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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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MINNA PAKANEN
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23[RD ] MARCH 2026 MINNA PAKANEN
TODAY
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Interaction and UX design
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Externalisation and design
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Break
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A bit more about scenarios
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Storyboards
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Sketching UX in storyboards
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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
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1.User research • Interview
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• Observation
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• Shadowing
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• Remote studies
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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?
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Interview
• 3. UI graphics & interaction design
Observation
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Aesthetics
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Shadowing
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• Interactive content design
Remote studies
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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?
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Is an active shaping of the world as an intellectual resource
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a uniquely human ability & foundation of culture and civilisation
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Involves the embodiment, representation and exploration of our own thoughts, feelings and interior life
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The term externalisation itself reflects a philosophical and practical tension:
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embodied interactions with external artefacts
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process of making internal representations external
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In art and design this reflects dual views of creativity as internal muse or embodied .
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engagement
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KINDS OF KNOWING
Tacit knowledge
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Unconscious or prenoetic
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Slowly building up through trial and error
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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
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Sketches
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Mood boards
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Full-scale mock-ups in blue foam, cardboard, or 3D printing
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Production-line mold
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CAD and other forms of simulation or virtual walkthroughs
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EXTERNALISATION IN IXD
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Storyboards
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• Personas
This lecture
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Scenarios
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• 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
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Problem space
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Design space
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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
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Series of alternative designs = sample of possible designs
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Focus on context with constraints
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Materials
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Paper and pencil–>abstract list of properties
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Plasticine or cardboard and glue –> exploring the design space by way of example
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EXTERNALISATION IN DESIGN PROCESS
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Schedule
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Stages
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PROPERTIES AND DIMENSIONS
Representation
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Physical
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the foam model
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Schematic
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sketch or floor plan
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Symbolic
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E.g., Mind map, equations on the blackboard
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PROPERTIES AND DIMENSIONS
Modality
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Written (also mathematical, and musical)
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Speech
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Drawn (sketches, diagrams, plans)
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Aural, olfactory, or tactile
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Body
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PROPERTIES AND DIMENSIONS
Persistence
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Persistent
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the words written on a page, the clay model, or the sketch on the back of an envelope
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Ephemeral
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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
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Appeal directly to our tacit understanding
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Deliberately far more detailed than crude user profiles
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Include 'unnecessary' details that make the people, and the physical
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situation seem real to us
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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:
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Snowboarding outside of slopes
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Uses many weather apps with radar for the temperature and spotting the fresh snow
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• Uses a navigation app in parallel to find the snowy hills.
Challenges:
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There is no application that can tell her the consistency of the snow, so she needs to go out to test the snow
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The day is very short in Lapland during winter months so she cannot go outside of lighted slopes during the late afternoons or evenings
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Difficult to find slopes with fresh snow
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• Difficult to navigate and use the weather app radar function at the same time while driving a car on slippery roads
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• 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
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Stories about people and their activities often involving their use of technology
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Setting of the activity = the physical location in which the activities occur (e.g., an office or a sitting room)
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Agents and actors
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Agents’ goals and objectives
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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
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Be sufficiently dynamic to accommodate goals being changed by the events that occur throughout
(Carroll, 1999)
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SCENARIOS
Why?
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Evoke reflection in design
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They are concrete and flexible
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They are multifaceted and have multiple views ... they promote a workorientation
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(help envision, design, communicated, collaborate etc.)
(Carroll, 1999)
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SCENARIO
Example
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Context of design =
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Agents and actors=
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Agents’ goals and objectives=
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The action and events =
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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
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Context of design =
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Agents and actors=
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Agents’ goals and objectives=
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The action and events =
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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
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People’s activities
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- their motivation
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feelings
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- the meanings they make of the interactions
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- social interactions around the activities in question
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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
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Context of design =
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Agents and actors=
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Agents’ goals and objectives=
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The action and events =
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State of the system in use=
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People’s activities
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- their motivation + feelings
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- the meanings of interactions
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- social interactions around the activity
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AN EXAMPLE SCENARIO
Different elements
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Context of design =
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Agents and actors=
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Agents’ goals and objectives=
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The action and events =
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State of the system in use=
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People’s activities
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- their motivation
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- feelings
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- the meanings of interactions
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- 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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http://www.pixartalk.com/wp-content/uploads/2009/06/casrsstoryboards4.jpg MINNA PAKANEN
STORYBOARDS
=Visual scenarios
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Common visual language –> A tool for communication
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Product-user interaction + context + time
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Generating ideas and concepts based on the scenario
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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:
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Defining function and intended behavior (technical, psychological, social, economic, cultural)
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Where, when, what, why, with who, for how long?
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Situations, atmosphere, feelings ...
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Exploring through scenario
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SYNTHESIS PHASE
Explore & integrate
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Generating ideas and concepts based on the scenario
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Getting a feel of the interaction with the product
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Details are not yet important
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SIMULATION PHASE
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Evolving into
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Create coherent narrative
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Focus on the story line
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Adding details
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STORYBOARDS IN EVALUATION PHASE The storyboard used for:
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walkthrough with future users
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Evaluating ideas based on the scenario
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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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= =
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LINKS
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
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External decision = Customer, client or other external entity
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Product champion = An influential member (head of design) of product design team chooses the concept based on personal preference
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Intuition = Concept is chosen by its perceived feel, and it's fit to the case
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Multivoting = Each member votes for (3-5) concepts with • or I , the most voted concept/s wins
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Pros & cons =The team lists strengths and weaknesses of each concept and makes a group decision
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Decision matrices =The team rates each concept against prespecified selection criteria, also possible to compare your concepts against existing product
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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
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Conduct multivoting to select ideas for concept screening
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Prepare the selection matrix
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Rate the concepts
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Rank the concepts
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Combine and improve the concepts
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Select one or more concepts
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- 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
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I conducted multivoting with a few classmates to narrow down the number alternatives
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• 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
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Carroll, J. (Ed.) (1999). Five Reasons for Scenario-Based Design. IEEE Proceedings of the 32nd Hawaii International Conference on System Sciences
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Dix, A., & Gongora, L. (2011, October). Externalisation and design. In Proceedings of the second conference on creativity and innovation in design (pp. 31-42).
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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
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Van der Lelie, C. (2006). The value of storyboards in the product design process. Personal and ubiquitous computing, 10(2-3), 159-162.
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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)
23[RD ] MARCH 2026
MINNA PAKANEN
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