Presentation by Erik Lennert of the successful collaboration between the Communications department of the Rocky Mountain College of Art+Design and Markit on Demand (ex WallStreet on Demand), made during the Cumulus Digital Culture session in Denver, October 29th 2011.
1. Prototyping Education:
A Case Study in IxD
Instruction
RMCAD + Markit on Demand
Eric Lennert - Creative Director Markit on Demand
Friday, September 30, 2011
2. How to Teach 14 Students with 30 Designers
Friday, September 30, 2011
8. + Founded in 1992 on Madison Ave. NYC
+ 400 Person design driven technology company
+ Focused on the display and delivery of complex data
+ 30 Designers creating interactive and visualization
work for web, desktops, media and mobile
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25. Continuity?
Participation?
Participation?
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26. Continuity?
Participation?
Curriculum?
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27. Continuity
Who’s leading the class, where’s the relationship?
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28. Participation
Shared Teaching Responsibilities
Mentor Groups
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29. Curriculum
What’s the right subject matter?
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30. Curriculum
What’s the right subject matter?
4D’s
Curriculum?
Participation?
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31. Define Identify a problem to solve, who
the solution is for, and why you’re
Design creating it.
Develop
Deploy
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32. Define
Design Translate a strategy & goals into
something tangible.
Develop
Deploy
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33. Define
Design
Develop Translate design ideas into a
built solution
Deploy
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34. Define
Design
Convey your design to an
Develop audience, while considering the
technological and economic
Deploy implications of the solution.
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35. Class Goals
+ Develop an understanding of interaction design methods & incorporate those
methods into a flexible design process.
+ Develop design skills through modeling, diagramming and other means of rapid
prototyping to help explain systems, interactions and behaviors.
+ Understand the complete lifecycle of an idea and learn how design can lead
concepts through a project’s entire lifecycle.
+ To design interactions for products, experiences and applications that demonstrates
an understanding of structure, narrative and human-computer interaction
principles.
+ To gain experience evaluating design ideas from an economic point of view and to
understand the full effect of a design solution along with its positioning and
presentation.
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36. Define Week 1
2
Creating a concept
Mapping ideas
3 Understanding Users
4 Evaluation (at MOD)
Design Week 5
6
Outlining a process
Prototyping
7 Sketching with code
8 Evaluate & refine
9 Assess economics & realities (at MOD)
Develop Week 10 Interaction modeling & display on the web
11 Physical interfaces & interactions
12 Creating a documentation to communicate solutions
Deploy Week 13 Presenting & implementation
14 Listening to your users
15 Final presentation strategies (at MOD)
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52. How’d it go?
(Everyone learned something new)
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53. Student Feedback
“Awesome class with lots of
opinions and views”
“I really liked how the class
was laid out”
“You guys should do this more
often - I learned alot”
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54. Student Feedback
“Wish we had more time
to work”
“It’s really difficult for some
students to go to Boulder
for event presentations”
“Needed more in-class
work time”
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55. What might we do differently next time?
+ Hone the syllabus - more work exercises, less lecture time.
+ Better coordinate hand-offs from class to class for better continuity.
+ Incorporate more individual projects in conjunction with group work.
+ Plan for a better evaluation system for each class session.
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56. Was it worth it in the end? YES!
+ Our design team was motivated to get out of the office and into the classroom.
+ Helped us formalize some elements of our design process.
+ We were able to meet new designers and learn from them.
+ We gained two new designers!
Friday, September 30, 2011