ITP / SED Day 1

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— www.nordkapp.fi — @Nordkapp Strategy & Experience Design ITP 2011 Aalto University School of Economics Sami Niemelä Creative Director, Nordkapp [email protected] @samin 01 Tuesday, June 7, 2011

description

First day of lectures from Aalto University School of Economics' ITP summer programme's Strategy and Experience. https://itp.hse.fi/ Contents: Introduction, about the course, what is design and experience made of?

Transcript of ITP / SED Day 1

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— www.nordkapp.fi— @Nordkapp

Strategy & Experience Design

ITP 2011Aalto University School of Economics

Sami NiemeläCreative Director, Nordkapp

[email protected]@samin

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ABOUT ME/

Hello!

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— Introductions— About SED— What is Design?— Case Studies

TODAY

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/ABOUT ME

1996 TAMK

1998-2002 BA (Interactive Design) at TTVO

1998 IOM

1999-2002 Poko Rekords

97… 98 99 ’00 ’01 ’02 ’03 ’04 ’05 ’06 ’07 ’08 ’09 ’10

2000-02 Alma Media

1997+ Freelance

2003 Luxus2004-05Nine Yards Design

2005-07 Nokia Design FI/UK

Nordkapp

’11 +

2004 - Lecturing Strategy and Experience Design at Aalto University Business School 2010

UX-LxLisbon

2011 Cognitive Cities Berlin

Current workPast work

StudiesTalks / Teaching

2011 PLAYFUL ’11 London

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HELLO,WE ARE NORDKAPP.

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Sensemaking

We make sense of your business challenges through design by finding the right questions.

Deliverables: Design thinking, system design, personas, strategic frameworks and business design.

OFFERING

Concept Design

We use human centric design to innovate meaningful and viable concepts that people will love to have and use.

Deliverables: Low-to-high fidelity concepts for products, services and platforms

Interface Design

We deliver visual design, interaction design and experience design for interfaces, services, interactive environments and physical objects.

Deliverables: Interfaces, graphics, prototypes and services for mobile, touch, web and urban informatics.

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TITLE TEXTOUR TYPICAL DESIGN PROJECT

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OUR DESIGN FRAMEWORK

I Analysis & Insight II Concept Design III Detailed Design IV Implementation

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HELSINKI

http://www.ixda.org/

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AboutSED

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In three weeks, you will learn how to design real products and services for real people.

GOALS

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RULES + HYGIENE

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— Participation is mandatory.

RULES + HYGIENE

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— Participation is mandatory. — Being here = passing the course

RULES + HYGIENE

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— Participation is mandatory. — Being here = passing the course— ALL group and individual assignments are required to pass.

RULES + HYGIENE

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— Participation is mandatory. — Being here = passing the course— ALL group and individual assignments are required to pass.

—Start at 9

RULES + HYGIENE

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— Participation is mandatory. — Being here = passing the course— ALL group and individual assignments are required to pass.

—Start at 9— break at 11

RULES + HYGIENE

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— Participation is mandatory. — Being here = passing the course— ALL group and individual assignments are required to pass.

—Start at 9— break at 11 — finish 12:30-ish.

RULES + HYGIENE

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Monday

Introduction

• You are here

Tuesday

Who are our customers? — Design deliverables— Personas

Thursday

What are we doing?

— Design Principles— Design Drivers

Friday

What’s the story we’re telling?

— Customer journey— Touchpoints— Scenarios

SCHEDULE WK 1

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SCHEDULE WK2

Monday

Graphic Design

— Typography— Visual Design 101

Tuesday

Interaction Design

— Information Architecture— UX Flows

Thursday

Design Review + workshop— per project group

Friday

Detailed Design

— content TBA— per project group

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SCHEDULE WK3

Monday

Design Review

Tuesday

Studio work:Iteration & Improvement

Thursday

Studio work:Iteration & Improvement

Friday

Final Presentation on Design

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The basics; human centric design, design research, making strategy tangible…

WEEK 1

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Getting more concrete; design as a craft, fleshing out the details…

WEEK 2

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90% hands-on, tackling design challenges and having daily design reviews.

WEEK 3

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(Probably) not what you’ve used to.

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Modern design as it should be done. Studio work, hands-on iteration, co-creation, reviews, assignments, and so forth.

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HOW?

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— Think out loud

HOW?

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— Think out loud— Post everything on the wall: on computer, it’s invisible

HOW?

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— Think out loud— Post everything on the wall: on computer, it’s invisible— Try out things and fail

HOW?

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— Think out loud— Post everything on the wall: on computer, it’s invisible— Try out things and fail— Have arguments of things

HOW?

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— Think out loud— Post everything on the wall: on computer, it’s invisible— Try out things and fail— Have arguments of things— Challenge yourself and others

HOW?

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— Think out loud— Post everything on the wall: on computer, it’s invisible— Try out things and fail— Have arguments of things— Challenge yourself and others— Don’t assume, prove

HOW?

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— Think out loud— Post everything on the wall: on computer, it’s invisible— Try out things and fail— Have arguments of things— Challenge yourself and others— Don’t assume, prove— Have fun, enjoy what you do

HOW?

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How about you? What brought you here?

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LECTURE

What is Design?

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TITLE TEXTA TYPICAL DESIGN PROJECT

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Cognitive Science

image credit http://www.flickr.com/photos/findingfaces/4956018364

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Design Research

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Apps,Products,Services,etc

shadow cities http://shadowcities.com

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photo credit or URL here, strtch to leftcellphone coverage project Sha Hwang @ Stamen

Data

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A Look Back

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1995

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1998

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1999

screenshots http://www.flickr.com/photos/lanceosborne/

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2000

screenshots http://www.flickr.com/photos/lanceosborne/

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2000

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2002

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2004

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http://www.leoburnett.ca/FLASH/index.htm

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2006

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square http://squareup.com

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2010

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windows phone 7

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responsive web design dConstruct 2020 / Clearleft UK

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2010 End of Control

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http://punchcut.com/perspectives/expanding-universe-toolset-managing-screen-resolutions

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2011

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Web = 99% typography

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musiikkituottajat ry http://ifpi.fi

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typekit http://www.typekit.com

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Browseras Canvas

unfold http://www.unfold.no

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nike better world http://www.nikebetteworld.com

http://www.nikebetteworld.com

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“Post Digital __”

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nappula Forum Virium / Helsingin Kaupunki

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sitra / low2no project, jätkänsaari, helsinki http://www.low2no.org/

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2012+

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Title Text

spotify radio Jordi Parra, http://zenona.com/

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mutewatch http://mutewatch.com

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http://designmind.frogdesign.com/blog/envisioning-your-future-in-2020.html

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photo credit or URL here, strtch to left

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WCAG-2 / section 508

compliance

colorscheme and contrast media use

graphic elements

placement

of elements

naming and

categorization

tone of voice

typography navigation

intuitiveness

structure

appropriate for

purpose

expected

information

no unexpected errors

conformity consistency

verifyability

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VALUE

findability accessability desirability usability

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“What about XYZ?”

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User Experience

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“UX is an acronym for "user experience." It's a term used to describe the overall experience and satisfaction a user has when using a product or system.…[…] …UX is the sum of a series of interactions. ”

http://www.fatdux.com/blog/2009/01/10/a-definition-of-user-experience/

— Eric Reiss / FatDUX

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1. user interface design2. a step in the process3. about technology4. just about usability5. just about the user6. expensive7. easy8. the role of one person or department9. a single discipline10. a choice

UX IS NOT

http://mashable.com/2009/01/09/user-experience-design/?cp=2

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ServiceDesign

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“Service design addresses the functionality and form of services from the perspective of clients. It aims to ensure that service interfaces are useful, usable, and desirable from the client’s point of view and effective, efficient, and distinctive from the supplier’s point of view”

—Birgit Mager, Köln University

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http://kipworks.com/upmc_holisticbook.pdf

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TOUCHPOINTS

http://kipworks.com/upmc_holisticbook.pdf

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http://www.servicedesigntools.org/repository

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Interaction Design

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

—Jon Kolko in Thoughts on Interaction Design

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—Bryan Zmijewski, ZURBhttp://www.zurb.com/article/135/is-will-and-should

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—David Armano, Logic + Emotionhttp://darmano.typepad.com/logic_emotion/2006/04/interaction_des.html

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Design Thinking

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“Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.”

—Tim Brown, IDEO

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ideo Keep the Change, 2006

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bruce nussbaum

“Design Thinking has given the design profession and society at large all the benefits it has to offer and is beginning to ossify and actually do harm.”

http://www.fastcodesign.com/1663558/beyond-design-thinking

—Bruce Nussbaum @ fastcodesign

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Information Architecture, Content Strategy, Design Fiction, Sketching Transmedia, Prototyping, etc etc ad nauseum

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CaseStudies

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Säästöpankki Oman talouden tuokio

CASE

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“The bank wants to stand out as more human, and closer to our customers. We’ve identified an opportunity in our private customer products — please help us to synthesize this and make it happen.”

BRIEF

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RESEARCH AND ANALYSIS

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PERSONAS

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CONCEPT

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CONCEPT

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Vuoden Huiput 2011 Hopeahuippu Palvelumuotoilussa

CONCEPT

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— a clear increase in sales—Almost all the competitors have—copied the idea

— Silver in Best of year / Service Design!

RESULTS

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SuomiTVTap the TV - TV concept for multitouch tablets

CASE

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“What is the Future of TV, and how do is watching TV changing because of multitouch tablets?”

BRIEF

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BENCHMARKING

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CONTEXTUAL INQUIRY / INTERVIEWS

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SYNTHESIS

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CO-CREATION, PROTOTYPING

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CONCEPT

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UI SCENARIOS

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INTERFACE VISUAL DESIGN

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FINAL GRAPHICS

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Q&A time!

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The End.See you tomorrow!

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