PAY NO ATTENTION TO THE SCREEN-BASED VISUALIZATION IDEAS IN PINPOINT.
FIELD STUDY
POSSIBLE FRAMINGS
: Gunnar Forsén, Thomas Lundin, Jonas Löwgren : Project brief E L T I T : February 6, 2008 S R O To build a demonstrator that uses innovative visualization techniques to support knowledge H T U A E T A D : 1 N O I S I V E R AIM OF THE PROJECT workers in locating information related to co-workers. A demonstrator is a partially functioning prototype, focused on communicating interac- tion design decisions pertaining to user services and interaction techniques. Moreover, the Innovative visualization techniques can refer to techniques that are new in relation to what DEFINITIONS demonstrator is designed and constructed for use testing. would be normal design choices in IKEA IT and similar companies, or techniques that are in- novative in the sense of not being previously published in the interaction design community, The term knowledge workers refers to users who spend a significant amount of their work on information acquisition, management and communication. or both.
EXISTING APPROACHES
EXISTING APPROACHES
SKETCHES
SKETCHES
qwertyuio pasd hjklzxcvbnm f dahsjdk asjhkjwkj dkjassfhsdjk skjdhfkjashdfljashd hfsdfuoisudf fdsfsk hfkjhfjkshafoi uruhfjsdhnvnoaseropfsf fhsjhdfaskldfjaksj sjhdfaskldfjaksjflkjasd fjlsk jfosfjsk sakjflsajxxaaaQQkas fas SDADDE dnxckjerlelgkbvsmvad jo jsd asdasd aeeql nx jvl ddaas sdjfj jasjdhahahdkk lsjgm n an gqw ertyuiopasd ghjkzcvbnm f dahsjdk asjhkjwkj dkjassfhsdjk skjdhfkjashdfljashd hfsdfuoisudf fdsfsk hfkjhfjkshafoi uruhfjsdhnvnoaseropfsf fhsjhdfaskldfjaksj sjhdfaskld j aksjflkjasd fjlsk j fosfjsk sakjflsaj f l as fas SDADDD dnxckjerlelgkbvsmvad jo jsd asdasd aeeql nx jvl ddaas sdjfj jasjdhahahdkk lsjgm n anfg qwertyuiopasdfghjkl zxcvbnm fdahsjdk asjhkjwkj dkjassfhsdjk skjdhfk lsjgm n anfg qwertyu opasdfghjklzxcvbnm f dahsjdk asjhkjwkj dkjassfh s d jk skjdhfkjashdfljashd hfsdfuoisu fdsfsk hfkjhfjkshafoi uruhfjsdhnvnoaseropfsf fhsjhdfa kldf jaksj sjhdfaskldfj aksjflkjasd fjlsk j fosfjsk sak jflsajd lkas fas SDADDD dnxckjerlelgkbvsmvad jo jsd asdasd aeeql nx jvl ddaas sdjfj jasjdh ahahdkk lsjgm n anfg SKETCHES
SKETCHES
BEGREPPSKARTA KUBEN 1+2 1 2 usability testing usability testing 1 user testing user testing 2a prototype prototype usability usability quality interaction design quality interaction design KUBEN 2+1 EVA TIM THOMAS YANG ÅSA user experience YANG user experience interface interface TIM ÅSA ÅSA STEPH TIM EVA STEPH GUNNAR GUNNAR STEPH EVA ämne GUNNAR 3 4 SOCIALT komm: ämne komm: NIKLAS org: org: TIM usability testing usability testing NÄTVERK THOMAS YANG user testing user testing YANG EVA prototype prototype NIKLAS 3 2b GUNNAR usability usability STEPH TIM ÅSA komm quality interaction design quality interaction design ÅSA EVA TIM THOMAS YANG i n ÅSA t e r a c t org: i o n d user experience interface user experience interface e s i g n ÅSA TIM YANG NIKLAS STEPH ÅSA Y A N G m i l e s t o n e TIM EVA STEPH GUNNAR GUNNAR STEPH p r o c TIM e s s m e t r i c s EVA GUNNAR p r N I o t o t y K L A S p e q u a l i t YANG y EVA T I M s i x s i g m a GUNNAR T H O M A S 2a ämne STEPH t o l l g a t e komm ÅSA u s a b i l i t y G U N N A R u s a b i l i t y t e s t i n org: g i n t e r a c t i o n d e s i g u s n e r e x p e r i e n c e Y A N m i l e K L A S G s t o n e u s e r t e komm: s t i n g p r o c e s s S T E P m e t r H i c s komm: org: N p r o t o I K L A t y p e S E V A org: q u a l i t y T I M s i x s i g m T H a O M A S Å S A t o l l g a t e NIKLAS u s a b i l i t y G U N N A R TIM u s a b i l i t y t e s t i n g u s e r e x p e r i e n c e YANG EVA u s e r t e s t i n g GUNNAR 2b STEPH komm ÅSA org: i n t e r a c t i o n d e s i g n Y m K L A N G i l e s t o A S n e p r o c S T e s s m E P H e t r i c s p r o N I K t o t y p L A S e E V A q u a l i t y T I M s i x s i g m a T H O M A S Å S A t o l l g a t e u s a b i l i t y G U N N A R u s a b i l i t y t e s t i n g u s e r e x p e r i e n c e u s e r t e s t i n g SYNTHESIS
INTERLUDE: ALTERNATIVE SKETCHING TECHNIQUES FOR CONCEPT DEVELOPMENT
BASIC STORYBOARD
CUTOUT STORYBOARD
MOCKUP ENACTMENT
WIZARD OF OZ
ENVISIONMENT
AND NOW: BACK TO THE MAIN TRACK
INTERFACE DRAWINGS
LAYOUT ALGORITHM SKETCH
first Flash port INTERACTION DEMO
info card comm links tag filter back/forward INTERACTION DEMO
search wall proportions INTERACTION DEMO
mouseover tooltips visual cleaning INTERACTION DEMO
INTERLUDE (AGAIN): ALTERNATIVE SKETCHING TECHNIQUES FOR DETAILING
DRAWING AND STORYBOARDS
DRAWING AND STORYBOARDS
DRAWING AND STORYBOARDS
BRICOLAGE
CUTOUT ANIMATION
BACK FOR THE LAST MILESTONE: ELABORATION
snapshots timeline history
»PROBLEM« AND »SOLUTION« IN PARALLEL
»PROBLEM« AND »SOLUTION« IN PARALLEL TECHNICAL, INSTRUMENTAL, AESTHETIC AND ETHICAL
»PROBLEM« AND »SOLUTION« IN PARALLEL TECHNICAL, INSTRUMENTAL, AESTHETIC AND ETHICAL SKETCHING TO THINK, COMMUNICATE (AND PERSUADE)
HEAVY AND SLOW DETAILING POOR COVERAGE OF EMERGENT SOCIAL ISSUES
INTERACTION DESIGN IN RELATION TO S.D. the role of the interaction designer
INTERACTION DESIGN IN RELATION TO S.D. development models
INTERACTION DESIGN IN RELATION TO S.D. consumer focus
SUMMARY: THE INTERACTION DESIGN PROCESS exploring »problems« and »solutions« the usable, the useful and the desirable sketching to think and to communicate
THANK YOU! webzone.k3.mah.se/k3jolo
Recommend
More recommend