Design - Computer Science Department

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Feb 7, 2013 ... Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012 ...
CMSC434 Intro to Human-Computer Interaction

Design Process Continued! Thursday, February 7, 2013 Instructor: Jon Froehlich TA: Matthew Mauriello

Hall of Fame

Hall of Shame

Piazza reply vs. followup, submitted by John Connor

Piazza reply vs. followup, submitted by John Connor

Piazza reply vs. followup, submitted by John Connor

iTunes, submitted by Vincent Chang

iTunes, submitted by Vincent Chang

iTunes, submitted by Vincent Chang

iTunes, submitted by Vincent Chang

iTunes, submitted by Vincent Chang

RevisitingCartRedesign Let’s go shopping!

How did we do?

ForTuesday 1

Project Pitches Critique, Comment, & Choose

2

Reading Response: Design Critique

3

Reading Response: The first 8 pages of Ron Baecker’s

Design and Evaluation

Design in the material world is the process by which ideas, tastes, prejudices, basic scientific principles and available resources are weighed and combined into a well-defined plan for the eventual construction of an object or system.

— McMasters Boeing Corporation

The Art and Science of Design

Designing User Interfaces

A soufflé is eggs, butter, milk, and flour but the difference between soaring and sinking is in the execution. Björn Hartmann

Professor of Human-Computer Interaction Computer Science, University of California, Berkeley

As with most things, following a vetted process and practicing will improve performance

If we wish to improve our products, We must improve our processes; We must continually redesign Not just our products But also the way we design That’s why we study the design process

To know what we do and how we do it To understand it and improve it To become better Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco

Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco

What does design require?

Leland Nicolai, Viewpoint: An Industry view of Engineering Design Education, International Journal of Engineering Education, 1998

This is a conceptual design space for a given idea This 3D Gaussian curve represents all possible designs for a particular idea

Best design for idea

Worst design for idea

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

This is a conceptual design space for a given idea Design #3 Design #2 Design #1 Best design for idea

Worst design for idea

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

Optimal design

This is a conceptual design space for a given idea Design #3 Design #2

Optimal design

Design #1 Best design for idea

Nicely demonstrates that we should mockup and tryout multiple designs for a given idea

Worst design for idea

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

This is a conceptual design space for a given idea Design #3 Design #2

Optimal design

Design #1 Best design for idea

But what if that idea was not such a good idea in the first place?

Worst design for idea

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

Windows CE 2.0 1998

Pocket PC 2000 April 2000

Pocket PC 2002 Oct 2001

Win Mobile 2003 June 2003

Win Mobile 5 May 2005

Win Mobile 6 Feb 2007

Windows CE 2.0 1998

Pocket PC 2000 April 2000

Pocket PC 2002 Oct 2001

Win Mobile 2003 June 2003

Win Mobile 5 May 2005

Apple iPhone June 2007

Win Mobile 6 Feb 2007

Ballmer laughs at iPhone, http://youtu.be/eywi0h_Y5_U

This is a conceptual design space for a given idea Design #3 Design #2 Design #1 Best design for idea

Worst design for idea

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

Optimal design

Consider many ideas to overcome this problem

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

Design Through a Computer Science Metaphor

HillClimbing

Problem: algorithm can get stuck at a local maxima

SimulatedAnnealing

Simulated Annealing can escape local minima with chaotic jumps.

The best way to have a good idea is to have lots of ideas. Linus Pauling

Professor of Chemistry Caltech, UC San Diego, Stanford Only person awarded two unshared Nobel Prizes

A Design Process

A problem

Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco

A solution

A Design Process Tim Brennan

Apple (Creative Services Department) “Somebody calls up with a project; we do some stuff; and the money follows” A problem A solution

Process Model Benefits

Has potential for playfullness/fun Is similar to a random walk Has a feeling of iteration…

Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco

A Design Process

Original source: Don Koberg and Jim Bagnall; My Source: Björn Hartmann, CS160 course at UC Berkeley

A Design Process

Original source: Don Koberg and Jim Bagnall; My Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

Source: Björn Hartmann, CS160 course at UC Berkeley

A Design Process

Original source: Don Koberg and Jim Bagnall; My Source: Björn Hartmann, CS160 course at UC Berkeley

The process of ideation.

As we already saw: consider many ideas!

Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012

IDEOBrainstormingRules 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 Tom Kelley and Jonathan Littman, The Art of Innovation: Lessons in Creativity from IDEO, 2001

Elaboration

Design Process

Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012

Elaboration and Reduction

Design Process

Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012

Elaboration and Reduction

Design Process

Design Process

Design Process

Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012

Elaboration and Reduction

Design Process

Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012

Design Funnel

The alternating trend between idea generation and convergence with a process of reduction towards the final concept

Original source: Stuart Pugh,Total Design: Integrated Methods for Successful Products Engineering, 1990; Image from Greenberg et al., 2012

Design Funnel

UXBooth, Concerning Fidelity in Design, http://www.uxbooth.com/articles/concerning-fidelity-and-design/

Design Funnel

UXBooth, Concerning Fidelity in Design, http://www.uxbooth.com/articles/concerning-fidelity-and-design/

Lo-fidelity prototyping and testing

AnExperiment Design an egg drop vessel

[Dow, 2011]

Shut your laptops. Do not use your phones or any other electronic devices.

Connect all 9 dots with 4 lines

[Maier, 1930]

Connect all 9 dots with 4 lines

[Maier, 1930]

How can you determine which of the three switches turns on the second floor light?

Scenario & Rules incandescent lightbulb

Only one of the three switches turns on the light upstairs. You can only make one trip upstairs. You can only flip one switch at a time. You cannot see the second floor light (or any ambient light) from the first floor.

Switch 1

Switch 2

Switch 3

It’s a windowless building. You have a flashlight. There are two staircases.

CandleProblem

How to fix a lit candle on a wall in a way so the candle wax won't drip onto the table below. To do so, one may only use a book of matches and a box of thumbtacks

Who has seen this problem before?

[Duncker, 1945]

Now, we’re going to break-up into groups.

CandleProblem

[Duncker, 1945]

CandleProblem

[Duncker, 1945]

FunctionalFixedness Functional fixedness is a cognitive bias that limits a person to using an object only in the way it is traditionally used

A “mental block against using an object in a new way that is required to solve a problem”

[Duncker, 1945]

FunctionalFixedness Group 1: Preutilization

Boxes presented as a container with materials inside them

[Adamson, 1952]

Group 2: No Preutilization Boxes were presented empty

BeDaring “Try stuff and ask forgiveness rather than asking permission is the way that people come up with new ideas.”

DavidKelley

Founder and Chairman of IDEO

Playfulness “Being playful is of huge importance in being innovative. If you go into a culture, and there’s a bunch of stiffs going around, they are not likely to invent anything.”

DavidKelley

Founder and Chairman of IDEO

NeedFinding

Guiding the creative design process through contextual inquiry

Space/Thought

Stanford d.school

DesignProcess “The point is that we’re not actually experts in any given area. We’re experts in the process of how you design stuff. We don’t care if you give us a toothbrush, a tractor, a space shuttle, or a chair.”

DavidKelley

Founder and Chairman of IDEO

OrganizationalHierarchy “In a very innovative culture, you can’t have a hierarchy of here’s the boss and the next person down, and the next person down, and the next person down”

DavidKelley

Founder and Chairman of IDEO

IDEOBrainstormingRules 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 [Kelley, The Art of Innovation]

IDEOBrainstormingKillers 1. The boss keeps to speak first 2. Everybody gets a turn

3. Experts only please 4. Do it “off-site”

5. No silly stuff 6. Writing down everything [Kelley, The Art of Innovation]