The seven project teams were given a very broad charter to create new tools that would help designers who are concerned with user experience (for more detail, see the project brief). Each team studied and worked with designers at a partner site doing software design, product design, museum exhibit design, or organizational design. Some teams ended up developing computer-based tools, others worked on developing new design practices, some of which were very low tech. The course emphasized aspects of design that deal with developing empathy with users and their experience, and each team interpreted this in a unique way. The resulting projects were thought-provoking and led to promising directions for further development. Several of the projects are being developed for further use either by the partner site or in future d.school courses and projects.


Bridging the empathy gap between designers and users

Eva Bauer, Sarah Stein Greenberg, Joy Liu, Douglas Wightman

The team working with the San Francisco Museum of Modern Art focused on the difficulties that exhibit designers have in understanding how to design for an audience that has very different backgrounds, experience, and tastes. They developed a teaching process to bring these issues to the fore and lead designers to reflect on their own assumptions and see how those guide their design.

They chose the common act of preparing food as an example of design, both because it highlights issues of individual and cultural difference, and because it engages people's feelings in a personal but comfortable way. In the process, a group of designers are given a collection of simple cold ingredients and asked to prepare a lunch for a person they don't know. They are free to select, mix, match, and decorate, with the only constraint being that they want to please the recipient. They then present the lunch to a "user" and get feedback on how the user responds to it. Throughout the process and in a debrief, they are led into discussion about what matters to them in design, how they think about what they are producing, and about the people who will "consume" the result.

The team refined this process through testing it with their partner team at SFMOMA and with a group of designers at IDEO. They found that this simple exercise leads people to reveal and examine critical assumptions about design. The response from both test groups was enthusiastic surprise at how much value they got from it. We are planning to use it as part of future design-thinking courses in the d.school.


 

Facilitating change in innovation practices

Howard Chiou, Kevin Collins, JW Kim, Maryanna Rogers

The IDEO transformation practice works with people from a wide range of industrial companies to foster new practices of innovation within the company. As with all kinds of personal, social, and organizational transformation, the hard part is making it stick. It is easy to present new ideas and get people excited about them, but it is much harder to make changes that stick after the "transformers" finish their consultation and go away.

One team worked with the IDEO partners and with the Design Services Team at SAP to develop ways to reinforce and maintain the innovation practices that were being taught. They studied theories and techniques of behavior change in personal and social domains, and experimented with habit change techniques in simple settings as a way of getting insights into how they work. They developed tools to integrate habit change thinking into the transformation workshop by getting participants to reflect on their own habit-change experience, and applying a framework incorporating physical reminders, social context, and reward structures.


 

Prototyping living displays

Scott Doorley, Bjoern Hartmann, Sohyeong Kim, Parul Vora

Museum experiences, like software interfaces, present a challenge to the designer in that they take a lot of work to build, but it is hard to know what will really work until users try it out. There is a tremendous body of research and tools for software prototyping, and this team extended the idea of low fidelity rapid prototyping into the domain of full-scale interactive displays, like those at the Tech Museum of Innovation, where they worked with a group of display designers.

The team created a software-hardware tool that combines automatic capture of sketching on large whiteboards, tools for animating sketches and connecting those animations to physical control devices, and a "wizard-of-Oz" technique for running those animations to create an interactive full-size version of the display. With this tool, an exhibit designer can create interactive experiences in less than a day, making it possible to get many rounds of feedback before committing to a costly build of the real physical display. The system is operative and a short paper and video have been submitted to the conference on User Interface Software and Technology.


 

Turning brainstorms into a reviewable resource

Jay Akkad, Dean Eckles, Paul Lin, Kris Woyzbun

In most design settings, initial ideation is accompanied by the creation of brainstorming artifacts, such as sketches. As the process goes forward, these become a resource for reviewing what has been done, revisiting ideas, recalling conversations about issues, and providing a "team memory" of the project. Often, even if these artifacts are digital, the informal sequential way in which they are produced leads to their being in undifferentiated heaps, hard to find and therefore left sitting unused. On the other hand, attempts to get designers to classify and carefully file their brainstorms generally fail, because they create an extra burden of up-front work.

This team, based on their studies and discussions with designers at Synaptics, saw that current trends in the organization of photos and images on public sites such as Flickr could be the key to making brainstorm sketches a living part of a design practice, going beyond individual projects and providing a basic resource for design. They created an interface that makes use of informal tagging techniques that have been made popular in Web 2.0 applications such as Flickr and de.licio.us, lowering the overhead and distributing the work of saving, classifying and retrieving past work, creating new communication practices for designers.


Bringing personas to life

Tiffany Card, Gregor Hochmuth, Sara Kalantari, Cameron Koczon

Cooper Design has developed a powerful technique for developing empathy between designers and users, though personas: richly drawn lifelike characterizations of the people they envision using the product. They invoke these personas in generating and evaluating design ideas, communicating among the design team, and presenting to clients. They develop several personas that explore different aspects of each project. In doing this they are limited in the amount of resources they can put into each. Most of their personas are simple textual descriptions since richer media, such as video portraits, would be far too costly to produce except in special cases.

This team developed a new image-based approach to bringing life to personas. They created a mashup on top of large tagged public photo collections, such as Flickr integrated as a tool to enable a designer to quickly locate a set of images that capture the personality, concerns, and spirit of a persona. The persona-design tool integrates this search with easy way to produce a dynamic photomontage that gives a more visceral expression of the persona's interests and attitudes and can play a role in all aspects of the design process.


Mock communication

Ronald Ho, Forrest Li, Huey Quik, Adam Sant

Visual designers of graphic interfaces create many versions of "mocks" - mockups of what a screen will look like, built using a tool such as Photoshop, Illustrator, or Flash. A large number of these "looks-like" prototypes are generated and modified as the designers work towards a final presentation form. This team found that at Google (of all places!) the management of mocks was completely ad hoc, making them hard to find and hard to associate with comments. They developed a prototype system for annotating, searching for, and communicating about mocks.

One insight was that it is often difficult to get colleagues to respond to a request for comments, since commenting can be time-consuming. One prototypes provided a simple tool to designate a visual element and enter comments. Another gave a direct way to simply add smiley faces (and frowny ones) to a mock, so the creator could get a quick reading on what parts needed more work. A mock search tool combined annotation text search with visual thumbnails and a sequential history, to make it easy to search through a series of similar-looking mocks.


      

Construction brainstorming

Ahmed Murad Akhter, Raymond Lui, Marie Moran, Adam Royalty

Product design firms use prototyping as a key part of their process, often building many models that help communicate and answer questions about a product they are creating. But for many firms, such as Speck Product Design, this takes place relatively late in the process, after many of the characteristics of the design have been determined.

This team looked at bringing physical prototyping to the very early brainstorming phases of the project, emphasizing the use of simple generic tools and materials. By engaging the body with the mind in the brainstorming process, designers can see opportunities and explore diverse avenues of the design space. Through a series of prototype "construction kits" they developed a set of tools that have wide applicability and can easily be introduced into the product design practice.