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A range of approaches Conceptual design
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Saffer: Brainstorming for design Have research problem definition docs available/ viewable eg Hunt statement Tools for writing, sketching - essential Start with the subject in hand at the broadest possible level eg website for a museum – spend 10 minutes on a word association game on what is a museum Get brains, mouths hands engaged before starting to generate ideas Set aside a fixed amount of time Generate as many ideas as possible ( don’t self censor or censor others) Stay focused: use a parking lot Don’t spend a lot of time on any one idea Use the whole room
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Jones and Marsden Schneiderman 2002: Frameworks for human centred thinking – future thinking Collecting ( gathering information) Relating ( communicating with others) Creating (innovating Donating (disseminating the results)
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ART Tool (Activities, Relationship Table for human focused technology ideas) RelationshipsActivities Collect information Relate communication Create innovation Donate dissemination Self what, how when where & why questions Family & friends Colleagues & neighbours Citizens & markets
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ART Tool Example for mobile applications and activities RelationshipsActivities Collect information Relate communication Create innovation Donate dissemination Self Reminders (capture things you want to follow up later – book, store, advert in street) Family & friends Find a friend locate contacts in a city you are visiting) Mobile blog (write notes send photos to your personal diary Colleagues & neighbours Network effectively pick up the contact details of the groups of people you meet quickly Info-doors ( send messages to a digital display on your office door) Citizens & markets Click-n-pay (m- commerce) on the go bidding (online auctions) when away form the desktop Tourist tips and recommendations (if that sought –after attraction is closed,let others know
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Moggridge – 5 core skills 1.To synthesise a solution from all of the relevant constraints, understanding everything that will make a difference to the result 2.To frame or reframe the problem and objective 3.To create and envision alternatives 4.To select from those alternatives knowing intuitively how to choose the best approach 5.To visualise and prototype the intended solution
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Envisioning Ideation Visualisation Prototyping Selection Evaluation Uncertainty Constraints Synthesis Framing Elements of the Design Process Source: Moggridge, 2007, p. 731 The dark arrows show a general tendency toward a cyclical process: colour coding of the titles indicates activities of similar types. In real life, the pattern is complex and less orderly than a clockwise cycle as the numbers show for a specific product
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Preece, Rogers & Sharp Conceptual design –Understand & analyse the problem space –Using a range of frameworks, theories etc, formulate the conceptual model; Interface metaphors Interaction types Alternative design insights –Expand the conceptual model Product functions Product function relationships Available information Physical design –Using scenarios –Using prototypes Card based –Prototyping physical design
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