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Conceptual design

Conceptual design. A range of approaches. Saffer: Brainstorming for design. Set aside a fixed amount of time Generate as many ideas as possible ( don’t self censor or censor others) Stay focused: use a parking lot Don’t spend a lot of time on any one idea Use the whole room.

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Conceptual design

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  1. Conceptual design A range of approaches

  2. Saffer: Brainstorming for design • Set aside a fixed amount of time • Generate as many ideas as possible ( don’t self censor or censor others) • Stay focused: use a parking lot • Don’t spend a lot of time on any one idea • Use the whole room • Have research problem definition docs available/ viewable eg Hunt statement • Tools for writing, sketching - essential • Start with the subject in hand at the broadest possible level eg website for a museum – spend 10 minutes on a word association game on what is a museum • Get brains, mouths hands engaged before starting to generate ideas

  3. Jones and Marsden Schneiderman 2002: Frameworks for human centred thinking – future thinking • Collecting ( gathering information) • Relating ( communicating with others) • Creating (innovating • Donating (disseminating the results)

  4. ART Tool(Activities, Relationship Table for human focused technology ideas)

  5. ART ToolExample for mobile applications and activities

  6. Moggridge – 5 core skills • To synthesise a solution from all of the relevant constraints, understanding everything that will make a difference to the result • To frame or reframe the problem and objective • To create and envision alternatives • To select from those alternatives knowing intuitively how to choose the best approach • To visualise and prototype the intended solution

  7. Elements of the Design Process Constraints Evaluation Synthesis Prototyping Framing Visualisation Ideation Selection Envisioning Uncertainty The dark arrows show a general tendency toward a cyclical process: colour coding of the titles indicates activities of similar types. In real life, the pattern is complex and less orderly than a clockwise cycle as the numbers show for a specific product Source: Moggridge, 2007, p. 731

  8. Preece, Rogers & Sharp Physical design • Using scenarios • Using prototypes • Card based • Prototyping physical design Conceptual design • Understand & analyse the problem space • Using a range of frameworks, theories etc, formulate the conceptual model; • Interface metaphors • Interaction types • Alternative design insights • Expand the conceptual model • Product functions • Product function relationships • Available information

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