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THE FINAL CORE DESIGN v. Claus Rosenstand & Peter Vistisen mandag den 19. september 16
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Core design & Final Video

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Page 1: Core design & Final Video

THE FINAL CORE DESIGN

v. Claus Rosenstand & Peter Vistisen

mandag den 19. september 16

Page 2: Core design & Final Video

idea 1

idea 2

this week

mandag den 19. september 16

Page 3: Core design & Final Video

Greenberg et al 2011

from many ideas, to one

mandag den 19. september 16

Page 4: Core design & Final Video

Before diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

Dimensions

the design cycle

Rosenstand & Kyed 2013 + Vistisen & Rosenstand 2016

mandag den 19. september 16

Page 5: Core design & Final Video

DimensionsBefore diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

DimensionsRosenstand, Vistisen & Johansen (forthcoming)

setting

mandag den 19. september 16

Page 6: Core design & Final Video

IdeaBefore diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

DimensionsRosenstand, Vistisen & Johansen (forthcoming)

idea

mandag den 19. september 16

Page 7: Core design & Final Video

Contract & ConceptBefore diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

DimensionsRosenstand, Vistisen & Johansen (forthcoming)contract

& concept

mandag den 19. september 16

Page 8: Core design & Final Video

Before diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

DimensionsCore DesignRosenstand, Vistisen & Johansen (forthcoming)

core design

mandag den 19. september 16

Page 9: Core design & Final Video

Before diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

DimensionsFirst UsableRosenstand, Vistisen & Johansen (forthcoming)

1st usable

mandag den 19. september 16

Page 10: Core design & Final Video

Before diving into the findings from the empirical study, the next sections provide the background state of art by detailing the technical and social challenges in the fuzzy front-end of digital design projects. Afterwards, an overview of how animation can be seen as an extended sketching capacity is provided. Thereafter animation-based sketching as method is assessed/evaluated through a series of key moments from the empirical study. Finally, a conclusion is given which reflects upon the feasibility of using animation to facilitate consensus and framing the cooperative decision making in a non-idiomatic design project.

3. PRODUCT FORMATION OF DIGITAL DESIGNVarious design methods, development models, and frameworks has been proposed and tested in an attempt to tackle the fuzzy front end of digital design projects. Stuart Pugh [1990] together with later contributions from Buxton [2010] uses a funnel metaphor to show how the design process constantly converges, but with iterative divergent loops for each phase in the process. The ISO 13407 standard [1999] together with life cycle models like Boehm’s [2000] emphasise these iterations, and how knowledge is generated through each step to guide the process forward or to go back and change the previous steps. Kim & Wilemon [2002] points out that major conceptual iterations can be attained easily and abundantly in the fuzzy front-end phase because rejecting a proposal comes at a relatively small cost, while the later development phase emphasizes iterations that mainly scale or adjust already established concept details.

In continuation of Kim & Wilemon, Rosenstand & Kyed [2013] has detailed this distinction between fuzzy front-end and production phases further towards the design of digital media technologies. They detail fuzzy front-end as a major iterative movement from the project setting to 1st usable. This is framed as product formation of the digital media creation cycle (figure 1).

Figure 1: Digital Media Creation Cycle, by Rosenstand & Kyed, with product formation, realization and Q.A. as the major steps, and a range of sub-steps, each indicating a decision point of the design process.

While the digital media creation cycle is generic and comparable to other design cycle models, it is chosen as the organising framework for our contribution due to its emphasis on decisions regarding the transgressions between each step of the design process. The cycle illustrates a range of sub-decisions between the major phases, each qualifying the transgression to next sub-decision. We see these sub-decisions as crucial consensus points in the early design process, where it is important to mediate a clear consensus for whether to transgress to the next decision or iterate further on the current step. We understand consensus through Kacprzyk & Fedrizzi’s [1988] soft definition as a dynamic and iterative group discussion process, coordinated by a moderator, who helps the experts to make their opinions closer. This definition can be further elaborated as a process of cooperative based decision-making about “...finding the best alternative(s) from a set of feasible alternatives according to the preferences of a group of experts” [Herrera-Viedma et al 2007]. In a digital design

! XX:5!

ACM Transactions on xxxxxxxx, Vol. xx, No. xx, Article xx, Publication date: Month YYYY

DimensionsCore DesignRosenstand, Vistisen & Johansen (forthcoming)

core design

mandag den 19. september 16

Page 11: Core design & Final Video

PRIMARY CRITERIA

SECONDARY CRITERIA

TERTIARY CRITERIA

QUANDARY CRITERIA

FUNCTIONS

ASSETS

Rosenstand & Vistisen (2014)

mandag den 19. september 16

Page 12: Core design & Final Video

future users activation of the application and the identification of spots in the zoo to capture a movie, we realised that the problem arose every time something happened ‘in-between’ the depicted states in sketches. The team initially tried to overcome this by using more descriptive and narrative scenarios [Caroll XXX], but with the same issues arriving when having to imagine the augmented reality actually at play in the zoo. This gave an indication of the issue with reflecting upon non-idiomatic technologies when having no clear design idioms to build an understanding uon. As such, we learned that though we could generate information about possible design alternatives through traditional hand-drawn sketches, the quality of information was not high enough to actually reduce the uncertainty about the temporal issues with the concept. Thus, we needed another sketching tool, in order to facilitate transgression between the concept, and the more specific core design.

To enable this transgression a series of animation techniques were used as experimental tools for sketching. Four distinct examples of animation-based sketching were; 1) Animating the content 2) Animating features + content 3) Animating a full use scenario 4) Animating the consequence of using different mobile platforms.

At different decision points, these animation-based sketches were used to reduce the uncertainty of how augmented reality could be realised in the context of the zoo - establishing an operative image for the multi-disciplinary design team to evaluate and discuss the potential, and establish consensus about the most feasible decision. Following Kacprzyk & Fedrizzi’s [1988] consensus definition, animation-based sketching here took the role of the facilitating medium, which helped the stakeholders express design alternatives and challenge opinions about the design, and to frame the discussion towards the decisions needed to be made. This mediating role of the animations would further be the basis for creating the first functional prototypes for the 1st usable, where the complexity of ‘how to realise the design most efficiently’ was reduced. In total, the production formation for the augmented reality development is depicted in figure 6.

Figure 6: The product formation of the North Sea case. Our focus on facilitating consensus in the transgression between initial concept and core design is highlighted together with the tested animation-

based sketches used to facilitate consensus

The next section presents four examples of animation-based techniques used in transgression between concept and core design. We describe the applied animation technique, and how it enabled the group decision making process in order to reach consensus about the issues at hand. The animated sketches can be examined by viewing the video link in the corresponding references for each sketch [AAU 2015b, 2015c, 2015d, 2015e, 2015f].

XX:14!

ACM Transactions on Human-Computer Interactions, Vol. xx, No. x, Article xx, Publication date: Month YYYY

trangressionswe use design tools to trangress the steps in the cycle

Vistisen & Rosenstand 2016

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Page 13: Core design & Final Video

case example 1

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Page 14: Core design & Final Video

the problema great experience for kids, not great for tweens

The visitor group of tweens (10-12 years) mostly saw a visit with their family to the Oceanarium as more of duty, rather than a fun experience...

...instead they sat with their phones

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Page 15: Core design & Final Video

skitseringmandag den 19. september 16

Page 16: Core design & Final Video

skitsering af konceptet

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Page 17: Core design & Final Video

skitsering af arkitektur

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Page 18: Core design & Final Video

mock-ups

mandag den 19. september 16

Page 19: Core design & Final Video

?#!

and then we can do this and this and this and this and this and this and this and then this and this and this and this and this and this

stopmandag den 19. september 16

Page 20: Core design & Final Video

allwayssimpilfyRecord 1 clips a’

post

Cut together 1 final movie

Share movie with friends and family

Become shared and used by the

North Sea

1

2

3

4

mandag den 19. september 16

Page 21: Core design & Final Video

OPTAGE, VÆLGE KLIP, GEMME FLERE FILM,

EKSPORT FILM

FLERE ANIMATIONER

INTERAKTION MED INDHOLD UNDER OPTAGELSE

TRACKING AF OPTAGEDE PERSONER

FEATURES

NORDSØENMOVIE MAKER

ASSETS

mandag den 19. september 16

Page 22: Core design & Final Video

different formssketching from static to animation-based video

STATIC SKETCH CLICKABLE MOCKUP

10 SECOND ANIMATION

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Page 23: Core design & Final Video

the movie makerdirect a slap stick movie of your family’s visit

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Page 24: Core design & Final Video

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Page 25: Core design & Final Video

GØR DET SJOVT AT OPTAGE ÉT

KLIP TIL ÉN FILM

DEL PÅ FLERE PLATFORME

TAGGE FILM AUTOMATISK EFTER EKSPORTERING

NORDSØENMOVIE MAKER

INDBYGGET WAYFINDING VIA iBEACONS

CO-CREATE CREDITS

ASSETS

FEATURES

mandag den 19. september 16

Page 26: Core design & Final Video

x

case example 2A group of design students were tasked to come up with concepts for how to better introduce immigrants and fugitives to the danish labour marked, and integrate them in the working culture of Denmark

mandag den 19. september 16

Page 27: Core design & Final Video

x

case example 2

mandag den 19. september 16

Page 28: Core design & Final Video

x

case example 2

mandag den 19. september 16

Page 29: Core design & Final Video

x

case example 2

Informed a design move towards creating the 1st usable interactive prototype of the product...

Thus, the information was functional in moving the design process forward. mandag den 19. september 16

Page 30: Core design & Final Video

GETTING TO KNOW CULTURE AT WORKPLACES

ONLINE PLATFORM

BIG DATA INTEGRATION

CROSS COUNTRY SERVICE DESIGN

ASSETS

FEATURES

mandag den 19. september 16

Page 31: Core design & Final Video

the finalsketch

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Page 32: Core design & Final Video

concept communicationprepare your concepts to meet reality

“The art and science of preparing information so that it can be used by human beings with efficiency and effectiveness. Information design thus makes information easier to understand and to use.”

Edward Tufte (1990)

mandag den 19. september 16

Page 33: Core design & Final Video

the journey...re-focus from ‘sketching’ to ‘the sketch’

Investigation Exploration

Explanation Persuasion

Olofsson & Sjölén’s sketching phases

‘Sketching’ very processual dimensions

‘The Sketch‘ communicative dimensions

mandag den 19. september 16

Page 34: Core design & Final Video

Investigation Exploration

Explanation Persuasion

Olofsson & Sjölén’s sketching phases

‘Sketching’ very processual dimensions

‘The Sketch‘ communicative dimensions

the journey...re-focus from ‘sketching’ to ‘the sketch’

mandag den 19. september 16

Page 35: Core design & Final Video

the final sketch must both tell a story and argumentthe sketch narrative

Poin

t of n

o Re

turn

ConflictEscalation Cl

imax

Elab

orat

ion

Teas

er

Reso

lutio

n

Presentation

mandag den 19. september 16

Page 36: Core design & Final Video

Problem

Background &

context for problem

The solution is...Presentation of concept

Outtro & Credits

Title

Poin

t of n

o Re

turn

ConflictEscalation Cl

imax

Elab

orat

ion

Teas

er

Reso

lutio

n

Presentation

the final sketch must both tell a story and argumentthe sketch narrative

mandag den 19. september 16

Page 37: Core design & Final Video

mandag den 19. september 16

Page 38: Core design & Final Video

Story Empathy Meaning

Not only argument Not only logic Not only accumulation

Are you creating a good video sketched design fiction?evaluation criteria

mandag den 19. september 16

Page 39: Core design & Final Video

evaluation criteriaAre you creating a good video sketched design fiction?

Play Symphony

Not only seriousness Not only focus

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Page 40: Core design & Final Video

reflection-on-videoMoore & Buur’s interpretive stance on video in design

FOCUS REFLECT REFRAME

WHAT IS INTERESTING?

WHY IT IS INTERESTING?

HOW DOES IT CHANGE MY

UNDERSTANDING?

MOORE & BUUR 2009mandag den 19. september 16

Page 41: Core design & Final Video

Getting the right design......and getting the design right

...and the sketch answers!Why is this the right solution, and how does it work?

Why?

How?

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Page 42: Core design & Final Video

in all levels of fidelity

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Page 43: Core design & Final Video

From LowFi to HiFi

GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype

Low-fidelity

High-fidelity

The higher fidelity......the lower flexibility

(again it’s all about the compromise)

mandag den 19. september 16

Page 44: Core design & Final Video

remember wwwupload all videos and process reports online

case, process, sketches & final video

mandag den 19. september 16

Page 45: Core design & Final Video

remember wwwupload all videos and process reports online

mail this to [email protected] if you have special requests

mandag den 19. september 16

Page 46: Core design & Final Video

use the splashthis should be at the start of the final video

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Page 47: Core design & Final Video

HTML & Stuff

Splash screen

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Page 48: Core design & Final Video

Rock on!...you must

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