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20/11/2024
01: Information Practice
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27/11/2024
02: Sketching and prototyping
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04/12/2024
03: Empathy
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15/12/2024
04: The world of bill verplank
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11/1/2024
05: Reflection with DIEP
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14/1/2024
06: Assessment Checklist
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15/01/2025
TEST SEVEN
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20 Nov
Reflection and Takeaways
Nicer Tuesdays: Tracy Ma
Summary
Tracy Ma shares her creativity about using data visualization in journalism. Her methods focus on active graphics, simple and striking style, as well as stimulating interactivity of the reader. Finally, by combining conventional editorial procedures with innovative approaches, Ma captures the dynamics of digital news media.
Key Takeaways:
  • Collaboration Enhances Creativity: Writing has to be interdisciplinary by involving writers, editors, and designers to result in the best design.
  • Story-First Approach: Design works as the subtext for creating a coherent textual and emotional read of all the decisions made.
  • Experimentation Encouraged: If one is allowed to make mistakes and fail, then great visuals are created.
  • Minimalism with Impact: This means that simple, yet daring graphics highlight the information immediately and do not need complicated designs.
  • Digital Media Integration: Multimedia interactive narratives revolutionize how people access information.
Tracy Ma Visualization
Avatar Robot Café Tokyo: Digital Transformation
Summary
The Avatar Robot Café uses disabled person-controlled robots to serve coffee and cake in a way integrating the disabled into society. This ambitious undertaking represents the applicability of advanced technology to design a socially beneficial space that is also inclusive.
Key Takeaways:
  • Empathy in Design: Designing solutions for these targeted populations improves the quality of society.
  • Technology as Empowerment: Discover how robotics and digital systems are used for the practice of telework by persons with disabilities.
  • User-Centric Accessibility: This is important to enhance a user-friendly interface for all users.
  • Everyday Tech Integration: They put cutting-edge technology in familiar surroundings to establish public acceptance of the technology.
  • Ethical Design Impact: This means that innovation is most effective when people work to conform to the values of society.
Avatar Robot Café
TEST TWO

27 NOV
Notes from Google for Entrepreneurs Videos on Prototyping
Sketching (Video 1)
Focus:
The initial phase of prototyping emphasizes speed and simplicity. Sketching allows teams to explore ideas quickly without heavy resource investment.
Key Steps:
  • Define the problem or goal clearly.
  • Use pen and paper to draft multiple design concepts.
  • Prioritize low-fidelity visuals to test ideas early.
Benefits:
  • Encourages creativity
  • ensures flexibility in ideation
  • engages stakeholders with tangible ideas.
Digital Prototyping (Video 2)
Focus:
The transition from sketches to digital designs as they are more accurate and can support form interactions. For sharpening the ideas there are other tools such as Balsamiq or even Figma. Significantly this includes basic navigation to mimic the user flows. Allow team members to view designs and provide their input on such designs for more precision and interactivity.
Key Steps:
  • Tools like Balsamiq or Figma help refine ideas with higher fidelity.
  • Incorporate basic navigation to mimic user flows.
  • Share designs with team members for feedback.
Benefits:
  • Allows gaining knowledge of the layout visuals
  • Shows the path that the user is likely to undertake which helps in making alternatives and provides features for exploiting the mistake.
Native Prototyping (Video 3)
Focus:
Designing prototypes that are more similar to the real Functional product to perform more accurate realistic simulations. Native simulation using Xcode or Android Studio Insert functions for measuring the level of usability assimilating performance benchmarks and analyzing users' interactions. Conduct multiple introductory tests and collect practical users' feedback for precision and interactivity.
Key Steps:
  • Tools like Balsamiq or Figma help refine ideas with higher fidelity.
  • Incorporate basic navigation to mimic user flows.
  • Share designs with team members for feedback.
Benefits:
  • Enables testing of layouts, visual elements, and user journeys making it easier to identify and correct flaws.
Additional Prototyping Resource
Resource:
"The Design Sprint" by Jake Knapp
URL: Design Sprint Book Website
Review:
This book contains a detailed five-day process invented at Google Ventures for solving the problem at a very fast pace and prototyping. It provides a working knowledge of co-design as an adaptive technique that focuses on the effectiveness of the process. The framework is user-friendly and can be applied to new ventures and traditional business entities. Due to its focus on testing concepts before deep investments, the Lean startup strategy is more applicable for teams with the desire to minimize risks associated with new developments.

TEST ONE
TEST THREE

03: Empathy

TEST TWO
TEST FOUR

11 Dec
R3 Readings, Research, Reflection
Art, design, craft. Timeline location: 00:00 - 08:00
Verplank's talk between the time stamps 00:00 – 08:00 draws focus on the distinction between the prospects of art, craft, and design. Verplank reiterates that art primarily involves a conceptual approach to interpretation, while the design is wholly focused on establishing a more clear purpose. Further, crafts, as emphasized in the video, are driven toward a skillful execution process in object-making. Further, Verplank provides a reflection of his experience, typically sharing his childhood footage in order to illustrate the manner in which he learned craftsmanship. With precision, the craftsmanship involves the use of tools that include pencils and squares 00:80 – 12:00. In this, I noted that Verplank draws attention to the essence of purpose in a design as well as tacit knowledge that several artisans possess (Interaction Design Association, 2024). Notably, Verplank equally explores abstract models in design, distinguishing them from interaction models that control tactile engagements with different objects. His talk, as viewed in this case, blends his personal experiences with more insights into design and craftsmanship.
The importance of Sketchbooks: 08:00 - 10:00
In the talk, Verplank draws his listener's attention to the role of sketching in the understanding of complex elements and concepts. He commences by drawing an introduction to his "Elmo," or rather a document camera that shows the nature of his sketchbook as provided in 00:08:00-00:08:25. In this, Verplank shares ideas on how he made use of diagrams in the analysis of flights mainly from the town of Frankfurt to Porto and back, throwing an illustration on the rapid movements of the sun during his travel from the west to the east 00:08:25-00:08:43. In the ordeal, Verplank provides a sketch of the changes between morning and evening, providing an explanation on how he traversed the atmosphere fast enough that other planets such as the sum seemed to approach him from thousands of miles per hour as provided in 00:08:43-00:09:00 (Interaction Design Association, 2024). Further, Verplank equally reflects the flight he took from Frankfurt through San Francisco, indicating how the time zones and differences resulted in a long day despite the fact that the flight duration was short 00:09:00-00:09:32. Verplank, therefore, highlights the essence of sketchbooks as fundamental tools for problem-solving, thinking, and the understanding of complex and abstract ideas.
The Three Questions of IXD: 10:00 - 28:00
In the video, Verplank introduces his audience to three critical questions used in interacting with designers, with each focused on varied aspects of the element of human interaction with the entire world. At 00:12:08, Verplank asks the question, "How do you do?" to understand how individuals interact with the universe around them explicitly. The interaction includes the consideration of physical actions that include moving, touching, and breathing, and the manner in which the designers create systems and tools that mediate between these interactions in order to enable people to connect with their environment. Further, at 00:13:04, the video asks, "How do you feel?" this is meant to explore the manner in which people experience the world through different senses, including touch, sight, and hearing. The fundamental goal was to design interfaces known to invoke the proper sensory and emotional responses, thus resulting in the creation of comfortable and immersive user experiences. Lastly, at 00:13:20, the focus is drawn on "How do you know?" an intimate question intended to determine how people process and think of information. In this, it dawned on me that designers need to understand their user's cognitive processes, efforts that ensure that systems are designed in a way that aligns with the mental models and expectations of individuals (Interaction Design Association, 2024). However, according to Verplank, the challenge lies in the design of what users understand and know internally, a factor that is challenging to determine. These questions stand at the core of frameworks used in interactive design as they ensure that systems are emotionally engaging, intuitive, and aligned with an individual's cognitive abilities.
Mentalities. The History of IXD: 28:00 50:00
Verplank draws focus on the history of mentalities and interaction design (IXD). In this, the element of cognitive development stages, as seen at 00:28:04 - 00:30:45, is drawn. Verplank establishes that Piaget's theory of cognitive stages, beginning with kinesthetic or motor knowledge during birth followed by symbolic or iconic thinking, remains essential as people continue to mature. The stages, as established, are parallel to the evolution of the design process of thinking. On the other hand, a transition to symbolic processes of thinking is discussed at 00:30:45 - 00:32:29, in which Verplank primarily highlights the manner in which people move from symbolic to visual thinking. In this, Verplank uses examples from Einstein's kinesthetic approach to thinking, as well as the concept of Alan Kay, which deals with images that are made into symbols. Moreover, Verplank further discusses the interactive approach of computing at 00:36:20 - 00:37:16, in which he underscores the shifts from visual interfaces (GUIs) to symphonic dialogues or command-line and teletype interfaces that highlight the Xerox stars as well as its iconic approach of design (Interaction Design Association, 2024). Lastly, Verplank at 00:34:47 - 00:35:31 emphasizes the essence of recognizing varied cognitive mentalities that include symbolic, kinesthetic, and iconic models in influencing design.
Reference
Interaction Design Association. (2024, March 19). Bill Verplank: Opening Keynote. Vimeo. https://vimeo.com/20285615

TEST THREE
TEST FIVE

05: Reflection with DIEP

TEST FOUR
TEST SIX

06: Assessment Checklist

TEST FIVE
TEST SEVEN

test seven

TEST SIX