Human Centered Design的快速入门手册(上):Empathize与用户访谈技巧
Human Centered Design的快速入门手册(中):Define and Ideation
中文版概括笔记:我从IDEO的设计思维课程中学到了什么
Phase Four: Prototype
1. Decide what to test
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As a group, identify the key discrete parts of your user experience. Visualize the experience of your idea over time through a series of images, sketches, cartoons, or even just text blocks.
How will a person find out about your idea?
What will their first experience with the product or service be like?
How does the experience end?
Think practically about what needs to be tested and write down your primary questions for each component.
What quality are you trying to achieve in each component? What do you want to achieve/avoid? Identify which questions are most important as a team.Brainstorm prototypes to help you get answers from the community. Remember, you can prototype just about anything.
- Set priority of each key element. As a group, decide which questions it makes sense to answer first.
For example, you wouldn't worry about a smaller feature related to your idea or service, if you haven't first tested if there is demand for your idea in the community.
2. Make your prototype
Some prototype examples
- a model
- a mock-up
- an advertisement
- a story/newspaper article about your product
- A role playing.
Setting up an experience - complete with necessary artifacts and people - and physically “testing” it. For example, if your users plant seeds while carrying a baby, get a sling and carry ten pounds while planting seeds.
Costumes and props can be highly effective tools in bringing your Role Play to life.
A storyboard
Determine what part of your idea you want to Storyboard.
Identify the ideal type of person you’re designing your product or service for.Give this person a name and write down a few characteristics about them—name, age,profession.
Draw the key moments in the journey for a person experiencing
your product or service. Limit these key moments to six or fewer.For each moment you've sketched, give that moment a title.
Spend no more than 30-45 minutes drawing how your ideas work.
Once you’re done, act out the Storyboard to your team for feedback.
- an environment
3. Don't get obsessed to one prototype
Build your prototypes quickly, share them immediately, and keep on learning.
You can increase the output of the prototyping process by imposing constraints. Constrain your materials to push toward faster,lower resolution prototypes and increase the role of your imagination.
How might you design it . . . for the the blind? Without using plastic? Within the space of an elevator?
Create artificial time limit to force a bias toward action. Such as make two prototypes in an hour.
Phase Five : Test, get feedback and iterate
1. Plan your feedback activities.
- ** Decide what type of activities you want to arrange**
- Arrange for a conversation if you are interested in a first impression.
- Set up an activity or service as if it were real if you want to observe peoples’ actual behaviours.
- Consider letting people use a prototype over a period of time if you are interested in its longer-term impact.
** Decide who you want to test with**
Recognise both the direct and indirect roles.
For example, in the case of a patient in an emergency room, the doctor and the triage nurse play direct roles with the patient, whereas the bandage supplier and the hospital adminstrator generally play indirect roles.
Are there local leaders or governing bodies who may react negatively if they are not brought into the conversation beforehand?In general for early prototypes, focus on prototyping direct roles
as they have a clear impact on the core experience of the person you are designing for. The indirect roles can be figured out as you continue to add detail and refine your concept.**Decide what context you want to share your idea in. **
the physical space
realities of the surrounding community
relevant demographics
time of day
pacing of surrounding activities
anything else that may affect the experience of the people you’re designing for.
All of these pieces should be considered as you field-test in order to learn the most from your prototype.
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Decide the location you want to share your idea at
If you can't test in the real location, you can test in similar ones. Consider characteristics like these: - How busy or populated is the space?
- What type of person frequents it?
- What is the space used for?
For example, if your final idea is a brick-and-mortar shop open to the public, then a good initial place to start testing your ideas if you don’t have access to a store might be a busy marketplace.
Consider how the physical space needs to be set up in order to facilitate the testing of your prototype. If you use an existing space, you may need to make modifications so that the space works for the purposes of your prototype.
2.Test in the field
There is no greater test of the desirability and potential feasibility of an idea than taking it more deeply into the world you are looking to change.
Use field-testing not just to see if your idea might make it out of the nest, but to better understand the people and ecosystem you’re designing for so your ideas truly fly.
3. Invite honesty and openness
Make sure to introduce your prototype as a work in progress and will further improvement depend on their feedback.
Present all concepts with a neutral tone. Don’t be defensive or sell your idea.
Observe and learn: Where did they run into challenges? What was confusing? What helped move them forward? What made them smile or appreciate the experience? Consider asking the person testing the experience to talk through their decision-making process at each step, and notice their reactions too.
But also, a good rule of thumb is to never make undue promises that you and your team can’t keep.
4.Provide multiple prototypes
- Consider preparing various versions of your prototype to encourage people to compare and contrast.
4. Iterate on the fly
- Make changes in real-time when you’re field-testing. Bring some back-up materials to your prototyping sessions to give this Method a try.
- Co-Creation
Another way to iterate is by bringing the very people you’re designing for into the design process and empowering them to make along side you.
6. Capture Your Ideas and iterate
After a feedback session, discuss the conversation and your impression with your team. Compare each other’s learnings.
What did participants value the most?
What got them excited?
What would convince them about the idea?
Which parts would participants like to improve?
What did not work?
What needs further investigation?
Look at your earlier learnings and ideas. What was your original intent? Does it still hold true?
Take notes on Post-its. Sort and cluster the feedback
Discuss how to improve your prototype and capture ideas for a next iteration immediately.
If permitted by participants,take photos of the prototype testing inaction.
7. The following steps
Live prototyping
After you've done the rough prototyping test, you can move on to live prototyping, which you can partner with other experts to refine your concept, and will help you test your solution in the marketplace.
Pilot(试运行)
Ideally, you’ll have run a few Live Prototypes before going to Pilot so that some of the big kinks are worked out. In pilot phase, you’ll fully execute on your idea and find out if it works the way you envisioned by running it with all the staff, spaces, and resources necessary. You’ll learn a lot not just about the idea itself but about the greater organizational ecosystem you’ll need to navigate as you move your idea forward.
Scale
As you begin to scale your idea, always continue to get feedback from real people.
A business model canvas, a roadmap, a resource assessment will be needed to scale your product. Also, identify the kinds of partners you’ll need and start to build those relationships.