ITP / SED Day 6

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Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/Contents: Interaction design, designing for flow, prototyping

Transcript of ITP / SED Day 6

— www.nordkapp.fi— @Nordkapp

Strategy & Experience Design

ITP 2011Aalto University School of Economics

Sami NiemeläCreative Director, Nordkapp

sami.niemela@gmail.com@samin

06

InteractionDesign

“Interaction Design is the creation of a dialogue between a person and a product, service or system.”

—Jon Kolko in Thoughts on Interaction Design

TheLargerContext(s)

graph Ville Tikka / wevolve.us

designer “user”

technology

business

“Complexity isgood. Simplicity can be misleading.”

user experience wheel http://userexperienceproject.blogspot.com/visualisation Facebook usage

“…but complexity is good only if it is understandable, sensible, and meaningful.”

boxee remote http://boxee.tv

“As we learn to “intuitively” use a product, we are in fact illustrating the scope of our past experiences with it.“

—Jon Kolko in Thoughts on Interaction Design

http://swipe.nokia.com

Usable, Useful and Desirable

Usable

Useful

Desirable

Designingfor Flow

http://www.boxesandarrows.com/view/design-for-emotion

Attention and Flow

DESIGNING FOR FLOW

1— A clear goal2—Immediate feedback3—A challenge you’re confident with

CAUSES OF FLOW

—Total concentration and focus—A sense of control over interactions—Openness to new things—Increased exploratory behavior—Increased learning—Positive feelings

CHARACTERISTICS OF FLOW

—Loss of consciousness of self—Distortions in the perception of time—Activity is perceived as intrinsically rewarding

CONSEQUENCES OF FLOW

“As we learn to “intuitively” use a product, we are in fact illustrating the scope of our past experiences with it.“

—Jon Kolko in Thoughts on Interaction Design

chal

len

ges

skills0 high

high Anxiety

Boredom

Flow Channel

Anx

iety

, Bor

edom

and

Flo

w (

Csi

ksze

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0)

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Causes of Flow

A clear goal

1Immediate feedback

2Challenge balanced

with one’s skills

3

Different users

Novice users Experienced usersExploration

Entertainment

Less Challenges More Challenges

Less Exploration

Connected with tasks

Tasks and subtasks

“Produce a podcast”— Collect Information— Interview Someone— Record My Parts— Edit Audio— Mix audio— Write Show Notes— Produce the files— Upload Files to Host— Build Corresponding Show Notes Post

EXAMPLE

— Input- audio mix from GarageBand 3 and Show Notes in Text Editor.— Work- Play through audio once, listening for big mistakes.— Send the file to iTunes.— Inside iTunes, select the file, choose Get Info.— Edit info, inserting show notes and links into Lyrics tab. Doublecheck.—Choose “Convert File to MP3.”—Play the new MP3 file once it’s converted.—Move MP3 file to upload area.—Output- Upload Files to Host flow

EXAMPLE

HIGH LEVEL FLOW

HOME VIEW SUBCATEGORY 1 SUBCATEGORY 2 PRODUCT DETAILS PURCHASE PATHS X N

IN DETAIL

Flesh out your scenario from week one into a task flow. Design the interactions within it.

EXERCISE

60MINUTES

Making things tangible

UI SCENARIOS

Prototyping: Build a prototype of an interaction relating your project. Draw it out on paper, step by step.

EXERCISE

90MINUTES

Document your work: the task flows and prototype, send by email.

FRIHOMEWORK

WHERE?Deliver to sami.niemela@gmail.com w/ title “GROUPNAME Flows and prototype”

Design Review of team project: show & tell of design process + progress so far, design critique.

THU WHERE?Present at class on ThursdayDeliver to sami.niemela@gmail.com w/ title “GROUPNAME Design Review 1 ”

Q&A time!