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PAY NO ATTENTION TO THE SCREEN-BASED VISUALIZATION IDEAS IN PINPOINT. FIELD STUDY POSSIBLE FRAMINGS : Gunnar Forsn, Thomas Lundin, Jonas Lwgren : Project brief E L T I T : February 6, 2008 S R O To build a demonstrator that uses


  1. PAY NO ATTENTION TO THE SCREEN-BASED VISUALIZATION IDEAS IN PINPOINT.

  2. FIELD STUDY

  3. POSSIBLE FRAMINGS

  4. : Gunnar Forsén, Thomas Lundin, Jonas Löwgren : Project brief E L T I T : February 6, 2008 S R O To build a demonstrator that uses innovative visualization techniques to support knowledge H T U A E T A D : 1 N O I S I V E R AIM OF THE PROJECT workers in locating information related to co-workers. A demonstrator is a partially functioning prototype, focused on communicating interac- tion design decisions pertaining to user services and interaction techniques. Moreover, the Innovative visualization techniques can refer to techniques that are new in relation to what DEFINITIONS demonstrator is designed and constructed for use testing. would be normal design choices in IKEA IT and similar companies, or techniques that are in- novative in the sense of not being previously published in the interaction design community, The term knowledge workers refers to users who spend a significant amount of their work on information acquisition, management and communication. or both.

  5. EXISTING APPROACHES

  6. EXISTING APPROACHES

  7. SKETCHES

  8. SKETCHES

  9. qwertyuio pasd hjklzxcvbnm f dahsjdk asjhkjwkj dkjassfhsdjk skjdhfkjashdfljashd hfsdfuoisudf fdsfsk hfkjhfjkshafoi uruhfjsdhnvnoaseropfsf fhsjhdfaskldfjaksj sjhdfaskldfjaksjflkjasd fjlsk jfosfjsk sakjflsajxxaaaQQkas fas SDADDE dnxckjerlelgkbvsmvad jo jsd asdasd aeeql nx jvl ddaas sdjfj jasjdhahahdkk lsjgm n an gqw ertyuiopasd ghjkzcvbnm f dahsjdk asjhkjwkj dkjassfhsdjk skjdhfkjashdfljashd hfsdfuoisudf fdsfsk hfkjhfjkshafoi uruhfjsdhnvnoaseropfsf fhsjhdfaskldfjaksj sjhdfaskld j aksjflkjasd fjlsk j fosfjsk sakjflsaj f l as fas SDADDD dnxckjerlelgkbvsmvad jo jsd asdasd aeeql nx jvl ddaas sdjfj jasjdhahahdkk lsjgm n anfg qwertyuiopasdfghjkl zxcvbnm fdahsjdk asjhkjwkj dkjassfhsdjk skjdhfk lsjgm n anfg qwertyu opasdfghjklzxcvbnm f dahsjdk asjhkjwkj dkjassfh s d jk skjdhfkjashdfljashd hfsdfuoisu fdsfsk hfkjhfjkshafoi uruhfjsdhnvnoaseropfsf fhsjhdfa kldf jaksj sjhdfaskldfj aksjflkjasd fjlsk j fosfjsk sak jflsajd lkas fas SDADDD dnxckjerlelgkbvsmvad jo jsd asdasd aeeql nx jvl ddaas sdjfj jasjdh ahahdkk lsjgm n anfg SKETCHES

  10. SKETCHES

  11. BEGREPPSKARTA KUBEN 1+2 1 2 usability testing usability testing 1 user testing user testing 2a prototype prototype usability usability quality interaction design quality interaction design KUBEN 2+1 EVA TIM THOMAS YANG ÅSA user experience YANG user experience interface interface TIM ÅSA ÅSA STEPH TIM EVA STEPH GUNNAR GUNNAR STEPH EVA ämne GUNNAR 3 4 SOCIALT komm: ämne komm: NIKLAS org: org: TIM usability testing usability testing NÄTVERK THOMAS YANG user testing user testing YANG EVA prototype prototype NIKLAS 3 2b GUNNAR usability usability STEPH TIM ÅSA komm quality interaction design quality interaction design ÅSA EVA TIM THOMAS YANG i n ÅSA t e r a c t org: i o n d user experience interface user experience interface e s i g n ÅSA TIM YANG NIKLAS STEPH ÅSA Y A N G m i l e s t o n e TIM EVA STEPH GUNNAR GUNNAR STEPH p r o c TIM e s s m e t r i c s EVA GUNNAR p r N I o t o t y K L A S p e q u a l i t YANG y EVA T I M s i x s i g m a GUNNAR T H O M A S 2a ämne STEPH t o l l g a t e komm ÅSA u s a b i l i t y G U N N A R u s a b i l i t y t e s t i n org: g i n t e r a c t i o n d e s i g u s n e r e x p e r i e n c e Y A N m i l e K L A S G s t o n e u s e r t e komm: s t i n g p r o c e s s S T E P m e t r H i c s komm: org: N p r o t o I K L A t y p e S E V A org: q u a l i t y T I M s i x s i g m T H a O M A S Å S A t o l l g a t e NIKLAS u s a b i l i t y G U N N A R TIM u s a b i l i t y t e s t i n g u s e r e x p e r i e n c e YANG EVA u s e r t e s t i n g GUNNAR 2b STEPH komm ÅSA org: i n t e r a c t i o n d e s i g n Y m K L A N G i l e s t o A S n e p r o c S T e s s m E P H e t r i c s p r o N I K t o t y p L A S e E V A q u a l i t y T I M s i x s i g m a T H O M A S Å S A t o l l g a t e u s a b i l i t y G U N N A R u s a b i l i t y t e s t i n g u s e r e x p e r i e n c e u s e r t e s t i n g SYNTHESIS

  12. INTERLUDE: ALTERNATIVE SKETCHING TECHNIQUES FOR CONCEPT DEVELOPMENT

  13. BASIC STORYBOARD

  14. CUTOUT STORYBOARD

  15. MOCKUP ENACTMENT

  16. WIZARD OF OZ

  17. ENVISIONMENT

  18. AND NOW: BACK TO THE MAIN TRACK

  19. INTERFACE DRAWINGS

  20. LAYOUT ALGORITHM SKETCH

  21. first Flash port INTERACTION DEMO

  22. info card comm links tag filter back/forward INTERACTION DEMO

  23. search wall proportions INTERACTION DEMO

  24. mouseover tooltips visual cleaning INTERACTION DEMO

  25. INTERLUDE (AGAIN): ALTERNATIVE SKETCHING TECHNIQUES FOR DETAILING

  26. DRAWING AND STORYBOARDS

  27. DRAWING AND STORYBOARDS

  28. DRAWING AND STORYBOARDS

  29. BRICOLAGE

  30. CUTOUT ANIMATION

  31. BACK FOR THE LAST MILESTONE: ELABORATION

  32. snapshots timeline history

  33. »PROBLEM« AND »SOLUTION« IN PARALLEL

  34. »PROBLEM« AND »SOLUTION« IN PARALLEL TECHNICAL, INSTRUMENTAL, AESTHETIC AND ETHICAL

  35. »PROBLEM« AND »SOLUTION« IN PARALLEL TECHNICAL, INSTRUMENTAL, AESTHETIC AND ETHICAL SKETCHING TO THINK, COMMUNICATE (AND PERSUADE)

  36. HEAVY AND SLOW DETAILING POOR COVERAGE OF EMERGENT SOCIAL ISSUES

  37. INTERACTION DESIGN IN RELATION TO S.D. the role of the interaction designer

  38. INTERACTION DESIGN IN RELATION TO S.D. development models

  39. INTERACTION DESIGN IN RELATION TO S.D. consumer focus

  40. SUMMARY: THE INTERACTION DESIGN PROCESS exploring »problems« and »solutions« the usable, the useful and the desirable sketching to think and to communicate

  41. THANK YOU! webzone.k3.mah.se/k3jolo

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