User needs- yes but how can we identify certain needs that we may not know of. Also, products may not always be based on user needs, instead they are based on aesthetics which attract the consumers.
Key characteristics (user experience)- yes but how can the users know how much intitial experience they want. They would not even have got used to the idea of the product yet.
Budget- spending over the budget is eminant because to know more or less exactly what the customer wants the company has to be prepared to spend the money.
Ethnography- yes but taking into account what the user may do with product is contradicted if there is no activity which can be observed.
Interviews- yes but how can potential users be asked questions about a product they've never had the chance to use. this leaves it pretty much open for the designer. The only way this can be more specified is by asking the right questions.
Establishing requirements- yes but it is hard to establish certain requirements when the user has not actually experienced it. user-centered design assumes that there is already a set of activities and needs.
Context requirements- yes but there are so many contexts to take into consideration, every single one may not be covered. designers must think about the ever changing environment, it can be hard to keep up with.
Prototyping- yes but it is difficult to do a draft prototype of a intricate realtime system. in some cases it might be best to jump into the proper product as it will have to be implemented in hi-fi any way.
Lo-fi prototyping- yes but this type of prototyping has its limitations. The user has nothing to respond to, a proper scenerio cannot be used. thsi type of prototyping can be only tested visually and theoretically rather then practically and in real life context.
Hi-fi prototyping- yes but are the tools and equipment the right ones in order to portray and demonstrate pervasive computing concepts.
Evaluation- yes but a valid evaluation can only be made once the product has been fully made and tested by users.
IDEO- Implications for technology design
1st photo
- People sitting on the side walk reading the paper and such like.
- Social place.
- People interacting with each other e.g. internet cafe.
- PDA's for reading daily news.
- People walking and wanting a place to sit and rest.
- This place can allow them to do more things then just rest.
- Give public the opportunity to engage and interact anywhere.
- Peoplel can rest and also work on their laptops with the provided facilities.
2nd photo
- Motion sensors for the lighting.
- Kiosks buil into the wall so that users can access relevant information e.g. how to get to a certain area of the building or to find out a room name.
- Automated doors.
- Camera installation.
- Automated vents.
- Sprinklers.
- Air conditioning.
- Type of escalators to get people from one end of the hallway to the other.
3rd photo
- Computer screen with user trying to find something out with his fingers.
- Could be measuring or finding out one thing in relation with the other.
- A touch screen computer.
- All in one printer to reduce space.
- A use of laptop to make use of space.
- A computer with a TFT screen.
- Customised software.
4th photo
- Car parks in more then one space.
- Maybe does not know this has occured until she or he comes out the car.
- Parking sensors to let user know if they are in or have overparked.
- Ticket machines.
- Security for the cars.
5th photo
- Touchscreen to read news papers- users can select different newspaper companies and conveniently select specific articles.
- Heated rails.
- Toilet paper built into the wall and automated.
- Toilet with sensors-opens when person is near.
- Flush with sensor.
No comments:
Post a Comment