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Introduction to HCI Today’s agenda –Team 3: Hall of Fame / Hall of Shame –Why think about Design? –What is Design? –Where do ideas come from? brainstorming.

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Presentation on theme: "Introduction to HCI Today’s agenda –Team 3: Hall of Fame / Hall of Shame –Why think about Design? –What is Design? –Where do ideas come from? brainstorming."— Presentation transcript:

1 Introduction to HCI Today’s agenda –Team 3: Hall of Fame / Hall of Shame –Why think about Design? –What is Design? –Where do ideas come from? brainstorming the morphological box

2 Design Why design? Two tracks: design project, design process –Process and product get equal weight –Scenario-based design is just one method! Developing a content design vocabulary Developing a process design vocabulary Do, reflect, do

3 WHAT IS DESIGN? A survey of ideas about design and designing.

4 Design is defined in terms of… Method Product Goal

5 The OED defines design as: A plan or scheme conceived in the mind and intended for subsequent execution; the preliminary conception of an idea that is to be carried into affect by action; a project. To mark out; to designate; to name. To sketch.

6 Design is problem solving. [cognitive science]

7 Design occurs in the tension between what is and what ought to be.

8 “Form follows function.” [Louis Sullivan]

9 “Design is a mode of action.” [Charles Eames]

10 Design is an act of individual heroic creation. [Howard Roarke in Ayn Rand’s The Fountainhead]

11 Design is form-giving. [translation of “design” from Norwegian]

12 “Commodity, Firmness, Delight” [Vitruvius ]

13 Design is a social activity.

14 Art Science Engineering Design [Rich Gold] Design is just one of the four creative disciplines

15 Design is making something new that fits with reality. [Harrison & Stults]

16 “Good designers copy; great designers steal.” [Steve Jobs, after Pablo Picasso]

17 To design is to manipulate representations of an imagined future reality.

18 Design is the science of the imaginary. [Herbert Simon]

19 Design is the art of the imaginary.

20 Design is the engineering of the imaginary.

21 Imagination and Representations The mind sees what the ear hears

22 Imagination and Representations The ear hears what the eye sees.

23 Most invention is design.

24 Some design is invention.

25 Design is appearance.

26 Good design increases sales; great design creates market leaders. [Raymond Lowey]

27 Values collide when people design; good design reflects good values. [Batya Friedman]

28 “God is in the details.” [Ludwig Mies van der Rohe]

29 Design is evocative.

30 Design is a reflective practice. [Donald Schon]

31 Design is optimization. [engineering]

32 Design research is pattern- finding; designing is pattern- applying. [Christopher Alexander]

33 Iterate.

34 Debug this into reality. [hackers’ creed]

35 Design process: Enumerate aspects of solution space, evaluate each one. [Zwicky, Whittle, Card]

36 Design addresses wicked problems. [Horst Rittle] Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution.

37 Design addresses wicked problems. [Horst Rittle] Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution. Wicked problems have no stopping rules.

38 Design addresses wicked problems. [Horst Rittle] Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution. Wicked problems have no stopping rules. Solutions to wicked problems cannot be true or false, only good or bad.

39 Design addresses wicked problems. [Horst Rittle] Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution. Wicked problems have no stopping rules. Solutions to wicked problems cannot be true or false, only good or bad. There is no exhaustive list of admissible operations to finding a solution.

40 Design addresses wicked problems. [Horst Rittle] For every wicked problem there is always more than one possible explanation.

41 Design addresses wicked problems. [Horst Rittle] For every wicked problem there is always more than one possible explanation. Every wicked problem is a symptom of another higher level problem.

42 Design addresses wicked problems. [Horst Rittle] For every wicked problem there is always more than one possible explanation. Every wicked problem is a symptom of another higher level problem. No formulation of problem and solution has a definitive test.

43 Design addresses wicked problems. [Horst Rittle] For every wicked problem there is always more than one possible explanation. Every wicked problem is a symptom of another higher level problem. No formulation of problem and solution has a definitive test. The problem solvers (designers) are fully responsible for their actions.

44 Click to add your definition ….

45 Each Definition Implies a… Different relationship of designer to: –user –client –customer Different way of measuring the outcome Different way of thinking about use

46 WHERE DO IDEAS COME FROM? The first of many methods for and reflections on design ideation.  Brainstorming  Morphological Box

47 Brainstorming  Developed in response to “group think”  Basic rules:  Someone keeps list so everyone can see  No idea is too wild  No evaluation  Silence does not mean “DONE”  Fun and “light weight”

48 The Morphological Box  a.k.a. Zwicky Box  Scope requirements space  Lay out the design space

49 FOR NEXT WEEK (Dr. North)  Tuesday: Team 4 HoF/S  Thursday:  First Team Report: Requirements  Read Chapter 4  Team 5 HoF/S


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