Teaching Methodology

The Tutorial is a "project based" Methodology and will use mostly specific exercises. One Topic is develop for 1, 2, or 3 lesson unit. Specific application will be announced during the class for training and then, more complete exercises will follow.

Each exercise aim to develop one or more topic.
during the exercise, the professor may interrupt the class to explain specific issue.

At the end of the semester, the student will present a project with graphic board + interactive project.

Saturday, January 31, 2009

GUI TOOL

Low fidelity prototype:
High fidelity prototype:
Slide prototype:
Graphic element:

Iphone

http://tw.youtube.com/watch?v=YgW7or1TuFk

Interface : Subtle detail (SLIDE)

http://www.slid
Publish Post
eshare.net/garrettdimon/application-interface-design

Game interaction studies (SLIDE)

http://www.slideshare.net/avantgame/game-studies-download-30

Inspiration: new patterns for interface design (SLIDE)

http://www.slideshare.net/stephenpa/inspiration-from-the-edge-new-patterns-for-interface-design

User experience-design heuristics (SLIDE)

http://www.slideshare.net/NathanaelB/user-experience-design-heuristics-presentation?src=related_normal&rel=962087

Digital trends (SLIDE)

http://www.slideshare.net/pjcollings/digital-trends-patrick-collings-presentation-929141

interaction design and children (SLIDE)

http://www.slideshare.net/ferrydd/interaction-design-children-2002-conference-highlights

Interaction design and psychology (SLIDE)

http://www.slideshare.net/ferrydd/2002-02-interaction-design-and-psychology-ferry-den-dopper

the language of interaction (SLIDE)

http://www.slideshare.net/billder/the-language-of-interaction

the language of interaction (SLIDE)

http://www.slideshare.net/billder/the-language-of-interaction

Human-use Experience Analysis (APPL)

This analysis will provide you with the opportunity to assess and suggest improvements for an interactive exhibit or device intended for public use. It will develop skills that should be applied when you explore ideas for the course project. Additionally, you will gain experience designing and making web pages.

You will be creating an interactive user experience for your analysis of an interactive experience!

The analysis is a significant portion of the grade and is expected to be thoughtful and professional. If you have not already done so, you may want to read the PVR use-analysis example before starting. There are also examples (example 1, example 2).

To start
Decide on what interactive exhibit or device you want to analyze. You might consider something that is pertinent to the project.

Analyze the user-experience
Perform secondary research related to the exhibit or product to develop an understanding of who it is intended for, the functions it is intended to provide, and the desired user experience.

Observe the use of, ask users about, and personally experience the interactive exhibit or device. Who uses it and how? What is the experience like? What does or does not work? Do people want something different?

Consider the entire use process. Taking pictures and video can be very valuable.

Do an improvement analysis
Use what you have learned to suggest the two most critical aspects that are in need of redefinition or improvement. Propose preliminary design solutions.

Prepare your report
Describe: the exhibit or product; the prioritized, key needs it is intended to fulfil; and the planned user experience.

Contrast this information with the observational and experiential data that you have collected.

Provide a rationale for your proposed improvements and describe them.

Compose your analysis in the form of a web page or series of web pages. The report should be no longer than the equivalent of 5 'normal' printed pages.

Present your findings in a professional, easy to comprehend fashion. Any type of media may be used in the report if it benefits communication. Reference your information sources.

User Experience Storyboard (APPL)





















The goal is to design a user's experience related to the design opportunities for the course project.

This graded activity will allow you to refine your loose ideation sketching skills while crafting a storyboard that describes your proposed user experience.

A storyboard is a series of panels that depict key scenes, actions, visuals, and annotations that define the highlights of a user experience. Imagine a comic strip with explanations adjacent to each panel. According to wikipedia, storyboarding was developed by animators at Walt Disney studio. Storyboarding is now applied to the design of almost any user experience, ranging from movies, to games, to consumer products, to instructional design. Sketching a storyboard before using software to make presentation slides, even when preparing technical presentations or a thesis defense, is an effective and efficient way to design a clear, understandable experience for your audience. The course instructor uses storyboards when developing class lectures (hopefully your knowledge of this does not undermine the perceived value of storyboarding!).

In addition to developing a storyboard, you will also have the opportunity to practice brainstorming techniques with your team and apply lessons from your user-experience analysis, which is underway simultaneously.

To start
Review the project brief materials to refresh your memory. Have a brainstorming session, or multiple sessions, with your project team to enumerate ideas for the project. Focus on developing key experiences or scenes for the overall adventure.

Document the results of the brainstorming activities so that each team member can individually use the brainstorming materials to develop their own user-experience storyboards.

Generate user-experience storyboard alternatives
Using the team brainstorming as raw material, work as an individual to explore, in storyboard form, a number of alternative user experiences. A few template variations for thumbnail storyboards may be helpful (style1, style2, style3). The space above each panel is for a caption while the space below allows you to add explanatory annotations.

If you are having troubles with figures in your story board, you can always take pictures of small wooden mannequins and use prints as underlays. A number of pictures in different poses are available for this purpose.

Prepare your submission
Pick your top storyboard and prepare it as a web pages(s) for submission. Prepare the materials in a professional, easy to read format. Some examples from a previous year are online (example 1, example 2, example 3).

Information about web-authoring software was provided in the description of the human-use experience analysis. A scanner is available in the 2.744 project space. There is also a multimedia software facility on campus.

Personal experience (APPL)












Personal experience

From Wikipedia, the free encyclopedia

Personal experience of a human being is the moment-to-moment experience and sensory awareness of internal and external events.

History

An early belief of some philosophers of Ancient Greece was that the mind was like a recording device and simply kept somehow-objective records of what the senses experienced. This was believed in the Western world into the 20th century until cognitive psychology experiments decisively proved that it was not true, and that many events were simply filled in by the mind, based on what "should be". This among other things explained why eyewitness accounts of events often were so widely varied.

In Ancient Rome it was believed that personal experience was part of some divine or species-wide collective experience. This gave rise to notions of racial memory, national mission, and such notions as racism and patriotism. It was likely easier to create political movements and military morale with such notions, than a strictly personal idea of experience. Carl Jung and Joseph Campbell were notable investigators of these ideas of collective experience in the 20th century.

During The Enlightenment, there was rigorous investigation of these ideas. Immanuel Kant noted that it was only possible to explain "experience and its objects" as a consequence of each other: either experience makes those objects possible, or those objects make experience possible. This is seen today as dualism, and denying the possibility of a third thing making both experience and whatever reality its objects have, both possible. That thing could be a more universal cognition, as proposed in some versions of Christianity or Gaia philosophy.

cause & effect experience (APPL)



Causality
From Wikipedia, the free encyclopedia

Causality denotes a necessary relationship between one event (called cause) and another event (called effect) which is the direct consequence of the first.[1]

Though cause and effect are typically related to events, other candidates include processes, properties, variables, facts, and states of affairs; which of these make up the correct causal relata, and how best to characterize the nature of the relationship between them, has as yet no universally accepted answer, and remains under discussion.

According to Sowa (2000),[2] up until the twentieth century, three assumptions described by Max Born in 1949 were dominant in the definition of causality:

1. "Causality postulates that there are laws by which the occurrence of an entity B of a certain class depends on the occurrence of an entity A of another class, where the word entity means any physical object, phenomenon, situation, or event. A is called the cause, B the effect.
2. "Antecedence postulates that the cause must be prior to, or at least simultaneous with, the effect.
3. "Contiguity postulates that cause and effect must be in spatial contact or connected by a chain of intermediate things in contact." (Born, 1949, as cited in Sowa, 2000)

Introduction on Interaction


Interaction is a kind of action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, as opposed to a one-way causal effect. A closely related term is interconnectivity, which deals with the interactions of interactions within systems: combinations of many simple interactions can lead to surprising emergent phenomena. Interaction has different tailored meanings in various sciences. All systems are related and interdependent. Every action has a consequence.

Casual examples of interaction outside of science include:

(see more information on wilkipedia)

Sunday, January 18, 2009

Understand User (APPL)

Define a User Persona board for 3 user group:
  1. Choose the right illustration (www.gettyimages.com)
  2. explain his social life, friend network, job position, hobby, etc...
  3. Integrate in a powerpoint for presentation
Discuss in team your finding
observe the social difference and motivation.

How to think new services? (APPL)

A-Analysis

  1. Review the available technology
  2. Review the social context: macro, micro trend
  3. Review the information technology trend
  4. Understand the existing project in similar business
  5. Study the winner project and investigate the "killing" successful element
  6. Learn by testing the user
  7. Listen the user

B-Brainstorm

C-Develop the ideas

Human to machine interaction (APPL)

  1. Choose an existing service, with human interaction, without technology.
  2. Analyse each action, user goal for specific need, step to reach specific goal, environment in a time frame.
  3. Define emotional user feedback for each step
  4. Simplify the system by choosing important action and redefine in an algorithm.

Discuss in team how to:
  • reduce step
  • Add positive feedback
Create low fidelity prototype.

Ex: post office, asking your way in street, working in library.

Digital Interaction in the city

  1. Choose a service (MRT payment, Bus Payment, Motorcycle dashboard, ATM machine)
  2. Refine the scenario, with actor, each step, and user goal
  3. Represent all the user goal in a diagram wit time reference.
  4. Include important information like sound, specific contrast, specific letter or graphic)
  5. Discuss in Team

Picture Phone & parents

1-Observe the different relation
parents+ phone
Child + phone
2-from your observation, create a service for child, integrated in Parent mobile.
3- Create a low fidelity prototype and test it
4- Write conclusion and recommendation

Extend the usability Success (APPL)

  1. Choose a successful mobile application
  2. define what work well
  3. by extension of the I/O and service, extend the application with other services
  4. Keep observing relevant services and make record

from Desktop to PC (APPL)

  1. Choose a simple software
  2. Select a simple action, with several step to reach specific goal.
  3. Rewrite the scenario (draft)
  4. Reorganize on small display, considering the new Input environment. (Keypad)

3 levels of experience (OBS)

Choose a famous brand mobile phone, and define the relevant point:
  1. look and feel
  2. behavior: early relationship with product
  3. Social & reflective: with the user
Make a presentation with illustration.

Transparency management (OBS)

  1. Study previous transparency UI
  2. Consider a platform you want to redesign
  3. Decide the priority of each action and UI
  4. Reorganize with transparency feature

Breathing UI - Redesign

  1. Study existing interface and keep the main architecture
  2. Replace graphique element with efficient relevant manner
  3. Make low fidelity prototype

Gesture app

  1. Take a large screen display user can interact with.
  2. Investigate the body movement to help the interaction with "machine"
  3. Chose appropriat movement
  4. Design Prototype