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Introduction to HCI

Introduction to HCI. Today’s agenda Team 3: Hall of Fame / Hall of Shame Why think about Design? What is Design? Where do ideas come from? brainstorming the morphological box. Design. Why design? Two tracks: design project, design process Process and product get equal weight

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Introduction to HCI

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  1. Introduction to HCI • Today’s agenda • Team 3: Hall of Fame / Hall of Shame • Why think about Design? • What is Design? • Where do ideas come from? • brainstorming • the morphological box

  2. Design • Why design? • Two tracks: design project, design process • Process and product get equal weight • Scenario-based design is just one method! • Developing a content design vocabulary • Developing a process design vocabulary • Do, reflect, do

  3. WHAT IS DESIGN?A survey of ideas about design and designing.

  4. Design is defined in terms of… • Method • Product • Goal

  5. The OED defines design as: • A plan or scheme conceived in the mind and intended for subsequent execution; the preliminary conception of an idea that is to be carried into affect by action; a project. • To mark out; to designate; to name. • To sketch.

  6. Design is problem solving. [cognitive science]

  7. Design occurs in the tension between what is and what ought to be.

  8. “Form follows function.” [Louis Sullivan]

  9. “Design is a mode of action.” [Charles Eames]

  10. Design is an act of individual heroic creation. [Howard Roarke in Ayn Rand’s The Fountainhead]

  11. Design is form-giving. [translation of “design” from Norwegian]

  12. “Commodity, Firmness, Delight” [Vitruvius ]

  13. Design is a social activity.

  14. Design is just one of the four creative disciplines Art Science Design Engineering [Rich Gold]

  15. Design is making something new that fits with reality. [Harrison & Stults]

  16. “Good designers copy; great designers steal.” [Steve Jobs, after Pablo Picasso]

  17. To design is to manipulate representations of an imagined future reality.

  18. Design is the science of the imaginary. [Herbert Simon]

  19. Design is the art of the imaginary.

  20. Design is the engineering of the imaginary.

  21. Imagination and Representations • The mind sees what the ear hears

  22. Imagination and Representations • The ear hears what the eye sees.

  23. Most invention is design.

  24. Some design is invention.

  25. Design is appearance.

  26. Good design increases sales; great design creates market leaders. [Raymond Lowey]

  27. Values collide when people design; good design reflects good values. [Batya Friedman]

  28. “God is in the details.” [Ludwig Mies van der Rohe]

  29. Design is evocative.

  30. Design is a reflective practice. [Donald Schon]

  31. Design is optimization. [engineering]

  32. Design research is pattern-finding; designing is pattern-applying. [Christopher Alexander]

  33. Iterate.

  34. Debug this into reality. [hackers’ creed]

  35. Design process: Enumerate aspects of solution space, evaluate each one. [Zwicky, Whittle, Card]

  36. Design addresses wicked problems. [Horst Rittle] • Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution.

  37. Design addresses wicked problems. [Horst Rittle] • Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution. • Wicked problems have no stopping rules.

  38. Design addresses wicked problems. [Horst Rittle] • Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution. • Wicked problems have no stopping rules. • Solutions to wicked problems cannot be true or false, only good or bad.

  39. Design addresses wicked problems. [Horst Rittle] • Wicked problems have no definitive formulation, but every formulation corresponds to a formulation of a solution. • Wicked problems have no stopping rules. • Solutions to wicked problems cannot be true or false, only good or bad. • There is no exhaustive list of admissible operations to finding a solution.

  40. Design addresses wicked problems. [Horst Rittle] • For every wicked problem there is always more than one possible explanation.

  41. Design addresses wicked problems. [Horst Rittle] • For every wicked problem there is always more than one possible explanation. • Every wicked problem is a symptom of another higher level problem.

  42. Design addresses wicked problems. [Horst Rittle] • For every wicked problem there is always more than one possible explanation. • Every wicked problem is a symptom of another higher level problem. • No formulation of problem and solution has a definitive test.

  43. Design addresses wicked problems. [Horst Rittle] • For every wicked problem there is always more than one possible explanation. • Every wicked problem is a symptom of another higher level problem. • No formulation of problem and solution has a definitive test. • The problem solvers (designers) are fully responsible for their actions.

  44. Click to add your definition ….

  45. Each Definition Implies a… • Different relationship of designer to: • user • client • customer • Different way of measuring the outcome • Different way of thinking about use

  46. WHERE DO IDEAS COME FROM?The first of many methods for and reflections on design ideation. Brainstorming Morphological Box

  47. Brainstorming • Developed in response to “group think” • Basic rules: • Someone keeps list so everyone can see • No idea is too wild • No evaluation • Silence does not mean “DONE” • Fun and “light weight”

  48. The Morphological Box a.k.a. Zwicky Box Scope requirements space Lay out the design space

  49. FOR NEXT WEEK(Dr. North) • Tuesday: Team 4 HoF/S • Thursday: • First Team Report: Requirements • Read Chapter 4 • Team 5 HoF/S

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