- INFO I502 Class Notes for 03.25.2008
- Comments on the Critique Paper (Will)
- Papers need good introductions
- Start with a general statement
- Narrow the focus of the introduction
- Be Concise
- Specifically layout what you are going to tell the user & why
- Important in Introduction
- Rationale
- Specific mode of analysis
- What you are going to say & why
- Explain the theory on which you base your critique
- Establish how theory relates to specific objects being critiqued
- Conclusion
- Be Concise
- What did the critque mean?
- Reiterate main points
- What are implications for future designs?
- Jeff's Additional Comments
- Struggling with a word count (and other, similar issues) may be symptoms of another problem:
- Clarity of purpose
- How do deal with it?
- Well-written introduction is a good foundation for a paper
- It is a structural element
- A focus by itself is static
- We also need direction
- Where to go from here? (So What? question)
- Good tool for writing
- Address question to different audiences (e.g. industrial designer or cultural critic)
- Write your paper to a specific audience
- Helps improve clarity of paper
- Buchenau & Suri
- Single most important article of the semester
- Rich, conceptually
- Very accessible examples
- An operational definition of experience, with respect to prototyping
- "look and feel" (Houde & Hill)
- "the concrete sensory experience of using an artifact -- what the user looks at, feels and hears while using it."
- How does an experience fit into a person's life?
- Contextual factors
- What is an "Experience Prototype"
- "the experiential aspect of ... a product, space or system."
- "[a]ny kind of representation, in any medium, that is designed to understand, explore or communicate what it might be like to engage with the product, space or system we are designing."
- Understand
- Developing good representations of users
- Research to gain knowledge
- Explore
- "Playful mode"
- Speculation
- Prototypes are representations; they are not the real thing
- It might be impossible to create an "authentic" represenation
- No clear, easy answer to creating an "authentic" exploration
- Requires judgment
- Communicate
- There are a number of different groups with whom you should communicate.
- The unit of analysis is AN eperience
- We are NOT studying the interface
- Subjective
- Personal
- "Loopy and weird"
- How do we deal with a design problem for people who are not like us?
- The final project is an example of this
- e.g. People with disabilities
- Administrata
- Please take Jamie's Twitter survey!