Archive for June, 2012

Thoughts: Creativity from Any Point of View

Monday, June 4th, 2012

In a Nikon ad that came with today’s paper, there is a statement saying “CREATIVITY from any point of view” which reminds me of how creativity is a vital component of the photo essay that the YCISL students have to compose. As an example, photographs of the same object or scene from different angles or distances can inspire different thoughts and interpretations. By being creative in how the photograph is presented in the photo essay, the viewer’s response can be lightly or heavily influenced. Quite powerful.

Exercise: Empathy and User Experience Through the iPad

Monday, June 4th, 2012

Here are my notes for an exercise that utilizes the iPad to create a user experience-focused mini-project that combines technical (functional requirements) and emotional (user needs and preferences) design.

CSDGC
YOUTH CREATIVITY, INNOVATION & SUSTAINABLE LEADERSHIP PROGRAM
iPAD USABILITY EXERCISE

 June 2, 2012

 CONCEPT
Experience the interface between a developer/producer and an end-user by applying consult-design-build an iPad layout with a goal of customized usability.

FRAMEWORK
The iPad is the latest popular mobile information appliance, and is on the leading edge of human-computer interaction with largely untapped potential for usability. Students will examine various parameters of usability, develop a concept and attempt to gain user satisfaction.

THE ASSIGNMENT
Each team of students will consult with an iPad user to gather user preferences, habits and needs, then redesign the content and layout of the iPad screens – at first, on paper and getting the user buy-in; and second, implementing the design and getting customer feedback.

RULES
Each team will designate just one member to interview the client user. An interview may last up to 10 minutes.
Each team may designate up to two members to conduct an observational study. An observational study may last up to 15 minutes.
Each team must apply at least one IDEO Method Card in the data gathering part of their effort.
Up to $20 of paid apps may be purchased from the App Store. Paid apps already on the iPad do not count towards this limit. There is no limit of FREE apps from the App Store that may be installed.
Teams may provide their user with a one sheet Quick Guide to explain the new layout (this may be handy ahead of one of the challenges).

 THE CHALLENGE
The team mentor will select one or more particular uses for the user to attempt using the new layout. This challenge will be scored by a combination of time in seconds to complete the task and the number of interactive motions (eg, taps, swipes, button pushes, etc). Mistaken moves will also count.

Additional notes (from my notepad):

IDEO Method Card scenarios to recommend – Flow Analysis, Personal Inventory, Cognitive Map, Narration, Fly on the Wall

The How? Understand customer habits and needs -> interview or prepare questionnaire.
Study current layout->discover likes/dislikes
Brainstorm possible improvement strategies-> Plan
Create new feature list
Uncover new uses
Increase efficiency
Address concerns
Documentation->rate satisfaction from user and developer perspectives
Implement changes->get feedback on tangibles and intangibles

Exercise: Sailcar

Monday, June 4th, 2012

Here are my notes for a sailcar rapid prototyping exercise. It is intended to teach working on a primitive prototype of a product idea.

CSDGC
YOUTH CREATIVITY, INNOVATION & SUSTAINABLE LEADERSHIP PROGRAM
PAPER SAILCAR EXERCISE

June 4, 2012

CONCEPT
Rapid design, build and prototyping of a wheeled vehicle (out of limited materials) that is propelled by a can of compressed air.

FRAMEWORK
Working with simple materials to build a prototype is a technique employed in many product development cycles. This exercise focuses on the simple form and function of a wheeled vehicle, and provides only a can of compressed air to create movement.

THE ASSIGNMENT
Build a set of functional requirements such as number of wheels, sails, size, etc. Then render a drawn design of the proposed vehicle. Next, build the vehicle and engineer as needed within the time limit. Each team will then put their vehicle through some tests.

RULES
Materials include 3 sheets of 8.5”x11.5” cardstock, three straws, a pair of scissors and a roll of Scotch tape. Each team will also receive only one can of Duster compressed air.
Teams will have 15 minutes to work on the functional requirements and drawn design.
Teams will have 30 minutes to build and engineer their vehicle prototype.

THE CHALLENGE
Speed: To cross a finish line in the shortest time.
Distance: To cover the most longitudinal distance with x seconds of compressed air.
Maneuver: Steer the vehicle around obstacles without falling over.

VARIATIONS
Provide a balloon for propulsion (speed or distance challenge).
Design a watercraft.
Vehicle must carry golf ball.