

Recap: Design © 2010 University of California, Irvine – André van der Hoek6June 25, 2015 – 20:03:07 designer plan change in the world experiences audience other stakeholders A change in the world is the direct object of design, the physical manifestation of what a designer envisions. It is also the tool through which a designer aims to achieve the underlying objective of a design project. The audience is the primary target of the change in the world, the people who will be in direct contact with it.

Recap: Design © 2010 University of California, Irvine – André van der Hoek7June 25, 2015 – 20:03:07 designer plan change in the world experiences audience other stakeholders A change in the world is the direct object of design, the physical manifestation of what a designer envisions. It is also the tool through which a designer aims to achieve the underlying objective of a design project. The audience is the primary target of the change in the world, the people who will be in direct contact with it. Experiences arise from the audience’s interactions with the change in the world, leading to positive or negative impressions of the change in the world.

Recap: Design © 2010 University of California, Irvine – André van der Hoek8June 25, 2015 – 20:03:07 designer plan change in the world experiences audience other stakeholders A plan, often also called a final design, captures the designer’s decisions regarding the exact realization of the change in the world to be made. A change in the world is the direct object of design, the physical manifestation of what a designer envisions. It is also the tool through which a designer aims to achieve the underlying objective of a design project. The audience is the primary target of the change in the world, the people who will be in direct contact with it. Experiences arise from the audience’s interactions with the change in the world, leading to positive or negative impressions of the change in the world.

Recap: Design © 2010 University of California, Irvine – André van der Hoek9June 25, 2015 – 20:03:07 designer plan change in the world experiences audience other stakeholders A plan, often also called a final design, captures the designer’s decisions regarding the exact realization of the change in the world to be made. A change in the world is the direct object of design, the physical manifestation of what a designer envisions. It is also the tool through which a designer aims to achieve the underlying objective of a design project. The audience is the primary target of the change in the world, the people who will be in direct contact with it. Experiences arise from the audience’s interactions with the change in the world, leading to positive or negative impressions of the change in the world. Other stakeholders are those who, directly or indirectly, influence a plan and its realization as a change in the world.

A designer, a stakeholder themselves, is the person responsible for engaging in the creative process via which a plan is arrived at. Recap: Design © 2010 University of California, Irvine – André van der Hoek10June 25, 2015 – 20:03:07 designer plan change in the world experiences audience other stakeholders A plan, often also called a final design, captures the designer’s decisions regarding the exact realization of the change in the world to be made. A change in the world is the direct object of design, the physical manifestation of what a designer envisions. It is also the tool through which a designer aims to achieve the underlying objective of a design project. The audience is the primary target of the change in the world, the people who will be in direct contact with it. Experiences arise from the audience’s interactions with the change in the world, leading to positive or negative impressions of the change in the world. Other stakeholders are those who, directly or indirectly, influence a plan and its realization as a change in the world.

Design as Prediction © 2010 University of California, Irvine – André van der Hoek11June 25, 2015 – 20:03:07 designerplan change in the world experiencesaudience other stakeholders

Design as Prediction © 2010 University of California, Irvine – André van der Hoek12June 25, 2015 – 20:03:07 designer envisioned plan envisioned change in the world envisioned experiences envisioned audience envisioned other stakeholders designeractual plan actual change in the world actual experiences actual audience actual other stakeholders Match?

Naïve Process Identify audience and stakeholders (!) Identify uses and goals (!) Derive experiences Derive change in the world Derive plan © 2009 University of California, Irvine – André van der Hoek13June 25, 2015 – 20:03:07

Basic Tools © 2010 University of California, Irvine – André van der Hoek14June 25, 2015 – 20:03:07 synthesize evaluate analyze Generate ideas, alternatives, partial designs,... Test your progress… Ensure you are on the right path…

Basic Design Cycle © 2010 University of California, Irvine – André van der Hoek15June 25, 2015 – 20:03:07 synthesize evaluate analyze

Small Scale: Thinking © 2010 University of California, Irvine – André van der Hoek16June 25, 2015 – 20:03:07 synthesize evaluate analyze

Medium Scale: Sketching, Collaborative Design © 2010 University of California, Irvine – André van der Hoek17June 25, 2015 – 20:03:07 synthesize evaluate analyze

Large Scale: Overall Design Process © 2010 University of California, Irvine – André van der Hoek18June 25, 2015 – 20:03:07 synthesize evaluate analyze

© 2010 University of California, Irvine – André van der Hoek19June 25, 2015 – 20:03:07 Magic?

Synthesize: Design Methods Steal ideas –Similar systems Mind mapping Lock yourself in a room with cool stuff Stream of conscious writing Taking observations and analyzing them and suggesting impovements Implementing (just go for it) Collaborative brainstorming Bringing pieces together Asking audience for ideas Generating crazy far out idea –Envisioning Take a break (SHOWER, NAP!) Generate structural alternatives; principled way of varying elements of the design © 2009 University of California, Irvine – André van der Hoek20June 25, 2015 – 20:03:07

Evaluate: Design Methods Evaluating prototypes What related systems do right and wrong User testing Simulators Run in parallel Imagine and execute anti- scenarios Internal review Storyboarding Approximations of the real thing? © 2009 University of California, Irvine – André van der Hoek21June 25, 2015 – 20:03:07

Analyze: Design Methods Observe the ideas –Right and wrong Get to know stakeholders and their goals Understanding shifting goals Being in contact Get to know audience Self-evaluations Context © 2009 University of California, Irvine – André van der Hoek22June 25, 2015 – 20:03:07

Tips for Design Studio I Ask yourself… –…do you have at least one alternative design that satisfactorily addresses each of the goals and uses of the various stakeholders? –…what methods are you using that we identified in class today? –…what tradeoffs are you making to address conflicts? –…do you have a complete and precise vision for the product? –…do you have a clear understanding of what users’ perceptions will be of this product? –…can you identify the mismatches in stakeholders’ expectations and what your envisioned product will provide? –… Basically, are you engaging with the design process consciously and purposefully? © 2010 University of California, Irvine – André van der Hoek23June 25, 2015 – 20:03:08