csc8605-005 mocking up (simon bowen, newcastle university)
TRANSCRIPT
Our plan for this morning!
• Learning Aim:
To understand what mocking-up is, when it can be useful in
design, and how to apply it.
• Group work (method taster)
• Collective discussion
• Summary at the end
• Break around 11am
Setting the scene: Design is…!
• Relevant and transformative
• Tradition and transcendence
(Ehn, 1988)
So, as designers/researchers: !
• Why don’t we just talk to people?
• Why don’t we just observe people?
• Why don’t we just build and test?
Group task:!
• What were the important characteristics of mock-ups?
• And how were they used? (by designers, by participants)
Mocking-up = Prototyping?!
Prototypes (Houde & Hill, 1997) (and SB):
• Role (‘behaves like’, function)
• Implementation (‘works like’, technology)
• Look and feel (‘looks like, feels like’, experience)
Prototyping (Floyd, 1984):
• For exploration (clarifying features, requirements)
• For experimentation (determining adequacy, testing)
• For evolution (adapting to changing requirements in use)
Taster (part 1)!
• Choose an activity of interest where technology could have an impact. (Your project, another idea, something we can try out this morning)
• Construct some mock-ups for a digitally-supported
version of this activity
• (We’re going to try them out, later…)
Re-cap: Mocking up!
• ‘Act out’ familiar activities and explore implications of technological intervention
• Activities similar to existing practices (language-games - Wittgenstein)
• Mock-ups understandable as not the real thing – placeholders
• Designing for use more than form
• ‘Break downs’ (stop ‘acting out’ and focus on mock-ups) direct design work (from ready-to-hand to present-at-hand – Heidegger)
From Low to High Fidelity!
• E.g. UTOPIA simulating high-resolution displays
• Losing the ‘understandability’ of mock-ups132
From Low to High Fidelity!
• Where are today’s technological revolutions?
• How do we mock these
up?...
• http://youtu.be/
YWyCCJ6B2WE
Taster (part 2)!
• How might you simulate some of the technological interactivity?
• (Do it if practical in the time)
Trying it out…!
5 minutes/group:
• Explain your context/activity
• Get volunteer(s)
• ‘Act out’ with mock-ups
Think about:
What went well/not so well, challenges, opportunities
Mocking Up - Summary (1 of 2)!
• Balancing relevance and transformation (tradition and transcendence)
• How to involve people in decisions about technology
when technology can be hard to understand?
• About designing to support activity through use, not
abstract evaluation
• Mock-ups to ‘act out’ activities
Mocking Up - Summary (2 of 2)!
• Mock-ups need to be understandable as not real thing
• Activities using mock ups should be familiar
• Break downs useful points to reflect on design
• High resolution can mean less understandable
• ‘Wizard of Oz’ – simulate, don’t build!
• Better suited to collective, social activities and
incremental innovation?
Further reading!
Ehn, P. (1988). Work-Oriented Design of Computer Artifacts (p. 496). Stockholm: Arbetslivescentrum. Retrieved from http://www.diva-portal.org/smash/get/diva2:580037/FULLTEXT02
- Discussions of participatory design via the lens of Heidegger (Chapter 2) Wittgenstein’s language-games (Chapter 4).
Floyd, C. (1984). A systematic look at prototyping. In R. Budde, K. Kuhlenkamp, L. Mathiassen, & H. Züllighoven (Eds.), Approaches to Prototyping (pp. 1–18). London: Springer Verlag. Retrieved from http://www.daimi.au.dk/DIS/materialer/Floyd_Systematic.pdf
Houde, S., & Hill, C. (1997). What do Prototypes Prototype? In M. G. Helander, T. K. Landauer, & P. V Prabhu (Eds.), Handbook of Human-Computer Interaction (Vol. 2, pp. 367–381). Amsterdam, The Netherlands: Elsevier Science B.V.