Tuesday, January 28, 2014
Poggenphol Reflection
Design does not happen in an aesthetic vacuum or techniques. It happens from communication between the client and designer. By clients interacting with a design a designer is used more by observing the actions.
When design does
1.bringing the hidden in plain sight with prototypes
-serves in future development
-it creates a tangible idea. It is often a vague or abstract idea that can be tested.
- puts a prototype out for people to use as a reference and focus
- allows idea to be revised and synthesized
- extends and develops the meaning or concept based of its current state
- the prototype leads the client to finding the solution through the process of discovering how it works
Technologies Influence
- designer use is because the believe it will benefit there design
- the nature of this research process is organic. It is not predetermined
- science is not necessary to engage with users and observe patterns
- designers need to observe users engaging with prototypes
- designers should understand what the prototypes are like in their context
Prototypes
A way of connecting and communicating with the designer through material
1. conceptual prototypes( early in design stage)
- using a diagram to externalize idea
-not good for communication
-communication to people in a team or group
2. Behavioral prototypes (early and based of knowledge of user)
- address and reveal behavior
-promote active use
-stimulate computer interactions
-cuts cost
-avoids children to respond to the idea without being intimidated by technology or a finished appearance by using paper
- can be a computer game
3. Procedural prototypes (middle stage)
- examine logic of a system, find out what is missing, confusing, or redundant
- two kinds: abstract process diagram and concrete hyperlinked story
- check logic and consistency in game development
-organize logic, sequences
4. Appearance prototypes (late stage)
-develop late is design
-used to generate feedback from team members and users
-qualitatitve: color, size, shape, weight, etc and associative nature: metaphors, references to other objects and experiences
- can be 3-dimensional
- prototypes commonly overlap with each other
-establishes aesthetic, quality characteristics
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