the review chapter 6.5 in sketching user experiences: the workbook image from parnell, r. sara, r.,...

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The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture Student’s Handbook. 2 nd Edition. Architectural Press. 2007.

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Page 1: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The ReviewChapter 6.5 in Sketching User Experiences: The Workbook

Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture Student’s Handbook. 2nd Edition. Architectural Press. 2007.

Page 2: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Receiving criticism is a fundamental part of learning in the studio. Make sure that your work is reviewed and discussed as often as possible.

Criticism is a fact of professional life… Incorporation of [the critic’s] modification almost always translates to an opportunity to make the work even more potent.”

Pressman, A. Architecture 101. A guide to the Design Studio.

Wiley Press. (page 3, condensed)

Modified from How to run a design crit, by Scott Berkun

Page 3: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Presenting ideas for critique

Sketches are an invaluable conversational prop• present your sketches so people – your critics – can

understand the key points behind your work

• critics verbally review your work o summarize your ideas so you can correct misconceptionso its strengths, weaknesseso what could be improved by offering solutionso challenging you to think differently

• gather feedback (record them in sketchbook)

• reflect on criticism and re-evaluate your ideas (the design funnel)

Page 4: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Elevator Pitch

Take every opportunity to tell others about your idea• A 30 second to 2 minute summary, anywhere, anytime

The ChallengeKnow your message

I can’t overemphasize the importance of being clear in your own mind of what you want the audience to get from your presentation. Only then can you really concentrate on doing a good job of getting it across. –Bruce Macdonald

Page 5: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Elevator Pitch

Structure• who you are and your role.• the problem you are working on • the motivation behind it.• your design idea, e.g., a storyboard in the sketchbook can

rapidly illustrate this• invitations for feedback

Page 6: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture
Page 7: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Desktop Review

Situation• you work in a public environment (e.g. a studio)• surrounded by colleagues and mentors

Methods• present and invite critique of on-going work from your desk• physical sketches / sketchboards around desk as teasers• digital sketches /videos displayed on computer screen • a feedback pad so you can always capture comments

Page 8: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture
Page 9: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Meeting

Situation• arrange meetings with colleagues, mentors, users, etc. • you are explicitly seeking feedback at opportune times

Training your audience and yourself• stress you will get more value if they

o state strengths but also expose weak ideaso state what could be improvedo state how to improve it (design alternatives)

• take turns (round robin, several rounds)o 1st person: what they likeo 2nd person: what could be improved.

• listen o don’t defend / discuss your work as people provide feedback

• open up a discussion around their key pointso get them to clarify issues and to discuss solutions

Page 10: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture
Page 11: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Formal Review (Design Crit)

The Issue• as a design funnel unfolds, teams need a way to formally

understand, explore and evaluate the current design direction and alternate solutions

The Challenge• create the openness needed for good ideas to surface• cultivate feedback & criticism necessary to resolve open

issues• evaluate, change and/or extend existing ideas

Modified from How to run a design crit, by Scott Berkun

Page 12: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture
Page 13: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Its not about you

Page 14: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Its about your idea

Page 15: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Formal Review (Design Crit)

Goals• decide on focus, e.g.,

o overall concepto idea evolutiono innovative aspectso higher level user, customer and business goals o usefulness and usability,o cost, engineering constraints (later on)o red light/green light

Modified from How to run a design crit, by Scott Berkun

Page 16: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Formal Review (Design Crit)

Constraints • limited time• mixed audience (peers, senior people, lay people, outsiders)• small audience (informal atmosphere)• equipment setup

Page 17: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Formal Review (Design Crit)

What you do• be prepared (practice!)• present your work• visually and verbally explain your work• demonstrate your work• illustrate the flow (maybe a step by step walkthrough)• listen to responses• learn from responses• note down responses / ideas (sketchbook)• don’t defend

Page 18: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

The Formal Review (Design Crit)

What the audience does• listen• question• probe• critique

o positive feedbacko constructive feedback o improvementso design variationso design suggestionso compare (with competing designs)

• challenge the design, o provoke new ways of thinking about it

• different perspectives o different stakeholders give different feedback)

Page 19: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Game rules

Respectful• all listen• all contribute• all engage• all discuss

Page 20: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Game rules

General rules of order• start with clarifying questions

o assumptions, goals, expected experiences, operation…• listen before speaking

o understand, reflect, then voice an opinion…• explore alternatives

o questions that surface other possible design choiceso postpone judgments unless there are obvious gaps

• point out problemso given what you know of customers, scenario of use, etc.o provide solutions if possible

• avoid absoluteso make points that refer back to the design goal

Modified from How to run a design crit, by Scott Berkun

Page 21: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

You now know

• elevator pitch: for gathering quick reactions to your ideas at any moment

• desktop review: for garnering feedback from the people around you (e.g., colleagues and mentors)

• the meeting an event planned by you whenever you need feedback, where you can choose who attends

• the review, or crit are periodically scheduled sessions where you formally present and gather feedback from decision makers, senior designers, managers, clients, and peers

Page 22: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

Sources

1. How to run a design crit. Scott Berkun. www.scottbercun.com/essays/23-how-to-run-a-design-critique/

2. The Crit. An architectural student’s handbook. 2nd edition. Parnell, R. and Sara, R., with Doidge, C. and Parsons, M. (2007) Architectural Press.

3. Architecture 101. A Guide to the Design Studio. Pressman, A. 1993. Wiley Press.

Page 23: The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture

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