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Prof. James A. Landay Computer Science Department Stanford University Spring 2015 CS 377 E : ENGELBART ’ S UNFINISHED LEGACY : DESIGNING SOLUTIONS TO GLOBAL GRAND CHALLENGES Design Exploration * slides marked Buxton are courtesy of Bill Buxton, from his talk “ Why I Love the iPod, iPhone, Wii and Google”, remix uk, 18-19 Sept. 2008, Brighton April 30, 2015
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Outline Sketching to explore Sketching user experiences Prototyping Working on your “How Might We” Statements Brainstorming Solutions Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 2
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Design Process: Discovery Assess Needs understand client’s expectations determine scope of project characteristics of customers & tasks evaluate existing practices & products Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 3 Production Design Refinement Design Exploration Discovery
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Design Process: Exploration Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 4 Production Design Refinement Design Exploration Discovery Expand Design Space brainstorming sketching storyboarding prototyping
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Iteration At every stage! Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 5 Design Prototype Evaluate Sketch Paper Video Tool Program Gut Crit Expert Eval Lo-fi Test User Study
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Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges Sketching: A Quintessential Activity of Design * Courtesy Bill Buxton 6
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Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges Kicker Studio, www.kickerstudio.com 7
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Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges Kicker Studio, www.kickerstudio.com 8
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Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges Kicker Studio, www.kickerstudio.com 9
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Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand ChallengesSpring 2015 Courtesy Bill Buxton 10
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From Sketch to Prototype 11 Courtesy Bill Buxton
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The Anatomy of Sketching Quick / Timely Inexpensive / Disposable Plentiful Clear vocabulary. You know that it is a sketch (lines extend through endpoints, …) No higher resolution than required to communicate the intended purpose/concept Resolution doesn’t suggest a degree of refinement of concept that exceeds actual state Ambiguous Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges12 Courtesy Bill Buxton
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If you want to get the most out of a sketch, you need to leave big enough holes. There has to be enough room for the imagination. Courtesy Bill Buxton
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Sketching in Interaction Design Analogous to traditional sketching Shares all of the same key attributes More feel than look Must accommodate time & dynamics Phrasing Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges14 Courtesy Bill Buxton
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ElaborationReduction Laseau (1980) Design as Choice Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 15 Courtesy Bill Buxton
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Exploration of Alternatives Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges16 … a designer that pitched three ideas would probably be fired. I’d say 5 is an entry point for an early formal review (distilled from 100’s). … if you are pushing one you will be found out, and also fired. … it is about open mindedness, humility, discovery, and learning. If you aren’t authentically dedicated to that approach you are just doing it wrong! Alistair Hamilton VP Design Symbol Technologies Courtesy Bill Buxton
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Exploration of Alternatives Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges17 People on a design team must be as happy to be wrong as right. If their ideas hold up under strong (but fair) criticism, then great, they can proceed with confidence. If their ideas are rejected with good rationale, then they have learned something. … There are no dumb questions. There are no ideas too crazy to consider. Get it on the table, even if you are playing around. It may lead to something. Bill Buxton Sketching User Experiences pg. 147-149 Courtesy Bill Buxton
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Design
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Courtesy Bill Buxton Experience Design “The experience of even simple artifacts does not exist in a vacuum but, rather, in dynamic relationship with other people, places, and objects” – Buchenau & Suri 2000
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Experience vs. Interface Design Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 20 CitrusMate PlusMighty OJ Manual Juicer OrangeX Manual Juicer
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Experience Design Draw my phone Draw my phone’s interface Draw the experience of using my phone Which is the true object of design? Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges21Spring 2015 Courtesy Bill Buxton
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Minimal Detail Include only what is required to render the intended purpose or concept Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges22
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People think focusing is about saying “yes.” But… “Focusing is about saying no.” – Steve Jobs Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 23 Scott McCloud’s Understanding Comics
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Parallel Prototyping Goal Prototype to test an assumption Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 44
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Summary Sketching allows exploration of many concepts in the very early stages of design As investment goes up, need to use more and more formal criteria for evaluation Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 45
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Next Time Lecture –Lo-fi Prototyping –In-class Ideation Exercise Spring 2015Engelbart’s Unfinished Legacy: Designing Solutions to Global Grand Challenges 46
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