Jon Mann and I conducted kinetic brainstorming workshop at APDF. We were asked to combine our view with five other design leaders representing four design firms; Gavin Kelly, Rob Girling, Steve Portigal and Scott MacInnes.
2. Meet the panel
Jon Mann
Artefact
Kinetic UX
Prarthana Panchal
Microsoft
Kinetic UX
Steve Portigal
Portigal Consulting
Gavin Kelly
Artefact
Scott MacInnes
Teague
APDF Exchange 2011 2Kinetic UX
3. “Design is easy. All you do is
stare at the screen until
drops of blood form on your
forehead.
– Marty Neumeier
3
9. The Future Is Rapidly Advancing
Reality Graphics
New visualizations
NUI Controls
New interactions
MEMS Sensors
New intelligence
9Kinetic UX APDF Exchange 2011
15. Immersion Techniques
Scenarios
Act out the interaction
Portray the interactions in the
environmental contexts they would
be used.
Note: if you can live it for real, do it!
Role Playing
Act out the roles
Portray the needs and perspectives
of the players in the interaction.
Personification
Act out the personality
Give personality to the inanimate
qualities of the product, service or
brand.
15Kinetic UX APDF Exchange 2011
18. 18
Warm up
Get physical
Portigal Consulting
§ Simple improv game with a ball to throw around
§ No actual content collected here; just getting people in the mode
§ Set the tone for the experience
20. 20
Game 1
Act out the smart home of the future
Portigal Consulting
§ The smart home isn’t the actual design problem – it’s a metaphor
drawn from pop culture to help people make a leap into what could be
§ Client and participant cast as homeowners or parts of the household
§ The simple costumes help people get into the mode of acting as
someone else and leaving behind their own expectations and
perceptions
21. 21
Game 2
Act out the online experience of the future
Portigal Consulting
§ Each successive game gets closer to the actual problem we are trying
to understand
§ Foam-core printout of computer bezel with screen removed so person
can play the “Internet” or the PC and can face the “user” through the
computer itself
§ People played not themselves, but celebrities, to get away from
today’s constraints and envision something possible
§ Celebrity surfs the web and talks-aloud as they do so; their smart
computer engages in a dialog with them
23. 23
Guess what?
This is a lot of fun!
We created a positive environment
and it turned out that we cracked
each other up the whole time; it was
playful, but that doesn’t mean it
wasn’t ridiculously insightful
Portigal Consulting
24. Rapidly generated initial design
principles for future experiences,
including how to meet expectations,
avoid pitfalls, and create delight
24
Results!
Portigal Consulting
25. Immersion
Pre-Activity
25Kinetic UX Photo: Sean McGrathAPDF Exchange 2011
Pick your brand + industry
Brand
1. Diesel (clothing)
2. Coca-Cola (beverage)
3. Nike (fitness)
Industry
A. Airline
B. Automotive
C. Beauty Products
1 min
Create groups of 3-4 and pick a brand and industry.
26. Immersion
Activity
WHAT YOU WILL NEED:
§ Blue Immersion Cards
§ Concept Sheets
§ Markers
26Kinetic UX Photo: Sean McGrathAPDF Exchange 2011
Understand your brand through personification and gain the
knowledge of the emotional experience of your consumers.
Start with one person in your group to act as the brand. Have
them personify the brand by “acting the brand” or
“manifesting the brand”. While one person documents, have
the others in your group have a conversation with your brand.
Now take a few turns “acting the brand” and playing the role
of consumers.
7 min Ideate, Act and Capture
2 min Share Out
7 min Ideate, Act and Capture
2 min Share Out
When you make the switch what are the qualities of that brand?
What is the consumer and brand relationship with the new business?
What is your brand’s aspiration? the vibe? the feeling?
Personification Technique (20 mins)
28. Tangibles Techniques
Props
Acting with the object
Use props to investigate our
physical and emotional interactions
to the problem context.
Rapid Prototyping
Interacting with the object
Build interactive props to experience
the product/service/brand in use.
Sensory Deprivation
Expand beyond the object
Introduce physical constraints (sight,
hearing, dexterity) to promote more
holistic solutions that cater to all the
senses.
28Kinetic UX APDF Exchange 2011
35. Tangibles
Pre-Activity * Swap one person from each group.
Using the same company from the last activity, design a mobile
phone that represents the manifestation of the brand. Make sure to
include a unique physical characteristic/interaction that is the
defining feature of the phone.
Bring it to shape using the clay (it does not have to be perfect).
8 min Ideate and Craft
35
WHAT YOU WILL NEED:
§ Brand Insights
§ Modeling Clay
Kinetic UX APDF Exchange 2011
Make a Prop (8 mins)
36. Tangibles
Activity
WHAT YOU WILL NEED:
§ Orange Tangibles Cards
§ Props
§ Concept Sheets
§ Markers
36
Test & Tweak your prop by getting intimate with your ideas.
Come up with many ideas on how would you use your unique
physical characteristic/interaction while (consider these):
1. Running around the lake
2. Walking through the airport carrying a bag in one hand
3. Driving in the car
4. Interacting with the phone discretely
One person perform the idea, the other person scribe the idea.
Take turns. Refine your artifact physically by improving on the
design.
8 min Test, Ideate and Tweak
5 min Share Out
Kinetic UX APDF Exchange 2011
Props Technique (8 mins)
38. Reframing Techniques
Perspectives
Look to other disciplines
Add perspectives from adjacent or
tangential design disciplines (ID,
IxD, Motion, Architecture, Graphic,
Sociology, etc)
Biomimicry
Look to nature
Restate the problem and look to
nature for analogous solutions
around form/process/ecosystem
Invert
Look at it another way
Flip the problem around and look at
it from a different direction. Up is
down...turn it inside out.
38Kinetic UX APDF Exchange 2011
44. 44
Rule 1
There Are Bad Ideas
Encourage critical debate:
challenge others, defend your
thinking.
It’s okay to disagree with an
idea and suggest alternatives.
Wild ideas are welcome, but be
prepared to back them up.
45. 45
Rule 2
One Idea to Rule Them All
Focus on one idea at a time.
Keep building on a solid idea
that progresses to be the most
actionable of the lot.
Ideas can fork and merge, but
don’t lose sight of the goal for
the session.
46. 46
Rule 3
Time is short
Sessions should be kept as
short as possible, so be on
your toes and be concise.
Interrupt long-winded
digressions to keep things on
track.
Think fast, talk faster
47. Creationstorming is about making concrete decisions that move a project
toward a specific goal. Ideas are critically debated in the moment and the
team walks out with something closer to being real. We asked: “What can
we achieve in a day?”
1. Best results with small groups (2-3)
2. Have a project goal for the session
3. Create and display a list of key constraints
4. Have background information/ inspiration at hand
47
Preparing to Creationstorm
49. * Swap one person from each group.
Based on the earlier tangible activity, pick one of the ideas and
generate as many ideas on how you would invert this concept.
Take the key characteristic you generated in the concept for
tangibles and invert it.
Consider:
• Change the order of tasks
• Turn the artifact upside-down
Example: You have two screens for a phone that closes in on itself, but inverted
they can be on the outside for one handed use.
5 min Invert, Ideate and Refine
2 min Share Out
WHAT YOU WILL NEED:
§ Green Reframing Cards
§ Previous Concepts
§ Concept Sheets
§ Markers
Reframing
Activity
49Kinetic UX Photo: SchtumpleAPDF Exchange 2011
Invert technique (7 mins)
50. • Take anyone of your ideas from our previous activities.
• Refine your previous concept by bringing in additional
perspectives. Concentrate on creating one idea.
• Generate ONE refined concept based on different perspectives.
10 min Refine one concept
2 min Share Out
WHAT YOU WILL NEED:
§ Green Reframing Cards
§ Previous Concepts
§ Concept Sheets
§ Markers
Another
Activity
50
Reframing
Kinetic UX Photo: SchtumpleAPDF Exchange 2011
Perspectives technique (12 mins)
51. Let’s Recap
Immersion
Emotional experience
User perspectives
Empathy building
Tangibles
Physical experience
Object perspectives
Intimacy building
Reframing
Collaborative experience
Solution perspectives
Breadth building
51APDF Exchange 2011Kinetic UX
52. Thank You
52APDF Exchange 2011
Kinetic UX Portigal Consulting
Jon Mann
Kinetic UX | Artefact
jon@KineticUX.com
Prarthana Panchal
Kinetic UX | Microsoft
prar@KineticUX.com
Steve Portigal
Portigal Consulting
steve@portigal.com
Gavin Kelly
Artefact
gavin@artefactgroup.com
Scott MacInnes
Teague
smacinnes@teague.com