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Design & Technology
                                                          L.Galli
                                                         (2008-2012)




Copyright of this presentation is by referred sources for quoted/reproduced content (text & images) and/or Luca Galli for original content.
Original content by Luca Galli is released as Creative Commons License BY-NC-ND 2.0
Hi, this deck is mainly meant to help with my Design Studies
lessons to undergraduate students at NABA, Media Design and
Multimedia Arts School, Milan. These slides are supposed to come
with a live commentary for the class, so sorry if you wish to have
more explicit context and liaisons. Please see referred sources to
this purpose.
Slides on Norman, Salen and Zimmerman, Haraway are based on
the articles by these authors included in Design Studies. A reader.
Edited by Hazel Clark and David Brody, Berg, Oxford and New
York, 2009. Please see all other sources at the bottom of the slides
and at the end of each section.
Images are all credited to their creators and copyright holders, to
the best of my knowledge and care. If you are unhappy with the
fact that they are used here, of if you think that someone’s rights
have not been fully respected in any manner, please mail me to
lgalli at pobox dot com and I will promptly remove them.
L.Galli Design & Technology




         “Alongside the old idea of design as the drawing of
          objects that are then to be built or manufactured,
        there are many ideas, all very different” (Jones 1984)




Image retrieved on http;//www.designrelated.com from Le Corbusier le grand, Phaidon 2008 used here with no prior permission request
Quote from John Chris Jones, Essays in Design, Wiley 1984
“Designing as the process of devising
                             not individual products but whole systems
                          or environments such as airports, transportation,
                          hypermarkets, educational curricula, broadcasting
                            schedules, welfare schemes, banking systems,
                                 computer networks” (Jones 1984)




John Chris Jones, Essays in Design, Wiley 1984
L.Galli Design & Technology




Photo credit: screenshot of online course “iPhone User Interface Design” from Apple Developer Connection, used here with no prior permission request
L.Galli Design & Technology




          Projects get a green light at the
              start, and go directly to
         engineering where they are built.
             The next phase is when
               they ship--usually late,
              with bugs, over budget,
             and missing functionality
                   (Buxton 2007)




Bill Buxton, Sketching User Experiences, Morgan Kaufmann 2007
Photo retrieved on http://www.billbuxton.com credit Microsoft Research 2007
Computer Human Interaction
L.Galli Design & Technology




                              Interaction Design

UX
                                                IxD

                                 User Research
                                Human Factors
                                         Usability
                              User Experience
Design Research
L.Galli Design & Technology




                 We recommend three principles of design [...]
                      Early focus on Users and Tasks [...]
                          Empirical Measurement [...]
                                Iterative Design
                           [Gould and Lewis 1985]




Gould and Lewis 1985 Designing for Usability: Key Principles and What Designers Think
L.Galli Design & Technology




                                                         Donald Norman

Photo credit: “Donald Norman” (2005) by jordanfischer, retrieved on Wikipedia Creative Commons Attribution 2.0 Generic
L.Galli Design & Technology




                        The PC is hardly a technological blessing;
                           it as much as a curse as a wonder,
                         and it is attacked as much as it praised
                                      [Norman 1998]




Norman 1998 The Invisible Computer, quoted from Norman “What’s wrong with the PC?” in
Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology




Photo credit: “XP BSOD Evening” by Chris Pirillo, retrieved on Flickr Creative Commons License BY-NC-ND 2.0
L.Galli Design & Technology




         Rather than trying to make a complex machine easy,
                  the better way would be to make
                  a simple machine in the first place
                           [Norman 1998]




Norman 1998 The Invisible Computer, quoted from Norman “What’s wrong with the PC?” in
Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology




                                    Alan Kay’s Dynabook (1968)



Source: paper "A personal computer for children of all ages" presented at the ACM National Conference, Boston; image retrieved on
Wikipedia, where it is published under the following terms: “This work is copyrighted (or assumed to be copyrighted) and unlicensed. [...]
However, it is believed that the use of this work in the [Wikipedia] article "Dynabook" [...] qualifies as fair use under United States
copyright law. Any other uses of this image, on Wikipedia or elsewhere, may be copyright infringement. “
L.Galli Design & Technology




                              I dont’ want to use a computer,
                              I want to accomplish something
                                      [Norman 1998]




Norman 1998 The Invisible Computer, quoted from Norman “What’s wrong with the PC?” in
Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology




                   I propose an alternative approach:
                a human-centered development process
             coupled with a set of disruptive technologies,
          the better to yeld a family of information appliances
                       designed to fit human tasks,
                 tailored for human needs and abilities
                             [Norman 1998]




Norman 1998 The Invisible Computer
L.Galli Design & Technology




Photo credit: “iPad” by FHKE, retrieved on Flickr Creative Commons License BY-SA 2.0
L.Galli Design & Technology




                     Product-service development process




      R&D                      Design                      Engineering       Sales



                              Management and Marketing


Adapted from Bill Buxton, Sketching User Experiences, Morgan Kaufmann 2007
L.Galli Design & Technology




                    Needs & wants

                                           Interaction & UI



                              Design funnel

                                                      Creative & Visual

                                  Requirements &
                                   Specifications
L.Galli Design & Technology




                 Quick fix                Quick fix

                              Quick fix              Quick fix


                    Small/medium           Small/medium
                        build                  build



                      Large-scale development
L.Galli Design & Technology




                J.J.Garrett’s Elements of User Experience
                     The Elements of User Experience                                                                                                                           Jesse James Garrett
                                                                                                                                                                                        jjg@jjg.net
                     A basic duality: The Web was originally conceived as a hypertextual information space;                                                                             30 March 2000
                     but the development of increasingly sophisticated front- and back-end technologies has
                     fostered its use as a remote software interface. This dual nature has led to much confusion,
                     as user experience practitioners have attempted to adapt their terminology to cases beyond
                     the scope of its original application. The goal of this document is to define some of these
                     terms within their appropriate contexts, and to clarify the underlying relationships among
                     these various elements.



                     Web as software interface                             Concrete                                                   Completion                         Web as hypertext system

                                                                                                                                                        Visual Design: visual treatment of text,
                     Visual Design: graphic treatment of interface
                     elements (the "look" in "look-and-feel")                                   Visual Design                                           graphic page elements and navigational
                                                                                                                                                        components

                     Interface Design: as in traditional HCI:                                                                                           Navigation Design: design of interface
                     design of interface elements to facilitate                                                                                         elements to facilitate the user's movement
                     user interaction with functionality
                                                                                            Interface Design Navigation Design                          through the information architecture
                     Information Design: in the Tuftean sense:
                     designing the presentation of information                            Information Design                                            Information Design: in the Tuftean sense:
                                                                                                                                                        designing the presentation of information
                     to facilitate understanding                                                                                                        to facilitate understanding

                     Interaction Design: development of                                     Interaction Information                                     Information Architecture: structural design




                                                                                                                                            time
                     application flows to facilitate user tasks,
                     defining how the user interacts with
                                                                                            Design     Architecture                                     of the information space to facilitate
                                                                                                                                                        intuitive access to content
                     site functionality

                     Functional Specifications: "feature set":
                     detailed descriptions of functionality the site
                                                                                           Functional      Content                                      Content Requirements: definition of
                                                                                                                                                        content elements required in the site
                     must include in order to meet user needs                          Specifications Requirements                                      in order to meet user needs

                     User Needs: externally derived goals                                                                                               User Needs: externally derived goals
                     for the site; identified through user research,
                     ethno/techno/psychographics, etc.                                              User Needs                                          for the site; identified through user research,
                                                                                                                                                        ethno/techno/psychographics, etc.
                     Site Objectives: business, creative, or other
                     internally derived goals for the site                                    Site Objectives                                           Site Objectives: business, creative, or other
                                                                                                                                                        internally derived goals for the site
                     task-oriented                                          Abstract                                                  Conception                               information-oriented

                               This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
                               that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
                               user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
                     © 2000 Jesse James Garrett                                                                                                                                         http://www.jjg.net/ia/


Copyright Jesse James Garrett, slide reproduced here with no prior permission request
L.Galli Design & Technology




Lego People Photography by Joe Shlabotnik 2006 CC by 2.0 retrieved on Flickr
L.Galli Design & Technology




                                           About users
     “Within the HF [human factors] approach,
       the human is often reduced to being
    another system component” (Bannon 1991)

                                      “the very idea of ‘the user’ reconfigures
                              a multifaceted human being as an adjunct to a piece of
                                 hardware or software” (Satchell-Dourish 2009)




Liam Bannon, From Human Factors to Human Actors 1991
Christine Satchell, Paul Dourish, Beyond the User: Use and Non-Use in HCI 2009
L.Galli Design & Technology




   User Research / Design Research




Book covers are copyright of respective publishers, used here with no prior permission request
L.Galli Design & Technology




                                 Understanding context
                                   Developing insights
                                 Defining opportunities
                                    Setting strategies
           Creating tangible (digital) design expressions
                                   Sharing the vision
                   Helping in the go to market / go public
                              Observing adoption and usage
                                      Redesigning
L.Galli Design & Technology


 Bill Buxton (2007) Sketching User Experiences, Morgan Kaufmann
 John D. Gould and Clayton Lewis (1985) Designing for Usability: Key Principles
 and What Designers Think, in Communications of the ACM, vol. 28-3
 Donald Norman (1998) The Invisible Computer, MIT Press
L.Galli Design & Technology




                              Cybernetics
 play                          Game Studies
                              Game Theory


                              Game Design
L.Galli Design & Technology




Image from Doom retrieved on Wikipedia, uploaded from User:Fredrik, published under the following terms: “This is a screenshot of a
non-free copyrighted video game or computer game, and the copyright for it is most likely held by the company or person that developed
the game. It is believed that the use of a limited number of web-resolution screenshots for identification and critical commentary on the
computer or video game in question [...] qualifies as fair use under United States copyright law, as such display does not significantly
impede the right of the copyright holder to sell the copyrighted material, is not being used to generate profit in this context, and presents
ideas that cannot be exhibited otherwise.” http://en.wikipedia.org/wiki/File:Doom_gibs.png
L.Galli Design & Technology




Image from The Sims retrieved on Wikipedia, uploaded from ClonedPickle, published under the following terms: “This is a screenshot of a
non-free copyrighted video game or computer game, and the copyright for it is most likely held by the company or person that developed
the game. It is believed that the use of a limited number of web-resolution screenshots for identification and critical commentary on the
computer or video game in question [...] qualifies as fair use under United States copyright law, as such display does not significantly
impede the right of the copyright holder to sell the copyrighted material, is not being used to generate profit in this context, and presents
ideas that cannot be exhibited otherwise.” http://en.wikipedia.org/wiki/File:SimsSS.jpg
L.Galli Design & Technology




                  Inputs are how the systems monitor
             the environment - they allow the environment
                         to influence the system.
                        Outputs are the ways that
           the systems take action - they are how the system
                       influences the environment
                     [Salen and Zimmerman 2003]



Salen and Zimmerman 2003 Rules of Play: Game Design Fundamentals, quoted from Salen and Zimmerman “Introducing Cybernetic
Systems” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology




         A cybernetic system contains three elements [...]
        The sensor senses something about the environment
                  or the internal state of a system.
         The comparator decides whether or not a change
              to the system needs to made as a result
                       of the sensor’s reading,
               and the activator activates the change
                   [Salen and Zimmerman 2003]



Salen and Zimmerman 2003 Rules of Play: Game Design Fundamentals, quoted from Salen and Zimmerman “Introducing Cybernetic
Systems” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology




The scoring function is the system’s sensor that measures
             some aspects of the game state.
            The controller is the comparator,
which looks at the sensor’s reading and makes the decision
              whether or not to take action.
        The game mechanical bias is the activator,
a game event or set of events that can be turned on or off
      depending on the decision of the comparator
              [Salen and Zimmerman 2003]


Salen and Zimmerman 2003 Rules of Play: Game Design Fundamentals, quoted from Salen and Zimmerman “Introducing Cybernetic
Systems” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology


 Jeesper Juul (2003) Half-Real:Video Games between Real Rules and Fictional
 Worlds, The MIT Press
 Joost Raessens and Jeffrey Goldstein (edited by) (2005) Handbook of Computer
 Game Studies, The MIT Press
 Katie Salen and Eric Zimmerman (2003) Rules of Play: Game Design
 Fundamentals, The MIT Press
 Katie Salen and Eric Zimmerman (edited by) (2005) The Game Design Reader: A
 Rules of Play Anthology, The MIT Press




Credit for Game Studies selected readings above: Cristiano Poian http://www.poian.org
Philosophy
L.Galli Design & Technology




                                  Critical Theory

        alt
                                               Politics

                                           Cyborg
                                   Cyberculture
                                           Cyberpunk
                                 Gender studies
                Feminism
L.Galli Design & Technology




                                                        Donna Haraway
Photo credit: “Donna Haraway” (2010) by jeanbaptisteparis - Jean-Baptiste LABRUNE retrieved on Flick Creative Commons Attribution-ShareAlike 2.0 Generic
(CC BY-SA 2.0)
L.Galli Design & Technology




Photo credit: “Chimera. Apulian red-figure dish, ca. 350-340 BC.” by Jastrow (2006) retrieved on Wikipedia released in Public Domain
http://en.wikipedia.org/wiki/File:Chimera_Apulia_Louvre_K362.jpg
L.Galli Design & Technology




                          By the late twentieth century, our time,
                            a mythic time, we are all chimeras,
                             theorized and fabricated hybrids
                                 of machine and organism;
                                  in short, we are cyborgs
                                       [Haraway 1991]




Haraway 1991 A Cyborg Manifesto, quoted from Haraway “A Cyborg Manifesto” in
Design Studies. A reader, ed. by Clark and Brody, Berg 2009
L.Galli Design & Technology




                Late twentieth-century machines
                have made thoroughly ambiguous
           the difference between natural and artificial,
      mind and body, self-developing and externally designed,
        and many other distinctions that used to apply to
                      organisms and machines
                          [Haraway 1991]



Haraway 1991 A Cyborg Manifesto, quoted from Haraway “A Cyborg Manifesto” in
Design Studies. A reader, ed. by Clark and Brody, Berg 2009
#design
L.Galli Design & Technology




                                  technology

tnx                                     @lga11i
                                GAME OVER

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Design & Technology

  • 1. Design & Technology L.Galli (2008-2012) Copyright of this presentation is by referred sources for quoted/reproduced content (text & images) and/or Luca Galli for original content. Original content by Luca Galli is released as Creative Commons License BY-NC-ND 2.0
  • 2. Hi, this deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan. These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose. Slides on Norman, Salen and Zimmerman, Haraway are based on the articles by these authors included in Design Studies. A reader. Edited by Hazel Clark and David Brody, Berg, Oxford and New York, 2009. Please see all other sources at the bottom of the slides and at the end of each section. Images are all credited to their creators and copyright holders, to the best of my knowledge and care. If you are unhappy with the fact that they are used here, of if you think that someone’s rights have not been fully respected in any manner, please mail me to lgalli at pobox dot com and I will promptly remove them.
  • 3. L.Galli Design & Technology “Alongside the old idea of design as the drawing of objects that are then to be built or manufactured, there are many ideas, all very different” (Jones 1984) Image retrieved on http;//www.designrelated.com from Le Corbusier le grand, Phaidon 2008 used here with no prior permission request Quote from John Chris Jones, Essays in Design, Wiley 1984
  • 4. “Designing as the process of devising not individual products but whole systems or environments such as airports, transportation, hypermarkets, educational curricula, broadcasting schedules, welfare schemes, banking systems, computer networks” (Jones 1984) John Chris Jones, Essays in Design, Wiley 1984
  • 5. L.Galli Design & Technology Photo credit: screenshot of online course “iPhone User Interface Design” from Apple Developer Connection, used here with no prior permission request
  • 6. L.Galli Design & Technology Projects get a green light at the start, and go directly to engineering where they are built. The next phase is when they ship--usually late, with bugs, over budget, and missing functionality (Buxton 2007) Bill Buxton, Sketching User Experiences, Morgan Kaufmann 2007 Photo retrieved on http://www.billbuxton.com credit Microsoft Research 2007
  • 7. Computer Human Interaction L.Galli Design & Technology Interaction Design UX IxD User Research Human Factors Usability User Experience Design Research
  • 8. L.Galli Design & Technology We recommend three principles of design [...] Early focus on Users and Tasks [...] Empirical Measurement [...] Iterative Design [Gould and Lewis 1985] Gould and Lewis 1985 Designing for Usability: Key Principles and What Designers Think
  • 9. L.Galli Design & Technology Donald Norman Photo credit: “Donald Norman” (2005) by jordanfischer, retrieved on Wikipedia Creative Commons Attribution 2.0 Generic
  • 10. L.Galli Design & Technology The PC is hardly a technological blessing; it as much as a curse as a wonder, and it is attacked as much as it praised [Norman 1998] Norman 1998 The Invisible Computer, quoted from Norman “What’s wrong with the PC?” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 11. L.Galli Design & Technology Photo credit: “XP BSOD Evening” by Chris Pirillo, retrieved on Flickr Creative Commons License BY-NC-ND 2.0
  • 12. L.Galli Design & Technology Rather than trying to make a complex machine easy, the better way would be to make a simple machine in the first place [Norman 1998] Norman 1998 The Invisible Computer, quoted from Norman “What’s wrong with the PC?” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 13. L.Galli Design & Technology Alan Kay’s Dynabook (1968) Source: paper "A personal computer for children of all ages" presented at the ACM National Conference, Boston; image retrieved on Wikipedia, where it is published under the following terms: “This work is copyrighted (or assumed to be copyrighted) and unlicensed. [...] However, it is believed that the use of this work in the [Wikipedia] article "Dynabook" [...] qualifies as fair use under United States copyright law. Any other uses of this image, on Wikipedia or elsewhere, may be copyright infringement. “
  • 14. L.Galli Design & Technology I dont’ want to use a computer, I want to accomplish something [Norman 1998] Norman 1998 The Invisible Computer, quoted from Norman “What’s wrong with the PC?” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 15. L.Galli Design & Technology I propose an alternative approach: a human-centered development process coupled with a set of disruptive technologies, the better to yeld a family of information appliances designed to fit human tasks, tailored for human needs and abilities [Norman 1998] Norman 1998 The Invisible Computer
  • 16. L.Galli Design & Technology Photo credit: “iPad” by FHKE, retrieved on Flickr Creative Commons License BY-SA 2.0
  • 17. L.Galli Design & Technology Product-service development process R&D Design Engineering Sales Management and Marketing Adapted from Bill Buxton, Sketching User Experiences, Morgan Kaufmann 2007
  • 18. L.Galli Design & Technology Needs & wants Interaction & UI Design funnel Creative & Visual Requirements & Specifications
  • 19. L.Galli Design & Technology Quick fix Quick fix Quick fix Quick fix Small/medium Small/medium build build Large-scale development
  • 20. L.Galli Design & Technology J.J.Garrett’s Elements of User Experience The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/ Copyright Jesse James Garrett, slide reproduced here with no prior permission request
  • 21. L.Galli Design & Technology Lego People Photography by Joe Shlabotnik 2006 CC by 2.0 retrieved on Flickr
  • 22. L.Galli Design & Technology About users “Within the HF [human factors] approach, the human is often reduced to being another system component” (Bannon 1991) “the very idea of ‘the user’ reconfigures a multifaceted human being as an adjunct to a piece of hardware or software” (Satchell-Dourish 2009) Liam Bannon, From Human Factors to Human Actors 1991 Christine Satchell, Paul Dourish, Beyond the User: Use and Non-Use in HCI 2009
  • 23. L.Galli Design & Technology User Research / Design Research Book covers are copyright of respective publishers, used here with no prior permission request
  • 24. L.Galli Design & Technology Understanding context Developing insights Defining opportunities Setting strategies Creating tangible (digital) design expressions Sharing the vision Helping in the go to market / go public Observing adoption and usage Redesigning
  • 25. L.Galli Design & Technology Bill Buxton (2007) Sketching User Experiences, Morgan Kaufmann John D. Gould and Clayton Lewis (1985) Designing for Usability: Key Principles and What Designers Think, in Communications of the ACM, vol. 28-3 Donald Norman (1998) The Invisible Computer, MIT Press
  • 26. L.Galli Design & Technology Cybernetics play Game Studies Game Theory Game Design
  • 27. L.Galli Design & Technology Image from Doom retrieved on Wikipedia, uploaded from User:Fredrik, published under the following terms: “This is a screenshot of a non-free copyrighted video game or computer game, and the copyright for it is most likely held by the company or person that developed the game. It is believed that the use of a limited number of web-resolution screenshots for identification and critical commentary on the computer or video game in question [...] qualifies as fair use under United States copyright law, as such display does not significantly impede the right of the copyright holder to sell the copyrighted material, is not being used to generate profit in this context, and presents ideas that cannot be exhibited otherwise.” http://en.wikipedia.org/wiki/File:Doom_gibs.png
  • 28. L.Galli Design & Technology Image from The Sims retrieved on Wikipedia, uploaded from ClonedPickle, published under the following terms: “This is a screenshot of a non-free copyrighted video game or computer game, and the copyright for it is most likely held by the company or person that developed the game. It is believed that the use of a limited number of web-resolution screenshots for identification and critical commentary on the computer or video game in question [...] qualifies as fair use under United States copyright law, as such display does not significantly impede the right of the copyright holder to sell the copyrighted material, is not being used to generate profit in this context, and presents ideas that cannot be exhibited otherwise.” http://en.wikipedia.org/wiki/File:SimsSS.jpg
  • 29. L.Galli Design & Technology Inputs are how the systems monitor the environment - they allow the environment to influence the system. Outputs are the ways that the systems take action - they are how the system influences the environment [Salen and Zimmerman 2003] Salen and Zimmerman 2003 Rules of Play: Game Design Fundamentals, quoted from Salen and Zimmerman “Introducing Cybernetic Systems” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 30. L.Galli Design & Technology A cybernetic system contains three elements [...] The sensor senses something about the environment or the internal state of a system. The comparator decides whether or not a change to the system needs to made as a result of the sensor’s reading, and the activator activates the change [Salen and Zimmerman 2003] Salen and Zimmerman 2003 Rules of Play: Game Design Fundamentals, quoted from Salen and Zimmerman “Introducing Cybernetic Systems” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 31. L.Galli Design & Technology The scoring function is the system’s sensor that measures some aspects of the game state. The controller is the comparator, which looks at the sensor’s reading and makes the decision whether or not to take action. The game mechanical bias is the activator, a game event or set of events that can be turned on or off depending on the decision of the comparator [Salen and Zimmerman 2003] Salen and Zimmerman 2003 Rules of Play: Game Design Fundamentals, quoted from Salen and Zimmerman “Introducing Cybernetic Systems” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 32. L.Galli Design & Technology Jeesper Juul (2003) Half-Real:Video Games between Real Rules and Fictional Worlds, The MIT Press Joost Raessens and Jeffrey Goldstein (edited by) (2005) Handbook of Computer Game Studies, The MIT Press Katie Salen and Eric Zimmerman (2003) Rules of Play: Game Design Fundamentals, The MIT Press Katie Salen and Eric Zimmerman (edited by) (2005) The Game Design Reader: A Rules of Play Anthology, The MIT Press Credit for Game Studies selected readings above: Cristiano Poian http://www.poian.org
  • 33. Philosophy L.Galli Design & Technology Critical Theory alt Politics Cyborg Cyberculture Cyberpunk Gender studies Feminism
  • 34. L.Galli Design & Technology Donna Haraway Photo credit: “Donna Haraway” (2010) by jeanbaptisteparis - Jean-Baptiste LABRUNE retrieved on Flick Creative Commons Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0)
  • 35. L.Galli Design & Technology Photo credit: “Chimera. Apulian red-figure dish, ca. 350-340 BC.” by Jastrow (2006) retrieved on Wikipedia released in Public Domain http://en.wikipedia.org/wiki/File:Chimera_Apulia_Louvre_K362.jpg
  • 36. L.Galli Design & Technology By the late twentieth century, our time, a mythic time, we are all chimeras, theorized and fabricated hybrids of machine and organism; in short, we are cyborgs [Haraway 1991] Haraway 1991 A Cyborg Manifesto, quoted from Haraway “A Cyborg Manifesto” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 37. L.Galli Design & Technology Late twentieth-century machines have made thoroughly ambiguous the difference between natural and artificial, mind and body, self-developing and externally designed, and many other distinctions that used to apply to organisms and machines [Haraway 1991] Haraway 1991 A Cyborg Manifesto, quoted from Haraway “A Cyborg Manifesto” in Design Studies. A reader, ed. by Clark and Brody, Berg 2009
  • 38. #design L.Galli Design & Technology technology tnx @lga11i GAME OVER