Documentos de Académico
Documentos de Profesional
Documentos de Cultura
table o f co ntents
Courses / Students / Faculty — p.4
With the product creation process becoming more integrated with Practices in Industrial Design worked closely with students
business strategy planning, tomorrow’s designers will need to from IACT 720, Interactive Product Design developing netbooks
be able to discover unarticulated opportunities and rapidly for three main target groups: 7-11 years of age • 12-15 years
transform them into breakthrough product concepts. Central to of age • 16-18 (+) years of age
this process is an understanding of the customer. The students The students analyzed existing technology, conducted com-
will look at how the design of experiences can determine prod- petitive and peripheral market research, as well as in depth
uct attributes that lead to innovative solutions. The students contextual research with the different target groups. Diverse
will create human-centered concepts from primary research that concepts were explored, usability testing was conducted and
satisfy people’s explicit and implicit needs for useful, usable final designs were build to previously developed specifications.
Verena
and exciting new products. Solutions are presented in form of 3D computer renderings as
Paepcke-Hjeltness
Over a ten week period students of IDUS 421, Commercial well as full scale volume models.
F r e e s c a l e /SCA D
C o u r s e s / S t u d e n t s / Fa c u l t y
| 5
IACT 720
The following course goals articulate the general The following course outcomes indicate competencies
objectives and purpose of this course: • To under- and measurable skills that students develop as a
stand the implications of designing for a digital result of completing this course: • Explore and
medium • To look towards the future of interface develop creative, exploratory interactive solutions
design, where standard widgets are no longer relied to complex, non-linear problems • Draw connections
upon and traditional interface paradigms are rejecte between current technological trends and futuristic
• To think analytically about interaction design in visions for interactive product design • Develop
the future • To visually document an interactive physical and interactive designs that mesh cohe-
design process sively to create an all encompassing interactive
David
design product.
Malouf
F r e e s ca l e /SCA D
C o u r s e s / S t u d e n t s / Fa c u l t y
6|
| 7
sectio n 1
research
ganizers
Palm original
Clam Shell Cover
Talking Dictionary
meras
SLR
Palaroid
Camera Recorder
Webcam
rm/music
Ipod
Walkman
Tape/ Cassette
Mini Disk
SD Card
DVD player
8|
freescale
research
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| 9
opportunities
• Remove association with laptops • Color/pattern to communicate with • “Understanding Linux” feature
• Expression of style user group -Startup
-Operation
• Optimize accessories to users -Customization
-Storage -Programs
-Battery Life
-Optical Drive
-Internet access type
Mobile
Devices
Applications
Netbooks
Human Factors
• Keyboard size
• Key/switch placement
• Touchpad/button feel
• Overall dimensions
• Weight distribution
Laptops
F r e e s ca l e /SCA D
Sec tion 1: Research
10 |
video game
Gameboy (Nintendo)
Tamakachi
Tiger
PSP
mobile
Clamshell
Slider
Touch Screen
Candy bar
Scissor
Triptic
F r e e s c a l e /SCA D
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| 11
organizers
Palm original
Talking Dictionary
cameras
SLR
Palaroid
Camera Recorder
Webcam
alarm/music
Ipod
Walkman
Tape/ Cassette
Mini Disk
SD Card
DVD player
CD player
F r e e s ca l e /SCA D
Sec tion 1: Research
12 | Media in the Home
the home
F r e e s c a l e /SCA D
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| 13
- The table
that new m
and video g
as TV.
- Total med
- As childre
audio medi
related med
media - Media Mu
new genera
exposure
F r e e s ca l e /SCA D
S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
14 |
PNG Transparency Media Blocks Out-of-the-box layouts Huge Illustrations & Vibrant Graphics
Big Typography Magazine Look More White Space Social Design Elements
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| 15
Category Visuals Illustrations in Blog Posts Organic textures, tiles & photographic backgrounds
F r e e s ca l e /SCA D
Sec tion 1: Research
16 |
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Colors
• Men. Printed bandanna and sun
Saturated brights, sulphur,
hat. Printed maxi tote. “Frogman”
electric blue, flashy orange, purple
leggings, color ed or printed
pink to twist with color ed greys
oxfords, canvas and leather
and classics. To wear in pop or
sneakers with day-glo accent.
cubist style color blocks.
F r e e s ca l e /SCA D
Sec tion 1: Research
18 |
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| 19
users but about [this is] living. Where as earlier the number of regis- There seem to be a need for scalable co-op games - something in between
tered users was highlighted, now the focus is on stickiness, value for “playing with friends” and MMOs. Resistance 2 is one example of a shared
the users, uniqueness and interactivity. Online communities are intro- experience and collaborative gaming in a scalable and/or flexible game
F r e e s ca l e /SCA D
Sec tion 1: Research
20 |
photo journals
Photo Journals are a form of tool kits
that we developed. It consists of a jour-
nal, and a Disposable Camera. The journal
is used to document communication behav-
ior of students during their daily life.
It is also used for them to leave comments
and suggestions in it. The camera is used
take photos of these specific moments to
visually understand the methods of com-
munication and lifestyle.
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3:00 — Introduction
— Briefly explained what we are meeting for
3:20 — Post-It
— Post likes/dislikes and interesting
information for features
Likes
• Foreign Language app
• Draws/ doodles while waiting for the
computer to start
• Planner with Alarm Reminder
• User created content input (art/sketches)
• Visual internet bookmarks
• Display incoming messages
• Volume control/mute
• Color customization with original in
(black, white, grey)
• Basic features Easily accessible
• Cargo Pocket size (small and cute)
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Dislikes
• Slides
• Viruses
• Internet spam
• Startup speed
• Phones (too small)
• Durability (on screens)
• Login (Hard to remember)
• Reading on Screens
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16-18
E
n 19+ | 29
EXA
MP
L
AGE
sectio n 2
research
E
target age groups
12 - 15 16 - 18 19+
synthesis
12 - 15
findings: findings: findings:
• Identify with Parents. • Form own identity • Self Reliant
• Begin to become individuals. • Independent (work, responsibility) • College / Job / Family
• Mostly about fun. • Curious • Survival
• Less focused (short attention span). • School focus (future) • Fashion (interest dependent
• Music (what parents/ • Values Possessions (works for them) on income/lifestyle)
older siblings listen to). • Fashion / Brand Recognition
een
• Transported by parents. opportunities:
EXA
• Carries around more stuff
• Fewer mobile possessions.
opportunities:
• Portability.
opportunities:
•
•
Larger form factor
Customizability (color options)
•
•
•
•
Reference software
Professional (minimal / modern)
Not a clamshell
Travel (lightweight)
MP
L AGE
•
•
Modular.
“Cute” / Versatile (small).
• Productivity focus (accessories) •
•
Video output (option?)
Communication 16-18
E
• Social interaction (study help)
• Identification (Accessories, etc.). - Flash card generator • Data / organization
•
•
•
Options (interface).
Organization (time management).
Creative programs.
•
•
- Foreign language help
Reference software (encyclopedia)
Media storage (memory expansion)
19+
• Durable • Style > Durability
• Investment
30 |
12 - 15 16 - 18 19+
12 - 15
findings: findings: findings:
• Identify with Parents. • Form own identity • Self Reliant
• Begin to become individuals. • Independent (work, responsibility) • College / Job / Family
• Mostly about fun. • Curious • Survival
• Less focused (short attention span). • School focus (future) • Fashion (interest dependent
• Music (what parents/ • Values Possessions (works for them) on income/lifestyle)
older siblings listen to). • Fashion / Brand Recognition
• Transported by parents. • Carries around more stuff opportunities:
• Fewer mobile possessions.
opportunities: • Reference software
opportunities: • Professional (minimal / modern)
• Larger form factor • Not a clamshell
• Portability. • Customizability (color options) • Travel (lightweight)
• Modular. • Productivity focus (accessories) • Video output (option?)
• “Cute” / Versatile (small). • Social interaction (study help) • Communication
• Identification (Accessories, etc.). - Flash card generator • Data / organization
• Options (interface). - Foreign language help
• Organization (time management). • Reference software (encyclopedia)
• Creative programs. • Media storage (memory expansion)
• Durable • Style > Durability
• Investment
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| 31
“Beta” Mom
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32 |
form factor
ideas
LE
Split angel keyboard
12-15
19+
Reg.Keyboard
E
Touch Screen
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| 33
swivell EXA
MP
L
AGE
N/A
16-18
Rotate Screen
E
19+
tablet EXA
MP AGE
16-18
LE
Only Screen 19+
Wall Mount
Hand Held
EXA
flip screen MP
L
AGE
E
slide-out screen EXA
MP AGE
L
16-18
E
19+
F r e e s ca l e /SCA D
S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
34 |
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sectio n 3 .1
industrial design
concept
development
36 |
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zarni ko — ideation
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usability
testing
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sectio n 3 . 2
industrial design
final concepts
62 |
brad
fenning
Age Range:
• 15-18
• 19 +
Features:
• Compact Size (6.5” x 4.5” x 1.1”)
• 6” x 4” Touchscreen
• Sliding keypad
• 2 Hidden USB 2.0 Ports
• 1 Ethernet Port
• QWERTY Keyboard
Accessories:
• Interchangeable Keypad Grips
• Screen Protector
• Extended Battery
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bryan
hemenway
Age Range:
• 19 +
Users:
• Soccer Moms
Size:
tioning.
• 9” X 7”
Features:
• Rotating acrylic flip open screen cover / stand.
• Easy access, touch hot keys, with choice of left
or right positioning.
• Color Variation LEDs.
• Top Mounted Camera, with LED indicator light.
• Speakers.
• Easy to spot, Power Button.
• Customizable Leather Insert on back.
Accessories:
• Changeable Cover Protector
• Straps
• Flat keyboard and mouse
• Changeable Grips
• Wall Mount
• Fridge Mount (wall with
magnetic attachment)
Hot Keys: 5
• Camera, Photos, Calender, Internet, Weather
Ports:
• USB (2), Memory Card (SD, CF), Power Cord
Car Cigarette lighter,
Mounting Options:
• Wall Mount, Fridge Mount (wall with
magnetic attachment), Car Cigarette
lighter, Desk / Table top.
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eatures: Features
1. Speakers
Camera
2. Acrylic Screen
Cover/Stand
3. Selectable
Hot-key
Shortcuts
4. Custom Fabric
Inserts
Speakers
1. 3. Selectable Hot Key Side
Camera
Acrylic Screen 2. 4.
Cover / Stand Custom Fabric Insert
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| 69
Color Options
Body
LED
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colin
martin
Age Range:
• Early 20s — Mid 50s
• Anyone who’s job is highly mobile
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| 79
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82 |
trevor
mckay
Age Range:
• 19 +
Size:
• 10” X 6” X 0.56”
Features:
• 7” x 5” Screen Size (Touchscreen)
• two 0.9” X 5” Ink touch screen
• Multi Color LED lights
• Cover protector
• Web cam
• Speakers
• Side Grip
• Security/Memory USB Card
• Wireless and bluetooth
• Hidden Ports:
• 2 USB Ports
• 1 VGA
• 1 Ethernet Port
• Power port
• Intergraded stand
Accessories:
• Changeable Cover Protector
• Straps
• Flat keyboard and mouse
• Changeable Grips
• Wall Mount
• Fridge Mount (wall with
magnetic attachment)
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Integrated Stand
Ethernet
VGA
Power
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86 |
julian
romero
Age Range:
• 19 +
Size:
• 10” X 6” X 0.56”
Features:
• Touch Screen Keyboard
• Integrated Mouse
• Multi Color LED lights
• Leather Cover Protector
• Speakers
• Side Grip
• Bluetooth Connection on
• 2 USB Ports
• Integrated Stand
Accessories:
• Customizable Cover Protector
• Customizable Colorways
• Flat Keyboard and Mouse
• Strap Connection on for
Transportability
F r e e s c a l e /SCA D
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| 87
Touchscreen Keyboard
Bluetooth Connectivity
Integrated Stand
Flats Screen
Mouse
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90 |
liz
mckibbon
Age Range:
• 10-13
• 15-18
Features:
• Asymmetrical, one-handed grip
• 6” x 4” touch screen
• Dual USB ports
• Usable in portrait or landscape view
orientation
• Minimal, lightweight design
• Gently angled at-rest view
Accessories:
• Music Lover Set
• Sports Case
• Gaming Set
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Hardware buttons; quick access to
most often used applications.
Built-in webcam
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92 |
Age Range:
• 10-13
• 15-18
Accessories:
• Two part shell case
• Tinted front case to ease glare
• Caribeaner to clip on a bag, clothing,
or other surface
• Bands on reverse provide an option of
‘hanging‘ like a photo frame
Features:
• Touch through polycarbonate case
provides screen access, even when closed
• Form fitting clamshell design
• Stretchable band keeps two part
hardshell case together.
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| 93
Caribeaner
Slightly tinted
case top
Rubber closure
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94 |
Age Range:
• 10-13
• 15-18
Accessories:
• Two part shell case
• Detachable speakers
• Straps for easy transport
Features:
• Touch through polycarbonate case
provides screen access, even when closed
• Form fitting clamshell design
• Detachable speakers provide increased
volume on or off ofthe device
• Easy-to-open, sliding clasp keeps
kit secure
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| 95
Form fitting bottom part Sliding Clasp Removable speakers Hinged opening
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96 |
Age Range:
• 10-13
• 15-18
Accessories:
• Two part shell case
• Gamer mouse/controller
• Stylus and stylus clip
Features:
• Touch through polycarbonate case
provides screen access, even when closed
• Form fitting clamshell design
• Wireless controller mouse can be used
in mouse orientation or controller
orientation
• Stylus is easily accessible for
quick sketching
• Easy-to-open, sliding clasp keeps
kit secure.
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| 97
Mouse/controller
Flattened ‘joystick‘
navigation pad
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98 |
mason
pfau
Age Range:
• 15-18
• 19 +
Features:
• Compact Size (7.3” x 4.5” x 1.2”)
• 6” x 4” Screen Size (Touchscreen)
• Dual-Pivot Screen: Tablet or
Clamshell orientation
• 3 USB Ports
• 1 Ethernet Port
• Full-Function Keyboard
Accessories:
Interchangeable units plug into base
• Battery Life Extender
• Optical Disk Drive
• External Hard Drive
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Left Click
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Color Options
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102 |
cody
rexroe
Age Range:
• 13-19
Size:
7.5”x 5x 1”
Features:
• SD micro ID Card
• Slide qwerty key board
• 4 usb drives
• Camera
• Speakers
• Ethernet port
F r e e s c a l e /SCA D
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104 |
win
tangsakulsuthaporn
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gunter
watkins
Age Range:
• 15-18
• 19 +
Features:
• Ergonomic form focused on hand
function & portability.
• A redesigned QWERTY thumbing keyboard
• 6” x 4” (touch screen)
• 5.75” x .5” status (touch screen)
• Compact size: (6.5” x 4.5” x 1.4”)
• Dual USB 2.0 ports with
• Optional connection upgrades
Accessories:
• Interchangeable skins for the units:
grips, keypads, and shell
Hardware Add-ons:
• Port Expansion Upgrade
• Optical Disk Drive
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| 109
Webcam
Track Pad
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sectio n 4 .1
interaction design
methodology
CALENDAR: RESOLuTION: ITERATION: LAST uPDATED BY: LAST uPDATED: 7
vIEWINg NEW ENTRIES 800 x 600 1.0 mATTHEW COLE 30.04.2009
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1:00 PM It was Science class time. She felt boring in They have less opportunities to
this class, so she started to draw a logo for socializewith friends because
student club limit break time.
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7:00 PM She had dinner with her family. Use of media (music) and a desire
for entertainment are a big part
of te students’ after-school
experience.
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Artifact Model
— Home: The
research revealed a broad
snapshot of what technology-
based devices this user group
interacts with at home.
Desktop PlayStation TV
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bedroom home
public space
cellphone computer
cellphone
mp3 player tv watches mp3 player
stereo wii before bed
digital camera
nds talks
digital camera plays & texts
electric guitar games
talks
laptop & texts
listens
jumpdrive to music listens
to music
pratices
homework takes pictures
of friends
& internet user a
school
announcements
loads homework
for school school
texts classwork
friends classroom
takes tv
lessons
computer
video camera
car
electric guitar
listens
cellphone to music turns in jumpdrive
mp3 player homework
Flow Model: This model illustrates the what and where of device use for this particular user group.
Restrictions imposed by schools dramatically reduce which devices the user can bring into the classroom.
All devices the user brings outside his/her home “live” in the user’s room, which precludes a familiarity
and sense of closeness to these devices. A device that enables the most “room activities” to find their
way into other physical spaces the user frequents would be welcomed.
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Artifact Model
— Interests:
Compiling interests for this user
group begins to reveal subtitles
of the individuals’ loyalties and
unspoken influences.
Discovery Channel
Facebook
Nike
Soulja Boy
Myspace CSI
Miis Starbucks
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brands entertainment
user a
activities communication
Interest Model: This model illustrates and organizes the things this user group finds important in their
lives. Brand awareness is only nominally present for electronics/technology. Some interests are influenced
by pop culture, while others are influenced by parents’ tastes and interests. There is some overlap
between communication and entertainment for this age group. Texting and communication through webcams
(skype) are heavily used by this age group. And, as to be expected, entertainment weighs heaviest in
interests for this age group.
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personas
Information gleaned from the contextual
inquiry process is then used to gener-
ate a persona. A persona is more than
a “target audience” breakdown or a set
of demographic characteristics, it is
a hypothetical person that represents a
real user and their interests, lifestyle,
habits, hobbies, etc.
These personas are then used as litmus
tests against which both design groups
scrutinize their designs. If a design
can’t feasibly exist in a personas world,
then the design is most likely off-base.
As our contextual research focused
on the junior high age group (a group
less fleshed out in the initial Freescale
research), our resulting personas are
reflections of these users and other poten-
tial individuals that are within their
social realm who would use this product.
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lifestyle
/// Idyllic Family Life /// Jokster
/// Comic Lover /// Draws Often
/// Active and Confident
p r i m a ry p e r s o n a
relationship
/// Two-Parent Household
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lifestyle
/// Working Mother /// Family-
Centered/// Plays Tennis, Jogs
and Swims/// Exercises Often s ec o n da ry p e r s o n a
On-the-go Lifestyle
relationship
/// Mother of Three /// Wife of 14 Years susan wright
/// Parents Live Far Away
39 years old /// Accountant
/// Social Activities With Friends
Married for 14 years /// 3 Children
Graduated from Business school
entertainment
Income - $124,000 a year
/// Family Time
technology uses
/// Work (DELL Laptop) /// Communication Creating comfortable home
(Cellphone, Homephone, Email, Facebook) life for her family...
/// Family (Television, Stereo, Digital
Camera)
communication goals Susan Wright is a 39 year old woman who works for a small financial consulting com-
/// Family (Cellphone, Homephone, Email) pany. Since graduating from the business school in 1999, she has been doing accounting
/// Friends (Cellphone, Facebook) work in this company. However, she also thinks that family life is a more significant
part in her entire life. She has married for 14 years, and had three kids. Her big-
gest interest is to cook delicious food for her families and to enjoy family time.
The children’s education is a big priority for Susan and she appreciates each child’s
individual personality. Moreover, Susan does not really indulged in new technology
and electronics, but she has a couple of digital devices for her work and entertain-
ment, such as a DELL laptop for easily working in different places, a Nikon D40 for
traveling, and Sony Home stereo for creating happy family time, etc.. Furthermore,
Susan tends to introduce new digital technology or devices to her kids, because she
believes that learning the knowledge of new technology is helpful to expand their
vision, improve their studying skills and stimulate their creative thinking. Also, she
encouages her kids to communicate with their friends online, but she is concerned that
surfing internent too much will take up their study time. She strongly believes that
the main duty for children at that age is to concentrate on studying. Another thing
is that children at that age haven’t had the ability to tell what is good or what is
bad when they are surfing Internet.
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lifestyle
/// Music Lover /// Influenced
by Father’s Tastes/// Naturally
Accomplished Student /// Quiet Observer
/// Fringes The Group
s ec o n da ry p e r s o n a
relationship
/// Single-Father Household
technology uses
/// Education (Word Processor)
Emily wakes up around 6:15 am every morning and checks her cellphone for any texts she
/// Communication (Cellphone, Texts,
may have missed from her friends while she was asleep. After breakfast, her Emily’s
Myspace, Facebook, Skype)
dad drives her to school while Emily listens to Led Zeppelin on her iPod. Before
/// Entertainment (iPod, youtube,
homeroom starts, Emily spends a little time talking to her best friend Meredith, then
Myspace, Facebook, TV)
reads her Twilight Saga paperback until time for roll call. In second period, she
uses her flashdrive to turn in a short essay she wrote for English class. When Emily communication goals
is picked up by her father after class, she texts her friend Stacy (on the cellphone /// Family (Cellphone, Myspace, Skype)
she left in her dad’s car), who lives down the street from her, to see if she wants /// Friends (Cellphone, Texts, Myspace,
to hang out when she gets home from school. When Stacy comes over to Emily’s house, Facebook)
they spend the afternoon browsing through Youtube videos and checking out bands on
Myspace. After Stacy leaves, Emily replies to her mother’s Myspace message and has a
brief conversation on Facebook chat with Meredith. After dinner, Emily does her home-
work on the desktop PC in the living room and saves her work on her flashdrive. After
homework, Emily watches a re-run of Angel on the WB then gets ready for bed. Before
falling asleep, Emily texts back and forth with Meredith about possibly having her
stay over on Friday night.
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scenario
After developing personas, our next step
was develop a scenario. On the surface, a
scenario is simply a story. However, it’s
function in interaction design is to begin
the visualization process of how a product
would be utilized by an intended user.
We developed a scenario using our per-
sonas in an effort to begin to recognize
what our design would need to include
to meet these users’ goals. After the
scenario was written and refined, we then
deconstructed the story, developing an
extensive chart of task flows. The task
flows mined from the scenario are then used
as primary guideposts for the ideation
process of our designs.
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accessories and/or a connection to netbook], and switches his keep the dinner warm. He also sends a message to both Susan and
netbook into “school/airplane mode” [what terminology are we Joseph saying that he had received the footage from the rank
going to use here]. When it’s Joseph’s time to present in class, test and that he is so proud of Joseph’s progress. Joseph, who
he hooks his netbook to the projector and blows the class away is sitting at the kitchen table with his netbook, working on
with his cool science presentation. his homework, looks over to his mother with a big smile on his
Delighted by how well his presentation was received, Joseph face. “I’m glad Dad has finally figured out how to use that old
triumphantly heads into the lunchroom with his class. While in computer of his,” Joseph jokes. Sarah, Joseph’s sister, hears
the lunchroom, Joseph sketches in his netbook. He is working all the commotion and runs to the kitchen to see the footage
on a new personalized exterior for it. While he is sketching they are discussing. She links her netbook to Joseph’s and wat-
he decides to shows off his newest comic book characters to his ces the video. While linked together she shows Joseph a problem
friends at the table. His buddy Adam walks by, sees the new she has with her homework and asks for his help. The two work
characters, and tells Joseph he just drew the perfect armor together to address the problem [opportunity for accessories].
that work look awesome on the ninja character. Adam grabs his
When the fajitas are ready, Susan asks Joseph to message his
netbook locks it into Joseph’s and they work together to test
brother Julian to tell him supper is ready. Julian is riding
out and edit the new gear.
bikes with friends in the neighborhood, and Joseph can see from
Later that day in social studies he is able to use his netbook
their “family” widget that Julian is just around the block.
to do group work. All the students think the group work makes
Joseph is the only person Julian allows to “see” his whereabouts.
the class so much more fun [opportunity for accessories].
In a few moments Julian arrives, and the family has a happy din-
After staying late for art class, Joseph rides to karate class
ner together, talking about the day’s events. Susan makes sure to
with Emily and her dad. While on the way to karate Joseph uses
leave her netbook open so that Robert can be video conferenced
his netbook to share a new band with Emily and her dad, because
in and not miss anything. During supper Susan reminds everyone
he knows they are both into music [opportunity for accessories].
about family game night on Thursday. Everyone is very excited,
Emily loved the music so Joseph emailed her the link to their
especially now that Joseph has his new netbook. Having one more
page on MySpace.
Joseph gets to karate class just in time to change into his netbook linked in with the rest will make the gaming experience
karate gi and set up his netbook to record his rank test [oppor- even better [opportunity for accessories]!
tunity for accessories]. The footage will be uploaded so that Pumped up about game night, Joseph heads to his room to play
his friends can check it out. Joseph is so excited to show off games on his netbook after supper. While he is playing, one of
his “skills”. his friends pops up in Skype to remind him about a book report
When they get home, Susan starts supper. She has her netbook that is due the next day. Joseph video conferences with him
set up by the stove displaying a recipe she found for fajitas about the project and also asks him a few questions about a
[opportunity for accessories]. Joseph’s loves fajitas! Susan girl he likes. Before finishing the book report, Joseph checks
found the recipe after she realized how excited Joseph was about his MySpace account to see if anyone has posted any comments
the green belt. She wanted to cook something special to celebrate about his karate footage. After briefly talking with a few of his
Joseph’s progress. While looking at the recipes she gets a notice friends, Joseph finishes his paper, watches an episode of Adult
from her husband, Robert. He says that he will be late, but to Swim online and heads to bed.
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initial ideations
After the synthesis of research and the
breakdown of our constructed personas and
scenario, we began the ideation process
for the user interface.
The first round of sketches, wireframes
and GUIs focused on fleshing out a par-
ticular moment or instance found in the
scenario in an attempt to tell as much
about the interface and its structure in
a single screen shot.
These directions were explored indi-
vidually and served as launching pads for
Starting on paper: Using the
deconstruction of the scenario
the more involved designs we constructed
as guideposts for behavior and as two separate groups. The different
features, we began sketching approaches each student took helped to
concepts for the user interface. informed more well-rounded interfaces in
the subsequent designs.
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Quianru Zhang: This concept attempts to create a new visual effect and using
experience for operating system by using 3D box as main characters. The four
boxes appearing on the home screen separately represent four categories of
functionality, like communication, entertainment, working space and messenger
centers. Users can go to different boxes to choose the application or staff they
want through using multi-controlling 3D mouse. Also, combination of 3D and 2D
is another feature of this concept. There is “ stage bar” to show what staff
in the box that you are working on. As this frozen moment showing, user Susan
was checking the messages from her son Joseph in family widget.
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MAY
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IACT 720 | Wireframe v.2 | April 27, 2009 | Alex Wang | P. 4
Sec tion 4 .1: Interac tion Design / Methodology
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Search Daniel
Searc
Daniel
?
Julian
Josh
Keyla
eyyylaa Family
Megan
Scie
Scienc
nce
Sciencee Cl
Club
ub
Guitar
G uitar p
pals
als
Kara
Karate
K arate
te
Daniel
BF Neighbors
School
11:12
Charlie Gongora: The concept is based on an infinite Six different kinds of categories will be found around
XY field in where everything is placed. The limits the central working area: 1. Netbook- It controls the
of the screen serve as a window to move through the preferences of the user and is where the settings of
infinite space and to zoom in and out. the netbook can be found. 2. Warehouse- It is where
Other criteria for this concept includes proxim- the files are stored. 3. People- This contains and
ity to the center as a reflection of the importance. manages the social networks. 4. Entertainment- It
The user will bring or push away elements as he/she contains software directly related to gaming, music,
needs them, and define the center as the active working etc. 5. Productivity- This contains software that is
area. The temporary elements will be placed around a not for entertainment, i.e. Powerpoint, Word, and
window that defines the working area. Photoshop. 6. Applications- This holds all software,
plus widgets.
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PROJECT: NETBOOK USER INTERFACE HOmE SCREEN RESOLuTION: ITERATION: LAST uPDATED BY: LAST uPDATED: 2
CLIENT: FREESCALE 800 x 600 1.0 mATTHEW COLE 30.04.2009
COMMENTS
3 3 5
box center inbox
clean-up boxes position reset select all delete spam new
files settings word spreadsheet presentation Emily Walls — Don’t forget that art class will run late tom…
processor
2 6 2
4
3 5
web browser
inbox message video chat web share
browser
ny times bbc
6
4 4
1 1
2
1 Moving the pointer to any corner or touching the corner when touch screen
operating will reveal a link for calling up the Box Center.
5 Corner icons can be dragged to the space represented by number 6 to serve as a
customizable quick links section on each box.
focused more on the accessibility of widgets and
COMMENTS
3 inbox
Click and hold dragging or press and hold finger gestures will allow the boxes
to be repositioned as desired within the interface. Clicking or touching this
box center
space also “activates”
select box, which
all delete spamis indicated
april Emily
sunday
2009Walls — Don’t forget that art class will run late tomorrow! 1You’re welcome to ride home with my…
Met
monday
tuesday,
num — dolobortis
tuesday
nos nonsequis
april 7, 2009wednesday thursday friday
acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri…
saturday through.
files settings word spreadsheet presentation
processor add edit delete
Xero ea commy — nim iureetuerIbh ercipsuscip el estie Atie facilit laor sum nim nis nim iure velit …
adam: comic swap
dad: work trip Subject: Rank Test • Time: 5:00 - 6:00 pm
inbox message video chat browser share Oh, I thought I would remind you that tonight’s karate class will be
Met num 19— dolobortis nos20
nonsequis acinmyvulpute
21 modo Sit vel dolorem
22 zzriliquam 23
GREEN BELT RANK TEST!!! Just a reminder. ;)
at, vel do eugueri…24 25
26 27 28 29 30 ny times bbc
ANNOTATIONS:
1 Clicking on a day will open a “day detail window.” If events have been added,
the full message will be displayed here.
Icons for the users who posted events will be visible. These images are the user
F r e e s ca l e /SCA D
2
images for the users’ netbooks as well, chosen in the settings box or at the
initial setup.
sectio n 4 . 2
interaction design
touch-screen
user interface
140 |
design criteria
TECH OPPORTUNITY TARGET GROUP’s ACTIVITIES
Customize anything they want
Parti & the design sandwich is a struc-
Touch screen
ture for projects that allows designers
E Ink screen Communication with friends by online social network
to go form concepts to products using the
Fingerprint Indugled in popular culture
tools of design. As the core interaction
3G Tech Influenced by parents
model, it is built in the design consid-
Bluetooth play video games eration outside of design, like technol-
ogy opportunities, marketing factors,
resources, etc.. Based on this point, the
second layer of Parti includes the best
practices and usier test, which can help
inform design decision. After that, the
HUMAN FACTOR SENARIO next layer of Parti is design principles
Screen size Communication with family that will evaluate the decisions so that
Keyboard size Group work all the decisions can support the cen-
Icon size of OS Make grocery list tral idea. The last layer is the central
PARTI Doodle
concept that will lead to the holistic
design.
As for the methodology of Parti, our
Parti is based on considerations includ-
ing the technology opportunities that
can be applied in Netbooks, the charac-
teristics of target groups’ desires, and
market trends foreseeing the potential
opportunities in the field, etc.. And then,
MORE FUTURE POSSIBILITIES? through the filter of design decisions, we
MARKETING TREND got our design principle for our operating
More balanced in smartphone and laptop system, easy accessibility, customization
Google’s Cloud services and playful, which leads to our central
Connect to different accessaries concept of “Global” operating system.
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Global
Parti
The central design idea:
creat a new using experience
Playful
Create a new using experience by playing globles to organize the staff and apps
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ui design
process
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touch screen
user testing
Time: May 20, 2009
Place: Coastal Middle School
Device: Fujitus Portable Lifebook
Testees: 7 grade students in
Coastal Middle School
Average Age: 13
Number of Students: 8
User Testing
1 Most students thought the test of Globle operating system
was very cool.
Time: May 20, 2009 Description:
148 |
final ui concept
With the insight of the user testing the final
UI concept was developed. The final concept
improved the GUI of the interface design to
be more attractive to our user gorup and it
also ameliorated the touch icons for easily
functioning.
The final concept focused on easy accessi-
bility and an organized sturcture for the files
and applications. It also kept the playful user
experience and provided the opportunities of
the customization of the interface color and
icon design.
The top user bar is the quick links for users
to search stuff, get the instant messages, com-
municate with online friends, launch the web
browser and check the calendar. It also shows
the system status and provides the settings con-
trols for the system. It can be minimized for
creating more screen space for users.
The left button opens the files globe folders.
All the data a user has, such as word documents,
movies, and photos, are organized into globe
folder the user access from this point.
The right botton opens the applications globe
folders. It is organized and functions the same
as with the file globes; the user can find and
A closeup of ‘Globe Space’. use the specific application by touching the
application globe.
The user can drag the globes and drop them
into the screen space (globe space), and it
will become the quick link for the user to use
the application or open the stuff. The user can
group the globe by their own categories and
they can also customize the appearance of the
icon or the interface color to differentiate the
different groups.
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Files Folder Globes Widget Task Bar Globe Space App Folder Globes
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One tap reveals widget task bar items. One tap activates thumb buttons.
A double tap opens globe folders. Tapping globe folders reveals contents.
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Tapping and holding thumb buttons reveals globe folder editing options. Draggin an app globe from the globe folder puts a copy on the globe space.
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sectio n 4 . 3
interaction design
non-touch
user interface
Pandora Calculator
PowerPoint Dictionary
Market Trend
More attractive but complicated There is no doubt that the cloud computing is a
future trend. Although it is still developing, it
shows a great potential to be applied in the net-
book. Not only it can bring the powerful function
to the mobile device but also can store the data
safely. However, the biggest feature of cloud com-
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Cloud Computing
Benefits Disadvantages
1. Securely save data in the cloud. Need to access the internet to get the
functionality and rely on the speed of
2. Low-cost way to load and go. internet.
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Opportunity Limitation
User aspect – Need to access the internet to utilize the function
o Customization and personalization. - work in the local machine and transit the
o Communication with different tools. information later
o Desire for control and privacy
Most functions are similar to smartphone
Market aspect – - Make the function more valuable and effective
Trend: Cloud computing than others
Design Consideration
Design Criteria
1. Unique point to differ from other competitor (netbook and smart phone).
--- Cloud computing (new for netbook)
---- Video capabilities, presentation tools, sketching capabilities (differ from smart phone)
2. One structure that can be varied for different target (tween, soccer mom)
--- Play form for young market
3. Unique layout approach that is user friendly and well-organized with a clear hierarchy of information and people.
4. Focus on communication functionality
5. Customized and personalized capabilities
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user
testing
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ui design
process
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Settings
p
Us
Settings
to
the user’s applications, widgets, tools and De
sk
c y
iva
documents, and Settings; where the user could Pr
l
nta
rte ls
personalize the desktop and customize the items Pa ontro
C
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Sphere Manager
Web Sphere People Apps Stuff Web Sphere People Apps Stuff
12:39 PM May 11 85% 3G 12:39 PM May 11 85% 3G
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Public
Joseph :
Which topic do you want to
choose?
Henry :
I don’t know.... Tom?
Tom:
How about Frog?
Tom
Henry
Oh...I found a picture of Frog. I just
put in the share space
Web Sphere People Apps Stuff Web Sphere People Apps Stuff
12:39 PM May 11 85% 3G 12:39 PM May 11 85% 3G
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user testing
After refining the Sphere OS, a prototype
of the operational system was developed.
The interface was tested by boys and girls
from the Costal Middle School in Savannah,
GA. The average age of the user was 12
years. The facilitators of the usability
testing asked various questions about the
GUI and asked the students to complete a
few tasks within the prototype to test
certain aspects of the operating system.
The users were first asked to explore
the system and then talk about the inten-
Here a student from Coastal
Middle School is maneuvering
tions of their actions. Secondly, the
through the Sphere OS. She uses users were asked to send a message to
“My People” corner dock at the their mothers through the system. The
top left of the screen to find last part of the usability test allowed
the person she wants to message. the user to interact and play with the
“sphere” functionality of the system.
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Findings:
1. The users rarely attempted to activate the
corner docks.
F r e e s ca l e /SCA D
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Pandora Calculator
final concept
With the insight of the user testing a new
system was developed. The Air OS system.
PowerPoint Dictionary The Air Os is a return and refine version
of the old operational systems and that
present a central active working area
and four different categories around that
make emphasis in “people connected in
activities through applications” the four
categories are:
a. People
Library Video Recorder
b. Applications
c. Stuff
d. Multitask/collaborative spaces
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Applications
Family Calendar
New Space
Add People
Add Application
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F r e e s ca l e /SCA D
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thank you