Thursday, October 16, 2014

Pre-seminar thoughts on the literature

Chapter 6 - Ideation and design principles
I like the thought of the ideation process having the goal of creating as many different concepts as possible. It is easy to believe that you as a designer should be able to intuitively come up with the most optimal design in the first try but I think that just letting your mind flow freely lets you come up with unconventional and unexpected things that can be turned into something great later.

This is improved further by the rule that there are no bad ideas. It is important to have an open attitude so that everyone feels invited to bring his or her potentially spontaneous ideas forward. In our sessions, that felt difficult in the beginning and might come with experience and a group that has worked together for longer.

It also seems like a good idea to stay focused, but not spending too much time on a single idea. When brainstorming we tended to experiment with a central concept during most of the session, but I now realize how that might only take you along what can be thought of like a “desire path”. If you spend too much time on an idea, you might get comfortable with it and not want to stray too far.

The idea of method design is appealing to me, and I think we tried to do that unconsciously since we are designing a product for a target group we are not part of. Since we had clearly designed personas, this felt like it came naturally.

Chapter 7 – Refinement
I found this chapter to be the most interesting one yet. The previous chapters have been build-up for the refinement part, where your initial criteria, research and brainstorming come together to start forming the final product. In a way, it finally makes the product feel “real”. This is also the point where you take constraints and laws into account and have to make trade-offs and prioritizations.

Most of the constraints feel like common sense, but I wouldn’t have thought of all of them if I were asked before reading the chapter. Time, money and technology, for example, were always in the back of our minds, but tools and teams are not really relevant to our current project (since they are unknown) and so we hadn’t considered them.

The principles of direct and indirect manipulation are useful and were something we had considered earlier. Since our main target group is kids, we felt we needed something that they could touch and interact with directly rather than through indirect manipulation with menus and buttons. Since our product is digital, all manipulations are technically indirect but as the book mentions, when designing a technical product the terms can be redefined slightly.

One thing that really stood out to me was that “sketches are inherently unfinished”. It is easy to see the benefits of pen and paper compared to digital tools in how quickly they allow you to put your thoughts into pictures, but the fact that sketches look unfinished and how that makes it easier to discuss their flaws was something that I hadn’t thought of.

Chapter 8 - Prototyping, testing and development
The eighth chapter pieced together and summarized things I have come across on the web before and gives a good overview. It is easy to get carried away with all the technical possibilities and leave out focusing on making users understand the interface. It is easy to provide instructional text to try to compensate for bad design, but as the book says, instructional text is rarely read. You are supposed to have an interface that makes it clear to the user what is expected of them.

I also remember the concept of digital versions of analog technology not necessarily having to resemble the original product from the movie “Objectified” and find it to be very interesting. However, I agree with the argument that while making a new version free of many of the old constraints can be interesting and open up new possibilities, keeping the design in line with the analog version reveals intent and will make the product accessible to users of the existing technology.

I also particularly like the emphasis on giving items on screen a visual weight based on its importance and will try to keep that in mind when designing our product. The rest of the chapter provides useful feedback for our work with the high-fidelity prototype and testing.


The question I would like to raise at the seminar is how to best improve the openness of the ideation process in a setting that is not inherently business-like (such as ours). Rewards and the like might work fine in a more conventional design setting, but is there anything concrete that you can do in a more study-oriented setting?

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