1) The document discusses experience prototyping techniques for designing user experiences, including simulating contexts and exploring design ideas through representations that allow users to engage with a proposed experience.
2) Experience prototyping aims to understand existing experiences, simulate experiences, and evaluate design ideas by allowing users and designers to directly experience representations of a proposed product or system.
3) Examples discussed include simulating contexts like being elderly through an "AgeSuit", exploring aircraft interior designs, and communicating new technology concepts to clients through compelling prototypes.
13. Microsoft .Net Gadgeteer
http://www.netmf.com/gadgeteer/
Open source tool for building small devices
Uses .Net Micro Framework
Visual Studio/Visual C# Express
Support for many different sensors/components
18. What Makes Up Snowboarding?
Weather
Terrain
Snow conditions
Air temperature
Bindings and boots
Board qualities
Skill level
Current state of mind, etc..
19.
20.
21.
22. Experience is a dynamic, complex, and subjective
phenomenon. It depends upon the perception of
multiple sensory qualities of a design, interpreted
through filters relating to contextual factors.
Buchenau & Fulton Suri (2000)
23. Buchenau, M., & Suri, J. F. (2000, August). Experience prototyping. In Proceedings of the
3rd conference on Designing interactive systems: processes, practices, methods, and
techniques (pp. 424-433). ACM.
24. Experience Prototyping
The experience of even simple artifacts does not
exist in a vacuum but, rather, in dynamic relationship
with other people, places and objects.
Additionally, the quality of people’s experience
changes over time as it is influenced by variations
in these multiple contextual factors.
27. Experience Prototyping
“Experience Prototype is any kind of representation,
in any medium, that is designed to understand,
explore or communicate what it might be like to
engage with the product, space or system we are
designing.”
Buchenau and Suri
32. Design Evolution
User-Centered Design (1980’s)
Focus on thing being designed
Ensure it meets user needs
Participatory Design (1990’s)
User part of the design process
Roles of designer, researcher, user blur together
Experience Design (2000’s)
Design user’s experience of things, events, places
33. What I hear I forget. What
I see, I remember. What I
do, I understand!
Lao Tse
34. Why Experience Prototyping?
More and more we find ourselves designing
complex and dynamic interactions with converging
hardware and software, spaces, and services.
The designer needs to focus on ”exploring by
doing" and actively experiencing the subtle
differences between various design solutions.
35. Why is it Important?
Need to think about context of artifact use
Where, why, what of object use
Focus on “exploring by doing”
Enables creation of common vision
Important for multidisciplinary team
Users can have informative personal experience
Allows engagement with problems in new ways
37. Where it is Valuable
Understanding existing user experiences and
context
Simulating an existing experience
Exploring and evaluating design ideas
Testing prototyping in use context
Communicating ideas to an audience
Demonstrating to client in use context
38. Understanding User Experience
Goal: To demonstrate context and identify issues
and design opportunities
Through direct experience of systems
Key questions:
What are the contextual, physical, temporal, sensory,
social and cognitive factors we must consider?
What is the essence of the existing user experience?
What are the essential factors our design should
preserve?
39. Example: Heart Attack Monitoring
Questions
What is it like to be a defibrillating
pacemaker patient?
Not knowing when and where
attack might come
Solution
Page people simulating heart attack
Have users write down current
context
47. Exploring and Evaluating Ideas
Goals:
Facilitating the exploration of possible solutions
Directing the design team towards a more
informed development of the user experience
Experience already focused around particular
artifacts, elements or functions
Testing existing prototype
Evaluate with users, designers, clients
52. 116
www.id-book.com
Wizard-of-Oz Prototyping
• The user thinks they are interacting with a computer, but a developer is responding
to output rather than the system.
• Usually done early in design to understand users’ expectations
>Blurb blurb
>Do this
>Why?
User
54. Communicating Ideas
Allow client/users/designers to understand
design by directly experiencing it
Goal of persuading audience
Compelling, functional, visionary
Especially important for new technology types
Digital camera, wearable computer, etc
56. Contribution
Experience prototyping contributes to
product design in three ways:
Understanding existing experience
Simulating important aspects of experience
Exploration and evaluation of ideas
Providing confirmation or rejection of ideas
Communication of issues and ideas
Allowing others to engage with new experience