Video sketching ucrac16
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Transcript of Video sketching ucrac16
costs & wishesformular for traveling in front of Sørens office
wishlist for stuff on facebook
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till monday...Generate five video sketched ideas
Uploaded to the web-side
Arrange meeting with case-partners (skype of IRL)
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Greenberg et al 2011
multiple ideas matters!
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animation-based sketching to explorefuture user experiences
Peter VistisenAssistant Professor, nice guy
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Status...
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cluster 1
cluster 2
Merge the insight
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“Design is to design a design to produce a design.”John Heskett, 2005
symbolic representation
depictive representation
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John Heskett
“Design is to design a design to produce a design.”
From “Design: A Very Short Introduction”
onsdag den 14. september 16
John Heskett
“Design is to design a design to produce a design.”
From “Design: A Very Short Introduction”
noun (3)
verb
noun (1)
noun (2)
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John Heskett
“Design is to design a design to produce a design.”
From “Design: A Very Short Introduction”
noun (3)
verb
noun (1)
noun (2)
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Buuuuuuuuuuuuut…
“Design is to design a design to produce a design.”
Design in praxis always have one important alteration
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“Design is to design designs to produce a design.”
Buuuuuuuuuuuuut…Design in praxis always have one important alteration
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Data
The process
Concept
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Data
The process
Concept
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ConceptData
The process
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It’s a tough balance...
“Design is compromise.”
From Buxton’s “Sketching User Experiences” (2007)
formsfunctionsstylesproblemssolutionsstakeholdersknowledge domains
between
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The challenge qua BuxtonThe hard part of working with reflective design problems
Getting the right design......and getting the design right
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Getting the right design......and getting the design right
do we solve the right problem?
do we solve the problem appropriately?
The challenge qua BuxtonThe hard part of working with reflective design problems
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why is thisimportant
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Design is about products!Everything designed by humans can essentially be called a ‘product’
“We regard the form of a products as a synthesis of what is useful, usable, and desirable - that is, the content and structure of performance, human affordances, and product voice.”
Richard Buchanan 2011 ‘Design Research & The New Learning’
UTILITY
USABILITY DESIREABILITY
‘product’
UTILITY
USABILITY DESIREABILITY
‘product’
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The inertia of innovationWe need tools that allow us to avoid the pit fall of local hills
“In terms of stifling innovation, good ideas are more dangerous than bad ones. They take hold, assume momentum, and therefore result in intertia”
Buxton 2007
...intertia must be avoided onsdag den 14. september 16
...and Buxton won’t shut up!Billy Boy makes a clear summary of why exploration matter
“Without informed design - technology is more likely to do bad than good”
Buxton 2007
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Possible future ‘worlds’
The Future is kinda messy - but it’s also ‘hand made’
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...once upon a possible worldA theoretical framework som poetics may be our beginning
You and I Here and now
Possible world 1
Possible world 2
Possible world 3
Science fictional world
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“A kind of halfway between fact and fiction (...) telling
stories that appear real and legible (...) Offering some
sort of reflection on how things are, and how they
might become something else.”
–JULIAN BLEEKER - near future laboratory
Design + fiction
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a formal definition exist"Design fiction is the deliberate use of diegetic prototypes to suspend disbelief about change."
Bruce Sterling, 2012
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it’s all in the ‘what if ?’
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“A proposable good solution to a design problem, within a certain context ”
Professor Jon Kolko, 2009
What if?
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What if X condition(s) were true?
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...a lot of real design comes from real past ideas of fiction
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Minority Report
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...and head on to 2012
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Remember the diegesis“Filmic depictions of future technologies are actually ‘diegetic prototypes’ that demonstrate to a larger audience a technology’s need, benevolence, and viability. Diegetic prototypes have a major rhetorical advantage over true prototypes: in the diegesis these technologies exist a ‘real’ objects already implemented, which people actually use.”
David A. Kirby “The Future is Now”
...stories matter a lot in terms of domesticating an ideaonsdag den 14. september 16
Props & PrototypesThink of design as prop-making for the near future. Design makes objects (non-humans) around which stories/conversations ensure, and imaginary worlds come into being.
...the same goes for the ‘immateriality of services’onsdag den 14. september 16
A good example
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...and it can be very roughWhich lead’s us to why fiction can be used for sketching
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Advertise the futurefiction as diegetic informercials
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it’s all in the ‘what if ?’
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...two tools for today
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First let’s build a concept scenario
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
Teenagers are hard to engage during their visit to the zoo
The zoo is highly dependent on the weather and season
It has been unsuccsesfull to reach the guest through
mobile apps
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
Teenagers are hard to engage during their visit to the zoo
The zoo is highly dependent on the weather and season
It has been unsuccsesfull to reach the guest through
mobile apps
Funding for the zoo is limited in the next five years
No economical room for new staff hires
In 2020 90% of all guest will use digital media during a
visit
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
Teenagers are hard to engage during their visit to the zoo
The zoo is highly dependent on the weather and season
It has been unsuccsesfull to reach the guest through
mobile apps
Funding for the zoo is limited in the next five years
No economical room for new staff hires
In 2020 90% of all guest will use digital media during a
visit
Teenagers don’t want to visit the zoo with their families
Digital technology disturbs the physical experience of
the zoo
Only more staff will enable more involving experiences
for the visitors
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
Teenagers are hard to engage during their visit to the zoo
The zoo is highly dependent on the weather and season
It has been unsuccsesfull to reach the guest through
mobile apps
Funding for the zoo is limited in the next five years
No economical room for new staff hires
In 2020 90% of all guest will use digital media during a
visit
Teenagers don’t want to visit the zoo with their families
Digital technology disturbs the physical experience of
the zoo
Only more staff will enable more involving experiences
for the visitors
What if teenagers became responsible for the zoo?
What if we could challenge the families in a flexible adventure - combining physical and digital?
What if the digital layer was more or less autonomous?
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Assignment1) Map out your problem space in the the design fiction matrix
2) Begin to discuss ‘what if scenarios’ that could exist and how this possible world might look like from the user view point. State your ideas by actually asking ‘What if X’?
3) Try to make at least 3-5 different scenarios with different ideas
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ḔẼỀḖȄÈ ẼẺ ḔỀẸEȄ ẨȦȦȂ
...any questions?onsdag den 14. september 16
...the foundation for design thinking Sketching
@petervistisenonsdag den 14. september 16
“A sketch is simply a line going for a walk” Paul Klee (1879-1940)
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Go grab these files!
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Figure 52: The Sketch to Prototype Continuum
The difference between the two is as much a contrast of purpose, or intent,
as it is a contrast in form. The arrows emphasize that this is a continuum,
not an either/or proposition.
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BUT I CAN’TDRAW!
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Sketching is NOT drawing!Sketching is designing (and yes that makes a big difference)
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StoryboardsDepict your design space as a pieces of a visual story
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StoryboardsUsing different sketching patterns we may also add a little depth
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Good for a lot of situations - but very staticProblems with sketches
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Problems with sketchesGreat for a lot of cases - but often with very little dynamic
“The experience is so much in the transition”
Buxton holds that we are focusing too much on representing the states of a design proposal and thereby neglect the design of the transitions (the in-between that happens through time )
Buxton 2006
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Problems with sketches...and static does not win the day with interactive technologies
“We sketch in patterns and conventions - and thus we have problems with sketching concepts of non-idiomatic technologies”
New emerging technologies without established design patterns are hard to handle with traditional sketching.
So their wickedness of the wicked problem becomes more wicked!
Jonas Löwgren 2011
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CASE from reality
“The Knowledge Navigator — a networked device that can search a massive hypertext database and retrieve just about any information, using a multitouch interface and powerful voice recognition technology.”
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What did we miss?
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Understandingthe users
...im a cat person
Brugeren er sjældent bare én person, men
et netværk af interessenter, med forskellige
indgangsvinkler og dermed forskellige
interaktioner med produktet/servicen.
Cooper (2003) kalder det ‘Elastic Users’
What about
use over time
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...what and how?The dimension of time is the users reality
“Interaction design is design of the acts that define intended use of things.”
Hallnäs, L. and Redström, J. 2006
...Apple tried to do this with the Knowledge navigatoronsdag den 14. september 16
Vision sketchesA tool from real world design spaces
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Vision sketchesA tool from real world design spaces
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..but does the illusion hold?
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Wizard of Oz’ingonsdag den 14. september 16
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“Up to the point where Toto tipped over the screen and
revealed the Wizard to be a fraud, all of Dorothy’s
reactions were valid psychologically, anthropologically,
and sociologically. To her the Wizard was real, and
therefore so were all her experiences.”
Bill Buxton (2007)
...and this is what we need!onsdag den 14. september 16
THE EXPERIENCE
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So it is much faster and easier (and cheaper!) to find a little old man, put him behind a curtain with a microphone and some speaks, that it is to find a real Wizard (true story).
And that’s the case with most experience design- fake it till you make it! Peter Vistisen
Get real scarface!
STFU!
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It is fidelity of the experience, not the fidelity of the prototype, sketch, or technology that is important from the perspective of ideation and early design.”
Bill Buxton (2007)
“The only way to engineer the future of tomorrow is to have lived in it yesterday (...)
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Taking over the fourth dimension of design Video as a sketching tool
@petervistisenonsdag den 14. september 16
...methods to extend a sketch
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From LowFi to HiFi
GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype
Low-fidelity
High-fidelityonsdag den 14. september 16
Video & animation-based sketching gives high fidelity feedback with low to mid fidelity tools...
From LowFi to HiFi
GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype
Low-fidelity
High-fidelity
Hypothesis...
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So... video sketching Using video as a design material
Video is an extremely flexible tool that can capture real-world events as they occur, either "staged" or "live". Video can illustrate ideas and concepts, and especially dynamic events such as how people interact with objects and computers. Video is a creative tool for exploring new ideas, simulating new technology and allowing users to experience technology that does not yet exist. Finally, video is a powerful communication tool, as part of a presentation, in a design workshop, or standing alone, enabling you to share results, discuss ideas and envision future designs.
MacKay 2001...bla bla blaonsdag den 14. september 16
Reflection-on-videoMoore & Buur’s interpretive stance on video in design
FOCUS REFLECT REFRAME
WHAT IS INTERESTING?
WHY IT IS INTERESTING?
HOW DOES IT CHANGE MY
UNDERSTANDING?
MOORE & BUUR 2009onsdag den 14. september 16
how do we create the illusions?
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Maybe animation can augmented the video?
ANIMATION
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“Animation exaggerates and emphasizes essence”Jørgen Kubien 2013
ANIMATION
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R. Stephenson, 1973
...as a video sketch“The key difference between animations and classic film is that animation offers the producer the ability to have near full control of the material matter, and is not constrained from the context of the physical world which the video media is limited too.”
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different formsanimation is suitable when static expresses too little
STATIC SKETCH CLICKABLE MOCKUP
10 SECOND ANIMATION
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Pacing, rhythm (qualities in the medium) and anticipation (subjective to the viewer) is part of what the temporal information adds - it’s the finer grains of experiential value in the sketch, which cannot be statically perceived
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Necessities(data)
Lessons(example)
Dragons(misconceptions)
Possibilities(design fiction)
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Show us how to do it!!!
Go go Premiere!
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A jack of all trades for video sketching Sketching in Premiere
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AnimaticsTaking a simple storyboard and making it into a video
...animatics (low-fi)
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AnimaticsTaking a simple storyboard and making it into a video
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Stop Motion videoClassic animation with paper, models and timing
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Stop Motion videoClassic animation with paper, models and timing
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Stop Motion videoClassic animation with paper, models and timing
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Video LayersVideos get augmented via animated special fx
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Green screen videoWe remove the background to simulate new contexts
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Green screen videoWe remove the background to simulate new contexts
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Using other peoples stuffBe careful with copyrights, but use it if it makes sense
+onsdag den 14. september 16
But, is video sketching allways a viable method?
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From LowFi to HiFi
GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype
Low-fidelity
High-fidelity
The higher fidelity......the lower flexibility
(again it’s all about the compromise)
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the production environments typically needs to be appropriated and learned to enable animation-based sketching....in other words, they are re-designed
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TIME (horizon)futurism realism
Normative Design ProblemsSci-Fi
Unknow context
Unknow conditions
Room for speculation
Room for strategic planning
Know context
Known conditions
Little room til experiment
Focus on following strategy
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TIME (horizon)futurism realism
Normative Design ProblemsSci-Fi Using video
Unknow context
Unknow conditions
Room for speculation
Room for strategic planning
Know context
Known conditions
Little room til experiment
Focus on following strategy
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in all levels of fidelity
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RememberIt’s not about Hollywood style effects
Get to test of many raw ideas
Combines techniques to new forms
Save everything you create!(your portfolio will love you for it)
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Show & tell caseOptimizing alerts to care takers of elderly people
Problem:
Solution:
Scenarie:
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Show & tell caseOptimizing alerts to care takers of elderly people
Problem: Miscommunication between care takers
Solution: Mobile auto synced alarm
Scenarie: Old Pop’s falls in his apartment
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PropsCard board, paper and green
(super green!)
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Peter!stop talking......sit downopen Premiere!
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ReframingMaybe the right design is actually to fell secure
Problem: Accidents evoke fear in the elderly
Løsningsidé: a mobile alarm with video link
Scenarie: Old Pop’s (still) falls in his apartment
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...it’s just one of them science guys
Don’t mind the kid with the camera
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What to put on the web-siteYou sketches + reflections on the process
What is the name of your sketch?
What is the design problem depicted?
What is the narrative or message in the sketch?
Which techniques did your apply?
Give your sketch a number, and name it
Provide a short resume of the design problem the sketch handles, and explain why it actually is a problem (use your data or hypothesis). About 100 words
Provide a short resume of how you have depicted your sketch as a design fiction. Who are the users, what is the solution, and what is important in the sketch? About 75 words
Deconstruct which sketching techniques you applied in the sketch and explain how and why it was used to create the visualization of your idea. About 75 words
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Peter Vistisen Thessa JensenForskningassistent Lektor
Pedro Son of Visti Creative Director at SweetD
Rasmus Kalle Kristansen Ejer af det internationale designbureau The SweetD
The SweetDif Im not around,and you need help
Rasmus Kalle Kristiansen- Swedish Private Detective- Lady boys man in the weekends- Expert in all things Digital
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Rock on!...you must
...and lunch
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Bodystorming...mise-en-scene via the body
Video-augmented
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Bodystorming is technique of physically experiencing
a situation to derive new ideas. It requires setting up
an experience - complete with necessary artifacts and
people - and physically testing it.
Bodystorming can also include physically changing
your space during ideation. What you're focused on
here is the way you interact with your environment and
the choices you make while in it.
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How to?1) Get up...2) Start doing!3) Done...
...and maybe record itonsdag den 14. september 16
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ÉḠȨGḚ ḔǴẼĤḠĠǴĞḞȨGḚ ĠǴ ḘȞǦFǴĞḘ ĔĞǴḞ ĠĖḘ ĢḠḘĞ ǦǴȨGĠ ǴĔ HȨḘḦ
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ȄĖḘ ḎǴĞĠĖ ÈḘĒ ĎḖḘĒGĒĞȨĢḞ ȨG ÇȨĞĠḠĖĒFḠ
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use it!If you record your bodystorming you already have what you need for your first live video sketches
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Concept CommunicationPrepare your concepts to meet reality
“The art and science of ǦĞḘǦĒĞȨGḚ ȨGĔǴĞḞĒĠȨǴG so that it can be used by human beings with ḘĔĔȨḖȨḘGḖĤ and ḘĔĔḘḖĠȨHḘGḘḠḠ. Information design thus makes information ḘĒḠȨḘĞ ĠǴ ĢGẼḘĞḠĠĒGẼ and to ĢḠḘ.”
Edward Tufte (1990)
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The journey...Re-focus from ‘sketching’ to ‘the sketch’
Investigation Exploration
Explanation Persuasion
Olofsson & Sjölén’s sketching phases
‘Sketching’ very processual dimensions
‘The Sketch‘ communicative dimensions
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The journey...Re-focus from ‘sketching’ to ‘the sketch’
Investigation Exploration
Explanation Persuasion
Olofsson & Sjölén’s sketching phases
‘Sketching’ very processual dimensions
‘The Sketch‘ communicative dimensions
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Your final sketch must both tell a story and an agumentThe narrative of your sketch
Poin
t of n
o Re
turn
ConflictEscalation Cl
imax
Elab
orat
ion
Teas
er
Reso
lutio
n
Presentation
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Problem
Background &
context for problem
The solution is...Presentation of concept
Outtro & Credits
Title
Your final sketch must both tell a story and an agumentThe narrative of your sketch
Poin
t of n
o Re
turn
ConflictEscalation Cl
imax
Elab
orat
ion
Teas
er
Reso
lutio
n
Presentation
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Story Empathy Meaning
Not only argument Not only logic Not only accumulation
My evaluation criteriaAre you creating a good video sketched design fiction?
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My evaluation criteriaAre you creating a good video sketched design fiction?
Play Symphony
Not only seriousness Not only focus
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How is this innovative?Show the originality or the potential socio-economic effect
“While a new idea is a thought about something new or unique, and making that idea real is an invention, innovation is an invention that has a socioeconomic effect; innovation changes the way people live”
Chayutsahakij 2003, 1
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Getting the right design......and getting the design right
...and the sketch answers!Why is this the right solution, and how does it work?
Why?
How?
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Your presentations
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Tomorrows critique sessionPresent your sketches in groups (everyone presents a part)
- how did you ideas develop throughout the week?
- how & why did You visualize them as You did?
- what is the main narrative in your final video (design fiction)
- what aspects do you want to develop further in the next part
You have 20 minutes to do presentations and show the sketches
The crowd has 5 minutes to do a critique session
PV and Amalia will give 5 minutes of feedback and evaluationonsdag den 14. september 16
TO PASS IT
...and hopefully you’ll use the sketches for the next part of the course
- Create 1-2 Animatics scenarios
- Create 2-4 lowfi stop motion / video sketches
- Create one final video sketch as a design fiction
- upload material to youtube and present on friday...at 11.00
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Critque sessionsIf someone made a sketch in a forrest...
The essential part of sketching is the feedback loop
Start the critique with experiential ‘what do you see and why’ (observation)
Discuss the potentials of the given idea - not new ideas, but details (explore)
Where does this idea take the design process - here we develop further (develop)
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