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IEOR 170: The Design Cycle and Brainstorming

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Title: IEOR 170: The Design Cycle and Brainstorming


1
IEOR 170 The Design Cycle and Brainstorming
  • Jingtao Wang
  • 1/22/2007

Slides based on those of Prof. John Canny and
Maneesh Agrawala
2
Due 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

3
Administrivia
  • 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.

4
Topics
  • The Design Cycle
  • Brainstorming

5
  • The Design Cycle

Primarily based on Koberg Bagnall 1981
6
(No Transcript)
7
The 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.

8
The Design Process Koberg Bagnall
9
Acceptance
  • Getting started
  • Because of a deadline
  • Because of possible reward
  • Because you are forced to
  • Commitment
  • Time
  • Resources
  • Responsibility
  • Key is to set motivation

10
Analysis
  • Understand users and tasks
  • Who are the users?
  • What are their tasks?
  • Observe and test, dont guess

11
Analysis
  • Understand users and tasks
  • Who are the users?
  • What are their tasks?
  • Observe and test, dont guess
  • Tools
  • Notebook
  • Tape recorder
  • Camera
  • Camcorder

12
Who 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.

13
What 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

14
Task 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.

15
Definition
  • Focus on the problem
  • Choose appropriate level of detail
  • Not bicycle cup-holders but helping cyclists
    to drink coffee without accidents

16
Ideation
  • 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

17
Idea 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

18
Implementation
  • Scale up low -gt high fidelity

19
Implementation
  • Scale up low -gt high fidelity
  • Low-fidelity (quick, cheap, dirty)
  • Sketches, paper models, foam core

20
Implementation
  • Scale up low -gt high fidelity
  • Low-fidelity (quick, cheap, dirty)
  • Sketches, paper models, foam core
  • Medium fidelity (slower, more expensive)
  • Flash, PowerPoint, Breadboard,

21
Implementation
  • 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

22
Evaluation
  • 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

23
Evaluation
  • Early tests
  • Wizard of Oz approach

24
Evaluation
  • Walk-through prototype design

25
Design Cycle Over Project Lifespan
26
Design Cycle Over Project Lifespan
Evaluation reveals problems with design.
Re-design requires cycling the process.
27
Design Cycle Over Project Lifespan
Prototype implementations eventually increase in
fidelity to each final product.
28
Plan 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

29
Comparison - 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

30
Comparison - 2
Ken Goldberg
Koberg Bagnall
  • Define
  • Research
  • Brainstorm
  • Vote
  • Focus
  • Delegate
  • Prototype
  • Test
  • Refine
  • Present

31
Why 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)
33
Video 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?

34
Brainstorming
Based on IDEOs Brainstorming Rules
35
The Psychology of Creativity
  • Conformity the enemy of creativity
  • Group and organizations encourage conformity

36
The 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.

37
Enhancing Creativity
  • Thinking outside the box
  • Draw a series of 4 straight lines through all the
    points below, without lifting pen from paper

38
Another 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
39
The 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.

40
Why are These Hard ?
  • We adopt expectations about the solutions
  • Based on conventions
  • Based on what we believe the questioner expects.

41
Creativity 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.

43
The 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

54
Next 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!
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