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Week 5

  1. 1. Ideation INTERACTION DESIGN | FEB. 23, 2016 WEEK 5
  2. 2. Warm Ups
  3. 3. Findings
  4. 4. See or hear it once – it’s a phenomenon. See or hear it twice – it’s either a coincidence or an emerging pattern. See or hear it three times, and it’s a pattern. In all of the above cases, write down your observations!
  5. 5. Stay out of “solution land” (don’t focus on finding a solution)
  6. 6. Distilling Research
  7. 7. Themes
  8. 8. Personas
  9. 9. Group Time: Distilling Your Research
  10. 10. Why Sketch*? * Also known as “whiteboarding”
  11. 11. A sketch is a conversation starter.
  12. 12. MIND knowledge SKETCH representation Creates Is interpreted
  13. 13. Sketching is a form of rapid failure. Fail fast. Fail often.
  14. 14. Quick / Timely Inexpensive Disposable Plentiful A SKETCH MUST BE: Loose Minimal (in detail) Suggestive, not telling Ambiguous
  15. 15. Must be done quickly – quantity over quality (for now) The more variations, the more conversations, and; The more conversations, the better the ideas The looser it looks, the more editable it feels QUICK, LOOSE, PLENTIFUL
  16. 16. Budget is reserved for more time-consuming tasks later No technical skills required – anyone can sketch If it looks disposable, you won’t become attached If it isn’t disposable, you’ve probably spent too much time on it INEXPENSIVE & DISPOSABLE
  17. 17. Sketches are meant to convey an idea, not a solution Too much detail takes attention away from what’s important Ambiguity leads to more varied interpretations MINIMAL, SUGGESTIVE, AMBIGUOUS
  18. 18. Homework Assignment
  19. 19. In your teams, come up with 4 directions for your product concepts. These should be based on research as much as possible. Each direction should be accompanied by a minimum of 3 sketches. More is better. To be reviewed in class next week and graded.

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