Published on March 14, 2014
Design SCENARIOS & SIMULATIONS DESIGN SCENARIOS & SIMULATIONS ! ADS 751 Spring 2014, MD Eckersley 7. Honing the craft of great storytelling and pre visualizing 7
Design SCENARIOS & SIMULATIONS 10. Sharing Stories 11. Crafting Stories 12. Considering the Audience 13. Combining Ingredients 14. Developing Structure & Plot 15. Ways to Tell Stories
Design SCENARIOS & SIMULATIONS https://www.youtube.com/watch? v=UYCUPHremls https://www.youtube.com/watch? v=s297Ty_vY_o https://www.youtube.com/watch? v=GMl2pCetZRA https://www.youtube.com/watch? v=ZUINJCWjyMc https://plus.google.com/u/0/communities/ 113053337768447010370 https://plus.google.com/u/0/communities/ 113053337768447010370 https://plus.google.com/u/0/communities/ 113053337768447010370 https://www.youtube.com/watch?v=yCco8nPEKUc March 13 Crit Jessica Dante Liz Emma Ashley Daniel Heba Kate
© HumanCentered 2004, All Rights Reserved! Design SCENARIOS & SIMULATIONS Garrison Keillor Learning from great storytellers
© HumanCentered 2004, All Rights Reserved! Design SCENARIOS & SIMULATIONS Studs Terkel Learning from great storytellers
© HumanCentered 2004, All Rights Reserved! Design SCENARIOS & SIMULATIONS Peter Jackson Learning from great storytellers
© HumanCentered 2004, All Rights Reserved! Design SCENARIOS & SIMULATIONS Larry WachowskiAndy Wachowski Learning from great storytellers
Design SCENARIOS & SIMULATIONS http://www.youtube.com/watch?v=-KPhqy7ZwHU http://www.criticalcommons.org/Members/ironman28/clips/ FFminorityReportGesturalinterfaceH264.mov/view Learning from great visualizers
DESIGN SCENARIOS & SIMULATIONS wrap your design around the desperate human desire for meaning
DESIGN SCENARIOS & SIMULATIONS http://www.youtube.com/watch?v=JkghBMFJ11o http://www.ted.com/talks/jamie_heywood_the_big_idea_my_brother_inspired.html passionate business narratives
© HumanCentered 2004, All Rights Reserved! Designing BUSINESS services! KIND FIDELITY BENEFITS LIMITATIONS digital/physical ! model/prototype low to high visually persistent, “touchable” reconﬁgurable reproducible mute, static report simple to dense content rich, rhetorical narrative, “factual” mute, passive, dependent on reading schematic model low, distilled simple, graphical, efﬁcient abstract, subject to interpretation digital movie low to high multi-sensory! reiteratively-persistent! human story-driven! entertaining resource heavy! takes time to produce digital simulation short to long! low to high time-based, form-based! animated, transformative! multi-sensory! reiteratively-persistent little or no narrative content, life abstracted scenario med to high story form, “transporting”, ! contextual passive, dependent on reading, telling play, role-play low to high real-life, time-based theatrical transitory event-based experience prototype low experiential,! acting out in context, subjective ephemeral, hard to objectively describe Design representational modes, qualities, benefits & liabilitiestemporalphysical
interaction design –Craig Borysowich, Technical Architect http://it.toolbox.com/blogs/enterprise-solutions/ kind purpose characteristics when to use concept prototype analyze system approaches high-level, overall vision concept deﬁnition stage feasibility prototype determine feasibility of various solutions proof of concept for speciﬁc issues concept deﬁnition stage horizontal prototype clarify scope and requirements represent outer interface layer, i.e., windows, menus, screens function deﬁnition stage vertical prototype reﬁne database design, test key components early demonstrate a work, if incomplete, system for key functions later portion of function deﬁnition stage use-case scenario storyboarding show a plausible usage sequence or path show typical order of presented options functional deﬁnition stage Prototype modes
© HumanCentered 2004, All Rights Reserved! Designing BUSINESS services! The Innovation-Future Connection if politics is an argument about the future (Pat Moynahan), and if all politics is local (Tip O'Neill), then innovation propositions are always difﬁcult and immediate. The innovator dealing within a reluctant bureaucracy is obliged to manipulate the internal states of others to persuade them to see particular opportunities and their meaning. S/he has to sell the proposition.
interaction design "When managers attempt to do something that has not been done before, or when the future is going to be different from the past, a management approach to decision-making based on solid analysis of existing data tends to break down”. –Clayton Christensen
© HumanCentered 2006, All Rights Reserved Design SCENARIOS & SIMULATIONS Substantial design scenarios and simulations help decision-makers see the context in which a new idea or offering might play out in the marketplace and the broader culture. This enables earlier, more informed judgments about the merits of an idea, better decision-making without extensive and time-consuming a priori proof that it will succeed. What your client/boss cannot plainly see s/he probably won’t understand or reward. The bigger problems (and opportunities) that cannot easily be foreseen may only be made visible in a scenario or visualization.
How believable is your story? Cynicism is useful in small amounts to check self-delusion. But the innovator must battle disbelief in others (and in him/herself) to get anything done (How believable are you as a design leader?)
Design SCENARIOS & SIMULATIONS DESIGN SCENARIOS & SIMULATIONS ! ADS 751 Spring 2014, MD Eckersley 7 7. The craft of great storytelling and pre visualizing
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