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ITPDP2026- WEEK 3: DESIGN PROCESSES, PROJECT MANAGEMENT, AND DESIGN ETHICS
Clemens Nylandsted Klokmose Department of Computer Science Human-Centered Computing Section clemens@cs.au.dk
AARHUS UNIVERSITY
https://studypedia.au.dk/haandter-pensum/laesestrategier
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PLAN
› Design processes
› Involving users
› Project management
› Design ethics
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› GDPR
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PEOPLE AND PROTOTYPES
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› Chapter in Moggridge (2006) describes IDEO's methods
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› What is design? (Covered in FIT-DES)
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› It is important to understand the needs and desires of users
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› Observation and participation
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› Often tacit and implicit knowledge that can only be uncovered experimentally
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› Many versions of prototypes are needed (Later lecture)
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› Prototypes are tangible and visible proposals
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› User can "experience" a prototype and thus better evaluate proposed solutions
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THE GOOD DESIGN?
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Transparency and tacit knowledge (Polanyi, Bødker, and more)
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› Fluid use without breakdowns
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› Leverages the users' intuition* (that is uncovered experimentally)
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› Scientific verification is often long and complex
Examples of assessment criteria for design projects:
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The height of creativity/innovation
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Aesthetics/quality
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Whether human factors/values are taken into account
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Performance and technology
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Finish and presentation
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THE GOOD DESIGN: AFFORDANCES (BILL GAVER)
› Perceptible possibilities (Gibson, 1979)
› We sense immediately
- › That one can walk up a flight of stairs
› Sitting on a chair
› Tilting a door handle › Turning on faucet
- › Computer user interfaces should be designed with equally clear affordances...
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AFFORDANCES
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Need to repair a design that does not ”afford" the right action possibilities to the user
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DESIGN DISCIPLINES AND TECHNIQUES
How do we understand the problem area and the needs of users?
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LIMITATIONS WITH INCREASING COMPLEXITY
› For a holistic understanding of groups, organizations, society and the globe
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› From the facts of human proportions and physics
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ANALYSIS METHODS
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ITERATIVE DESIGN PROCESS
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› Same type of activity is repeated to reduce uncertainty about the design
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› Many cross-cutting jumps between activities
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› From limitations to idea generation over prototyping less uncertainty back to remaining limitations
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IDEO: 51 WAYS TO LEARN ABOUT USERS › IDEO Method cards
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› 4 Categories
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› Learn – from facts that can be collected
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› Look – at what users do
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› Ask – about their contributions;
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› Try – out ideas
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› The entire collection of 51 cards is available as a book/card box
› https://stoutbooks.com/products/ideo-method-cards-51-ways-to-inspire-design-61457
- › In the chapter, only 4 examples from each category
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AARHUSUNIVERSITY LEARN
› Analyze the information you’ve collected to identify patterns and insights.
› FLOW ANALYSIS
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› How Represent the flow of information or activity through all phases of a system or process.
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› Why This is useful for identifying bottlenecks and opportunities for functional alternatives.
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› Example Designing an online advice Web site, flow analysis helped the team to gain a clearer sense of how to make it easy to find your way around the site.
› COGNITIVE TASK ANALYSIS
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› How List and summarize all of a user’s sensory inputs, decision points, and actions.
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› Why This is good for understanding users’ perceptual, attentional, and informational needs and for identifying bottlenecks where errors may occur.
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› Example Logging the commands that would be involved in controlling a remotely operated camera helped the team establish priorities among them.
› HISTORICAL ANALYSIS
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› How Compare features of an industry, organization, group, market segment or practice through various stages of development.
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› Why This method helps to identify trends and cycles of product use and customer behavior and to project those patterns into the future.
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› Example A historical view of chair design helped to define a common language and reference points for the team members from the client and consultancy.
› AFFINITY DIAGRAMS
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› How Cluster design elements according to intuitive relationships, such as similarity, dependence, proximity, and so forth.
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› Why This method is a useful way to identify connections among issues and to reveal opportunities for innovation.
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› Example This affinity diagram shows what’s involved in transporting young children, and helps to identify the opportunities to improve the design of a stroller.
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AARHUSUNIVERSITY LOOK
- › Observe people to discover what they really do—not what they say they do.
› FLY ON THE WALL
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› How Observe and record behavior within its context, without interfering with people’s activities.
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› Why It is useful to see what people do in real contexts and time frames, rather than accept what they say they did after the fact.
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› Example By spending time in the operating room, the designers were able to observe and understand the information that the surgical team needed.
› A DAY IN THE LIFE
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› How Catalog the activities and contexts that users experience for an entire day.
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› Why This is a useful way to reveal unanticipated issues inherent in the routines and circumstances people experience daily.
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› Example For the design of a portable communication device, the design team followed people throughout the day, observing moments at which they would like to be able to access information.
› SHADOWING
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› How Tag along with people to observe and understand their day-to-day routines, interactions, and contexts.
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› Why This is a valuable way to reveal design opportunities and show how a product might affect or complement user’s behavior.
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› Example The team accompanied truckers on their routes in order to understand how they might be affected by a device capable of detecting drowsiness.
› PERSONAL INVENTORY
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› How Document the things that people identify as important to them as a way of cataloging evidence of their lifestyles.
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› Why This method is useful for revealing people’s activities, perceptions, and values as well as patterns among them.
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› Example For a project to design a handheld electronic device, people were asked to show the contents of their purses and briefcases and explain how they use the objects that they carry around everyday.
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AARHUSUNIVERSITY ASK
› Enlist people’s participation to elicit information relevant to your project.
› CONCEPTUAL LANDSCAPE
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› How Ask people to diagram, sketch, or map the aspects of abstract social and behavioral constructs or phenomena.
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› Why This is a helpful way to understand people’s mental models of the issues related to the design problem.
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› Example Designing an online university, the team illustrated the different motivations, activities, and values that prompt people to go back to school.
› COLLAGE
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› How Ask participants to build a collage from a provided collection of images and to explain the significance of the images and arrangements they choose.
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› Why This illustrates participants’ understanding and perceptions of issues and helps them verbalize complex or unimagined themes.
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› Example Participants were asked to create a collage around the theme of sustainability to help the team understand how new technologies might be applied to better support people’s perceptions.
› FOREIGN CORRESPONDENTS
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› How Request input from coworkers and contacts in other countries and conduct a crosscultural study to derive basic international design principles.
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› Why This is a good way to illustrate the varied cultural and environmental contexts in which the products are used.
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› Example A global survey about personal privacy helped to quickly compile images and anecdotes from the experiences of the correspondents.
› CARD SORT
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› How On separate cards, name possible features, functions, or design attributes. Ask people to organize the cards spatially, in ways that make sense to them.
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› Why This helps to expose people’s mental models of a device or system. Their organization reveals expectations and priorities about the intended functions.
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› Example In a project to design a new digital phone service, a card-sorting exercise enabled potential users to influence the final menu structure and naming.
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- › Create simulations and prototypes to help empathize with people and to evaluate proposed designs.
› EMPATHY TOOLS
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› How Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users.
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› Why This is an easy way to prompt an empathic understanding for users with disabilities or special conditions.
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› Example Designers wore gloves to help them evaluate the suitability of cords and buttons for a home health monitor designed for people with reduced dexterity and tactile sensation.
› SCENARIOS
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› How Illustrate a character-rich storyline describing the context of use for a product or service.
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› Why This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts.
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› Example Designing a community Web site, the team drew up scenarios to highlight the ways particular design ideas served different user needs.
› NEXT YEAR’S HEADLINES
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› How Invite employees to project their company into the future, identifying how they want to develop and sustain customer relations.
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› Why Based on customer-focused research, these predictions can help to define which design issues to pursue for development.
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› Example While designing an Intranet site for information technologists, the team prompted the client to define and clarify their business targets for immediate and future launches.
› INFORMANCE
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› How Act out an “informative performance” scenario by role-playing insights or behaviors that you have witnessed or researched.
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› Why This is a good way to communicate an insight and build a shared understanding of a concept and its implications.
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› Example A performance about a story of mobile communications shows the distress of a frustrated user.
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REMEMBER THE EXTREMES
› ”Extreme characters”
Example
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› Extremes in IT design for the home
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› The homeless living in a shopping cart
› The film actor with uniformly decorated apartments in New York, Paris, Tokyo and LA
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IDEATION
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IDEO - IDEA GENERATION
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› 8-10 participants – responsible for documentation appointed
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› 50-100 ideas in an hour
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› Rules
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› No critical assessments
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› Stimulate wild ideas
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› Build on other people's ideas
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› Stay focused on the topic
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› Hold on to one "thread" at a time
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› Really good ideas can stop the process and restart it somewhere new
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› Ideas are taken over into an "envisionment" activity, where it is visible and tangible
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FUTURE WORKSHOPS
› Critique phase
› Brainstorming problems in current practice
› No discussion – just get problems on the board › Group issues and prioritize importance
› Fantasy phase
› Brainstorm wild/utopian ideas (that can solve the problems identified)
› No discussion – just get ideas on the board
› Group ideas and prioritize them in terms of value creation
› Realization phase
› Take the high-priority ideas › Delimit to realistic visions
- › Prepare concrete proposals for realization
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(Jungk & Müllert, 1987;Kensing & Halskov, 1991)
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THE ROLE OF THE DESIGNER & THOUGHTFUL INTERACTION DESIGN
Löwgren and Stolterman
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LÖWGREN & STOLTERMAN
Places the designer at the core of the process
L&S argue that the responsibility for the vision at the designer (p.34ff)
L&S argue that the responsibility for the design process is at the designer (p.38ff)
L&S argue that the designer should engage and manage the relations in the design process (p.32ff).
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LÖWGREN & STOLTERMAN Designing the design process
› Design starts earlier than project owners may think
› Select appropriate methods/techniques
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› Pay attention to and care for a common vision
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› Pay attention to roles and stakeholders
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- › Pay attention to design as a project
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LÖWGREN & STOLTERMAN
Divergence
“Designer expands her thinking to cover broader issues, find alternatives, and explore more opportunities” (L&S, p. 29)
Convergence
“Convergence is about focusing on a specific solution or a synthesis of several ideas” (Ibid.)
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What is the primary issue?
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• Who to involve and how?
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How would the shape look like?
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• What is the interaction modality?
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• What kind of feedback it give?
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Design choices
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LÖWGREN & STOLTERMAN
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› Vision : The first organising principle that help the designer respond to the situation at hand
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› Operative Image : The first (and consecutive) externalisations of the vision
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› Specification : The final “design”
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- specification
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LÖWGREN & STOLTERMAN
› Leaping between detail and the whole
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› Focusing on dilemmas in the domain
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› Alternatives and contraditions
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› Get the dilemmas and
trade offs on the table early in the Vision activity
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INVOLVING USERS
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PERSPECTIVES ON PEOPLE AND MACHINES
| People are | Machines are | |
|---|---|---|
| Machine-centered | Vague Unorganised Unsystematic Unfocused Emotional Illogical |
Precise Orderly Focused Logical |
| Human-centered | Creative Sensitive to situations Oriented towards change Has resources Can make flexible decisions |
Dumb Rigid Insensitive to change Devoid of fantasy Can only make limited and deterministic decisions |
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USER INVOLVEMENT
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None, very little, and/or only at the end
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User-centred design
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Participatory design
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USER-CENTERED DESIGN
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Involvement of users in all parts of the design process
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Focus groups for ideation
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Evaluation of low-fidelity prototypes
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Evaluation of new features through AB testing and interviews
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PARTICIPATORY DESIGN
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More radical approach to user involvement than user-centred design
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Users as direct design partners and active first-class members of the product design team
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Developed in Scandinavia in the 70s and 80s (Aarhus University was a key player)
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Methodology developed laid the foundation for user-centred design
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AARHUS UNIVERSITY UTOPIA PROJECT
Early participatory design project
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Alliance between typesetters union and IT researchers
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How to empower instead of replace typesetters with computers
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Design of computer systems based on the people on the shop floor rather than the management
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Introduced low-fi prototyping in systems design
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Morten Kyng & Susanne Bødker
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PARTICIPATORY DESIGN TECHNIQUES
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› Ethnographic field studies
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› Observations, interview and video analysis
› "Fictional inquiries”
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› Playful analysis in a fictional setting
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› Structured brainstorming
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› Future Workshop, Metaphorical Design, Inspiration Cars, Organizational Games
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› Scenarios
› Descriptions, tableau, video
› Mock-ups
- › Physical models, paper windows
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› Video prototyping
› Stop-motion, blue studio techniques
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› Prototyping
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› Exploratory, experimental, evolutionary, cooperative
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INTERNATIONAL BOOKS AND ARTICLES ON SCANDINAVIAN PARTICIPATORY DESIGN
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› Bødker, S., Grønbæk, K., & Kyng, M. (1995). Cooperative Design: Techniques and Experiences from the Scandinavian Scene. In R. M. Baecker, J. Grudin, & W. A. S. Buxton (Eds.), Readings in Human-Computer Interaction: Toward the Year 2000 . San Francisco: Morgan Kaufmann Publishers, Inc., 215-224.
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› G. Bjerknes, P. Ehn, & M. Kyng (Eds.) (1987) Computers and Democracy . Aldershot: Avebury. › Greenbaum, J., & Kyng, M. (1991). Design at Work: Cooperative Design of Computer Systems . Hillsdale, NJ: Lawrence Erlbaum Associates.
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› D. Schuler & A. Namioka (Eds.) (1993) Participatory Design: Principles and Practices . Hillsdale, New Jersey: Lawrence Erlbaum Associates, 157-175.
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PROJECT MANAGEMENT
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UNCERTAINTY ABOUT THE PRODUCT SHOULD BE REDUCED
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Now Deadline Exam
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PROJECT MANAGEMENT: SYSTEMATIC APPROACH
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PROJECT MANAGEMENT
Project management
› Focus on the project, starting point, purpose, budget etc.
› Focus on deadlines, deliveries, quality etc.
› Focus on progress, evaluation, success/failure Leadership
› Focus on competencies and roles
› Focus on performance and well-being
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› Focus on the team over time (and more projects)
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Self-management
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› Focus on your own tasks, satisfaction, prioritization, progression!
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PITFALLS
› Technical Rationality (Gedenryd 1998)
› Believe that you can follow a linear process
- › Optimistic estimation (Brooks 1975)
› Software is highly malleable compared to other materials
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› Brooks Law (Brooks 1975)
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› Believe that you can finish faster by putting more people on a project
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AARHUS UNIVERSITY ILLUSION OF TECHNICAL RATIONALITY
• Most straightforward model of a project • Most projects to some degree or the other follows this model • Pitfall • Paralysis by fear of wrong requirements can halt the process • Mistakes are expensive too fix late in the process
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Schön 1987; Gedenryd 1998
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AGILE INTERACTION DESIGN / AGILE DEVELOPMENT
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Break design process down in small iterations each involving all phases
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Iteratively develop software in working (and deployable) increments
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The software is never finished (for good … and for ill)
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Affords extensible software architectures that enables rapid prototyping of new features
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MAKE A GOOD PLAN WITH ROOM FOR ERRORS AND ITERATIONS
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ETHICS
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WHY DO WE EVEN TALK ABOUT ETHICS
› We build things
› … that affects people’s lives
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› … potentially a lot of people
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› ... that change their perspectives on things
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› … even their possibilities of action, self-understanding and daily life
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UNETHICAL TECHNOLOGY?
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UNETHICAL TECHNOLOGY?
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THREE SCHOOLS OF ETHICS
› Consequentialism (da: nytteetik )
› Cares for consequences: “The truth can hurt”
› Deontology (da: pligtetik )
- › Cares for rules: “You must not lie”
› Virtue ethics (da: dydsetik )
› Cares for principles: “I always tell the truth”
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ETHICS
Verbeek’s Materializing Morality
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VEERBEEK’S CLAIM
› ‘If technology mediates how we perceive and act in the world, it can also be designed to mediate perception and action in ethical or unethical ways.’
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MEDIATION OF PERCEPTION
- › Simple : Me -> World
› Mediated : Me -> Technology -> World
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MEDIATION OF ACTION
- › Inscription
› ‘The designer, who can be seen as the inscriber of scripts.’ › When we design
- › Scripts
› The influence of artifacts on human actions is a “script”
› Typical patterns of action
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› Translation
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› To new (or less) action possibilities (e.g., citizen+gun)
› Typical(/possible) outcomes
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MEDIATION OF ACTION - EXAMPLES
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MEDIATION OF ACTION - EXAMPLES
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ETHICS
Dark Patterns
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DARK PATTERNS
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› Basic assumption that UX features can be linked to similar user behavior
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› (Dark) patterns as a way to describe design → ‘scripts’ (cf Verbeek)
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› Pattern use suggests a causal relationship between intention → feature → behavior
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› Gray et al paper
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DARK PATTERNS
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DARK PATTERNS
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DARK PATTERNS & SOCIAL MUSIC THEME?
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GDPR
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GDPR
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› General Data Protection Regulation is an EU regulation aimed at strengthening and harmonising the protection of personal data in the European Union.
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› Must protect the individual's rights and processing of personal data – consent, security, the right of access and the right to be forgotten, etc.
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› It is something we must relate to when we involve others than ourselves in the design
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process
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› Until now, you have mostly been the 'data subject' – now you will potentially also be data responsible!
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GDPR RULES
- › Consent must be clearly obtained independently of other requests.
› Consent must be obtained with clear information about scope, purpose, responsibility and contact persons
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› In case of security breach, participants must be informed no later than 72 hours after discovery
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› The right to be forgotten must be implemented as a procedure in the process
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› A responsibility to be taken seriously ( but no need for further concern )
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GDPR IN STUDENT PROJECTS
- › https://studerende.au.dk/en/it-support/information-security/data-protectiongdpr/projects
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DOCUMENTS
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› Consent statement is used to obtain consent from participants – customize template as needed
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› The register of purposes is used to explain the purpose of the data collection
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› Data responsibility is used, as a group, to enter into an internal agreement on joint data responsibility
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AARHUS UNIVERSITY
DOCUMENTS
› You are responsible for the preparation of the documents
› You are responsible for storing the documents
› You are responsible for the storage of data and GDPR
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TIPS
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› Just get it done and learn that it is part of the study and our practice
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› Don't collect data you don't know what you need for (sensor data?)
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› Try to anonymize and 'get away from' data as early as possible (Clemens → Respondent M1)
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WHAT CAN WE HELP WITH?
› Read through the documents when they are finished (to help)
› Answer questions
› Not so much more – it's agreements and your responsibility
› TA session where you’ll look at it!
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