IDEA GENERATION WORKSHOP HCDE 593 Ruth KikinGil 02

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IDEA GENERATION WORKSHOP HCDE 593 Ruth Kikin-Gil 02 2015 RUTHKG@UW. EDU

IDEA GENERATION WORKSHOP HCDE 593 Ruth Kikin-Gil 02 2015 RUTHKG@UW. EDU

AGENDA The design process Idea generation Method 1: Random words Method 2: Body storming

AGENDA The design process Idea generation Method 1: Random words Method 2: Body storming Method 3: Context storming Method 4: Challenge assumptions Method 5: Crazy 8

Divide to groups of 3 -5

Divide to groups of 3 -5

THE DESIGN PROCESS: Laseau’s funnel Opportunity seeking DESIGN Decision making

THE DESIGN PROCESS: Laseau’s funnel Opportunity seeking DESIGN Decision making

THE DESIGN PROCESS: The double diamond De Bu ild fin Un de De sig

THE DESIGN PROCESS: The double diamond De Bu ild fin Un de De sig rs ta nd n e

THE DESIGN PROCESS: Repeat

THE DESIGN PROCESS: Repeat

VERTICAL THINKING / LEFT BRAIN Ú Ú Ú Selective Maintains order Requires correct steps

VERTICAL THINKING / LEFT BRAIN Ú Ú Ú Selective Maintains order Requires correct steps Builds on orderly steps Judges and evaluates Technically trained

LATERAL THINKING / RIGHT BRAIN Ú Ú Ú Generative Challenges order Tolerates and encourages

LATERAL THINKING / RIGHT BRAIN Ú Ú Ú Generative Challenges order Tolerates and encourages wrong steps skips steps Defers judgment Creatively trained

LEFT AND RIGHT DOESN’T MEAN RIGHT AND WRONG! Kath Walker

LEFT AND RIGHT DOESN’T MEAN RIGHT AND WRONG! Kath Walker

BUILD YOUR TOOLKIT

BUILD YOUR TOOLKIT

COME PREPARED Define your problem area [write it down so everyone can see] Everyone

COME PREPARED Define your problem area [write it down so everyone can see] Everyone should know the research [or allocate time to talk about it] Define a facilitator [and time keeper] Define a scribe Plan which activities you want to do [based on stage] Find the right environment Have the right supplies: papers, many colors, scissors, glue/tape, sticky notes, markers etc…

What’s YOUR problem areas?

What’s YOUR problem areas?

WHAT TO EXPECT 1. 2. 3. 4. 5. 6. Hard Time Consuming You’ll hit

WHAT TO EXPECT 1. 2. 3. 4. 5. 6. Hard Time Consuming You’ll hit a wall Not efficient Tiring You’ll want to quit. Don’t! (3 thirds) Why do it? Because it works

RULES OF BRAINSTORMING Push your limits Don’t think Don’t stop (Especially when it’s hard)

RULES OF BRAINSTORMING Push your limits Don’t think Don’t stop (Especially when it’s hard) No judgment. Build on others’ ideas Go for quantity. Set a target numbers and If there aren’t enough ideas lower your bar.

TAKE A MAGIC PILL (DON’T EAT IT YET) 17

TAKE A MAGIC PILL (DON’T EAT IT YET) 17

RANDOM WORDS 1. Define a problem (CONTEXT) 2. Take a random word, extract its

RANDOM WORDS 1. Define a problem (CONTEXT) 2. Take a random word, extract its underlying principles (INITIAL STIMULUS) 3. Apply those principals to your problem to see how they can help (BRIDGING IDEA)

RANDOM WORDS Initial Stimulus: the random word itself Bridging idea: an idea based on

RANDOM WORDS Initial Stimulus: the random word itself Bridging idea: an idea based on the stimulus. The idea is used as a bridge between the stimulus and an idea which you could actually use on your problem.

RANDOM WORDS. EXAMPLE: Using the random word "Balloon" in the context of new ideas

RANDOM WORDS. EXAMPLE: Using the random word "Balloon" in the context of new ideas about cars. A bridging idea: inflate the balloon under the car. The advantages of this would be that the car jack would not puncture rusty cars and that cars could be raised on soft ground. The resulting final idea could be to have a car jack which spreads its force more evenly under the car and onto the ground.

Exercise Define the problem

Exercise Define the problem

Exercise: problem + random word = ? ARMADILLO 3 minutes Create “bridging ideas”

Exercise: problem + random word = ? ARMADILLO 3 minutes Create “bridging ideas”

Exercise: problem + random word = ? Share + ground to reality 3 minutes

Exercise: problem + random word = ? Share + ground to reality 3 minutes

BODYSTORMING What would you do? 3 Minutes

BODYSTORMING What would you do? 3 Minutes

Exercise CHALLENGE YOUR ASSUMPTIONS!

Exercise CHALLENGE YOUR ASSUMPTIONS!

SAMPLE ASSUMPTION I assume that users care about perfect fidelity for documents they author

SAMPLE ASSUMPTION I assume that users care about perfect fidelity for documents they author What if everyone BRAINSTORM QUESTIONcared about optimal consumption experience of their documents?

CHALLENGE OUR ASSUMPTIONS Now, let’s list our assumptions, reverse them, and see what products,

CHALLENGE OUR ASSUMPTIONS Now, let’s list our assumptions, reverse them, and see what products, services, and features we can come up with

Exercise Choose the problem

Exercise Choose the problem

Exercise: List assumptions LIST ASSUMPTIONS Together, 3 minutes

Exercise: List assumptions LIST ASSUMPTIONS Together, 3 minutes

Exercise: List assumptions BRAINSTORM IN GROUPS 3 minutes

Exercise: List assumptions BRAINSTORM IN GROUPS 3 minutes

SCAMPER Developed by Bob Eberle SCAMPER is an acronym for ➔ ➔ ➔ ➔

SCAMPER Developed by Bob Eberle SCAMPER is an acronym for ➔ ➔ ➔ ➔ Substitute Combine Adapt Modify Put to another use Eliminate Reverse.

CONTEXTORMING Task: Know when others are around you and what they're doing PERSONALITY: PLAYFUL

CONTEXTORMING Task: Know when others are around you and what they're doing PERSONALITY: PLAYFUL POSTURE: ON THE COUCH TOOLS: TABLET

DESIGN JAM PROCESS Understand Diverge Decide Prototype Learn Absorb research and competitive knowledge Develop

DESIGN JAM PROCESS Understand Diverge Decide Prototype Learn Absorb research and competitive knowledge Develop as many solutions as possible Choose the best ideas and create a storyboard Build something quickly Show the prototype to real people What do we know? Identify problems Identify conflicts Divide labor Flash feedback What’s out there? Generate ideas Select approach Quick critique Scoreboard notes Map the story Critique ideas Create a storyboard for the prototype you want to create Review Identify next jam

GENERATE IDEAS 1 2 3 Seven step cycle Take notes Mind map Crazy 5

GENERATE IDEAS 1 2 3 Seven step cycle Take notes Mind map Crazy 5 Silent critique 6 Fast critique 7 Super vote Eights 4 Storyboarding 5 minutes 10 minutes 5 minutes 20 minutes 10 minutes 3 minutes 5 minutes Examine the problem section and note anything important Create rough diagrams of solutions at very low fidelity Draw eight 40 second sketches Assemble 3 frame sequence from generated ideas. Draw as many ideas as you want. Place dot stickers on appealing ideas in storyboards Discuss each storyboard quickly Place special stickers on the strongest ideas. Can be on the entire idea, or just part of it

EXAMPLES Mind mapping Crazy Eights Storyboard

EXAMPLES Mind mapping Crazy Eights Storyboard

STORYBOARD Create complete story for person using prototype Some things to discuss: • How

STORYBOARD Create complete story for person using prototype Some things to discuss: • How will a person get to our product? • What will they be trying to do when they get there? • Have we detailed everything we need in our “script” to make our prototype? • Are we following our day one diagram—or why not?

STORY BOARDING THE DETAILS Theme 1 STORYBOARD Feature A How feature A appears in

STORY BOARDING THE DETAILS Theme 1 STORYBOARD Feature A How feature A appears in the story Feature B How feature C appears in the story Theme 2 Feature C How feature B appears in the story Feature D How feature F appears in the story Feature E How feature D appears in the story

APPENDIX

APPENDIX

SCAMPER Developed by Bob Eberle SCAMPER is an acronym for ➔ ➔ ➔ ➔

SCAMPER Developed by Bob Eberle SCAMPER is an acronym for ➔ ➔ ➔ ➔ Substitute Combine Adapt Modify Put to another use Eliminate Reverse.

SUBSTITUTE EXTREME PERSONAE THE MAFIA

SUBSTITUTE EXTREME PERSONAE THE MAFIA

Exercise 2 COMBINE AND CONQUER 44

Exercise 2 COMBINE AND CONQUER 44

ROOMBA + WEB CAM PRODUCT 1 PRODUCT 2 = REMOTE CONTROLLED NANNY CAM NEW

ROOMBA + WEB CAM PRODUCT 1 PRODUCT 2 = REMOTE CONTROLLED NANNY CAM NEW THING!

Exercise 2 COMBINE AND CONQUER

Exercise 2 COMBINE AND CONQUER

REVERSE / REARRANGE wood Sawdust MDF

REVERSE / REARRANGE wood Sawdust MDF

REVERSE / REARRANGE

REVERSE / REARRANGE

METAPHORS: DRIVE THE PRESENTATION

METAPHORS: DRIVE THE PRESENTATION

VISUAL METAPHORS

VISUAL METAPHORS

DESIGN JAMS Based on Google ventures design methodology

DESIGN JAMS Based on Google ventures design methodology

OPPORTUNITY What is the opportunity that you see in the problem space you are

OPPORTUNITY What is the opportunity that you see in the problem space you are exploring? BRIEF Imagine that …. What if …. A description of a future that uses your idea

DESIGN JAM PROCESS Understand Diverge Decide Prototype Learn Absorb research and competitive knowledge Develop

DESIGN JAM PROCESS Understand Diverge Decide Prototype Learn Absorb research and competitive knowledge Develop as many solutions as possible Choose the best ideas and create a storyboard Build something quickly Show the prototype to real people What do we know? Identify problems Identify conflicts Divide labor Flash feedback What’s out there? Generate ideas Select approach Quick critique Scoreboard notes Map the story Critique ideas Create storyboard Review Identify next jam

UNDERSTAN D DAY 1

UNDERSTAN D DAY 1

DAY 1 – SAMPLE AGENDA 10: 00 AM Presentation 11: 30 AM Presentation 1:

DAY 1 – SAMPLE AGENDA 10: 00 AM Presentation 11: 30 AM Presentation 1: 30 PM Demo 2: 00 PM Activity 3: 00 PM Activity 4: 00 PM Review Topic 1 Topic 2 Competitive Apps Explore Problem User Story Set Goals Report Out Come prepared: gather your research in advance, divide among team members or invite external speakers Explore the problem: Determine the most important story to explore Throughout the day, make a list of things to discuss further; i. e. : private vs. public, real time vs, a-sync Make a list of scenarios you want to explore

MAP THE STORY Diagram the most important story to explore Find the hero moments:

MAP THE STORY Diagram the most important story to explore Find the hero moments: What is the singular moment that will articulate the necessity and desirability of this capability to the average user?

SET GOALS Determine what we want to learn from the prototype Some things to

SET GOALS Determine what we want to learn from the prototype Some things to discuss: • When we show our prototype to users, what do we hope to learn? What do we need to design and prototype in order to learn those things?

DIVERGE DAY 2

DIVERGE DAY 2

DAY 2 AGENDA 10: 00 AM Activity 10: 30 AM Activity 1: 00 AM

DAY 2 AGENDA 10: 00 AM Activity 10: 30 AM Activity 1: 00 AM Activity 4: 00 PM Activity Divide the problem Generate ideas via: Review Notes Mind map Crazy Eights Storyboard Silent critique Fast critiques Super vote Seven step idea generation Determine sections to explore Discuss progress and decisions to be made

LIST EXISTING IDEAS Catalog solutions we know of today

LIST EXISTING IDEAS Catalog solutions we know of today

DIVIDE THE PROBLEM MAP THAT WAS GENERATED IN DAY 1 Determine sections to explore

DIVIDE THE PROBLEM MAP THAT WAS GENERATED IN DAY 1 Determine sections to explore Some things to discuss: • What parts of the problem make contained areas to explore? • When those are defined, move to the next step

GENERATE IDEAS 1 2 3 Seven step cycle Take notes Mind map Crazy 5

GENERATE IDEAS 1 2 3 Seven step cycle Take notes Mind map Crazy 5 Silent critique 6 Fast critique 7 Super vote Eights 4 Storyboarding 5 minutes 10 minutes 5 minutes 20 minutes 10 minutes 3 minutes 5 minutes Examine the problem section and note anything important Create rough diagrams of solutions at very low fidelity Draw eight 40 second sketches Assemble 3 frame sequence from generated ideas. Draw as many ideas as you want. Place dot stickers on appealing ideas in storyboards Discuss each storyboard quickly Place special stickers on the strongest ideas. Can be on the entire idea, or just part of it

EXAMPLES Mind mapping Crazy Eights Storyboard

EXAMPLES Mind mapping Crazy Eights Storyboard

REVIEW After the “super vote”, discuss progress and which decisions need to be made

REVIEW After the “super vote”, discuss progress and which decisions need to be made next Some things to discuss: Do we have enough ideas to choose from? Do we have the right kind of ideas? What do we need to decide tomorrow?

DECIDE DAY 3

DECIDE DAY 3

DAY 3 AGENDA 10: 00 AM Storyboard 4: 00 PM Review Create complete story

DAY 3 AGENDA 10: 00 AM Storyboard 4: 00 PM Review Create complete story for a person using prototype Review Discuss progress and decisions to be made

STORYBOARD Create complete story for person using prototype Some things to discuss: • How

STORYBOARD Create complete story for person using prototype Some things to discuss: • How will a person get to our product? • What will they be trying to do when they get there? • Have we detailed everything we need in our “script” to make our prototype? • Are we following our day one diagram—or why not?

EXAMPLE Storyboarding Details

EXAMPLE Storyboarding Details

STORY BOARDING THE DETAILS Theme 1 STORYBOARD Feature A How feature A appears in

STORY BOARDING THE DETAILS Theme 1 STORYBOARD Feature A How feature A appears in the story Feature B How feature C appears in the story Theme 2 Feature C How feature B appears in the story Feature D How feature F appears in the story Feature E How feature D appears in the story

WIREFRAMES Create rough screens to create detailed designs and prototype from Feature Some things

WIREFRAMES Create rough screens to create detailed designs and prototype from Feature Some things to discuss: • Define key screens to mock up and prototype

REVIEW Discuss prototype production Some things to discuss: • What logistical issues do we

REVIEW Discuss prototype production Some things to discuss: • What logistical issues do we need to resolve? • Who is going to do what?

PROTOTYPE DAY 4

PROTOTYPE DAY 4

LEARN USER STUDY

LEARN USER STUDY

And now what? group your ideas and find themes make sure that these themes

And now what? group your ideas and find themes make sure that these themes correspond to the pain points you wanted to solve sketch ideas around each theme Mock up the ones with most potential Evaluate

TENETS AND TRAPS - IDENTIFY HOLES IN YOUR DESIGNS AND FIND SOLUTIONS TENETS general

TENETS AND TRAPS - IDENTIFY HOLES IN YOUR DESIGNS AND FIND SOLUTIONS TENETS general attributes of good interface design + TRAPS problems that degrade good interface design

TENETS Understandable I know what I can do Physically Effortless Responsive I don’t wait

TENETS Understandable I know what I can do Physically Effortless Responsive I don’t wait Efficient I take fewer steps and process less info I can do things quickly and comfortably Forgiving I can undo my actions Discreet I don’t overshare Protective Habituating I don’t lose my data I quickly achieve mastery Beautiful I find it attractive, compelling…

TRAPS Understandable I know what I can do Physically Effortless Responsive I don’t wait

TRAPS Understandable I know what I can do Physically Effortless Responsive I don’t wait Efficient I take fewer steps and process less info I can do things quickly and comfortably Forgiving I can undo my actions VIDEO LINK Discreet I don’t overshare Protective Habituating I don’t lose my data I quickly achieve mastery Beautiful I find it attractive, compelling…

TEAM IDEA MAPPING Each team member brainstorms individually on a pre-defined topic, then all

TEAM IDEA MAPPING Each team member brainstorms individually on a pre-defined topic, then all ideas are combined into one large idea map, which is an abstract ‘web’ of interconnected ideas. Participants share the meaning of their ideas, and during the sharing new ideas are formed as associations are made.

GROUP PASSING Everyone writes an idea, and then passes it to the next person,

GROUP PASSING Everyone writes an idea, and then passes it to the next person, who adds to it. This continues until everyone gets their original paper back, at which point the group will have elaborated on each of the ideas.

PETER MERHOLTZ’S DOUBLE DIAMOND

PETER MERHOLTZ’S DOUBLE DIAMOND

RULES OF BRAINSTORMING

RULES OF BRAINSTORMING

DON’T JUDGE! "Inventions have long since reached their limit, and I see no hope

DON’T JUDGE! "Inventions have long since reached their limit, and I see no hope for further development“ Julius Frontinus (Highly respected engineer in Rome, 1 st century A. D. ) 12/7/2020 Microsoft confidential 84

GO WILD! "If at first the idea is not absurd, then there is no

GO WILD! "If at first the idea is not absurd, then there is no hope for it“ Albert Einstein 12/7/2020 Microsoft confidential 85

QUANTITY OVER QUALITY "If you wish to advance into the infinite, explore the finite

QUANTITY OVER QUALITY "If you wish to advance into the infinite, explore the finite in all directions” Johann Wolfgang von Goethe 12/7/2020 Microsoft confidential 86

BUILD ON OTHERS’ IDEAS "If I have seen further it is by standing on

BUILD ON OTHERS’ IDEAS "If I have seen further it is by standing on the shoulders of giants. " Sir Isaac Newton 12/7/2020 Microsoft confidential 87

ALL IDEAS ARE BORN EQUAL "Nurture your minds with great thoughts. To believe in

ALL IDEAS ARE BORN EQUAL "Nurture your minds with great thoughts. To believe in the heroic makes heroes. " Benjamin D’israeli 12/7/2020 Microsoft confidential 88