The class will self-divide into three member groups. Each group will design a future interactive device. We will brainstorm some of these devices and device ideas in class and you will see interesting ideas in the book and other readings for the class. The device will require some amount of industrial design. That is, the device will be a new physical object in the real world. We are as interested in the design process as we are the prototype and its user interface.
Each project must receive approval before any work is done.
The Team Design Project has two parts:
In this part, the team will 1) establish goals, 2) collect facts, 3) uncover concepts, 4) determine needs, and 5) state the problem.
Briefly, the five steps pose these questions:
Note that the above assumes you have a client and that the client is involved in the problem seeking adventure! Problem seeking is a participatory design methodology in which a facilitator elicits the above information from the client and other stakeholders in brainstorming sessions in which ideas, etc. are drawn on 5"x8" paper cards and (literally) stuck to the wall in the categories above. We will discuss this in class.
We will expect teams to place their cards up for inspection by class members. One member of the team will be the Storyteller and will explain the team's problem seeking effort.
Part II - Design and Prototypic Implementation
A prototype of the interactive device will be built and demonstrated to the class. The teams may choose to use modified problem seeking artifacts to explain their design goals, facts, concepts, needs, etc.