Title: IEOR 170: The Design Cycle and Brainstorming
1IEOR 170 The Design Cycle and Brainstorming
Slides based on those of Prof. John Canny and
Maneesh Agrawala
2Due Today (before class)
- Creation of wiki account
- Course petition
- 1 comment per reading
- Readings for lecture 1 on last Wednesday are also
required, due 1159PM 1/26/2007
3Administrivia
- Tingtings office hours have been changed from
200PM-300PM Wednesday to 1230PM 130PM
Monday - Most of the class entry codes will be sent out by
500PM Friday. If you dont receive one but
believe you should, please contact us after that.
4Topics
- The Design Cycle
- Brainstorming
5Primarily based on Koberg Bagnall 1981
6(No Transcript)
7The Art of Design
- However, theres more to it
- A soufflé is eggs, butter, milk flour, but the
difference between soaring and sinking is in the
execution.
8The Design Process Koberg Bagnall
9Acceptance
- Getting started
- Because of a deadline
- Because of possible reward
- Because you are forced to
- Commitment
- Time
- Resources
- Responsibility
- Key is to set motivation
10Analysis
- Understand users and tasks
- Who are the users?
- What are their tasks?
- Observe and test, dont guess
11Analysis
- Understand users and tasks
- Who are the users?
- What are their tasks?
- Observe and test, dont guess
- Tools
- Notebook
- Tape recorder
- Camera
- Camcorder
12Who are the Users?
- Its one of the most important design questions
you will ask everything else follows from that.
- Remember that most users are different from you,
in ways you may not realize - Test, dont guess
- Remember that the user is paying for the product,
so give them something worthwhile.
13What are the Tasks
- Tasks are goal-directed behaviors like
- Finding a table in a restaurant
- Composing an email message
- Searching an address book
- Performing a web search
- Getting money from an ATM
- Tasks are the building blocks for user behavior,
and we can study them with or without a design
solution
14Task Analysis and Contextual Inquiry
- You normally discover tasks during a structured
observation/interview process called Contextual
Inquiry (next time). - The analysis in task analysis provides more
information to guide you in design. There are
several approaches, which well talk about later.
15Definition
- Focus on the problem
- Choose appropriate level of detail
- Not bicycle cup-holders but helping cyclists
to drink coffee without accidents
16Ideation
- Brainstorming
- Stretch mental muscles
- Loosen up with simple games
- Do homework
- Seed with related ideas/objects
- Get physical
- Sketch
- Make models
- Act out
- IDEO rules
- One conversation at a time
- Stay focused
- Encourage wild ideas
- Defer judgment
- Build upon idea from others
- Aim for Quantity
17Idea Selection
- Define importance of each idea
- Does it address problem
- Will target users like it
- Is hardware/software available
- What is the cost
- Market window
-
- Rank ideas according your criteria
- Pick top N
- Choices depend on resources and stage of the
project
18Implementation
- Scale up low -gt high fidelity
19Implementation
- Scale up low -gt high fidelity
- Low-fidelity (quick, cheap, dirty)
- Sketches, paper models, foam core
20Implementation
- Scale up low -gt high fidelity
- Low-fidelity (quick, cheap, dirty)
- Sketches, paper models, foam core
- Medium fidelity (slower, more expensive)
- Flash, PowerPoint, Breadboard,
21Implementation
- Scale up low -gt high fidelity
- Low-fidelity (quick, cheap, dirty)
- Sketches, paper models, foam core
- Medium fidelity (slower, more expensive)
- Flash, JavaScript, AJAX,
- High fidelity (slowest, most expensive)
- The full design
22Evaluation
- Goal is to
- Discover problems as early as possible
- Discover other needs or features from the users,
i.e. needs analysis is not a one-shot deal - What evaluation isnt for
- Proving that all your design decisions were right
23Evaluation
- Early tests
- Wizard of Oz approach
24Evaluation
- Walk-through prototype design
25Design Cycle Over Project Lifespan
26Design Cycle Over Project Lifespan
Evaluation reveals problems with design.
Re-design requires cycling the process.
27Design Cycle Over Project Lifespan
Prototype implementations eventually increase in
fidelity to each final product.
28Plan to Throw One Away
- In most projects, the first system built is
barely usable. It may be too slow, too big,
awkward to use, or all three. There is no
alternative but to start again, smarting but
smarter, and build a redesigned version in which
these problems are solved. The discard and
re-design may be done in one lump, or it may be
done piece-by-piece. But all large-system
experience shows that it will be done. Where a
new system concept or new technology is used, one
has to build a system to throw away, for even the
best planning is not so omniscient as to get it
right the first time. - The management question, therefore is not
whether to build a pilot system and throw it
away. You will do that. The only question is
whether to plan in advance to build a throwaway,
or to promise to deliver the throwaway to
customers. Seen this way, the answer is much
clearer. Delivering that throwaway to customers
buys time, but is does so only at the cost of
agony for the user, distraction for the builders
while they do the redesign, and a bad reputation
for the product that the best redesign will find
hard to live down. - Hence, plan to throw one away you will,
anyhow. -
- -Frederick Brooks, The Mythical Man-Month
29Comparison - 1
Lewis Rieman
Koberg Bagnall
- Who will use?
- What are their tasks?
- Plagiarize
- Rough out a design
- Think about design
- Create a prototype
- Test it with users
- Iterate
- Build a production version
- Track use
- Evolve the design
30Comparison - 2
Ken Goldberg
Koberg Bagnall
- Define
- Research
- Brainstorm
- Vote
- Focus
- Delegate
- Prototype
- Test
- Refine
- Present
31Why Adopt a Design Process ?
- Make sure everyone knows what you are solving.
- Make sure what you are creating is what the users
actually need. (not necessarily what they asked
for) - Make sure you explore a big enough design space
- Make sure you can discover and fix problems in
your design. (You are unlikely to do everything
right in your first attempt). - And discover and fix them early
- Make sure your design is for your users, not for
yourself.
32(No Transcript)
33Video The Deep Dive
Design
Prototype
Evaluate
- How well do they follow the cycle?
- What do they do for each step of the cycle?
- How many cycles do you thin they went through?
34Brainstorming
Based on IDEOs Brainstorming Rules
35The Psychology of Creativity
- Conformity the enemy of creativity
- Group and organizations encourage conformity
36The Psychology of Creativity
- Pressure to conform affects judgment and
perception - The emperors new clothes
- MCarthyism if youre not one of us, youre on of
them - People in the minority will adopt majority
opinion and even manufacture their own
explanation of it.
37Enhancing Creativity
- Thinking outside the box
- Draw a series of 4 straight lines through all the
points below, without lifting pen from paper
38Another Anecdote
- A user rushed into his cube, quickly typed his
credentials, and was told that his password was
invalid. He sat down, entered his password again,
and it was fine. Curious, he logged out, stood
up, and tried again. No access. When he was
standing up, logging in always failed. When he
was seated, he always succeeded. - How could the computer possibly know whether he
was standing or sitting?
From Programming Pearls by Jon Bentley
39The Answer -
- It turns out that somebody had switched a couple
of the (physical) keys on his keyboard as a joke.
When the user was standing at the keyboard, he
used "hunt-and-peck" typing. When he was seated,
he was touch typing.
40Why are These Hard ?
- We adopt expectations about the solutions
- Based on conventions
- Based on what we believe the questioner expects.
41Creativity and Dissent
- Authentic dissenters people who really disagree
with the group can enhance group creativity. - Their opinion neednt be right but they can
free the group from stagnant thinking. - The originality of the minority stimulates the
majority.
42 Dissent and Authenticity
- The benefits of dissent are weakened if either
- Dissent is not real A deliberate devils
advocate in the group can actually stifle
dissent, because the majority know their opinion
is manufactured. - Dissent is not encouraged Polite or pro-forma
acceptance is not enough.
43The Origin of Brainstorming
- Proposed by Alex Faickney Osborn
- May 24, 1888 May 4, 1966
- Was an advertising manager
- Originated in 1957 in a book called Applied
Imagination.
44 IDEOs Brainstorming Rules
- Sharpen the Focus
- Playful Rules
- Number your Ideas
- Build and Jump
- The Space Remembers
- Stretch Your Mental Muscles
- Get Physical
- Aim for quantity
- Hope for Quality
45 1. Sharpen the Focus
- Posing the right problem is critical neither
too narrow, nor too fuzzy - Not bicycle cup-holders but helping cyclists
to drink coffee without accidents.
46 2. Playful Rules
- Rules constrain choice and inhibit exploration.
- Making the rules playful or ironical can shape
the discussion without limiting it. - Examples encourage wild ideas, be visual,
go for quantity.
47 3. Number Your Ideas
- Obvious but very useful
- Helps keep track of them when the brainstormer is
successful (and a hundred or more ideas are in
play). - Allows ideas to take on an identity of their own.
48 4. Build and Jump
- Build to keep momentum on an idea
- shock absorbers are a great idea what are other
ways to reduce coffee spillage on bumps? - Jump to regain momentum when a theme tapers out
- OK, but what about hands-free solutions?
49 Concept Refinement
- Premature idea rejection is a serious barrier to
good design. - One of the biggest differentiators between good
designers and great ones is the latters ability
to successfully develop unusual ideas. - This requires a strong instinct tobe able to
distinguish fatal vs. minor flaws in an idea.
50 5. The Space Remembers
- Covering whiteboards or papering walls with text
is extremely useful in group work. - Its a very effective
- form of external memory
- for group members.
- Even better, its shared
- memory. Its a way for
- group members to
- share understanding.
51 6. Stretch your Mental Muscles
- Warmups word games, puzzles
- Get immersed in the domain go visit the toy
shop, or the bicycle shop, phone shop etc - Bring some examples of the technology to the
brainstomer.
52 7. Get Physical
- Sketching
- Making models
- Acting out
53 Ways to kill a Brainstormer
- The boss gets to speak first
- Everybody gets a turn
- Experts only
- Do it offsite
- No silly stuff
- Write down everything
54Next Time
- Sketching, Idea Logs and Storyboarding
- Cognetics and the Locus of Attention. Jeff
Raskin,The Humane Interfaces, Chapter 2. - Meanings, Modes, Monotony and Myths. Jeff Raskin
The Humane Interfaces, Chapter 3. - First Individual Assignment will be out on
Wednesday!