I’ve never met a sticky note I didn’t like....
This example of a user journey map is a great example of combining storyboarding style with the sticky note jamboree that is brainstorming in user experience circles. I may follow this example for my submission. Since this is an intended portfolio piece, that we are building the entire term on, I’m hesitant to not ‘get it right.’ The trouble with countless stickies (outside of my obscenely illegible handwriting) is that after a certain point they get messy and disorderly.
This structure, in addition to the notecard on poster board with sticky note contents transferred below, recommended in Chris Nodder’s UXD Techniques: Creating Scenarios and Storyboards might be the way to go with this nascent project. I’m still hemming and hawing over the right approach, but not unlike scenarios, going back and forth between viable and not-so-hot ideas, is the best way to find the keeper!
On another note, I’m including some noteworthy notes pulled from this week’s readings by Jonas Lowgren and the Interaction Design Foundation, that I found to illuminate what everyone is talking about when they say IxD. These terms, like UXD and Information Architecture or Content Strategy, get tossed about like jargon I think, when really they have such nuanced and different meanings, depending on the actual context of application and point in time or project, agile or waterfall.
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“The aim of the following chapter is to provide an introductory overview of the concept and the field of interaction design, loosely grounded in historical developments.”
“The notion of shaping is used consciously to suggest a designerly activity (as opposed to, e.g., ‘building’ which suggests engineering, or ‘making’ or ‘creating’ that could refer to more or less anything). More specifically, I find it to be a distinctive trait of interaction design that the gestation process is a Design process, in the capital-D sense of the word. This in turn implies five major characteristics.”
“Designing Interactions, industrial designer and IDEO founder Bill Moggridge reminisces (p. 14):
“I felt that there was an opportunity to create a new design discipline, dedicated to creating imaginative and attractive solutions in a virtual world, where one could design behaviors, animations, and sounds as well as shapes. This would be the equivalent of industrial design but in software rather than three-dimensional objects. Like industrial design, the discipline would start from the needs and desires of the people who use a product or service, and strive to create designs that would give aesthetic pleasure as well as lasting satisfaction and enjoyment.”
The five major characteristics are:
Design involves changing situations by shaping and deploying artifacts
Design is about exploring possible futures
Design entails framing the ‘problem’ in parallel with creating possible ‘solutions'
Design involves thinking through sketching and other tangible representations
“When sketching snapshots or aspects of possible futures (such as a not-yet-existing product), the designer is not merely copying images from her inner eye. The drawings are micro-experiments that respond with insights into strengths, weaknesses and possible changes in a tight loop of thinking that involves the hand, the senses and the mind. The same notion applies for other sketching media used in design practice. For interaction design, there are particular implications to be observed from the temporal nature of our design material. One of them is that when designing innovative interaction techniques, it may be necessary to sketch in software and hardware rather than staying with lo-fi sketching media.”
“In general, the notion of sketching is more about the mindset of the designer than about the medium used. If a particular external representation serves to engage the designer in a conversation about the details and implications of a not-yet-finalized idea, and if it is quick, tentative and truly disposable, then it is a sketch. It could be anything from a napkin drawing to a piece of programming code, perhaps even written in the language that is normally used to build products for delivery - what matters is the purpose and intention.”
Design addresses instrumental, technical, aesthetical and ethical aspects throughout
“Interaction design as a designerly activity would insist that the aesthetical and ethical qualities can never be ignored or factored out. Whether something looks and feels good to use”
“To conclude, interaction design can be understood as shaping digital things for people’s use. The practice of interaction design is knowledge-intensive and multidisciplinary at heart. The chapters of this encyclopedia provide much of the relevant knowledge that forms the basis for interaction design practice as well as its scholarship.”