Experience-Centered Design - Designers, Users, and Communities in Dialogue

Authors: Peter Wright, John McCarthy
Year: 2010
L4_Understanding Users & The Empathic Designer _2026.pdf Open PDF
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UNDERSTANDING USERS & THE EMPATHIC DESIGNER ITPDP’26, L4

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Minna Pakanen

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

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TODAY

  • Designers role

  • Empathic Designer

  • Understanding users

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DESIGNERS ROLE

Harold G. Nelson & Erik Stolterman (2003) The design way. Intentional Change in an Unpredictable World. Foundations and fundamentals of design competence

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DESIGN AS SERVICE RELATIONSHIP

  • A dynamic service relationship between service provider (designer) – those being served (clients, surrogate clients, customers and end users)

  • Design is about service on behalf of the other

  • The clear difference between traditions of design vs. art-science

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Own curiosity/ Own need for passion for knowing self-expression Self-serving

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‘Serves’ the client? Other-serving

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DESIGNER AS SERVICE PROVIDER

  • Being in service does not mean

  • being a servant, or subservient

  • acting as a mere facilitator on behalf of someone else’s needs

  • service to exclude self-expression, but it is not as dominant as in art-science

  • Service is not about helping people to create what they already know they want

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Desiderata? & Designer’s role in it?

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DESIDERATA

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  • The success of the design process can best be determined when those being served experience the surprise of self-recognition

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  • → when the outcome of the design process meets and exceeds the client’s original expression of what is desired (usually only dimly perceived) is known as the client’s desiderata

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  • The designer’s role is to midwife that desiderata!

  • Not fully imagined from the beginning, by either client or designer

  • to provide end results in the form of an expected unexpected outcome

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SERVICE IS NOT SERVITUDE

  • Other party is seen as equal, but not as similar

  • Service is not about helping

“Helping is based on inequality; it is not a relationship between equals. . . Service is a relationship between equals. . . Helping incurs debt. When you help someone, they owe you one. But serving, like healing, is mutual. There is no debt.”

Remen (1996)

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DESIGN EDUCATION

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Own curiosity/ Own need for passion for knowing self-expression Self-serving

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Objective and subjective understanding on behalf another’s interest Other-serving

reflective thought + practical action –> knowledge of ‘why’ + knowledge of ‘how’

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designer client

EMPATHIC DESIGNER

Harold G. Nelson & Erik Stolterman (2003) The design way. Intentional Change in an Unpredictable World. Foundations and fundamentals of design competence Peter Wright & John McCarthy (2010) Experience-Centered Design. Designers, Users, and Communities in Dialogue

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16

LISTENING

  • Design communication is about listening

  • Helping people to express what they believe will help them live fuller lives.

    • design communication may at times include the use of rhetoric and persuasion, as is true of science and art
  • A good designer does not convince clients of needs or desires they have not authored –no ‘selling’!

  • It is the client’s own intentionality—in the form of their desiderata—that triggers the process.

  • Design is democracy

     - –> Heightened ability to ‘listen', utilize notitia (Hillman, 1992)
    
     - Notitia is an act of attention that is complete and uncompromising: ‘focus’
    

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DESIGN COMMUNICATION

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  • A complex multi-dimensional and multi-phased process:

  • → initial phase of building trust (through conversation)

  • → finding common ground through dialogue (using logic) and developing a shared or common understanding

  • = creation of an uncommon understanding through diathenic graphologue (Greek: diatheno= to show through or let a thing be seen through; and grapho= image or representation).

  • → produces breakthrough insights in the form of rich, complex images that are difficult, if not impossible, to apprehend from a single perspective or cannot be represented in the linear format of text

  • → break the established common ground and bring the process back to a need for more dialogue, in order to find new common ground.

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DESIGNER/CLIENT RELATIONSHIPS?

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designer designer
designer technician
designer facilitator
client client
designer artist
designer designer
designer expert
client client
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designer

designer

designer technician

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designer facilitator

client

designer client

client

designer client

designer artist

designer expert

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designer

designer

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client client designer artist designer facilitator

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designer designer client client designer expert designer technician

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IDEAL SERVICE RELATIONSHIP

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designer
client
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DESIGNERS CHOISES OF RELATIONSHIPS

But any given process have more stakeholders…

  • People who influence …

  • People who are affected …

  • People who are using …

Key exercise is to identify them and decide which ones to satisfy, this needs to be designed!

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DESIGN RELATIONSHIPS

  • Interaction “protocols” describing a relationship

  • Can change along the way

  • I (designer) -> you

  • We (designer + specific stakeholder) -> them • I (designer) -> It / other

  • Everyday relations / partnership / alliances etc.

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EMPATHIC DESIGNER

  • ‘Makes meaning’ for a client by empathetically drawing out his or her pre-formed desires

  • Does not ask the client what fully-formed outcome is to be designed, but instead, through open communication, tries to discern the underlying intentions of that client’s vague ideas of desiderata

  • This symbiotic relationship is possible only if there is an exchange of empathy

  • Empathy in design means: ability to ‘be’ as the other, while remaining a whole self

  • Must be willing to let empathy lead the way!

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UNDERSTANDING USERS

Peter Wright & John McCarthy (2010) Experience-Centered Design. Designers, Users, and Communities in Dialogue

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BEYOND USABILITY

  • Computer systems started to spread from workplaces into home and leisure use context

  • Design for usability is only one of the many values that user-centered design could focus on (Blythe et al., 2003)

  • It no longer seemed enough for user-centered design to focus solely on usability, ease of learning, efficiency, and effectiveness, and for a transparent interface to be the ultimate criteria of success

  • • beautiful things work better” (Norman, 2004)

    • significant impetus toward experience-centered design

    • slogan opened up an interdisciplinary debate around beauty and pleasure as a design value and the relationship between aesthetics and usability (Sutcliffe, 2009) and (Hassenzhal, 2010)

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EXPERIENCE

  • Developed from pragmatist philosopher John Dewey’s focus on human experiences (Art as Experience, 1938)

  • Thoughts and ideas do not exist separate from our bodies and separate from each other

  • There is no knowledge (or experience) without a knower, language without context or emotion without thought and action

  • We must engage with felt life — the full range of our embodied experiences

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Felt life?

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“FELT LIFE”

  • Life is felt in as much as the continuous sensory and sensual connection we have with it is integral.

  • This is a connection that is situated in and built up over .

  • time and space

  • It reminds us that the world of experience is a world that has a kickable reality both in the physical sense and also in terms of the way in which actions we take have consequences for us intellectually and .

  • emotionally

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EXPERIENCE

  • Experience as sensation, emotion, intellect and action situated in a particular place and time

  • Most experiences consist of a subtle interplay and overlaying of unconscious and conscious action

  • Highly subjective, solitary and introspective process vs. social experience

  • Anticipation and expectation connect past experience to present and future experience

  • “Levels” of experience:

  • Aesthetic experience (flow — body directly connected to the world)

  • Pre-reflective experience (successful habitual interactions)

  • Reflective experience (engage in process of sense making)

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WHAT AFFECTS ON THE EXPERIENCE OF DRIVING A CAR?

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EXPERIENCE-CENTERED DESIGN

Valuing the whole person behind ‘the user’

  • Focusing on how people make sense of their experiences

  • Seeing the designer and user as co-producers of experience

  • Seeing the person as part of a network of social (self-other) relationships through which experience is co-constructed

  • Seeing the person as a concerned agent, imagining possibilities, making creative choices, and acting.

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STORIES IN EXPERIENCE-CENTERED DESIGN

  • Focus on stories over use-cases, requirements, etc.

  • Collecting and analysing stories (understanding the users)

  • Conceptualise and interpret for design

  • Scenarios (agents, goals, plot, action, events)

  • Personas (personal histories, goals, and feelings)

  • Drama and role-play (to connect and evoke)

  • Sharing stories as a way to involve participants

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EXPERIENCE-CENTERED DESIGN

Requires empathic understanding of the users –> Dialogical methods for:

  • Dialogue with the person for whom the object is designed, before and after the object is made

  • Dialogue with materials when the object is being made

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Cultural probes (Gaver et al., 1999)

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BLOSSOM FOR ANA BY JAYNE WALLACE

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https://www.youtube.com/watch?v=DXdUNVBOtb0

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DIALOGUE IN BLOSSOM

  • Wallace uses the […] conversations to try to get a glimpse of the other person’s life, perspectives, and values, their own sense of who they are

  • She immerses herself in the materials produced by the participant and in the conversation they have had together

  • Wallace finds some threads that are familiar to her from her own experiences or with which she can empathize .

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EMOTIONAL RESPONSE TO BLOSSOM

  • Blossom piece provoked a strong emotional response and important insight.

"…when it blossomed, it kind of upset me that it was only the once, and I thought ‘oh my god!’ (laughs) but …if it wasn’t only once then that would defeat the object … for me anyway… I mean that was a kind of crucial point for me, when I started blubbing (laughs) when it said it ‘only blossoms once’ and I was just like ‘oh!’, ‘yeah!’ and it, I sort of got it, that it was sort of, represented life really and that, erm, you only live it once…”

(Ana interview transcript lines 155 – 161)

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DESIGN AS DIALOGUE

Separate knowing versus connected knowing

  • “Dialogue puts the focus clearly on processes between people. It sees communication, knowledge, and identity as constructed in relationships between people, not within individuals.”

  • “New understanding is created in the respectful, responsive engagement with dissimilarity. Trying to understand other people, including users, by foregoing one’s own perspective may reproduce existing knowledge but will not produce new understandings.”

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Listening?

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Listening by thinking about the situation in terms of problems and needs?

We already impose our frame of reference rather than listening to what the other person has to say.

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In active listening we have minimum ~~of~~ preconceptions about what we will hear in the situation and the understanding that it may be necessary to change how we already think about the people, practices, and events we find there.

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Active listening is the way forward when aim is to do experience centered-design.

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LISTENING

“By thinking about the situation in terms of problems and needs, we already impose our frame of reference rather than listening to what the other person has to say.”

VERSUS

“Active listening involves going into a situation with the minimum of preconceptions about what we will hear and the understanding that it may be necessary to change how we already think about the people, practices, and events we find there.”

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Why you should not design to students who are studying in IT Product Development Program?

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REFERENCES

  • Harold G. Nelson & Erik Stolterman (2003) The design way. Intentional Change in an .

  • Unpredictable World. Foundations and fundamentals of design competence. MIT Press

  • Wright, P., & McCarthy, J. (2010). Experience-centered design: designers, users, and communities in dialogue. Synthesis Lectures on Human-Centered Informatics, 3 (1), 1- 123. (chapters: 2-5)

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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)

MINNA PAKANEN

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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

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