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TRY        Method Card  U9718010吳欣儒
Scenario  Testing HOW:  Show users a series of cards depicting possible future scenarios and invite them to share their reactions.  WHY:  Useful for compiling a feature set within a possible context of use as well as communicating the value of a concept to clients.  Scenarios 情節、情境
Role Playing HOW:  Identify the stakeholders involved in  the design problem and assign those  roles to member of the team.  WHY:  By enacting the activities within a  real or imagined context, the team  can trigger empathy for actual users  and raise other relevant issues.  Identify 確認 stakeholders 賭金保管人 Trigger 板機 Empathy 移情作用
Experience Prototype  HOW:  Quickly prototype a concept using available materials and use it in order to learn from a simulation of the experience using the product.  WHY:  This is useful for revealing unanticipated  issues or needs , as well as evaluating ideas.  Simulation  偽裝;模仿 Revealing 給人啟發的 Unanticipated 為預料到的
Quick-and-Dirty Prototyping  HOW:  Using any materials available, quickly assemble possible forms or interactions for evaluation WHY:  This is a good way to communicate a concept to the team and evaluate how to refine the design.  Material 材料 Refine 提煉
Empathy Tools  HOW:  Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users.  WHY:  This is an easy way to prompt an empathic  understanding for users with disabilities or special conditions.  Disabilities 無能力
Scale Modeling  HOW:  Use scaled, generic architectural model  components to design spaces with the client, team, and/or users.  WHY:  This spatial prototyping tool provides a way to raise issues and respond to the  underlying needs of different stakeholders. Scale 刻度 Generic 通稱 Component 成分 Spatial 空間性 Underlying 基礎的
Scenarios  HOW:  illustrate a character-rich story line describing the context of use for a product or service.  WHY:  This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts.  character-rich 豐富角色 Essence 本質
Predict Next Year's Headlines  HOW:  invite clients to project their company into  the future, identifying how they want to  develop and sustain customer relationships.  WHY:  Based on customer-focused research, these predictions can help clients to define which design issues to pursue in product development.  Sustain 支撐;承擔 Prediction 預報
Bodystorming HOW:  Set up a scenario and act out roles. with or without props. focusing on the intuitive  responses prompted by the physical enactment.  WHY:  This method helps to quickly generate and test many context-and behavior-based concepts. Props 道具 Intuitive 直覺的 Enactment 規定 Generate 發生
Informance HOW:  Act out an "informative performance" scenario by role-playing insights or behaviors that you have witnessed or researched.  WHY:  This is a good way to communicate an insight and build a shared understanding of a concept and its implications. Witness 洞察力 Implication 牽連,相關
Behavior Sampling  HOW:  Give people a pager or phone and ask them to record and evaluate the situation they are in when it rings.  WHY:  This is useful way to discover how products and services get integrated into people's routines in unanticipated ways. Pager 呼叫器 Integrated 結為一體
Try It Yourself  HOW:  Use the product or prototype you are esigning.  WHY:  Trying the product being designed prompts the team to appreciate the experience the actual users might have.  Prompt 促使
Paper Prototyping  HOW:  Rapidly sketch, layout, and evaluate interaction design concepts for basic usability.  WHY:  This is good way to quickly organize, articulate, and visualize interaction design  concepts.  Articulate 可聽懂的 Interaction 相互作用;影響
Be Your Customer  HOW:  Ask the client to describe outline, or enact  their typical customer's experience.  WHY:  This is a helpful way to reveal the client's  perceptions of their customer and provide  an informative contrast to actual customer experiences.  Client 顧客 Perceptions 知覺 Informative 情報的 Contrast 對照

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Work3 Ideo Card

  • 1. TRY Method Card U9718010吳欣儒
  • 2. Scenario Testing HOW: Show users a series of cards depicting possible future scenarios and invite them to share their reactions. WHY: Useful for compiling a feature set within a possible context of use as well as communicating the value of a concept to clients. Scenarios 情節、情境
  • 3. Role Playing HOW: Identify the stakeholders involved in the design problem and assign those roles to member of the team. WHY: By enacting the activities within a real or imagined context, the team can trigger empathy for actual users and raise other relevant issues. Identify 確認 stakeholders 賭金保管人 Trigger 板機 Empathy 移情作用
  • 4. Experience Prototype HOW: Quickly prototype a concept using available materials and use it in order to learn from a simulation of the experience using the product. WHY: This is useful for revealing unanticipated issues or needs , as well as evaluating ideas. Simulation 偽裝;模仿 Revealing 給人啟發的 Unanticipated 為預料到的
  • 5. Quick-and-Dirty Prototyping HOW: Using any materials available, quickly assemble possible forms or interactions for evaluation WHY: This is a good way to communicate a concept to the team and evaluate how to refine the design. Material 材料 Refine 提煉
  • 6. Empathy Tools HOW: Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users. WHY: This is an easy way to prompt an empathic understanding for users with disabilities or special conditions. Disabilities 無能力
  • 7. Scale Modeling HOW: Use scaled, generic architectural model components to design spaces with the client, team, and/or users. WHY: This spatial prototyping tool provides a way to raise issues and respond to the underlying needs of different stakeholders. Scale 刻度 Generic 通稱 Component 成分 Spatial 空間性 Underlying 基礎的
  • 8. Scenarios HOW: illustrate a character-rich story line describing the context of use for a product or service. WHY: This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts. character-rich 豐富角色 Essence 本質
  • 9. Predict Next Year's Headlines HOW: invite clients to project their company into the future, identifying how they want to develop and sustain customer relationships. WHY: Based on customer-focused research, these predictions can help clients to define which design issues to pursue in product development. Sustain 支撐;承擔 Prediction 預報
  • 10. Bodystorming HOW: Set up a scenario and act out roles. with or without props. focusing on the intuitive responses prompted by the physical enactment. WHY: This method helps to quickly generate and test many context-and behavior-based concepts. Props 道具 Intuitive 直覺的 Enactment 規定 Generate 發生
  • 11. Informance HOW: Act out an "informative performance" scenario by role-playing insights or behaviors that you have witnessed or researched. WHY: This is a good way to communicate an insight and build a shared understanding of a concept and its implications. Witness 洞察力 Implication 牽連,相關
  • 12. Behavior Sampling HOW: Give people a pager or phone and ask them to record and evaluate the situation they are in when it rings. WHY: This is useful way to discover how products and services get integrated into people's routines in unanticipated ways. Pager 呼叫器 Integrated 結為一體
  • 13. Try It Yourself HOW: Use the product or prototype you are esigning. WHY: Trying the product being designed prompts the team to appreciate the experience the actual users might have. Prompt 促使
  • 14. Paper Prototyping HOW: Rapidly sketch, layout, and evaluate interaction design concepts for basic usability. WHY: This is good way to quickly organize, articulate, and visualize interaction design concepts. Articulate 可聽懂的 Interaction 相互作用;影響
  • 15. Be Your Customer HOW: Ask the client to describe outline, or enact their typical customer's experience. WHY: This is a helpful way to reveal the client's perceptions of their customer and provide an informative contrast to actual customer experiences. Client 顧客 Perceptions 知覺 Informative 情報的 Contrast 對照