Concept Selection - A Method That Works

Authors: Stuart Pugh
Year: 1981
L9_Sketching User Experience_2026.pdf Open PDF
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SKETCHING USER EXPERIENCE ITPDP’26, L9

Dr. Minna Pakanen Department of Digital Design and Information Studies mpakanen @cc.au.dk

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TODAY

  • Interaction and UX design

  • Externalisation and design

  • Break

  • A bit more about scenarios

  • Storyboards

  • Sketching UX in storyboards

  • Concept selection

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INTERACTION DESIGN (IXD)

Design of the user interaction and experiences that occur during using a product

4. User experience evaluation

  • 1.User research • Interview

  • • Observation

  • • Shadowing

  • • Remote studies

  • 1.1. Creating personas & scenarios + sketching storyboards 2. UI sketching • wireframing

3. UI graphics & interaction design • Aesthetics

• Interactive content design

• User experience design

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USER EXPERIENCE (UX) DESIGN

A good user experience is one that meets a particular user’s needs in the specific context where a person uses the product

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Why? How?
What?
Motivations for Functionality:
Functionality:
adopting the Accessibility &
Features
product Aesthetics
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INTERACTION DESIGN (IXD)

Design of the user interaction and experiences that a occur during using a product

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4. User experience evaluation
Why?
1.User research How?

Interview
• 3. UI graphics & interaction design
Observation

Aesthetics

Shadowing

• Interactive content design
Remote studies

User experience design
1.1. Creating personas
& scenarios + sketching
storyboards
2. UI sketching

wireframing
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What?
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EXTERNALISATION AND DESIGN

Alan Dix & Layda Gongora (2011)

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EXTERNALISATION?

  • Is an active shaping of the world as an intellectual resource

  • a uniquely human ability & foundation of culture and civilisation

  • Involves the embodiment, representation and exploration of our own thoughts, feelings and interior life

  • The term externalisation itself reflects a philosophical and practical tension:

  • embodied interactions with external artefacts

  • process of making internal representations external

  • In art and design this reflects dual views of creativity as internal muse or embodied .

  • engagement

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KINDS OF KNOWING

Tacit knowledge

  • Unconscious or prenoetic

  • Slowly building up through trial and error

  • Relational

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KINDS OF KNOWING

Explicit knowledge • Conscious • Rational/logical • Learning through abduction or reasoning • a uniquely or at least largely human attribute

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Tacit or Explicit? or Tacit and Explicit?

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3-LEVELS OF EXPERT KNOWING

1) in action knowing

2) reflection in action

  • 3) reflection on action

(Donald Schön,1984)

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"knowing is in our action"

(Schön, 1984)

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”reflection in action”

(Schön, 1984)

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”reflection on action"

(Schön, 1984)

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EXTERNALISATION IN CRAFTS/PRODUCT DESIGN

  • Sketches

  • Mood boards

  • Full-scale mock-ups in blue foam, cardboard, or 3D printing

  • Production-line mold

  • CAD and other forms of simulation or virtual walkthroughs

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EXTERNALISATION IN IXD

  • Storyboards

  • • Personas

This lecture

  • Scenarios

  • • Paper prototypes

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EXTERNALISATION IN PRODUCT DESIGN

Products

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Sketches

Models

Prototypes

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EXTERNALISATION IN DESIGN PROCESS

Product Design

  • Problem space

  • Design space

  • Process

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EXTERNALISATION IN PROBLEM SPACE

  • Mood boards = values and ethos of the setting/ organisation

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EXTERNALISATION IN DESIGN SPACE

  • Series of alternative designs = sample of possible designs

  • Focus on context with constraints

  • Materials

  • Paper and pencil–>abstract list of properties

  • Plasticine or cardboard and glue –> exploring the design space by way of example

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EXTERNALISATION IN DESIGN PROCESS

  • Schedule

  • Stages

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PROPERTIES AND DIMENSIONS

Representation

  • Physical

  • the foam model

  • Schematic

  • sketch or floor plan

  • Symbolic

  • E.g., Mind map, equations on the blackboard

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PROPERTIES AND DIMENSIONS

Modality

  • Written (also mathematical, and musical)

  • Speech

  • Drawn (sketches, diagrams, plans)

  • Aural, olfactory, or tactile

  • Body

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PROPERTIES AND DIMENSIONS

Persistence

  • Persistent

  • the words written on a page, the clay model, or the sketch on the back of an envelope

  • Ephemeral

  • the words in a conversation, the notes played on a keyboard, or the movements made during an improvisation session

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FUNCTIONS OF EXTERNALISATION

1) Informational 2) Formational 3) Transformational 4) Transcendental

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Informational

Formational Transformational

Transcendental

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INFORMATIONAL

– passing on to others already formed ideas

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FORMATIONAL

– vague ideas becoming clearer by the process of externalisation

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TRANSFORMATIONAL

– thinking using materials

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TRANSCENDENTAL

– our thoughts and ideas become the object of thought

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TAPPING INTO TACIT

Rich personas and scenarios

  • Appeal directly to our tacit understanding

  • Deliberately far more detailed than crude user profiles

  • Include 'unnecessary' details that make the people, and the physical

  • situation seem real to us

  • By appealing to our imagination , they spark our natural social and physical understandings in a way that an abstracted 'user group' cannot.

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EXAMPLE PERSONA

Susa

Age: 30 Location: Rovaniemi, Finland Job: director of furniture shop Status: engaged

Susa loves snow and sports and that is why she lives in Northern Finland in Rovaniemi just a few kilometers from the nearest slopes and ski tracks. She has a full-time job, so as an opposite to that, she wants to spend most of the weekends and evenings on skies or on a snowboard. She often goes there with her boyfriend, Jyri. They both love snowboarding on fresh snow on untouched slopes.

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Needs and goals:

She wants to be able to get to the untouched slopes immediately after the right type of snow has fell.

Activities:

  • Snowboarding outside of slopes

  • Uses many weather apps with radar for the temperature and spotting the fresh snow

  • • Uses a navigation app in parallel to find the snowy hills.

Challenges:

  • There is no application that can tell her the consistency of the snow, so she needs to go out to test the snow

  • The day is very short in Lapland during winter months so she cannot go outside of lighted slopes during the late afternoons or evenings

  • Difficult to find slopes with fresh snow

  • • Difficult to navigate and use the weather app radar function at the same time while driving a car on slippery roads

  • • It is risky to snowboard alone outside of the slopes especially after sunset.

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SCENARIOS

John M. Carrol (1999) Peter Wright & John McCarthy (2010)

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”a written outline of a film, novel, or stage work giving details of the plot and individual scenes”

(Oxford Dictionary of English, 2020)

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SCENARIOS

  • Stories about people and their activities often involving their use of technology

  • Setting of the activity = the physical location in which the activities occur (e.g., an office or a sitting room)

  • Agents and actors

  • Agents’ goals and objectives

  • The plot that moves the action and events of the scenario on

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  • State of the system in use with which the person is interacting with

  • Be sufficiently dynamic to accommodate goals being changed by the events that occur throughout

(Carroll, 1999)

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SCENARIOS

Why?

  • Evoke reflection in design

  • They are concrete and flexible

  • They are multifaceted and have multiple views ... they promote a workorientation

  • (help envision, design, communicated, collaborate etc.)

(Carroll, 1999)

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SCENARIO

Example

  • Context of design =

  • Agents and actors=

  • Agents’ goals and objectives=

  • The action and events =

  • State of the system in use=

Harry is interested bridge failures; as a child, he saw a small bridge collapse when its footings were undermined after a heavy rainfall. He opens the case study of the Tacoma Narrows Bridge and requests to see the film of its collapse. He is stunned to see the bridge first sway, then ripple, and ultimately lurch apart. He quickly replays the film and then opens the associated course module on harmonic motion. He browses the material (without doing the exercises), saves the film clip in his workbook with a speech annotation, and then enters a natural language query to find pointers to other physical manifestations of harmonic motion. He moves on to a case study involving flutes and piccolos.

(Carroll, 1999)

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SCENARIO

Example

  • Context of design =

  • Agents and actors=

  • Agents’ goals and objectives=

  • The action and events =

  • State of the system in use=

Harry is interested bridge failures; as a child, he saw a small bridge collapse when its footings were undermined after a heavy rainfall. He opens the case study of the Tacoma Narrows Bridge and requests to see the film of its collapse. He is stunned to see the bridge first sway, then ripple, and ultimately lurch apart. He quickly replays the film, and then opens the associated course module on harmonic motion. He browses the material (without doing the exercises), saves the film clip in his workbook with a speech annotation, and then enters a natural language query to find pointers to other physical manifestations of harmonic motion. He moves on to a case study involving flutes and piccolos.

(Carroll, 1999)

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EXPERIENCE-CENTERED SCENARIOS

Focus on

  • People’s activities

    • their motivation
  • feelings

    • the meanings they make of the interactions
    • social interactions around the activities in question
  • Good stories have the power to stimulate imagination, engage interest, and highlight specific aspects of a situation (real or imagined)

(Wright & McCarthy, 2010)

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AN EXAMPLE SCENARIO

Different elements

  • Context of design =

  • Agents and actors=

  • Agents’ goals and objectives=

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  • The action and events =

  • State of the system in use=

  • People’s activities

    • their motivation + feelings
    • the meanings of interactions
    • social interactions around the activity

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AN EXAMPLE SCENARIO

Different elements

  • Context of design =

  • Agents and actors=

  • Agents’ goals and objectives=

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  • The action and events =

  • State of the system in use=

  • People’s activities

    • their motivation
    • feelings
    • the meanings of interactions
    • social interactions around the activity

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”Constructing scenarios of use inescapably evokes reflection in the context of design.”

(Carroll, 1999)

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STORYBOARDS

Corrie van der Lelie (2006) The value of storyboards in the product design process. Pers Ubiquit Comput (2006) 10: 159–162.DOI 10.1007/s00779-005-0026-

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~~~~ , a sequence of drawings typically with some directions and dialogue, representing the shots planned for a film or television production.” (Oxford Dictionary of English, 2020)

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A storyboard is a graphic organizer that consists of illustrations or images displayed in sequence for the purpose of previsualizing a motion picture, animation, motion graphic or interactive media sequence. The storyboarding process, in the form it is known today, Walt Disney Productions during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios https://pencilpusher.carbonmade.com/projects/6733548 https://pencilpusher.carbonmade.com/projects/673354823[RD ] MARCH 2026

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STORYBOARDS

=Visual scenarios

  • Common visual language –> A tool for communication

  • Product-user interaction + context + time

  • Generating ideas and concepts based on the scenario

  • Getting a feel of the interaction with the product

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(Kettunen, 2001)

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VISUALISATION MANNER

Early phase

Late phase

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Sketchy

Visually detailed & refined

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ANALYSIS PHASE

Using storyboard to consider:

  • Defining function and intended behavior (technical, psychological, social, economic, cultural)

  • Where, when, what, why, with who, for how long?

  • Situations, atmosphere, feelings ...

  • Exploring through scenario

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SYNTHESIS PHASE

Explore & integrate

  • Generating ideas and concepts based on the scenario

  • Getting a feel of the interaction with the product

  • Details are not yet important

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SIMULATION PHASE

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Evolving into

  • Create coherent narrative

  • Focus on the story line

  • Adding details

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STORYBOARDS IN EVALUATION PHASE The storyboard used for:

  • walkthrough with future users

  • Evaluating ideas based on the scenario

  • Allows studying product and its values and qualities

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VISUALISATION MANNER

Affects to user feedback

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Sketchy

Visually refined

Evoke comments and suggestions

Is accepted as final ‘as is’

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VISUALISATION MANNER

Drawing vs. tracing

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VISUALISATION MANNER

Drawing vs. tracing

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EVALUATION PHASE

Example storyboard: Evaluation of the AR application

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Note that many pictures are missing in between!

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SHOWING THE CONTEXT

Photo + tracings + colors

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SHOWING THE CONTEXT

Photo + tracing + colors

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SHOWING THE CONTEXT

Photo + dimming + tracing + colors

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SKETCHING STORYBOARDS

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SKETCHING STORYBOARDS

Basic humans + a bit of context + things to interact with Remember to zoom in and out!

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(Baskinger, 2008)

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BASIC SHAPES

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HUMANS

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(Baskinger, 2008)

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EXAMPLE

Johannes Valentin Berg & Rasmus Hvilshøj

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HANDS AND FINGERS

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DEVICES

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HANDS + DEVICES= INTERACTION

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HANDS + DEVICES = INTERACTION

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SHOWING INTERACTION

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TRACING

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TRACING

Constructing the context and people

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You can also create a suitable picture of the context with AI!

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RESPECT COPYRIGHTS!

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Hetkiä by Maija Louekari, 2003 competition entry to Marimekko

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Markus Leppo in Helsinki ja helsinkiläiset, 1966

https://yle.fi/uutiset/3-6921730

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THINK TWICE BEFORE GENAI!

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Vesa-Matti Väärä, 2020

GenAI illustation, 2026

Use of AI is problematic also point of view of your learning and consumption of natural resources!

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RESPECT COPYRIGHTS!

To avoid violating other peoples copyrights when tracing and especially if you use photos in the background:

a) Take the pictures yourself

b) Use royalty-free photos (Stock Adobe, Shutterstock, Getty Images, etc.) c) Combine many sources (combine images well and use only small pieces from each) d) (Buy the right to use the photos)

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LINE TRACING An example

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LINE TRACING + COLORING

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NO COLOR VS. GREYSCALE VS. COLORS?

Depends on the case

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LINE TRACING An example

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LINE TRACING + PICTURES OF THE PRODUCT

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Illustrator tutorials on tracing and drawing any shape: https://youtu.be/j69a3-shkGE https://youtu.be/RbbQl2sU-ag https://www.youtube.com/watch?v=Rk-JGsriJ4o

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CONCEPT SELECTION

Ulrich, K. T., & Eppinger, S. D. (2016). Product design and development. McGraw-hill. (Pages 146-156)

https://www.slideshare.net/slideshow/productdesignanddevelopmentkarltulrichstevendeppingeredisi/266164184

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CONCEPT SELECTION

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Identify Make a Generate Select Concept Final Prototype
ITPDP user design design 3 presentations concept design &
needs brief concepts concepts + feedback idea develop.

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CONCEPTS

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WAYS OF SELECTING CONCEPTS

Choose what fits the best to the design phase and case

  • External decision = Customer, client or other external entity

  • Product champion = An influential member (head of design) of product design team chooses the concept based on personal preference

  • Intuition = Concept is chosen by its perceived feel, and it's fit to the case

  • Multivoting = Each member votes for (3-5) concepts with or I , the most voted concept/s wins

  • Pros & cons =The team lists strengths and weaknesses of each concept and makes a group decision

  • Decision matrices =The team rates each concept against prespecified selection criteria, also possible to compare your concepts against existing product

  • Prototype & test = Developed prototypes are evaluated against each other by users.

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EXAMPLE 1

Selection by intuition

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CONCEPT SCREENING MATRIX

6-step process

  1. Conduct multivoting to select ideas for concept screening

  2. Prepare the selection matrix

  3. Rate the concepts

  4. Rank the concepts

  5. Combine and improve the concepts

  6. Select one or more concepts

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  1. Reflect the results and the process

Note that matrices always focus on the customer/ user needs and other decisions criteria defined based on the case!

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EXAMPLE 1

Multivoting

  • I conducted multivoting with a few classmates to narrow down the number alternatives

  • • Each could vote for max 3 concepts

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EXAMPLE 1

4 concepts presented with images and short textual descriptions (each in own A4 )

Reference product that the concepts are evaluated against Adjustability Storage space Cleanability Aesthetics Multifunctionality Novelty Ergonomics Durability Likeness Storability Score Rating

Concept screening

Selection criteria drawn from user studies and competition requirements + = Better than reference – = Worse than reference 0 = Same as reference

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Reference product

EXAMPLE 2

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Novo Pen Concepts

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EXAMPLE 2: SELECTION MATRIX

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REFERENCES

  • Carroll, J. (Ed.) (1999). Five Reasons for Scenario-Based Design. IEEE Proceedings of the 32nd Hawaii International Conference on System Sciences

  • Dix, A., & Gongora, L. (2011, October). Externalisation and design. In Proceedings of the second conference on creativity and innovation in design (pp. 31-42).

  • Ulrich, K. T., & Eppinger, S. D. (2016). Product design and development. McGraw-hill. (Chapter 8, pp. 146-156).

https://www.slideshare.net/slideshow/productdesignanddevelopmentkarltulrichstevendeppinge redisi/266164184

  • Van der Lelie, C. (2006). The value of storyboards in the product design process. Personal and ubiquitous computing, 10(2-3), 159-162.

  • Wright, P., & McCarthy, J. (2010). Experience-centered design: designers, users, and communities in dialogue. Synthesis Lectures on Human-Centered Informatics, 3(1), 1-123. (pages: 33-34)

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SKETCHING HUMANS & STORYBOARDS Sketching tutorial in class. Bring your pencil/s, pens, and 3 shades of grey markers with you!

25th March 10.00-12.00

23[RD ] MARCH 2026

MINNA PAKANEN

110

ITPDP26 - Design Rationales and Models.pdf Open PDF
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DESIGN RATIONALES AND MODELS

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

AARHUS UNIVERSITY

WHERE ARE WE NOW?

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DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN
25. FEBRUARY 2026 LAB COORDINATOR
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WHAT TO DO NOW (THIS WEEK)?

You should now do:

  • Read literature for week 5 - and earlier weeks ;-)

  • Your own inspirational work – edging closer to final Problem Area decision.

  • Start planning empirical work. Requires narrowing down user group.

  • Tooling exercises.

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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STATUS AND MESSAGES

Monday trip!

How is it going?

Context, theme, subtheme, user group?

Any observations done? Places visited?

Choosing your topic? Done? Close?

Any questions?

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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SUB-ASSIGNMENT 1

  1. Motivation for choice of subtheme, context and user group.

  2. Initial positioning in relation to the theme (read some inspirational literature, introduce the field/theme and draw parallels + point out differences in approach)

  3. Tentative problem formulation (what will you actually do in this project, what are your tentative hypothesis around practice and use, and what could help/fix/better/enhance this?)

  4. Preliminary plan for your user research (who, when, what, how? Plans, contacts, emails, methods to try - this can be added as appendix if needed, but make sure to keep it concise).

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

DESIGN RATIONALES AND MODELS

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IN TODAY’S LECTURE

What is a design rationale?

Design Spaces

Contextual Design

Personas – representing users and roles

Working models

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AARHUS UNIVERSITY

WHAT ARE IMPORTANT ASPECTS OF A GOOD DESIGN PROCESS? (2 MINUTES)

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ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026

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Result? The users liked it? The designer is proud of it? Sticking to the budget? Listening to the users? Getting paid? Getting promoted? Getting recognition? Teamwork? Fun? Cake every Friday? Societal impact? Many daily users?

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A happy customer? Spearheaded by a hotshot? Spoken about in the media? Using the newest technologies? Being completely unique? Involving the user every step? Sales after launch? Scalability? Handover? Celebrating when it’s done? Instagram Influencers loving it? Trustpilot score? Certifications?

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WHAT IS THE MOST CRUCIAL ASPECT OF A GOOD DESIGN PROCESS?

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DOCUMENTATION!

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ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026

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WHY?

Design processes are long and complex, and involves many variables and parties

You often do not nail it the first time

Iterations and Fluidity

Learning and revisitability

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SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

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AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026

DESIGN RATIONALE

A survey paper of representation methods for Design Rationale For this lecture we focus on understanding the concept (sect 1-3)

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SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

AARHUS UNIVERSITY

DESIGN RATIONALE (LEE AND LAI)

To document genealogy (tracing of lineage) of a design’s final appearance and the decisions that lead to it

To link issues to formal design decisions (example: global menu to reduce screen clutter)

Document selection and de-selection arguments

  • Supporting and counter arguments on issues for the design

May lead to generalizable patterns and reusable design-decision relations (Fischer 1991)

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR AARHUS UNIVERSITY

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WHAT IS DESIGN RATIONALE?

Design rationale is write-down of arguments and decisions made during a design process, and the reasons for why those arguments were brought up, and the decisions were made. Primary goal is to support designers by providing a means to record, describe, justify and communicate the argumentation and reasoning behind the design process (MacLean 1991), including but not limited to:

  • The reasons behind a design decision

  • The justification for a design decision

  • The other alternatives considered

  • The trade-offs evaluated

  • The argumentation that led to the decision (what if the argument was BS?)

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

WHAT IS DESIGN RATIONALE?

“Design rationale in the most general sense is an explanation of why an artifact is designed the way it is”

  • LEE AND LAI, 1992

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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DESIGN SPACE

Design Space is a representation of alternative design options + analysis of pros/cons and relations.

From MacLean 1989:

“The design space consists of a decision space (alternative options which might be appropriate}, and an evaluation space(explicit reasons such as consistency and criteria for choosing from among the possible options).”

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AARHUS UNIVERSITY

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DESIGN SPACE

Evaluation Space

Mapped differently in a lot of HCI literature… Issue (and Design Rationale) being the most impactful difference from Lee and Lai, adding potential issue handling to your argument space.

Design Rationale vs Design Space

Design Rationale describes the Design Space (MacLean).

Using for example the QOC model to represent Design Space options, generates Design Rationale.

Interesting possible exercise: Part of group specs decision space, another the beginning of evaluation space

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DESIGN SPACE

Long story short:

The map metaphor is a bit funky…

Think of products as clusters (buildings) on the map. The Design Space is the entire map, linking (making roads) and including/excluding certain alternatives (neighbourhoods).

QOC model used extensively in this process, and sticking to just this might be simpler.

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THE QOC MODEL

Developed by McLean at Xerox PARC A brilliant comparative tool Helps map Design Space Part of your Design Rationale

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PARKING GATE: SAME CORE FUNCTIONALITY, SAME QUESTION – DIFFERENT DESIGNS

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Pay-by-plate is a radical change within/of design space

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DESIGN SPACE

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evaluation space
“How does the user
pay for parking?”
Pay-by-plate Privacy
Ease
Machine
Culture
with card
decision space
What happens if
user has lost ticket?
ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN
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DESIGN SPACE

Is useful for emplacing your design and the alternatives/related design (for analysis, juxtaposition and distinctions)

Is useful for expanding horizons and taking different/novel interactions/systems into account.

It is a concrete way of making constraints visible and impactful in design

  • For example through questions or criteria in QOC

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THE ROLE OF A DESIGN RATIONALE

Support and capture the design argumentation during a design process

When iterations occur, designers can go back and avoid mistakes or decisions already tested and rejected

Argument for why the final design appear as it does and support for designing the next version of the product

  • A formerly too expensive or too clunky solution has become feasible in the mean time, and the process can be started from better position

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REPRESENTATIVE QUESTIONS

Made by Lee and Lai to provide a framework for assessing different representations Since it’s used to assess representations/models way of making Design Rationale; Also a brilliant set of questions to help your design rationale and status meets Can be used as a part of sit-down meetings to organize your team’s thoughts Not all representations and models answers all questions

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REPRESENTATIVE QUESTION SET EXAMPLE

Italic: Maybe for status meets? Orange: Maybe for Ideation and Concept Dev.?

What are our user’s biggest issues? What are our biggest issues? What is the status of the current design?

What did we discuss last week and what do we need to do today/this week? What are alternative designs and what are their pros and cons?

What if we do not consider power/portability/user interface/GPU muscle/CPU muscle? Which issues are inherently linked?

What would the consequence of removing this aspect/part be? Which unresolved issues do we still have?

How do past designs or other fields deal with a similar issue?

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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WHY IN ITPDP?

Tools, representations, models to help keep track of design documentation Help structure solved problems and the user-centric elements of your design Graphical representations to use for the report, that shows field knowledge if used correctly. Future work for your report Preparation for your exam

Avoid having to say “… I don’t know we why did that, actually…” J DEPARTMENT OF COMPUTER SCIENCE ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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SUMMARY

Make sure to document your design issues, positions, arguments with decision. Use it for your internal discussions. And for feedback. And for the report. And for the demo.

When a reviewer ask ”why didn’t you put that button on the top instead of here?” Your design rationale will help you provide the answer.

  • the answer may be feasibility of construction, or the occurrence of accidental push during an evaluation or.

  • If you don’t have an answer, then the design may appear coincindental and not well argued…

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CONTEXTUAL DESIGN AND CONTEXTUAL INQUIRY

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CONTEXTUAL DESIGN

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026

SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

AARHUS UNIVERSITY

CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

User-centered design process

Focus on collecting and interpreting data of users in the field Focus on creation of prototypes and systems as end goal

“…Understand users in order to find out their fundamental intents, desires, and drivers. But these are invisible to the users - so the only way to glean this is to go out in the field and talk with people.”

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CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

Step-wise method and principle-based

  • Especially helpful for people who will not specialize in field study

  • Fits into a software development cycle; products of field study work made visible

Guides analyst on how to understand & document what he/she sees

Not really users as co-designers

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

Principle: System design must support and extend users’ work practice

Behavior, attitudes, goals, and intents of users; all part of work practice.

Work practice is part of the larger context – so is technology. Any and all system/tech change will impact work practice.

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CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

Principle: People are experts at what they do – but are unable to articulate their own work practice

Field work = crucial to pick up on these practices/tendencies/events. Tacit knowledge. Multiple methods can help with this – participate in natural context.

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CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

Principle: Good design requires partnership and participation with the users

Designers = experts in design. Users = experts in work practice. Partnership = proper design focused on context and practice. Step in and do your part – ask questions, offer interpretations!

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CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

Principle: Good design is systemic

Good design considers the system as a whole, and it’s impact on it. Methods can support generating overview of possible outcomes and implications. Treat issues and problems to be solved as a part of the whole.

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CONTEXTUAL DESIGN (BEYER & HOLTZBLATT)

Principle: Design depends on explicit representations

Use drawings, sketches, prototypes, mock-ups, models, videos, animations etc. Visual representation is key and makes design thoughts sharable.

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CONTEXTUAL DESIGN PROCESS

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CONTEXTUAL INQUIRY - FIELD STUDIES

Often two elements: Direct Observation and Interviews (+ Contextual Interviews (TBA))

Field studies are useful to understand:

  • The use context

  • Challenges and potential value added by a new design

  • People and their roles (end-user, indirect user, manager)

  • Features of the place/space

  • Understand the activity that you want to support

  • Communications and patterns of interactions

  • Local culture

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WHAT ARE FIELD STUDIES?

It is not simply “hanging out” with users Field studies are (and requires the analysists to be):

  • Systematic and careful

  • Without assumptions (as much as possible!)

  • Thoughtful

  • Respectful

  • Productive!!

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WHY FIELD STUDIES?

“Ground” designs in real activity, not assumptions

Do NOT falsify empirical data…

Helps understand “situated activity” not “rationalized accounts”

  • See exceptions, exception handling, mechanics

  • User behavior needs to be understood at a low-enough level to design for it

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AN EXAMPLE FROM DEVELOPMENT OF “FINDING NEMO”

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“Finding Nemo”-movie animators had to ”ground them selves” by practicing scuba diving to become familiar with under water phenomena in order to be able to draw and animate them.

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BASIC RULES & PRINCIPLES

Be an apprentice:

Carefully frame questions

  • Be polite –> the user is the expert in their domain

  • Be humble –> assume you don’t understand something

Be open-minded

  • Expect to see a lot of things you didn’t think you would

Check interpretations;

  • Do not ask leading questions

  • Do not ask Yes and No questions

  • Focus on getting concrete data

Don’t be too narrow… Don’t be too wide

  • Begin by observing more WIDELY than defined problem(!)

  • REDEFINE boundaries of problem

  • Work within that new “unit of analysis”

  • Reflect back to user; debriefing

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INTERVIEW TECHNIQUES

In interviews – be concrete and relate to daily work examples

  • Ask about examples from yesterday or last week

  • Critical Incident Technique , Wendy Mackay (expanded upon next slide)

  • Page 7: https://www.lri.fr/~mackay/VideoForDesign/print/print.pdf

Exceptions are as important as the routine situation

  • Listen to user anecdotes and workarounds

  • Exceptions may reveal important requirements and conditions – or just common practice

Be aware of potential intention conflicts (culture/hierarchy)

  • Different user groups (or levels) do not necessarily share the same experience/intention

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EXAMPLES FOR CRITICAL INCIDENT TECHNIQUE

Ask for a concrete, critical incident

  • Positive: Can you remember the last time when you were really happy with the UI?

  • Negative: What happened the last time when you very disappointed by the system?

Let the user go through the entire scenario

  • Positive: Identify useful features and design rationales

  • Negative: Identify break down scenarios

Ask for as many details as possible

Ask why this situation was in particular memorable

Do not ask suggestive or general questions

  • Why is this UI so good?

  • E.g., Do you like the UI?

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RECORDING YOUR DATA

Notes Pictures (get consent, adhere to GDPR regulations) Video (get consent, adhere to GDPR regulations) Sound (get consent, adhere to GDPR regulations) Sketches and drawings Scenarios (post hoc description) Notes on roles/personas

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FIELD STUDIES - PREPARATION

You have already done some observations (right?) – but mainly inspirational!

For future field work:

Secure permission to be at the site

Plan ahead, don’t expect to get into calendars quickly – it’s good to have a foot in the door someway You want to observe the natural workflow of your users:

  • Ask that users not “clean up” their desks or desktops, calendars, and so on because you will be there. Politely explain that you want to see things as they normally occur

  • Prepare and test all data recording equipment

On arrival, be professional, courteous and patient. Remember that you are a guest. Some might see it as additional workload.

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CONTEXTUAL INTERVIEWS

Not your typical Q&A interview

  • A mix of observation & questions

Who to interview: those doing the work, not just management

  • 2-3 hours of observing a user work, including “shadowing” them around the workplace

  • Observe the natural flow of activity and occasionally interrupt to explain and clarify what they are doing.

  • You can ask users to “think aloud” to understand their thought process.

  • Your questions are guided by what you see.

Recording: Notetaking, audio record, and perhaps video-record

Save the last 15 minutes with the user to review what you learned

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HINTS AND ADVICE

Good idea to combine techniques

  • Observation and Interviewing have different strengths and weaknesses

  • Combination ensure quality of investigation

From pure analysis to design oriented activities

  • Scenario and mock-up design may reveal useful knowledge about current state of affairs

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PERSONAS

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50

PERSONA

Persona is personified but generalistic. Not the same as an archetype (abstract) or a person (individual). A persona description gives details about the user group(s) you are designing your interactive system for It highlights the group specific requirements and context associated with persona.

More on that in lecture: Sketching User Experiences (Minna) https://www.interaction-design.org/literature/article/four-different-perspectives-on-user-personas DEPARTMENT OF COMPUTER SCIENCE ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN

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PERSONA

Sub-assignment 2

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– PERSONAS EXAMPLES A TRAVEL APP

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DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

25. FEBRUARY 2026
ITPDP - RATIONALE AND MODELS
LAB COORDINATOR
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USE OF PERSONAS

Analyze and reveal requirements for system/app design from different perspectives (use scenarios, drivers, intent) Integrate in scenario descriptions (later assignments) Use persona description for your new design (or styling) Utilize for prototyping and evaluation planning

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

57

REMEMBER THE NOT-AVERAGE

”Extreme characters” (also used for ‘Ideation’ later in the course) Extremes in travel app

  • The passionate business person and car-driver that almost never use public transportation

  • • Elderly who do not have knowledge of smartphones

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

CONTEXTUAL INQUIRY – PROCESSING RESULTS

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026

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AARHUS UNIVERSITY

GOT DATA? NOW WHAT?

Create “models” that capture the data (order different from literature)

  1. Physical Model:

a map of the site with details about equipment location

  1. Flow Model:

Depicts work-flow between users/personas

  1. Sequence Model:

Depicts work tasks

  1. Artifact Model:

Describes the tools that people use to complete tasks

  1. Cultural Model:

Captures bigger context of cultural factors that influence how things are done

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

PHYSICAL MODEL – HOTEL CASE

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Map of site with important features

Include digital photographs to elaborate Include traffic and potential “incident” areas or bottle-necks.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

FLOW MODEL

Represents how work is divided & coordinated Flow models for different types of workers

    1. Diagram who is involved in the work
    1. Show communication flows between people, and how those communications are achieved (through invoices, face-to-face, messages)
    1. Mark breakdowns in communication & coordination

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

AARHUS UNIVERSITY

FLOW MODEL – HOTEL CASE – STEP 1: ROLES

  • Define Personas (+tasks) in circles

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

  • FLOW MODEL – STEP 2: FLOW - Define Personas in circles

  • Define Artifacts in squares

  • Define Relational Actions with arrows

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN
25. FEBRUARY 2026 LAB COORDINATOR
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SEQUENCE MODEL

Represents work tasks by point of view (POV), shown as a sequence of steps of actions

Diagram:

  1. Intent/Purpose of the action sequence

  2. Trigger that causes the action to start

  3. The steps that achieve the intent

  4. Breakdowns/problems in getting the task done

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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SEQUENCE MODEL EXAMPLE – HOTEL BOOKING

Diagram:

  1. Intent/Purpose of the action sequence

  2. Trigger that causes the action to start

  3. The steps that achieve the intent

  4. Breakdowns/problems in getting the task done

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

ARTIFACT MODEL

Artifacts are the things people use in to complete a tasks (documents, maps, notes, the web, spatial layout of items when planning something)

    1. Collect artifacts, pictures of artifacts
    1. Check with customers that you understand what they are for
    1. Annotate these to identify in detail their functions

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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ARTIFACT EXAMPLE – HOTEL DIARY

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN
25. FEBRUARY 2026 LAB COORDINATOR
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ARTIFACT EXAMPLE

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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CULTURAL MODEL

Understand the local culture and the cultural assumptions. This is the broader context.

For each point of view

  1. Start with each “influencer”—different groups of people, organizations, institutions—that affect how that person understands and does their work 2. Arrange these as bubbles or balloons that have different scope reflecting how much influence they have on the worker

  2. Identify breakdowns

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR AARHUS UNIVERSITY

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25. FEBRUARY 2026 LAB COORDINATOR
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CULTURAL MODEL - EXAMPLE

Goals and relationships between user groups and organizational values Constraint focused

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

MODEL EXAMPLE EXERCISE!

Group 1, 2: Physical Model example of FORMLab or PROTOLab Group 4, 5, 6: Flow Model example from (one of) your jobs Group 7, 8, 3: Sequence Model example from a recent novel interaction/experience Group 12, 13, 16: Cultural Model example from a community Group 20, 11: Artifact Model 3 x examples of tools for work activities from your life (can be pictures) or Google J

15 minutes, then quick presentations.

ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

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DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

SUMMARY:

The 5 models capture:

  1. How the physical environment supports the work [Physical model]

  2. The people, their relationships, and their communications [Flow models]

  3. How tasks are carried out [Sequence models]

  4. How artefacts support the work or are processed as part of the work [Artifact models]

  5. How work is constrained by organizational values [Cultural models]

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - RATIONALE AND MODELS SIMON HOGGAN CHRISTENSEN 25. FEBRUARY 2026 LAB COORDINATOR

AARHUS UNIVERSITY

SUMMARY

DEPARTMENT OF COMPUTER SCIENCE ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026 AARHUS UNIVERSITY

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74

SUMMARY

Document your design and design rationale!

Design needs to take the user, the context, and constraints of the problem domain into account Thus, user involvement in design is important.

Prepare for design through contextual inquiries

  • Capture your understanding in the five models, personas and scenarios

  • Triangulation

Later envisionment through prototyping become essential

  • Based on contextual inquiry models, personas, and scenarios

Plan your field study methods carefully - get help from TAs

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - RATIONALE AND MODELS 25. FEBRUARY 2026

SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

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AARHUS UNIVERSITY

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ITPDP26 - Physical Prototyping.pdf Open PDF
Show converted presentation markdown

PHYSICAL PROTOTYPING

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

AGENDA

Messages

Project planning and prototyping Using prototypes in concept evaluations Digital Fabrication

Electronics

Supervision after lecture

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

MESSAGES

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

THE ITPDP PROJECT

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DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

THE ITPDP PROJECT

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DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

THE ITPDP PROJECT

From Brightspace under “ITPDP 2026” Presented at first lecture about course introduction

Eligibility for exam

To be eligible for the exam, each student must hand in all tooling exercises and supporting assignments, and every group must hand in the final report, be represented in the plenary sessions, and - of course - the exam related demo session and oral exam.

Goals and requirements for the final project

The IT product must be placed clearly in relation to one of the three subthemes (or have deviation agreed upon with course educator).

The group must demonstrate an understanding of the target user group's needs and conditions, using theory and tools introduced in this course, and/or theory/tools presented earlier in their study programme.

The solution must position itself as relevant to the future users, utilizing ethnomethodological work and user-centered design to ensure validity. A successful evaluation is however not a requirement, but reflection and analysis of validity, process and outcome is the main end result.

The context of use and the challenges identified in the user studies must be taken into account.

The solution must include multiple clients/components and the cloud (typically via web technology). Several subcomponents and resources that can communicate, e.g., a system with a mobile app, a physical installation, and with automatic storage of sensor data in the cloud.

The IT product may involve a smartphone as part of the solution, but there must be an interaction with physical/tangible components in the environment or on the user, which you have designed and fabricated yourself.

Arguments must be made based on the needs of the users, usage of theory and methods, and the business potential in relation.

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

WORKLOAD AND EXPECTATIONS

Euro ean standard: 1 ECTS = 25-30 hours of work. p

For Aarhus University, it has been set at 28 hours.

ITPDP is slightly different.

First part (seen as a 5 ECTS course): 140 hours per person, including lectures/TØ, from 26th of January to 17th of March.

Second part (seen as a 15 ECTS course): 420 hours per person, including lectures/TØ, from 18th of March to June 17th. This is equal to a minimum of 32 hours per week. The rest of the course schedule is exam period and exam preparation time.

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

WORRYING TENDENCIES

Resource hour overview:

Estimated teaching time: 68-70 hours, not including supervision.

1 person group: The overall project should reflect 490 hours of work. 2 person group: The overall project should reflect 980 hours of work. 3 person group: The overall project should reflect 1470 hours of work. 4 person group: The overall project should reflect 1960 hours of work.

In the current state, your project should currently represent roughly 230 hours per person. For a three person group = 425 hours of work (30% deducted, prioritization)

Can you honestly say that you have put this time into the project, preparation, lectures, reading etc.? If yes, then great!

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

PROJECT PLANNING

A course. university

Project planning and implementation is part of the learning outcomes – we cannot guide and/or hand-hold you the entire way.

Make sure to keep yourself updated via the Course Schedule on Brightspace. Please ignore all other sources, as mentioned multiple times.

Be present… We cannot teach or supervise students who do not show up.

You can technically stay away from now until final report and exam, as long as Interview Assignment and Tooling Exercises are done. But don’t.

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

PHYSICAL PROTOTYPING

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

MVP

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

“… Version of a product with just enough features to be usable by early customers”

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

MINIMUM VIABLE PRODUCT (MVP)

Often a term used in “Agile Prototyping”.

A way to create clear goals to be able to evaluate/validate a prototype/concept.

What is the minimum features our prototype needs to have, in order to solve the identified problem and/or answer the research question?

Build towards simplistic representations of your vision – not individual small parts.

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DEPARTMENT OF COMPUTER SCIENCE

Agile Prototyping for technical systems – Schuh et al.

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

BUT HOW DO YOU PLAN THIS?

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https://activecollab.com/blog/project-management/moscow-method

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

MOSCOW EXAMPLE - KITCHEN TIMER

    • Time can be set (up to two hours) Timer can be set (up to 24 hours) - - Hours and minutes are separate Hours, minutes and seconds - - The user gets notified User gets multimodal feedback - - The timer can be reset Multiple concurrent timers - - Timer can be paused Small enough to carry - - Fits in the kitchen Battery lasts for full longitudinal - Battery lasts more than max. timer study duration Must have Should have - - Timer = multiple weeks? Could have Will not have Cloud-connection - - Smartphone connected Statistics and food categorization - - Contextual multimodal feedback Credit-card like footprint - Fusion sensing (thermometer?) - Solar panel

But… how do we prioritize these??

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

HOW TO PRIORITIZE POST MOSCOW

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

HOW TO PRIORITIZE IN MOSCOW

Aim high, scope appropriately – you should push yourself. Free Features First

Impact-analysis (Remember scenarios? Personas? Contextual Design?) The art of choosing the right ecosystem/backbone Pessimistic approximations

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

AIM HIGH, SCOPE APPROPRIATELY

Push yourselves, but lean into your skillset.

Always scope based on project goals (in this case course goals and delimitations). Do not let an overly simple MVP set you back.

An MVP is built to be your fallback – leave it alone, document, take pictures, make videos. Your MVP is then baseline for next iteration.

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IMPACT ANALYSIS

Focus on scenario-based design and contextual design – use it!

Which features will have the most (positive) impact?

You understand your user and the context – use the analysis to strengthen arguments for feature prioritization.

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IMPACT ANALYSIS - KITCHEN TIMER

-
Time can be set (up to two hours)
-
Hours and minutes are separate
-
The user gets notified
-
The timer can be reset
-
Timer can be paused
-
Fits in the kitchen
-
Battery lasts more than max. timer
Must have
-
Timer can be set (up to 24 hours)
-
Hours, minutes and seconds
-
User gets multimodal feedback
-
Multiple concurrent timers
-
Small enough to carry
-
Battery lasts for full longitudinal
study duration
Should have
-
Timer = multiple weeks?
-
Smartphone connected
-
Contextual multimodal feedback
Could have
-
Cloud-connection
-
Statistics and food categorization
-
Credit-card like footprint
-
Fusion sensing (thermometer?)
-
Solar panel
Will not have

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

“FREE FEATURES FIRST”

Free features are not necessarily free, but requires very little technical reiteration.

Hardware vs. software Simple additions or changes

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DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IMPACT ANALYSIS - KITCHEN TIMER

-
Time can be set (up to two hours)
-
Hours and minutes are separate
-
The user gets notified
-
The timer can be reset
-
Timer can be paused
-
Fits in the kitchen
-
Battery lasts more than max. timer
-
Timer can be set (up to 24 hours)
-
Hours, minutes and seconds
-
User gets multimodal feedback
-
Multiple concurrent timers
-
Small enough to carry
-
Battery lasts for full longitudinal
study duration
-
Timer = multiple weeks?
-
Smartphone connected
-
Contextual multimodal feedback
-
Cloud-connection
-
Statistics and food categorization
-
Credit-card like footprint
-
Fusion sensing (thermometer?)
-
Solar panel
Must have
Should have
Could have
Will not have
-
Time can be set (up to two hours)
-
Hours and minutes are separate
-
The user gets notified
-
The timer can be reset
-
Timer can be paused
-
Fits in the kitchen
-
Battery lasts more than max. timer
-
Timer can be set (up to 24 hours)
-
Hours, minutes and seconds
-
User gets multimodal feedback
-
Multiple concurrent timers
-
Small enough to carry
-
Battery lasts for full longitudinal
study duration
-
Timer = multiple weeks?
-
Smartphone connected
-
Contextual multimodal feedback
-
Cloud-connection
-
Statistics and food categorization
-
Credit-card like footprint
-
Fusion sensing (thermometer?)
-
Solar panel
Must have
Should have
Could have
Will not have
-
Time can be set (up to two hours)
-
Hours and minutes are separate
-
The user gets notified
-
The timer can be reset
-
Timer can be paused
-
Fits in the kitchen
-
Battery lasts more than max. timer
-
Timer can be set (up to 24 hours)
-
Hours, minutes and seconds
-
User gets multimodal feedback
-
Multiple concurrent timers
-
Small enough to carry
-
Battery lasts for full longitudinal
study duration
-
Timer = multiple weeks?
-
Smartphone connected
-
Contextual multimodal feedback
-
Cloud-connection
-
Statistics and food categorization
-
Credit-card like footprint
-
Fusion sensing (thermometer?)
-
Solar panel
Must have
Should have
Could have
Will not have
-
Time can be set (up to two hours)
-
Hours and minutes are separate
-
The user gets notified
-
The timer can be reset
-
Timer can be paused
-
Fits in the kitchen
-
Battery lasts more than max. timer
Must have
-
Timer can be set (up to 24 hours)
-
Hours, minutes and seconds
-
User gets multimodal feedback
-
Multiple concurrent timers
-
Small enough to carry
-
Battery lasts for full longitudinal
study duration
Should have
-
Timer = multiple weeks?
-
Smartphone connected
-
Contextual multimodal feedback
Could have
-
Cloud-connection
-
Statistics and food categorization
-
Credit-card like footprint
-
Fusion sensing (thermometer?)
-
Solar panel
Will not have

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

https://www.uxpin.com/studio/blog/design-sprints/

TIME AND SPRINTS

A gile development methodologies often refer to the term “sprint”.

I strongly suggest using this approach for testing feasibility in feature-based prototyping.

Suggested framework for prototype sprint: Inspired by the often used “5-day design sprint” (or similar artzy naming scheme) Following MoSCoW prioritization and free-features-first analysis. Have initial brainstorm about implementation strategy. Divide most crucial features up, and sprint them in pairs. Work 24-72 hours on each feature depending on impact (two features being worked on simultaneously). End with feasibility assessment and construct time plan based on last sprint. Or scrap.

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

PROTOTYPE EVALUATION

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

THE FALLACY OF FLAWLESS

Prototypes are inherently flawed.

Small factors and variance makes a difference for replicability and comparability.

The obvious end-goal is a self-sustained and robust system.

Often that is not the case… and maybe not the best and easiest way to add additional features?

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

WIZARD OF OZ

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DEPARTMENT OF COMPUTER SCIENCE

https://www.nngroup.com/articles/wizard-of-oz/

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

FINISH, FIDELITY, FEEDBACK

Maryam Tohidi, William Buxton, Ronald Baecker, and Abigail Sellen. 2006. Getting the right design and the design right.

and

End goal of a prototype evaluation:

  • To validate concept

  • Evaluate user appropriation

  • Problem-solution fit

  • Feedback on future iterations

Prototype fidelity matters!

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Youn-Kyung Lim, Erik Stolterman, and Josh Tenenberg. 2008. The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas.

Users find it easier to critique lower fidelity prototypes.

Sometimes using multiple low-fidelity, feature-focused prototypes is the right way… … For evaluation J

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

DIGITAL FABRICATION

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

MANUFACTURING METHODS

Additive Manufacturing Subtractive Manufacturing 3D printing as example CNC (Computer Numerical Control) millin as exam le g p Adding layer by layer Taking away layer by layer Material base = often lastic Material base = often metals/wood p Often used for fast initial rotot in Often used for sturd construction p yp g y

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DEPARTMENT OF COMPUTER SCIENCE

Combo = Hybrid Process

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PHYSICAL PROTOTYPING 13. APRIL 2026

SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

AARHUS UNIVERSITY

Meh?

1. What type of features does your product have?

  • small organic and intricate features → additive methods

  • large or sharp features, drilled and tapped holes or other fastening features →subtractive methods

2. What type of material do you want to work with?

  • thermoplastics and resins → additive methods

  • materials like metals, wood, or foam → subtractive methods

  1. How many units do you want to produce?
  • low-volume production or iterative prototyping → additive methods

  • large-volume production runs → subtractive methods

  • Meh?

RAPID PROTOTYPING

Purpose: Rapidly creating tangible artifacts or prototypes to filter/validate certain aspects.

Addendum: In house. By yourself. Something you hopefully made. Without ruining yourself… … or the equipment J

Most common practice and understanding: Utilizes digital fabrication, due to speed and work/process synchronizity.

Any fabrication occupying more than a few days is no longer rapid prototyping – it’s invested construction.

Invested construction is not a bad thing – perfect for prototyping towards final demo. Rapid prototyping is your tool to quickly test, validate and scrap. Anything too detailed - and invested - in can become hard to scrap.

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

RAPID PROTOTYPING

Mastering techniques, process, equipment = Absolute control regarding time and scope

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARDUINO

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AGENDA

  • Why Arduino for prototyping

  • Alternative prototyping platforms (and what you will be taught about in other courses)

  • Code examples

  • ESP32 Wizard of Oz

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARDUINO AS PROTOTYPING PLATFORM

Readily available here and big part of our lab-ecosystem

Lots of documentation and code examples + tutorials

Easy prototyping, hook-up, HATs, powering etc.

Many variations, sizes and beefiness

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Often limiting: CPU/GPU power, threading/cores, memory, GPIO pin amount, buffer sizes, communication.

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

ALTERNATIVE PLATFORMS

Wemos D1 Mini (cheap WiFi board based on ESP8266)

ESP 32 (great platform with lots of possibilities)

RPI (when you want something in between a PC and an Arduino) ATMEL MCU family (used in PhysComp. When you want to create custom circuits) NUCs/Smartphones (for webapps/apps, graphics-intense tasks)

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARDUINO IDE

~~Arduin~~ o is an open-source electronics platform based on easy-to-use hardware and software. https://www.arduino.cc/en/software

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DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ESP32

~~ESP32~~ is widely used in System-on-Chip (SoC) solutions designed for Internet of Things (IoT) applications due to its:

  • Integrated WiFi and Bluetooth

  • Lower power consumption with deep sleep modes

  • More I/O Features (than Arduino)

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

PINOUTS?

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ESP32

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARDUINO V.S. ESP32 V.S. ESP8266

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DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARDUINO COMPONENTS

DEPARTMENT OF COMPUTER SCIENCE AARHUS UNIVERSITY

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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COMPONENTS – WHAT OPTIONS DO WE HAVE?

  • ~~Many~~ components will be covered in Physical Computing next semester: - Entire lecture set on sensors and what types we have in lab as inspiration. Engineering Interactive Technologies delves further into making novel sensing techniques.

  • Entire lecture set on actuators – even more time to delve into actuators in Multimodal Interaction and Shape Changing Objects and Spaces

  • For now: Use Johannes’ component inspiration kit and chomskylab.dk – and talk to supervisors/TAs/Labtools for further advice/inspiration.

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARDUINO CODE EXAMPLES

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

ARDUINO CODE EXAMPLES

“AnalogInOutSerial.ino”

“Arrays.ino”

”Smoothing.ino”

“switchCase.ino”

WiFi network examples (third-party examples)

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

ANALOGIN OUTSERIAL

Example of map Example of analogRead Example of Serial.print

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ARRAYS

Array example because slightly different syntax compared to java

DEPARTMENT OF COMPUTER SCIENCE

SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

PHYSICAL PROTOTYPING 13. APRIL 2026

AARHUS UNIVERSITY

RUNNING AVG

”Smoothing.ino” in Arduino--> Examples Running average data smoothing Useful for sensor and input with noise Noise = variance in data without change in input

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

SWITCHCASE

Crucial for ITTT cases and sensing

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ESP32 EXAMPLE – YOUR WOZ CHEATSHEET

ESP32 is a brilliant platform for the Wizard of Oz method.

Example code in Brightspace.

Simple UI via WiFiServer à interaction with ESP32 Easily adaptable.

Of course only used for evaluation and prototyping, not the final demo J

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DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

INSTALL THE ESP32 BOARD IN ARDUINO IDE

  • Open IDE and go to Tools > Board > Boards Manager

  • Search "ESP32", select " esp32 by Espressif Systems ", and click Install

  • Reopen Arduino IDE

  • Under Tools>Board you should see esp32 à ESP32 Dev Module option

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

INSTALL USB CABLE DRIVER

~~Downl~~ oad Link: https://www.silabs.com/developer-tools/usb-to-uart-bridge-vcp-drivers

  • Windows Users: The Arduino Installer should install the USB Driver automatically. But in case it doesn't work, download from the link. Windows 10 users should use CP210x Universival Windows Driver , and Windows 8.1,8 and 7 users can use CP210x Windows Driver.

  • MacOS Users: Download the CP210x VCP Mac OSX Driver . After installing, accept Privacy changes and prompts. If install fails, install legacy driver variant.

  • Testing if the USB driver works (all OS): in the Arduino menu Tools>port before plugging in your ESP with the USB cable. You should see either none or one entry listed. Now plug in your ESP microcontroller and take another look at Tools>port . You should hopefully see one more entry. On Windows this will often be something like COM3 . On Mac it will be USB_to_UART or cu.usbserial

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

TESTING AND GETTING INFO

  • Open FileàExamples à Basics à BareMinimum and test that upload works to your ESP32.

  • During upload the device MAC adress will be written (including other useful info)

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  • Now it’s time to get on WiFi, by either using your phone hotspot as WiFi, or connect to AU-IoT via Simon (bring him your device MAC address)

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DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

GETTING ON WIFI

include const char ssid = "AU-IoT"; const char password = "test1234"; void setup(){ Serial.begin(921600); delay(1000); WiFi.mode(WIFI_STA); //Optional WiFi.begin(ssid, password); Serial.println("\nConnecting"); while(WiFi.status() != WL_CONNECTED){ Serial.print("."); delay(100); } Serial.println("\nConnected to the WiFi network"); Serial.print("Local ESP32 IP: "); Serial.println(WiFi.localIP()); }

DEPARTMENT OF COMPUTER SCIENCE

PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

void loop(){}

Or your phone hotspot SSID + pass

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AARHUS UNIVERSITY

GETTING ON WIFI

  • Result 1:

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  • Result 2: Endless connecting loop (retry SSID/pass or another WiFi)

  • Result 3: Connection failed (retry)

  • Result 4: Gibberish (check baud rate).

DEPARTMENT OF COMPUTER SCIENCE

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

REACTING TO ONLINE INPUT

  • Open the .ino file from Brightspace called ”ESP32_WifiWorkshopFinal” (unedited code can also be found via link, remember to change SSID credentials and baud).

  • Read through to understand what it does. It is a very basic HTTP-request ”ESP32 as web server”-setup, and is great for future prototyping!

  • Set up a breadboard with your ESP and two LEDs to pin 26 and 27 (remember a 220 ohm resistor to each + GND pin)

  • Use your computer/phone to control the pins (write the IP in the URL-field in a browser)

  • Optional - IoT Doorbell: Edit the code to work with a single buzzer instead of two LEDs – maybe even make a little melody?

DEPARTMENT OF COMPUTER SCIENCE

Idea and code from: https://randomnerdtutorials.com/esp32-web-server-arduino-ide/

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PHYSICAL PROTOTYPING SIMON HOGGAN CHRISTENSEN 13. APRIL 2026 LAB COORDINATOR

AARHUS UNIVERSITY

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IdeationConceptDevelopment2026.pdf Open PDF
Show converted presentation markdown

IDEATION AND CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

MESSAGES

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

COURSE PLAN

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DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

COURSE PLAN

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DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

TEACHING TIMES

Mondays still 12-14 Wednesdays still 10-12

Some sessions are on other days and times – double check course plan! Completely done (hopefully J ) and revised Friday supervision 10-11.30 from 17/4 – 19/6. Feedback/supervision can also be requested via email J

Remember PROTOLab practical session 23rd (14-16) and 24th (12-16) of March.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

PROTOLAB INTRODUCTION WORKSHOP

PROTOLab practical session – 3D printing and Laser cut

23rd of March from 14.15-16: Groups 1-5 (14 people) 24th of March from 12.15-14: Groups 6-8 and 11 (15 people) 24th of March from 14.15-16: Groups 12, 13, 16 and 20 (13 people)

Important to have finished tooling exercises and watch the PROTOLab videos: BS à Week 9/13 à Before class à Link to PROTOLab Tutorial …

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

PROTOLAB INTRODUCTION WORKSHOP

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DEPARTMENT OF COMPUTER SCIENCE

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SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT 16. MARCH 2026

AARHUS UNIVERSITY

SUB-ASSIGNMENT 2

Deadline: 8[th] of April 2026 at 15.00

Should include:

  • Methods section : What have you done, which methods did you use, use literature, talk

  • pros/cons, and argue for methodology or lack hereof.

  • Empirical Presentation: What data have you collected, highlight findings, summarize,

  • describe patterns, present hypotheses.

  • Working models : Minimum 2 of 5, include descriptive text segment to each. Argue for

  • choice (using, not using).

  • Scenarios: User scenarios. Sketches. Personas. Add-ons to working models.

Remember to read assignment instructions on Brightspace properly and carefully!

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

IDEA GENERATION AND CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

QUICK LITERATURE OVERVIEW

Girotra et al. (2010): How to be successful when doing ideation.

Djajadiningrat et al. (2000): Extreme Characters and Interaction relabelling as a tool for generating ideas. Kensing & Madsen (1992): Future Workshops as a tool for generating ideas. Halskov & Dalsgård (2006): Inspiration Cards as a tool for generating ideas. Carroll (1999): How using scenarios can help formalize your ideas into concepts.

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IDEA GENERATION ~~AND~~ CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

IDEA GENERATION/IDEATION

You have maybe already started this, due to the "Research Through Design"-nature, that you were taught in FITDes.

As mentioned, this course follows the "User-centered Design"-approach.

Everything originates from your empirical work. If your ideas do not fit with tendencies, issues and aspects of your empirical work, it is (probably) not the right idea.

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IDEA GENERATION/IDEATION

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

https://www.ideou.com/pages/brainstorming

AARHUS UNIVERSITY

IDEA GENERATION/IDEATION

Only a small subset of ideas are good.

As IT-Product Developers we are only interested in the best and most motivated ideas.

To maximise our chance of a good idea, we should maximise the amount of ideas we get.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

IDEA GENERATION/IDEATION

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

IDEOS LIST OF BRAINSTORMING PROS

Brainstorming is an effective way to: Produce a large number of ideas Generate ideas quickly Expand your portfolio of alternatives Get people unstuck Inject insights from a broader group Build enthusiasm Improve team collaboration

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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https://www.ideou.com/pages/brainstorming

AARHUS UNIVERSITY

IDEO RULES FOR BRAINSTORMING

1. Defer judgement

  1. Encourage wild ideas

  2. Build on the ideas of others

  3. Stay focused on the topic

  4. One conversation at a time

6. Be visual

  1. Go for quantity

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

https://www.ideou.com/pages/brainstorming

AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

Do you believe there is a difference?

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

“We find that groups organized in the hybrid structure are able to generate more ideas, to generate better ideas, and to better discern the quality of the ideas they generate.”

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

1) Hybrid structure is often able to get more and better ideas - and it gets everyone involved!

2) Hybrid structure is better at choosing which ideas are good!

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

Certain group dynamics can be a hinderance for ideation.

Hybrid ideation ensures involvement from the entire team.

Choosing the right idea is more important than coming up with it – and this is truly difficult no matter what type of structure you use. Let your empirical findings guide these.

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

IDEATION METHODS

Inspiration Card Workshops Future Workshops

Interaction Relabeling / Extreme Characters

(Experience Prototyping/Bodystorming from FITDes – Buchenau & Suri)

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

INSPIRATION CARD WORKSHOPS

“We present the Inspiration Card Workshop as a collaborative method for combining findings from domain studies, represented in Domain Cards, with sources of inspiration from applications of technology, represented in Technology Cards, to create new concepts for design.”

Domain card: People, settings, situations, contexts. Can be divided into multiple card types.

Technology cards: A technology or ”system” of tech. Inspiration card: Domain card + Technology card

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Halskov, K., & Dalsgård, P. (2006, June). Inspiration card workshops. In Proceedings of the 6th conference on Designing Interactive systems (pp. 2-11). ACM.

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DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

INSPIRATION CARD WORKSHOPS

Structure (4-6 person teams):

  • Create several domain and tech cards per participant (5 min)

  • Introduce cards (7 min)

  • Use combinations of cards to create new concepts (10 min)

Documentation:

  • Document each idea on A3 paper

  • Title, users, what and why • Use sketches and cards on the A3 poster

  • Annotate and refine in the presentation phase

  • Present each idea in the group and refine (7 min) (requires one facilitator and one time-keeper)

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

INSPIRATION CARD PROCESS

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Finn Kensing and Kim Halskov Madsen. 1992. Generating visions: future workshops and metaphorical design. In Design at work, Joan Greenbaum and Morten Kyng (Eds.). L. Erlbaum Associates Inc., Hillsdale, NJ, USA 155-168.

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AARHUS UNIVERSITY

INSPIRATION CARDS

Pros:

Rapid Idea Generation

Combines domain observations with tech High throughput of ideas Might highlight ”misunderstandings” or behavioral misconceptions

Cons:

Can be too technology centric Subject to group dynamics (same as before) Can be somewhat “limited” by the cards

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT

SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

FUTURE WORKSHOPS

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Finn Kensing and Kim Halskov Madsen. 1992. Generating visions: future workshops and metaphorical design. In Design at work, Joan Greenbaum and Morten Kyng (Eds.). L. Erlbaum Associates Inc., Hillsdale, NJ, USA 155-168.

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AARHUS UNIVERSITY

FUTURE WORKSHOPS

Structure:

Critique phase (10 min) Fantasy phase (10 min) Implementation phase (10 min) (requires one facilitator and one time-keeper)

Documentation:

Document each issue in each phase Summarise key ideas

Written descriptions, short scenarios, details, etc. Identify next steps for each idea

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

FUTURE WORKSHOPS

Pros:

Problem focused

Includes domain knowledge and observations Participatory and co-creative

Cons: Might focus on symptoms and shallow problems, but not underlying issues Implementation centric (Can be) Time consuming

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

INTERACTION RELABELLING/EXTREME CHARACTERS

“Moving beyond a narrow focus on usability […] requires new methods for understanding design possibilities. Here we describe two: interaction relabelling, in which possible interactions with a known mechanical device are mapped to the functions of an electronic device to be designed; and extreme characters, in which fictional users with exaggerated emotional attitudes are taken as the basis of design to highlight cultural issues.”

Can be used individually

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Djajadiningrat, J. P., Gaver, W. W., & Fres, J. W. (2000, August). Interaction relabelling and extreme characters: methods for exploring aesthetic interactions. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (pp. 66-71). ACM.

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AARHUS UNIVERSITY

INTERACTION RELABELING EXERCISE

Structure:

Pick an idea and either a completely random artifact, or an artifact from within the community.

Relabel the prop to work for your idea.

Documentation:

Describe the initial idea

Summarise the interaction relabeling.

Summarise how the exercise has changed your previous idea

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

INTERACTION RELABELING/EXTREME CHARACTERS HYBRID EXERCISE

Structure:

Pick an idea and an unrelated product

Relabel the prop to work for your idea

Redesign it for an extreme character (requires one facilitator and one time-keeper)

Documentation:

Describe the initial idea

Summarise the interaction relabeling and the extreme character design Summarise how the exercise has changed your previous idea

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

INTERACTION RELABELING/EXTREME CHARACTERS

Pros:

Good for reframing your understanding of the design space Excellent for breaking fixation

Cons:

Conceptualizes, generates thoughts, and perspectives rather than new ideas Small throughput - but plenty of reflection

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

~~IDEA~~ GENERATION AND CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

CONCEPT DEVELOPMENT

So now you have an idea

How do you mold this into a concept?

What is the difference?

Concept = "Conceptus” = ”that which is conceived or formed in thought” Develop = ”Desveloper” = ”Disvolvere” = to unveil/to unwrap

You need to communicate and "sell" your idea, before it is a concept. Scenarios can help with this, and trigger multiple considerations/reflections.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

SCENARIOS

”Harry is interested bridge failures; as a child, he saw a small bridge collapse when its footings were undermined after a heavy rainfall. He opens the case study of the Tacoma Narrows Bridge and requests to see the film of its collapse. He is stunned to see the bridge first sway, then ripple, and ultimately lurch apart. He quickly replays the film, and then opens the associated course module on harmonic motion. He browses the material (without doing the exercises), saves the film clip in his workbook with a speech annotation, and then enters a natural language query to find pointers to other physical manifestations of harmonic motion. He moves on to a case study involving flutes and piccolos.”

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Carrol, J. M. (1999, January). Five reasons for scenariobased design. In Systems Sciences, 1999. HICSS-32.

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DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

SCENARIOS

“Scenarios are stories. They are stories about people and their activities.” – Carroll (1999)

An externalisation of, e.g., the context, the design space, design ideas, an interaction, a feeling, etc.

Different representations:

Written stories, sketches, videos (Binder 1999) Pictures (Pedell et al. 2004). Personas (Chang et al. 2008). Techsonas (Bødker & Klokmose 2013). Drama and props (Brandt & Gunnet 2000).

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

SCENARIO-BASED DESIGN: PRINCIPLES… OR PROBLEMS?

Action vs. Reflection

Design Problem Fluidity

Design Moves Have Many Effects

Scientific Knowledge Lags Design Application

External Factors Constrain Design

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

ACTION VS REFLECTION

Carroll: Prototypes are amazing, but

“There is a fundamental tension between thinking and doing: thinking impedes progress in doing, and doing obstructs thinking”…

Scenarios can be used for (self-)reflection about actors, roles, communities and tasks

“[Scenarios are] vivid descriptions of end-user experiences [that] evoke reflection about design issues”

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

DESIGN PROBLEM FLUIDITY

“Design, and especially the design of new technology, undermines the stability of the world […]”

It is vital to ensure that everyone always agrees on the requirements of the project.

“Scenarios (edit: can) concretely fix an interpretation and a solution, but are open-ended and easily revised”

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

DESIGN MOVES HAVE MANY EFFECTS

“Every element of a design, every move that a designer makes, has a variety of potential consequences.”

“Scenarios can be written at multiple levels, from many perspectives, and for many purposes.”

We can, with a design, end up creating more/worse problems/issues if we are not careful.

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

SCIENTIFIC KNOWLEDGE LAGS DESIGN APPLICATION

How do we make sure, that we actually learn something from design activities? When does knowledge become applied practice?

“Scenarios can be abstracted and categorized to help design knowledge cumulate across problem instances”

“The design and development of technology aspires to occupy the high, hard ground […] but at the same time, technology design and development is inevitably driven to pursue novelty and innovation”

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

EXTERNAL FACTORS CONSTRAIN DESIGN

Requirements are formed from empirical data; work, tasks, culture, people, and other external factors (technological development).

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Scenarios are great at anchoring requirements in practice, or with a new design.

Scenarios can help explore interaction/technology possibilities without investing in prototype development.

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

SCENARIOS

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Carrol, J. M. (1999, January). Five reasons for scenariobased design. In Systems Sciences, 1999. HICSS-32.

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DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

SCENARIOS SUMMARY

We need ways to manifest and maintain our requirements, ideas and knowledge. IT Product Development has many challenges; knowledge, practice, fluidity, context, contraints.

We also need team-based consensus regarding above.

Scenarios are a good way to ensure (or reflect upon) this.

Scenarios can anchor and ”test” your ideas.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

LAST BUT NOT LEAST

Definition is what makes a concept:

Planning

Speccing

Rapid prototyping Researching (and READING!) UI drafts Usability/User Experience notions

All of the above adds to a defined mental construct and shared understanding

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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AARHUS UNIVERSITY

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