[week 04/iid] persona design

71
Lecture 4 Persona Design UX Prototyping / IID 2015 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B320 24th March

Upload: dsdlab

Post on 19-Jul-2015

726 views

Category:

Education


0 download

TRANSCRIPT

Lecture 4

Persona Design

UX Prototyping / IID 2015 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B320 24th March

The Last Week’s Homework

Lecture #4 IID_UX Prototyping 2

Write your initial system concept

statement

Design Cultural Probe Packages

Readings And Critiques

(Assign

Presenters for Each Paper)

1 2 3

Your Blog Post #5 - The System Concept

Statement

Your Blog Post #6 - Cultural Probe Ideas

- The Cultural Probe Page Design

Your Blog Post #7 - Summarize the papers - Add your critiques for each

papers

TALES OF THINGS IoT Case Study 01

Lecture #4 IID_UX Prototyping 3

Tales of Things : Web

Lecture #4 IID_UX Prototyping 4

Tales of Things : Mobile

Lecture #4 IID_UX Prototyping 5

Related Links

• App Site

– http://talesofthings.com/

• Book

– http://themobilestory.com/ch-19-tales-of-things/

• Conference

– http://dh2011abstracts.stanford.edu/xtf/view?docId=tei%2Fab-

158.xml%3Bquery%3D%3Bbrand%3Ddefault

• News

– http://bookleteer.com/blog/2010/08/tales-of-things/

Lecture #4 IID_UX Prototyping 6

IOT BY WEATHER DATA IoT Case Study 02

Lecture #4 IID_UX Prototyping 7

Indoor Weather Data (Gaver, 2013)

Lecture #4 IID_UX Prototyping 8

http://youtu.be/6APis5LkzCE

Indoor Weather Station Idea

• Abstract

In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.

http://goo.gl/vLfxGY

Lecture #4 IID_UX Prototyping 9

Linking Data to Lighting

Lecture #4 IID_UX Prototyping 10

http://www.casa.ucl.ac.uk/weather/colours.html

Netatmo Weather Station

Lecture #4 IID_UX Prototyping 11

Weather Station by Netatmo

Lecture #4 IID_UX Prototyping 12

http://goo.gl/rV4xfY

Related Links

• App Site

– https://ifttt.com/

• CEDE Project

– http://projectcede.org/

• More Readings

– http://www.digitalurban.org/2014/02/iftt-netatmo-philips-hue-linking-data-

to-lighting.html

Lecture #4 IID_UX Prototyping 13

Reading List

• Week 04 Readings

– James Auger (2013) Speculative design: crafting the speculation, Digital

Creativity, 24:1, 11-35

– Ralph Barthel, et. al.(2013) An internet of old things as an augmented

memory system, Pers Ubiquit Comput 17:321–333.

– William W. Gaver, et. al. (2013) Indoor Weather Stations: Investigating a

Ludic Approach to Environmental HCI Through Batch Prototyping,

Proceedings of CHI 2013, April 27–May 2, 2013, Paris, France.

Lecture #4 IID_UX Prototyping 14

To Do List for Today

• Seminar

– Core Research Ideas : Bring out some keywords or related technological

trends, backgrounds, and concerns

– Research Questions : What they investigated

– Key theories : Some they referred and some they developed by their own

– Method : How they proved

– Results & Findings : What they learned from the study

Lecture #4 IID_UX Prototyping 15

To Do List for Today

• Present your system concept statements

– Who are the team members?

– Overview

• The text on your blog

– 5 components of a system concept statement

• Title

• Users

• Critical Functions

• System Goals

• Target UX (emotional/social/cultural)

Lecture #4 IID_UX Prototyping 16

THE SYSTEM CONCEPT STATEMENT

• What is it?

– A system concept statement is typically 100 to 150 words in length.

– It is a mission statement for a system to explain the system to outsiders

and to help set focus and scope for system development internally.

– Writing a good system concept statement is not easy.

– The amount of attention given per word is high. A system concept

statement is not just written; it is iterated and refined to make it as clear

and specific as possible.

Lecture #4 IID_UX Prototyping 17

THE SYSTEM CONCEPT STATEMENT

• An effective system concept statement answers at least the following

questions:

– What is the system name?

– Who are the system users?

– What will the system do?

– What problem(s) will the system solve? (You need to be broad here to

include business objectives.)

– What is the design vision and what are the emotional impact goals? In

other words, what experience will the system provide to the user? This

factor is especially important if the system is a commercial product.

Lecture #4 IID_UX Prototyping 18

THE SYSTEM CONCEPT STATEMENT

• Example: System Concept Statement for the Ticket Kiosk System

Lecture #4 IID_UX Prototyping 19

The Ticket Kiosk System will replace the old ticket retail system, the Middleburg University Ticket Transaction Service, by providing 24-hour-a-day distributed kiosk service to the general public. This service includes access to comprehensive event information and the capability to rapidly purchase tickets for local events such as concerts, movies, and the performing arts. The new system includes a significant expansion of scope to include ticket distribution for the entire MU athletic program. Transportation tickets will also be available, along with directions and parking information for specific venues. Compared to conventional ticket outlets, the Ticket Kiosk System will reduce waiting time and offer far more extensive information about events. A focus on innovative design will enhance the MU public profile while Fostering the spirit of being part of the MU community and offering the customer a Beaming interaction experience. (139 words)

To Do List for Today

• Studio

– Persona Design

– Cultural Probe Toolkit Ideas & Sketches

– WAAD

• Users

• Activities

• Tasks

• Physical Environments

• Social Relationships

• Ambience

Lecture #4 IID_UX Prototyping 20

DESIGN THINKING, IDEATION, AND SKETCHING

Textbook Chapter 7.

Lecture #4 IID_UX Prototyping 21

INTRODUCTION

Lecture #4 IID_UX Prototyping 22

Figure 7-1 You are here; the first of three chapters on creating an interaction design in the context of the overall Wheel lifecycle template.

DESIGN PARADIGMS

• Engineering Paradigm

– a practical approach to usability with a focus on improving user

performance, mainly through evaluation and iteration.

– The engineering paradigm also had strong roots in human factors, where

work was studied, deconstructed, and modeled.

– Success was measured by how much the user could accomplish, and

alternative methods and designs were compared with statistical

summative studies.

Lecture #4 IID_UX Prototyping 23

DESIGN PARADIGMS

• Human Information Processing (HIP) Paradigm

– based on the metaphor of “mind and computer as symmetrically coupled

information processors”

– About models of how information is sensed, accessed, and transformed in

the human mind and, in turn, how those models reflect requirements for

the computer side of the information processing, was defined by Card,

Moran, and Newell (1983) and well explained by Williges (1982).

– it is about human mental states and processes; it is about modeling

human sensing, cognition, memory, information understanding, decision

making, and physical performance in task execution.

Lecture #4 IID_UX Prototyping 24

DESIGN PARADIGMS

• Design-Thinking Paradigm

– “phenomenological matrix.”

– brings a vision of the desired user experience and product appeal and how the design of

a product can induce that experience and appeal.

– They used participatory design techniques to experiment with and explore design

through early prototypes as design sketches.

– The design-thinking paradigm is about social and cultural aspects of interaction and the

design of “embodied interaction” because it is about interaction involving our whole

bodies and spirit, not just our fingertips on a keyboard. It is also about “situated” design

because it is about the notion of “place” with respect to our interaction with technology.

– A primary characteristic of the design-thinking paradigm is the importance of emotional

impact derived from design—the pure joy of use, fun, and aesthetics felt in the user

experience.

Lecture #4 IID_UX Prototyping 25

DESIGN THINKING

• Design Thinking

– Design thinking is a mind-set in which the product concept and design for

emotional impact and the user experience are dominant. It is an approach

to creating a product to evoke a user experience that includes emotional

impact, aesthetics, and social- and value-oriented interaction. As a

design paradigm, design thinking is an immersive, integrative, and market-

oriented eclectic blend of art, craft, science, and invention.

Lecture #4 IID_UX Prototyping 26

DESIGN THINKING

• Ideation

– Ideation is an active, creative, exploratory, highly iterative, fast-moving

collaborative group process for forming ideas for design. With a focus on

brainstorming, ideation is applied design thinking.

• Sketching

– Sketching is the rapid creation of free-hand drawings expressing preliminary

design ideas, focusing on concepts rather than details. Multiple sketches of

multiple design ideas are an essential part of ideation. A sketch is a

conversation between the sketcher or designer and the artifact.

Lecture #4 IID_UX Prototyping 27

DESIGN PERSPECTIVES

• Ecological Perspective

– is about how the system or product works within its external environment.

– is about how the system or product is used in its context and how the system

or product interacts or communicates with its environment in the process.

within its external environment.

• Interaction Perspective

– is about how users operate the system or product.

• Emotional Perspective

– is about emotional impact and value-sensitive aspects of design.

– is about social and cultural implications, as well as the aesthetics and joy of

use.

Lecture #4 IID_UX Prototyping 28

USER PERSONAS

• What Are Personas?

– Personas are a powerful supplement to work roles and user class

definitions. Storytelling, role-playing, and scenarios go hand in hand with

personas.

– A persona is not an actual user, but a pretend user or a “hypothetical

archetype” (Cooper, 2004).

– A persona represents a specific person in a specific work role and sub-

role, with specific user class characteristics. Built up from contextual

data, a persona is a story and description of a specific individual who has

a name, a life, and a personality.

Lecture #4 IID_UX Prototyping 29

USER PERSONAS

• What Are Personas Used For? Why Do We Need Them?

– Edge cases and breadth

• Personas are essential to help overcome the struggle to design for the conflicting

needs and goals of too many different user classes or for user classes that are too

broad or too vaguely defined.

• What if the user wants to do X? Can we afford to include X? Can we afford to not

include X? How about putting it in the next version?

• “Sorry, but Noah will not need feature X.” Then someone says “But someone might.”

To which you reply, “Perhaps, but we are designing for Noah, not ‘someone.’”

– Designers designing for themselves

• Because of their very real and specific characteristics, personas hold designers’

feet to the fire and help them think about designs for people other than themselves.

Lecture #4 IID_UX Prototyping 30

USER PERSONAS

• How Do We Make Them?

– Identifying candidate

personas

– Goal-based consolidation

– Selecting a primary persona

Lecture #4 IID_UX Prototyping 31

Figure 7-2 Overview of the process of creating a persona for design.

USER PERSONAS

• Mechanics of Creating Personas

– Your persona should have a first and last name to make it personal and

real.

– Mockup a photo of this person.

– Write some short textual narratives about their work role, goals, main

tasks, usage stories, problems encountered in work practice, concerns,

biggest barriers to their work, etc.

Lecture #4 IID_UX Prototyping 32

USER PERSONAS

• Characteristics of Effective Personas

– Make your personas rich, relevant, believable, specific, and precise

– Make your personas “sticky”

– Where personas work best

• Goals for Design

– As Cooper (2004) tells us, the idea behind designing for a persona is that

the design must make the primary persona very happy, while not making

any of the selected personas unhappy. Buster will love it and it still works

satisfactorily for the others.

Lecture #4 IID_UX Prototyping 33

USER PERSONAS

• Using Personas in Design

– As you converge on the final

design, the nonprimary personas

will be accounted for, but will

defer to this primary persona

design concerns in case of

conflict. If there is a design trade-

off, you will resolve the trade-off

to benefit the primary persona

and still make it work for the other

selected personas.

Lecture #4 IID_UX Prototyping 34

Figure 7-3 Adjusting a design for the primary persona to work for all the selected personas

Exercise 7-1: Creating a User Persona for Your System

• Goal

– Get some experience at writing a persona.

• Activities

– Select an important work role within your system. At least one user class for this work

role must be very broad, with the user population coming from a large and diverse group,

such as the general public.

– Using your user-related contextual data, create a persona, give it a name, and get a

photo to go with it.

– Write the text for the persona description.

• Deliverables

– One- or two-page persona write-up

• Schedule

– You should be able to do what you need to learn from this in about an hour.

Lecture #4 IID_UX Prototyping 35

PERSONA : THE FACTIOUS CHARACTERS

Studio I

Lecture #4 IID_UX Prototyping 36

Understanding Personas – An Interview with Alan Cooper

Lecture #4 IID_UX Prototyping 37

http://youtu.be/G7ljzXB40hw

Definition: Personas

– "Personas or personae are fictitious characters that are created to represent the

different user types within a targeted demographic that might use a site or product.

Personas are given characteristics and are assumed to be in particular environments

based on known users’ requirements so that these elements can be taken into

consideration when creating scenarios for conceptualizing a site. Cooper (1999) outlined

the general characteristics and uses of personas for product design and development.

– In the context of software requirements gathering, a user persona is a representation of

a real audience group. A persona description includes a user’s context, goals, pain

points, and major questions that need answers. Personas are a common tool in

Interaction Design (IxD)“

– http://darmano.typepad.com/logic_emotion/2007/05/persona_ecosyst.html

Lecture #4 IID_UX Prototyping 38

Definition: Personas

– “Personas summarize user research findings and bring that research to

life in such a way that everyone can make decisions based on these

personas, not based on themselves.”

Steve Mulder

Lecture #4 IID_UX Prototyping 39

Definition: Personas

• Methodology

– Cluster Analysis

• Goals

– Create a narrative

based on real data to

illustrate user

behavior, motivations,

goals

Lecture #4 IID_UX Prototyping 40

Small Budget

Big Budget

Planner Promoter

Definition: Personas

• Characteristics of Effective Personas

– Varied and distinct

– Detailed

– Not weighed down with minutiae

– Tied into business-specific goals

– Backed by data

Lecture #4 IID_UX Prototyping 41

Definition: Personas

Sabrina Jenny Donny Jerry

Lecture #4 IID_UX Prototyping 42

Sabrina, 27 The party planner

Location: Gramercy Park Attitude: Organized, outgoing Financial Perspective: Generous, bit of spendthrift Online Habits: Avid user of social networking sites, Twitter, Facebook, etc Events: Wine tastings, gallery openings Quote: “I love getting bunches of friends together to attend all these NYC events. There’s so much great stuff to do in this city!”

Small Budget

Big Budget

Planner Promoter

Personas Definition: Personas

Lecture #4 IID_UX Prototyping 43

Jerry, 44 The out-of-towner

Location: Cincinnati, OH Attitude: Casual, yet adventurous Financial Perspective: Moderate spender Online Habits: Utilitarian use of the Web to research trips, read about the arts and pay bills Events: Museums, visiting landmarks, tours Quote: “I’m visiting the Big Apple with my wife and we want to check out some art-related events.”

Small Budget

Big Budget

Planner Promoter

Definition: Personas

Lecture #4 IID_UX Prototyping 44

Donny, 38 The local comedian

Location: East Village Attitude: Laidback, loosely organized Financial Perspective: Frugal, paycheck to paycheck Online Habits: Spends time networking, promoting his act online, haunts comedy sites Events: Comedy slams, variety shows Quote: “I land a few comedy gigs around the city and I want to promote them better.”

Small Budget

Big Budget

Planner Promoter

Definition: Personas

Lecture #4 IID_UX Prototyping 45

Jenny, 33 The professional promoter

Location: Williamsburg Attitude: Busy, disciplined, professional Financial Perspective: Healthy budget for promotions and advertising Online Habits: Heavy use of social networking sites both professionally and personally, shops online Events: Small gigs, big concerts, DJ sets Quote: “I manage a few bands and DJs and I have to ensure they’re listed in the right, targeted places.”

Personas

Small Budget

Big Budget

Planner Promoter

Definition: Personas

Lecture #4 IID_UX Prototyping 46

Persona – System

Lecture #4 IID_UX Prototyping 47

a persona chart developed for Kivio

Lecture #4 IID_UX Prototyping 48

Mass Market Personas

Lecture #4 IID_UX Prototyping 49

Mass Market Personas

Lecture #4 IID_UX Prototyping 50

Enthusiast Personas

Lecture #4 IID_UX Prototyping 51

Enthusiast Personas

Lecture #4 IID_UX Prototyping 52

http://designedbyerica.com/portfolio_m2.html

CULTURAL PROBES Studio 2

Lecture #4 IID_UX Prototyping 53

“When reason is away, smiles will play.” - Paul Eluard and Benjamin Péret

IID_UX Prototyping 54 Lecture #4

Definition

• Probes

– Collections of evocative tasks meant to elicit inspirational responses from

people – not comprehensive information about them, but fragmentary

clues about their lives and thoughts.

– It’s an approach that values uncertainty, play, exploration, and subjective

interpretation as ways of dealing with those limits.

– Provides an example of how we use this purposely uncontrolled and

uncontrollable approach to help us understand design domain in new

ways

IID_UX Prototyping 55 Lecture #4

Project Brief

• European Union–funded research

project looking at novel interaction

techniques to increase the

presence of the elderly in their

local communities.

IID_UX Prototyping 56 Lecture #4

Project Outline

• The probes were part of a strategy of pursuing experimental design in

a responsive way.

• They address a common dilemma in developing projects for unfamiliar

groups.

• Understanding the local cultures was necessary so that our designs

wouldn’t seem irrelevant or arrogant, but we didn’t want the groups to

constrain our designs unduly by focusing on needs or desires they

already understood.

• We wanted to lead a discussion with the groups toward unexpected

ideas, but we didn’t want to dominate it. IID_UX Prototyping 57 Lecture #4

Package

IID_UX Prototyping 58

• The cultural probes—these

packages of maps, postcards, and

other materials—were designed to

provoke inspirational responses from

elderly people in diverse

communities.

• Like astronomic or surgical probes,

we left them behind when we had

gone and waited for them to return

fragmentary data over time.

Lecture #4

Postcard

IID_UX Prototyping 59

• Postcards are an attractive medium for asking these

sorts of questions because of their connotations as an

informal, friendly mode of communication.

• Unlike formal questionnaires, the postcards

encouraged questions to be approached casually,

which was underlined by pre-addressing and

stamping them for separate return.

• Postcard Questions

– Please tell us a piece of advice or insight that has been

important to you.

– What do you dislike about Peccioli?

– What place does art have in your life?

– Tell us about your favorite device.

Lecture #4

Map

• Participants were also asked to

mark zones on local maps,

showing us where, for instance,

– They would go to meet people

– They would go to be alone

– They liked to daydream

– They would like to go but can’t

IID_UX Prototyping 60 Lecture #4

Camera

• Picture Assignments

– Your home

– What you will wear today

– The first person you see today

– Something desirable

– Something boring

• About half the pictures were unassigned,

and the elders were asked to photograph

whatever they wanted to show us before

mailing the camera back to us.

IID_UX Prototyping 61 Lecture #4

Photo Album and Media Diary

• The last two items in the probes

were in the form of small booklets.

The first was a photo album, which

requesting the elders to “use 6 to 10

pictures to tell us your story.”

• When questioned, we encouraged

participants to use photos of the past,

their families, their current lives, or

anything they found meaningful.

IID_UX Prototyping 62 Lecture #4

On Technology

• Unlike most design, we don’t focus on commercial products, but on

new understandings of technology.

• This allows us—even requires us—to be speculative in our designs,

as trying to extend the boundaries of current technologies demands

that we explore functions, experiences, and cultural placements quite

outside the norm.

IID_UX Prototyping 63 Lecture #4

Newness

• Instead of designing solutions for user needs, then, we work to

provide opportunities to discover new pleasures, new forms of

sociability, and new cultural forms.

• We often act as provocateurs through our designs, trying to shift

current perceptions of technology functionally, aesthetically, culturally,

and even politically.

IID_UX Prototyping 64 Lecture #4

MAKE IT WEARABLE IoT Case Study 03

Lecture #9 COG_Human Computer Interaction 65

http://www.kovertdesigns.com/product/

Lecture #9 COG_Human Computer Interaction 66

Make It Wearable | A Screenless Future

Lecture #9 COG_Human Computer Interaction 67

http://youtu.be/aohHf34yD_0

https://www.netatmo.com/en-US/product/june

Lecture #9 COG_Human Computer Interaction 68

Make It Wearable | Preventing Skin Aging

Lecture #9 COG_Human Computer Interaction 69

https://youtu.be/5U-5rgbnNuE

Next Week Reading List

• Download From YSCEC > User Experience Prototyping > Books &

Papers > Week 05 Reading

– Visser, F.S., (2005) "Contextmapping: experiences from practice,"

CoDesign, Vol. 1, No. 2, pp.119 – 149.

– Elizabeth B.-N. Sanders & Pieter Jan Stappers (2014) “Probes, toolkits and

prototypes: three approaches to making in codesigning,” CoDesign, Vol.10,

No.1, pp.5-14.

Lecture #4 IID_UX Prototyping 70

Homework

Lecture #4 IID_UX Prototyping 71

Persona Design Complete Probe Toolkits

Readings And Critiques

(Assign

Presenters for Each Paper)

1 2 3

Your Blog Post #8 - Find an

appropriate persona result form and complete your persona design exercise.

Your Blog Post #9 - Complete your Cultural

Package Toolkit Design

- Upload the images

Your Blog Post #10 - Summarize the papers - Add your critiques for each

papers

Submission Due : 11: 59 pm Sun. 29nd March