week 01. introduction to ux prototyping
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Lecture 1
Introduction to User Experience Prototyping
UX Prototyping / IID 2014 Spring Class hours : Fri 3 pm – 7 pm 7th March
HELLO & WELCOME Beginning of the Semester
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Goals & Overview
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Design Thinking for Future Media and Experiences
Goals & Overview
• Imagination to Design
– Sketching and prototyping are the basic methods of design for many different
purposes. For digital media, the methods are evolving to embrace effective
idea generations, communications, iterations, and team creativity. The classes
will overview the gradual steps of UX prototyping from observations to
embodiments.
– The designers’ role in the contemporary world becomes more and more
diversified, and multifaceted. Designers are not only creators of products and
services, but also leaders of the “zeitgeist,” the spirit of the age. To prepare
the change and challenge, we will share the discussions over the designers’
role in the digital age.
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Class Operations
• Workshops
– The class workshops will greatly focus on UX prototyping, which will combine
the phases of activities of design thinking. After lectures of each topic of
sketching and prototyping, student will visualize their ideas in several different
forms, such as drawings, images, videos, and animations. In the course,
students can learn how to elicit, and develop their creative ideas.
• Show & tell
– The class will also focus on the design communication that will be taught by
class presentations, and group activities of collaborative design.
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Evaluation
• Homework 30 %
• Midterm 30%
• Final 30%
• Attendance 10%
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Textbooks
– Buxton, B. (2007) Sketching User Experiences: Getting the Design Right
and the Right Design, Morgan Kaufmann.
– Saul Greenberg, et. al. (2012) Sketching User Experiences: The Workbook,
Morgan Kaufmann.
– Gaver, W., Dunne, A., & Pacenti, E., (1999) "Cultural Probes," Interactions
6(1), pp21-29.
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Design Theories this Course Will Cover
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Critical Design Cultural Probes Design Fiction
Dunne & Raby William Gaver Auger & Loizeau diegetic prototypes to suspend disbelief about change
Design Fiction
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Figure 1. Alternative presents and speculative futures. At the origin is here and now—everyday life and real products available on the high street. The lineage of these products can be traced back to when the technology became available to iterate them beyond their existing states. In Figure 1, the technology element on the left hand side represents research and development work, the higher the line the more emergent the technology and the longer and less predictable its route to everyday life. As we move to the right of the diagram and into the future we see that speculative designs exist as projections of the lineage, developed using techniques that focus on contemporary public understanding and desires, extrapolated through imagined developments of an emerging technology. Alternative presents step out of the lineage at some poignant time in the past to re-imagine our technological present. These designs can challenge and question existing cultural, political and manufacturing systems. (Auger, 2013)
Microsoft Vision of 2019
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http://youtu.be/P2PMbvVGS-o
Lecture #1
Microsoft Productivity Future Vision
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http://youtu.be/a6cNdhOKwi0
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Project Tango
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http://youtu.be/Qe10ExwzCqk
Lecture #1
A Research Example Relating to Tango
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: Wayfinding Machine Design in Spatial Computing Condition
https://vimeo.com/41987762
INTRODUCTION Lecture
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The components of UX
• User Experience
– User experience is the totality of the effect or effects felt by a user as a
result of interaction with, and the usage context of, a system, device, or
product, including the influence of usability, usefulness, and emotional
impact during interaction, and savoring the memory after interaction.
– “Interaction with” is broad and embraces seeing, touching, and thinking
about the system or product, including admiring it and its presentation
before any physical interaction.
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The components of UX
• Usability
– Usability is the pragmatic component of user experience, including effectiveness,
efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects
of user satisfaction.
• Usefulness
– Usefulness is the component of user experience to which system functionality gives the
ability to use the system or product to accomplish the goals of work(or play).
• Functionality
– Functionality is power to do work(or play) seated in the non-user-interface
computational features and capabilities.
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The components of UX
• Emotional Impact
– Emotional impact is the affective component of user experience that
influences user feelings. Emotional impact includes such effects as
pleasure, fun, joy of use, aesthetics, desirability, pleasure, novelty,
originality, sensations, coolness, engagement, appeal and can involve
deeper emotional factors such self-identity, a feeling of contribution to the
world and pride of ownership.
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Ubiquitous Interaction
• Desktop, Graphical User Interfaces, and the Web Are Still Here and
Growing
– The “old-fashioned” desktop, laptop, and network-based computing
systems are alive and well and seem to be everywhere, an expanding
presence in our lives.
– Word processing, database management, storing and retrieving
information, spreadsheet management.
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Ubiquitous Interaction
• The Changing Concept of Computing
– Computer systems are being worn by people and embedded within
appliances, homes, offices, stereos and entertainment systems, vehicles,
and roads.
– Computation and interaction are also finding their way into walls, furniture,
and objects we carry (briefcases, purses, wallets, wrist, watches, PDAs,
cellphones)
– Most of the user-computer interaction attendant to this ubiquitous
computing in everyday contexts is taking place without keyboards, mice,
or monitors.
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Ubiquitous Interaction
• The Changing Concept of Interaction
– With an obviously enormous market potential, mobile communications are perhaps the fastest
growing area of ubiquitous computing with personal devices and also represent one of the
most intense areas of designing for a quality user experience.
– Interaction, however, is doing more than just reappearing in different devices such as we see
in Web access via mobile phone. Weiser (1991) said “. . . the most profound technologies are
those that disappear.”
– Russell, Streitz, and Winograd (2005) also talk about the disappearing computer—not
computers that are departing or ceasing to exist, but disappearing in the sense of becoming
unobtrusive and unremarkable. They use the example of electric motors, which are part of
many machines we use daily, yet we almost never think about electric motors per se. They talk
about “making computers disappear into the walls and interstices of our living and working
spaces.”
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Ubiquitous Interaction
• The Changing Concept of Interaction
– When this happens, it is sometimes called “ambient intelligence,” the goal
of considerable research and development aimed at the home living
environment. In the HomeLab of Philips Research in the Netherlands
(Markopoulos et al., 2005), researchers believe “that ambient intelligence
technology will mediate, permeate, and become an inseparable common
of our everyday social interactions at work or at leisure.”
– In these embedded systems, of course, the computer only seems to
disappear. The computer is still there somewhere and in some form, and
the challenge is to design the interaction so that the computer remains
invisible or unobtrusive and interaction appears to be with the artifacts,
such as the walls, directly. So, with embedded computing, certainly the
need for a quality user experience does not disappear. Imagine embedded
computing with a design that leads to poor usability; users will be clueless
and will not have even the familiar menus and icons to find their way!
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SKIN : Emotional Sensing(2008)
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http://youtu.be/WRX-3DDBow0
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Intimacy 2.0 (2011)
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Interactive fashion by Studio Roosegaarde
https://vimeo.com/29952304
From Usability to User Experience
• The Traditional Concept of Usability
– Usability is that aspect of HCI devoted to ensuring that human–computer
interaction is, among other things, effective, efficient, and satisfying for
the user. So usability includes characteristics such as ease of use,
productivity, efficiency, effectiveness, learnability, retainability, and user
satisfaction (ISO 9241-11, 1997).
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From Usability to User Experience
• Misconceptions about Usability
– First, usability is not what some people used to call “dummy proofing.”
– Usability is not equivalent to being “user-friendly.”
– To many not familiar with the field, “doing usability” is sometimes thought
of as equivalent to usability testing.
– Finally, another popular misconception about usability has to do with
visual appeal.
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From Usability to User Experience
• The Expanding Concept of Quality in Our Designs
– The field of interaction design has grown slowly, and our concept of what constitutes
quality in our designs has expanded from an engineering focus on user performance
under the aegis of usability into what is now widely known as user experience.
– Thomas and McCredie (2002) call for “new usability” to account for “new design
requirements such as ambience or attention.”
– At a CHI 2007 Special Interest Group (SIG) meeting (Huh et al., 2007), the discussion
focused on “investigating a variety of approaches (beyond usability) such as user
experience, aesthetic interaction, ambiguity, slow technology, and various ways to
understand the social, cultural, and other contextual aspects of our world.”
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From Usability to User Experience
• Is Not Emotional Impact What We Have Been Calling User Satisfaction?
– Some say the emphasis on these emotional factors is nothing new—after
all, user satisfaction, a traditional subjective measure of usability, has
always been a part of the concept of traditional usability shared by most
people, including the ISO 9241-11 standard definition.
– Technology and design have evolved from being just productivity-
enhancing tools to more personal, social, and intimate facets of our lives.
Accordingly, we need a much broader definition of what constitutes
quality in our designs and quality in the user experience those designs
beget.
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From Usability to User Experience
• Functionality is Important, but a Quality User
Experience Can Be Even More So
– The iPod, iPhone, and iPad are products that
represent cool high technology with excellent
functionality but are also examples that show
the market is now not just about the features—it
is about careful design for a quality user
experience as a gateway to that functionality.
– To users, the interaction experience is the
system.
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First Apple store opened in the Netherlands on 3rd March 2012. It has an amazing spiral staircase, a trademark like those in all other Apple stores.
From Usability to User Experience
• Functionality Is Important, but a Quality User Experience Can Be Even More So
– Hassenzahl and Roto (2007) state the case for the difference between the functional view
of usability and the phenomenological view of emotional impact. People have and use
technical products because “they have things to do”; they need to make phone calls,
write documents, shop on-line, or search for information.
– Hazzenzahl and Roto call these “do goals,” appropriately evaluated by the usability and
usefulness measures of their “pragmatic quality.” Human users also have emotional and
psychological needs, including needs involving self-identity, relatedness to others, and
being satisfied with life.
– These are “be goals,” appropriately evaluated by the emotional impact and
phenomenological measures of their “hedonic quality.”
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From Usability to User Experience
• A Good User Experience Does Not
Necessarily Mean High-Tech or “Cool”
– The best user experience requires a
balance of functionality, usability, aesthetics,
branding, identity, and so on. (eg. Microsoft
Vista Package)
– In addition to user experience not just being
cool, it also is not just about technology for
technology’s sake. (eg. University
Conference Call system)
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Figure 1-1 A new Microsoft software packaging design
From Usability to User Experience
• Design beyond Just Technology
– Design is about creating artifacts to satisfy a
usage need in a language that can facilitate a
dialog between the creator of the artifact and
the user. That artifact can be anything from a
computer system to an everyday object such
as a door knob.
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From Usability to User Experience
• Components of a User Experience
– The newer concept of user experience still embodies all these implications of usability.
How much joy of use would one get from a cool and neat-looking iPad design that was
very clumsy and awkward to use? Clearly there is an intertwining in that some of the joy
of use can come from extremely good ease of use.
– The most basic reason for considering joy of use is the humanistic view that enjoyment is
fundamental to life. (Hassenzahl, M., Beu, A., & Burmester, M. (2001). Engineering joy.
IEEE Software, 18(1), pp. 70–76.)
– As a result, we have expanded the scope of user experience to include:
• effects experienced due to usability factors
• effects experienced due to usefulness factors
• effects experienced due to emotional impact factors
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From Usability to User Experience
• User Experience Is (Mostly) Felt Internally by the User
– User experience, as the words imply, is the totality of the effect or effects
felt (experienced) internally by a user as a result of interaction with, and
the usage context of, a system, device, or product.
– Here, we give the terms “interaction” and “usage” very broad
interpretations, as we will explain, including seeing, touching, and
thinking about the system or product, including admiring it and its
presentation before any physical interaction, the influence of usability,
usefulness, and emotional impact during physical interaction, and
savoring the memory after interaction.
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From Usability to User Experience
• User Experience Cannot Be Designed
– A user experience cannot be designed, only experienced. You are not
designing or engineering or developing good usability or designing or
engineering or developing a good user experience.
– There is no usability or user experience inside the design; they are
relative to the user. Usability occurs within, or is revealed within, the
context of a particular usage by a particular user. The same design but
used in a different context—different usage and/or a different user—
could lead to a different user experience, including a different level of, or
kind of, usability.
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From Usability to User Experience
• User Experience Cannot Be Designed
– We illustrate this concept with a non-computer example, the
experience of enjoying Belgian chocolates. Because the “designer”
and producer of the chocolates may have put the finest ingredients
and best traditional processes into the making of this product, it is
not surprising that they claim in their advertising a fine chocolate
experience built into their confections.
– However, by the reasoning in the previous paragraph, the user
experience resides within the consumer, not in the chocolates. That
chocolate experience includes anticipating the pleasure, beholding
the dark beauty, smelling the wonderful aromas, the deliberate and
sensual consumption (the most important part), the lingering bouquet
and after-taste, and, finally, pleasurable memories.
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From Usability to User Experience
• User Experience Cannot Be Designed
– When this semantic detail is not observed and the chocolate
is marketed with claims such as “We have created your
heavenly chocolate experience,” everyone still understands.
– Similarly, no one but the most ardent stickler protests when
BMW claims “BMW has designed and built your joy!” In this
book, however, we wish to be technically correct and
consistent so we would have them say, “We have created
sweet treats to ensure your heavenly chocolate experience”
or “BMW has built an automobile designed to produce your
ultimate driving experience.”
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From Usability to User Experience
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Figure 1-2 User experience occurs within interaction and usage context
User’s Mental Models : The Very Ideas
• Book
– Stephen J. Payne, “User’s Mental Models : The Very Ideas” in John M.
Carroll, (2003) HCI Models, Theories, and Frameworks : Toward a
Multidisciplinary Science, CA : Morgan Kaufmann Publishers, pp. 135-156.
IID_UX Prototyping 38 Lecture #1
Design Philosophy
• Herb Simon:
“Engineers are not the only professional designers. Everyone
designs who devises courses of action aimed at changing existing
situations into preferred ones.
The intellectual activity that produces material artefacts is no different
fundamentally from the one that prescribes remedies for a sick patient or the one
that devises a new sales plan for a company or a social welfare policy for a state.”
– Herbert A. Simon, The Sciences of the Artificial, 1969 (p.129 of 1981 MIT press 2nd
edition)
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Intro
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Figure 1 (adapted from Norman (1988) p. 16): The problem of ensuring that the user's mental model corresponds to the designer's model arises because the designer does not talk directly with the user. The designer can only talk to the user through the "system image" - the designer's materialised mental model. The system image is, like a text, open to interpretation.
Lecture #1
Users
• Mental Models
– User’s knowledge about the system they use.
• Bounded Rationality (Simon, 1955)
– People often have to act too quickly to allow full consideration of all their relevant
knowledge – they do the best they can to achieve their goals according to the
knowledge they can bring to mind, and the inferences that knowledge supports, in the
time allowed.
– “Bounded rationality” : rationality that is bounded by the environmental constraints on
their performance, interacting with their limits on access to knowledge and the limits on
their performance, interacting with their limits on access to knowledge and the limits on
their ability to process relevant information.
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Mental Models
• Idea 1. Mental Content vs. Cognitive Architecture : Mental Models as
Theories
– Bounded Rationality : the general limits of the human information-processing
system – the constrains on attention, retrieval, and processing.
– Human information-processing architecture : theories of the structure of the
mind.
– Contents of the mind : what do people believe about an aspect of the world,
what is the relation between these beliefs and reality, and how do the beliefs
affect their behavior?
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Cognitive Architecture
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A model of the user based on an information processing metaphor
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Mental Models
• Idea 2. Models vs. Methods : Mental Models as Problem Spaces
– Mental models of machines can provide a problem space that allows more
elaborate encoding of remembered methods, and in which novice or expert
problem solvers can search for new methods to achieve tasks.
– Stepping through a sequence of states in some mental models of a machine, is
often called “mental simulation” in the mental-models literature, and the kind
of model that allows simulation is often called “surrogate”
– Reasoning is performed by sequential application of completely domain-
specific rules and thus is knowledge bounded rather than architecture
bounded.
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Kissenger brings digital love to the real world
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http://youtu.be/oSckuNlzQdM http://kissenger.lovotics.com/
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Mental Models
• Idea 3. Models vs. Descriptions : Mental Models as Homeomorphisms
– Mental models are a special kind of representation, sometimes called an
analog representation – one that shares the structure of the world it
represents.
– Example
• The spoon is to the left of the fork spoon fork
• The knife is to the left of the spoon knife spoon fork
– Such a model allows deductive inferences to be “read off”
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Social Game : Farm Ville
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Mental Models
• Idea 4. Models of Representations : Mental Models Can Be Derived
from Language, Perception, or Imagination
– Mental models can be constructed by processing language, but the same
models might also, in principle, have been constructed through
interaction with and perception of the world. Therefore a mental model
provides a way of mapping language to perception.
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Interactive landscape 'Dune 4.2'
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http://youtu.be/TsnBo0CZMRk
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'Dune 4.2'
Dune 4.2 is a new, permanent interactive landscape by artist Daan
Roosegaarde besides the river Maas in Rotterdam, NL. This public
artwork of 60 meters utilizes less than 60 Watts while intuitively
interacting with the behavior of its visitors; rendering it a sustainable as
well as cutting-edge concept.
Here the people of Rotterdam have a daily 'walk of light'; in this collective
experience between humans, technology and landscape.
www.studioroosegaarde.net
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Mental Models
• Idea 5. Mental Representations of Representational Artifacts
– The yoked state space hypothesis(Payne, Squibb, & Howes, 1990)
• To construct a conceptual model of a device, the user must conceptualize the
device's representation of the task domain. This knowledge can be
represented by three components: a device-based problem space, which
specifies the ontology of the device in terms of the objects that can be
manipulated and their interrelations, plus the operators that perform the
manipulations; a goal space, which represents the objects in terms of which
user's goals are expressed; and a semantic mapping, which determines
how goal space objects are represented in the device space.
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Mental Models
• Idea 6. Mental Models as Computationally Equivalent to External
Representations
– If structure-sharing is taken to be an important property of mental models,
then a mental model derived from text shares the structure of the situation,
not of the text.
– However, it is not clear that this distinction extends to mental models
derived from “reading” other representational artifacts, such as maps, or
diagrams.
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Homework
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Make Blog Upload
Personal Statement
Upload Portfolio
1 2 3
Make a personal blog - Blogger - Wordpress - Tumblr
Your Blog Post #1 - Length : 1,000 words or less - Who I am, and What I have
been through - Things that I like - What I like to Learn from the
course - My dreams
Your Blog Post #2 - Upload images of your works - Pick your Favorite - Tell us why the work is your
favorite
Submission Due : 11: 59 pm Thur. 13th March
Contacts
• Class Blog
– http://uxprototyping.tumblr.com/
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