DM-GY 6053 R11 Methods to Help You Define, Synthesise And Make Sense in Your Research

Summary This article delves into methods for making sense of research data in design, particularly within the Design Thinking process. It emphasizes synthesizing this data to understand user needs better. Key methods include sharing inspiring user stories, creating maps, using affinity diagrams for clustering data, developing personas, and framing scenarios. The article underscores the importance… Read more DM-GY 6053 R11 Methods to Help You Define, Synthesise And Make Sense in Your Research

DM-GY 6053 R11 Dam & Siang, Personas

Summary of the Article The article from Interaction Design Foundation discusses the concept and application of personas in design. Personas are fictional characters created based on research to represent different user types of a service, product, site, or brand. They help in understanding user needs, behaviors, and goals, simplifying the design process, and guiding ideation… Read more DM-GY 6053 R11 Dam & Siang, Personas

DM-GY 6053 R10 Designing for Interaction I

Summary This article offers a comprehensive overview of interaction design, exploring its significance, evolution, and multifaceted nature. It emphasizes how interaction design is integral to making technology usable and enjoyable, highlighting everyday examples like ATMs, MP3 players, and social media platforms. The article traces the term’s origin to Bill Moggridge in 1990 and discusses its… Read more DM-GY 6053 R10 Designing for Interaction I

DM-GY 6053 R10 Prototypes: What Do Prototypes Prototype

Summary The document explores the purpose and use of prototypes in designing interactive computer systems. It argues that the effectiveness of a prototype depends less on its physical attributes and more on its ability to answer specific design questions. Houde and Hill propose a model that categorizes prototypes based on three dimensions: role, look and… Read more DM-GY 6053 R10 Prototypes: What Do Prototypes Prototype

DM-GY 6053 R9 The Promise of Empathy: Design, Disability, and Knowing the “Other”

Summary This paper talks about the promise of empathy. They analyze the empathy activities aimed at minority people and how acts of empathy-building may further distance people with disabilities from the processes designers intend to draw them into. Takeaway For users with disabilities or minority groups, we should not try to mimic their behavior to… Read more DM-GY 6053 R9 The Promise of Empathy: Design, Disability, and Knowing the “Other”

DM-GY 6058 R8 Design Research Chapter 2

Summary This chapter introduce qualitative research and introduce different types of qualitative methods. It provides knowledge of the type of it, the benefit of it, and what rules should we follow when creating a qualitative research method. Takeaway Benefit Behaviors, attitudes, and aptitudes of potential and existing product users Technical, business, and environmental contexts—the domain—of… Read more DM-GY 6058 R8 Design Research Chapter 2