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Ideation & Sketching HCDE 518 Winter 2011

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Presentation on theme: "Ideation & Sketching HCDE 518 Winter 2011"— Presentation transcript:

1 Ideation & Sketching HCDE 518 Winter 2011
Hand outs: syllabus, A1, R1, Group form With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

2 Agenda Break – 10 mins Announcements, Hand in assignments
Mid-Quarter Evaluation Sketching Critiques Lecture - Ideation Break – 10 mins Lecture – Sketching Activity – Filtering P2 Description Next Class Break – 10 mins Group Project Work Time - Ideation

3 Announcements R4 returned today A2 returned today

4 Sketching Critiques – Travel & Transportation
Break into groups of about 4 people Take turns showing off and explaining your 3 sketches with each other Each critic should offer advice and feedback about the idea Strengths, Weaknesses, Originality, Feasibility Sketcher: take notes about what feedback was offered Critic: be critical, but constructive and courteous! Each critic should sign the page after the sketches and date it with today’s date

5 lecture – ideation

6 Ideation How to come up with lots of ideas?
How to come up with the big ideas? How to refine those ideas? How to organize those ideas?

7 Within the Design Process

8 Idea Oscillation

9 Idea Oscillation

10 Creativity

11 How to inspire creativity?
What do you currently do?

12 How to inspire creativity?
Immerse yourself in the world for which you’re designing Generate ideas constantly Keep a book, you never know when you’re going to be inspired Sketch your vague ideas to think through them more clearly

13 How to inspire creativity?
Explain your ideas to others regularly Feedback from others can inspire new ideas But make sure you don’t get stifled by it Take an outsider’s perspective on something you know Take an insider’s perspective on something you don’t know Take risks! Early in the design process, it won’t hurt

14 Think of the Children Children are creative because they don’t know the rules, and thus break them all the time Children don’t know the consequences, and thus are more likely to take risks

15 Other ideas Take things from one domain and try them in another
Talk with other creative people Leave your comfort zone Be passionate about the topic Consider posting sketches around your workspace for inspiration and feedback Read science fiction

16 More ideas (Mountford 1990)
New uses of the design Adapt the design to be like something else Modify the design for a new purpose Magnify—add to the design Minimize—subtract from the design Substitute within the design Rearrange the design Reverse or transpose the design Combine the design in an ensemble

17 Possible Futures Look to current trends and extrapolate future possibilities. The trends can be human, or technology, or both. Think sci-fi! Current trends Distributed, social, community-driven, bottomup, sensors, networks, ambient, invisible, mobile, reconfigurable, fashion, adaptive…

18

19

20 Roleplaying

21 Roleplaying Features Script Director Actors Audience Setting
Performance or rehearsal? Props

22

23 Roles to Adopt The Explorer The Artist The Judge The Warrior
gathers information and research The Artist generates new ideas in the early phases The Judge evaluates and filters the generated ideas The Warrior champions one idea and sets the course forward

24 Brainstorming Working in groups is essential to design
Brainstorming can be fun and fruitful Keep the results of your user research handy during the process E.g., personas, scenarios, lists of design requirements

25 Rules for Brainstorming
1. Be visual 2. Defer judgment 3. Encourage wild ideas 4. Build on the ideas of others 5. Go for quantity 6. One conversation at a time 7. Stay focused on the topic

26 7 Brainstorming “Dos” (Tischler, Fast Company, 2001)
1. Sharpen the focus 2. Write playful rules 3. Number your ideas 4. Build and jump 5. Make the space remember 6. Stretch your mental muscles 7. Get physical

27 6 Brainstorming “Don’ts” (Tischler, Fast Company, 2001)
1. Let the boss speak first 2. Give everybody a turn 3. Ask the experts only 4. Go off-site 5. No silly stuff 6. Write down everything

28 Break – 10 minutes

29 lecture – sketching

30 Sketching - Overview What is sketching? Why do sketching?
Sketching properties What is and is not a sketch? Sketching vs. prototyping

31 Sketching Definition A process that enables you to think through ideas and convey design ideas to others very early in the design phase

32 Why is sketching useful?
Early ideation Think through ideas Force you to visualize how things come together Communicate ideas to others to inspire new designs Active brainstorming

33 Sketch as a dialog with the mind
(new knowledge) Sketch (representation) (seeing that) (seeing as) Buxton, pp. 114

34 Buxton’s Sketch Properties
Quick Timely Inexpensive Disposable Plentiful Clear vocabulary Distinct gesture Minimal detail Appropriate degree of refinement Suggest and explore rather than confirm Ambiguity

35 Quick A sketch is quick to make, or at least gives that impression

36 Timely A sketch can be provided when needed

37 Inexpensive Cost must not inhibit the ability to explore a concept, especially early in design

38 Disposable If you can’t afford to throw it away, it’s not a sketch
Investment is in the process, not the physical sketch However, not “worthless”

39 Plentiful They don’t exist in isolation
Meaning & relevance is in the context of a collection or series

40 Clear vocabulary The way it’s rendered (e.g., style, form, signals) makes it distinctive that it is a sketch Could be the way that a line extends through endpoints

41 Distinct Gesture Fluidity of sketches gives them a sense of openness and freedom Opposite of engineering drawing, which is tight and precise Vs.

42 Minimal Detail Include only what is required to render the intended purpose or concept

43 Appropriate Degree of Refinement
Make the sketch be as refined as the idea If you have a solid idea, make the sketch look more defined If you have a hazy idea, the sketch will look much rougher and less defined

44 Suggest and explore rather than confirm
Sketch should act as a catalyst to the desired and appropriate behaviors, conversations, and interactions

45 Ambiguity Intentionally ambiguous
Value comes from being able to be interpreted in different ways, even by the person who created them

46 Sketch vs. Prototype Sketch Prototype Invite Attend Suggest Describe
Explore Refine Question Answer Propose Test Provoke Resolve Tentative, non committal Specific Depiction The primary differences are in the intent

47 Is this a sketch? Why or why not?

48 Is this a sketch? Why or why not?

49 Is this a sketch? Why or why not?

50 Is this a sketch? Why or why not?

51 Is this a sketch? Why or why not?

52 Is this a sketch? Why or why not?

53 Is this a sketch? Why or why not?

54 Forms of Sketching? Note that the properties Buxton describes doesn’t mention anything about form factor Can be pencil/pen drawing on paper Something scraped together in Photoshop Traced photos Quick-and-dirty prototyping Magazine cut-outs Modifications to existing objects UI Tools

55 Paper Sketches Advantages Drawbacks support brainstorming
do not require specification of details designers feel comfortable sketching can be created when/where needed back of the napkin Drawbacks do not evolve easily poor support for annotations force manual translation to computer do not allow end-user interaction

56 Tracing Photos Tracing over a photo to make it look “sketchy”
Useful for people who can’t draw well Example: Open a photo in Illustrator and then trace over it Especially useful for hands

57 UI Tools Software tools like Balsamiq, Axure, or Visual Studio
Drawbacks Require specification of details give specific instance of a general idea e.g., exact widgets, fonts, alignments, colors designers focus on unimportant details evaluators focus on wrong issues Take too much time to use Poor support for iterative design Used more for prototyping We’ll get to this in Prototyping lecture

58 Sketching Critiques Reflection on the process so far?

59 Why it’s important Ideas are both good and bad
Both are useful in design By making clear what’s a bad design, we can avoid actually implementing it Collectively, feedback can turn a good idea into a great idea Filtering Brainstorming generates too many ideas to actually implement

60 Filtering: How to do it? Talk about the strengths of the idea
Talk about the weaknesses Discuss the feasibility of it Discuss the originality of it Sort into piles of good, okay, and not possible

61 P2 – Ideation & Sketching
Due next week As a team, conduct a brainstorming session where you generate at least 4 ideas per person (e.g., 20 total ideas for a 4 person team) FEEL FREE TO GO FOR MORE More is better! As a team, filter down the ideas by discussing their strengths and weaknesses and pick the best three Resketch these 3 ideas more neatly and provide written justification for why they’re the best

62 Activity: Filtering Practice
Sketches generated from a brainstorm session with my directed research group Topic: Technology that could support healthy sleep behaviors

63 Break – 10 minutes

64 Readings Discussion Buxton, W. (2007) Selections from Sketching User Experiences. San Francisco: Morgan Kaufmann, pp Buxton, W. (2007) It was a dark and stormy night. Sketching User Experiences. San Francisco: Morgan Kaufmann, pp Moggridge, B. (2007) Futures and alternative nows. Ch. 9 in Designing Interactions. Cambridge, MA: The M.I.T. Press, pp Tischler, L. (2001) Seven secrets to good brainstorming. Fast Company Magazine, Feb Tischler, L. (2001) Six surefire ways to kill a brainstorm. Fast Company Magazine, Feb

65 Next Class Tuesday, February 15th Due Next Week Prototyping
P2 – Ideation Reflection 6 Sketching, Week 5 3 sketches relating to “Education” class lectures, assignment turn-ins, elementary school, improving HCDE 518, etc.

66 Group Project Meet Time - ideation


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