design and society lecture 4 an in-class design experiment tim sheard

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Design and Society Lecture 4 An In-class design experiment Tim Sheard

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Page 1: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Design and Society

Lecture 4

An In-class design experiment

Tim Sheard

Page 2: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Uploading into WebCT

• You must upload your asssignments. – I cannot grade them if they are not uploaded.– Go back and upload writing assignments 1 and 2,

even if you handed them in as hard copy.

• WebCT does not handle exotic formats.– Upload only Office 2003 .doc files

• office 2007 can write both worrd 2003 .doc and .txt files

– or .txt files– or .pdf files

Page 3: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Project #1

• The next two weeks will be focused on project #1. The Universal Design of a Everyday Object.

• The assignment has 5 parts, due on 4 separate days (2 of the 5 are due on the same day).– The first part is due in 5 days in Monday, Oct 8.

• The project culminates with a Design Fair on Monday, October 22.

• More on the project in Mentor Session

Page 4: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Design as a Skill

• Design is a complex technique that can be studied and perfected.

“To regard thinking as a skill rather than a gift is the first step towards doing something to improve that skill.”

- Edward de Bono, Practical Thinking

Page 5: Design and Society Lecture 4 An In-class design experiment Tim Sheard

IDEO’s Design Process

Understand

Observe

Visualize

Evaluate and Refine Prototype

Implement

MarketClientTechnologyConstraints

Later challenge perceivedconstraints.

Real people in real situations

New-to-the-world concepts and customers. Simulate.

Quick iterations. Series of Improvements.

Ready for commercialization.

Page 6: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Our version of IDEO’s Design Process

Understand

Observe

Visualize

Evaluate and Refine Prototype

Implement

MarketClientTechnologyConstraints

Problem Statement

User Needs Determine Criteria

Design AlternativesPrototypes or sketches

Use Pugh Process to Evaluate and Refine. Select best alternative.

Document final designand process.

Our Outputs

Page 7: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Step 1: Understand• Understand: Market, client, technology and

constraints• Do not assume the solution.

– Bad statement: “design a toy vacuum”– Good statement: “Kids have lots of little toys all over the

floor. They need an easy way to pick them up and store them.”

• Focus on action. Verbs.– What does it need to DO?

• Get agreement from stakeholders.

Output = Problem Statement

Page 8: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Ideas

• Document idea list. Each should have a problem statement.– Not “thermos”, but

“need to transport hot liquids and be able to drink at school”

• The chosen idea needs a few sentences of explanation.

Page 9: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Step 2: Observe

• Observe real users in real-life situations.– Focus on actions.– Consider the environment.– See what comes naturally to people.

• Don’t – ask people what they do or what they want.– rely on market surveys or focus groups.– Assume you already know the solution

• There are no dumb questions.• Find rule breakers. Who does it differently?• Document observations. Photos, descriptions,

summaries.

Page 10: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Good observations

• Photos are the easiest and most effective way to document observations.

• Descriptions should be specific and should be what you actually saw. Not what you think.– Younger woman getting on bus. Carrying purse and

with large backpack on back. Set purse down at her feet, took backpack off awkwardly and searched through front pocket to find change. Carried backpack by top handle in the same hand as purse strap as she moved to a seat. Sat down and placed backpack at her feet and purse on lap.

Page 11: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Observations CriteriaObservation Criteria

Kids have little hands. Need large buttons, etc.

Kids don’t like picking up. Needs to be fun and easy.

Hard to pick up little things like Legos.

Quickly pick up small items.

Kids don’t read directions. Operations must be self-evident. Can’t let kids get hurt if they do the wrong thing. Easy. Safe.

Short attention span. Easily distracted.

Same as above. Easy and quick.

Smaller kids use larger motions (i.e. hands instead of fingers.)

Large buttons.

Page 12: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Other criteria

• Always consider Universal Design Principles. Only discard if they don’t match at all.– Define what they mean to your design.– Equitable use: kids of different sizes or ages,

adults, kids in wheelchairs, blind, …?

• Always consider cost.

• Always consider safety.

• Usually consider aesthetics. (Looks, etc.)

Page 13: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Universal Design

• The design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design.

Page 14: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Universal Design

1. Equitable UseThe design is useful and marketable to people with diverse abilities.

2. Flexibility in UseThe design accommodates a wide range of individual preferences and abilities.

3. Simple and Intuitive UseUse of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level.

Page 15: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Universal Design4. Perceptible Information

The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities.

5. Tolerance for ErrorThe design minimizes hazards and the adverse consequences of accidental or unintended actions.

Page 16: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Universal Design

6. Low Physical EffortThe design can be used efficiently and comfortably and with a minimum of fatigue.

7. Size and Space for Approach and UseAppropriate size and space is provided for approach, reach, manipulation, and use regardless of user's body size, posture, or mobility.

Page 17: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Step 3: Visualize

• To “visualize” IDEO uses things like storyboards, videos, prototypes, etc.

• The result is design alternatives.• Very effective, but may not be practical for

this brief exercise. • We’ll mostly use sketches to document our

design alternatives. A model, prototype, Photoshop image, or CAD rendering would be excellent if you prefer.

Page 18: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Design Alternatives• A design alternative is not a feature.• Features: Big buttons. Automatic turn-off. Shaped

like rocket. Removable containers for storage.• An alternative includes various features.

– Alternative 1: Rocket shaped toy vacuum with removable containers for storage.

– Alternative 2: Rolling scoop made of plastic.– Alternative 3: Scoop connected to detachable

storage.– Alternative 4: Small version of shop vac.

• To fully convey description and a sketch.2

Page 19: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Design Statement

– College instructors (and students) have lots things they have to organize and bring to both class and lab sessions. For example, as a Freshman Inquiry instructor I often need to bring a computer, graded assignments, video tapes, visual aids, project materials etc. Some things I need every day, others only on occasion. We need an easy way to organize and transport such items.

Page 20: Design and Society Lecture 4 An In-class design experiment Tim Sheard

The rest of today

• In class– understand– observe

• spend the last 35 minutes of class time observing behavior “in the wild”

• In mentor session– go over observations– visualize

Page 21: Design and Society Lecture 4 An In-class design experiment Tim Sheard

Process• Understand (in class today)

– what’s the problem– interrogate Prof. Sheard and Liz

• Observe (in class today)– what do real people do

• watch other people use, unpack, transport etc• interview other FRINQ instructors• what’s currently in use

• Visualize (in mentor session today)– Brainstorm – Make a choice

• Evaluate and refine prototype– Draw up prototype designs. (In mentor session)– Use Pugh Process to decide. (In Class Monday, Oct 8)

• Implement