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CS449/649: Human-Computer Interaction Winter 2018 Lecture VII - PowerPoint PPT Presentation

CS449/649: Human-Computer Interaction Winter 2018 Lecture VII Anastasia Kuzminykh Create Design Ideas Create Ideas Design Create Design Ideas Create Ideas Design Create Design Ideas Create Ideas Creativity - process of producing a new


  1. CS449/649: Human-Computer Interaction Winter 2018 Lecture VII Anastasia Kuzminykh

  2. Create Design Ideas Create Ideas Design

  3. Create Design Ideas Create Ideas Design

  4. Create Design Ideas Create Ideas Creativity - process of producing a new idea which has value to someone

  5. Create Design Ideas Create Ideas Creativity - process of producing a new idea which has value to someone vs Nurture Nature

  6. Create Design Ideas Create Ideas Creativity - process of producing a new idea which has value to someone vs Nurture Nature Generating ideas: memories ordinary extraordinary

  7. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  8. Create Design Ideas Create Ideas Define the constraints: goals, parameters 1. Preparation of the challenge, resources, time Knowledge and understanding around the challenge: both academic and casual Challenge all the assumptions

  9. Create Design Ideas Create Ideas Overcoming associative limitations Design Fixation 2. Provocation Concept of po by Edward de Bono Force of habits Framing and reframing problems

  10. Create Design Ideas Create Ideas Overcoming associative limitations Practice true randomness Design Fixation Connect and 2. Provocation Concept of po by Edward de Bono combine Force of habits Change the routine Framing and reframing problems

  11. Create Design Ideas Create Ideas Mindful procrastination can sometimes be helpful Different aspects of creativity require different brain activity 3. Incubation Most ideas are formed subconsciously

  12. Create Design Ideas Create Ideas An idea that might solve the challenge is 4. Eureka moment pushed to the conscious level Usually difficult to explain how you came up with this idea Always write it down in the moment no matter what

  13. Create Design Ideas Create Ideas All ideas are rough when they are first visualized - get through the criticism Be optimistic, give your crazy ideas a 5. Verification chance No right answers, only working solutions

  14. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  15. Create Design Ideas Sketches User stories Wireframes

  16. Create Design Ideas Supports Doesn’t have to brainstorming look good Sketches - illustration of how the basic Fast and Supports concept works simple communication Speeds up your Tells a story work Image: http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/

  17. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic concept works Image: http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  18. Create Design Ideas A Keep it simple communication tool User stories - description of a feature from Keep breaking Keep them an end-user perspective them down visible As a user / <persona> , Have I want / need <action> Prevent acceptance so that I can <user goal>. dead-ends criteria

  19. Create Design Ideas A Keep it simple communication tool User stories - description of a feature from Keep breaking Keep them an end-user perspective them down visible As a user / <persona> , Have I want / need <action> Prevent acceptance so that I can <user goal>. dead-ends criteria “As a user I want to send an email.” “As a user I need to type in an email address” “As a user I want to type in an email subject” “As a user I want to type in an email text”

  20. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic - description of a feature from concept works an end-user perspective As a user / <persona> , I want / need <action> so that I can <user goal>. Image: http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  21. Create Design Ideas Quick, cheap Main groups of and easy content Wireframes - static representation of the UI Used as the Structure of layout and user flow documentation content Using Only basic pixelated visualization widgets Image: https://www.behance.net/gallery/13421913/Wireframes-Restaurant-App

  22. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic - description of a feature from - static representation of the UI concept works an end-user perspective layout and user flow As a user / <persona> , I want / need <action> so that I can <user goal>. Image: Image: https://www.behance.net/gallery/13421913/Wireframes-Restaurant-App http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  23. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  24. Create Design Ideas Create Ideas Design

  25. Create Design Ideas Design Interface - a surface/place where two independent systems, bodies or spaces meet / form a common boundary, and communicate with each other

  26. Create Design Ideas Design Interface - a surface/place where two independent systems, bodies or spaces meet / form a common boundary, and communicate with each other Interface - a communication channel Communication - exchanging of information

  27. Create Design Ideas Design Semiotics - the study of signs and symbols Representamen (signifier) - the form of the sign Sign - Interpretant - anything that communicates a what people make of the sign meaning Object (signified) - the actual reference of the sign

  28. Create Design Ideas Design Signifier Feedback Affordance Discoverability Constraints Mapping Conceptual Model

  29. Create Design Ideas Design Signifier - indicators of any type that communicate the action needed so the affordance can take place Affordance - the possible use for an object when interacting with it

  30. Create Design Ideas Design Signifier - indicators of any type that communicate the action needed so the affordance can take place Affordance - the possible use for an object when interacting with it Constraints - restrictions that limit the possible actions available with an object

  31. Create Design Ideas Design Signifier - indicators of any type that communicate Physical - caused by physical features the action needed so the affordance can take place Cultural - based on what is culturally Affordance - the possible use for an object when accepted interacting with it Semantic - based on the meaning of the situation Constraints - restrictions that limit the possible actions available with an object Logical - use reasoning to determine the alternatives

  32. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when Discoverability - whether it’s possible to figure out interacting with it how to use an object by interacting with it Constraints - restrictions that limit the possible Mapping - indication of the relationship between actions available with an object objects Conceptual Model - user’s understanding of how the system works

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