I think the
example with the underwater PC is a great example of the interaction design
process. Many obvious problems – such as the fact that the PC is literally out
of its element, are quite easy to predict and to solve. However, I don’t think
that the bubble issue would come up early on in interviews or questionnaires,
unless the product developers actively search for hidden problems that only
reveal themselves in the right context, such as difficult working conditions or
even emergencies. It’s very easy to get caught up in providing a service or a
product to a group that hasn’t had access to one in the past, without putting
enough thought into why it may be so in the first place. It’s not just about
the idea that divers CAN use PCs too, it’s also about designing it in such a
way that they WANT to.
I also
recognized a lot about the distinction between low and high fidelity prototyping,
and I think that it’s important that every prototype presentation or testing
decision should be coupled to specific questions. Otherwise, you can lose
clarity in defining the requirements, and human psychology or politics start to
get bigger roles than they deserve in the process. In keeping this discussion
from going out of hand, guidelines and standards are useful both for defining a
good scope as well as staying within it.
Prototyping
and field testing, as well as evaluation, even after shipping, are crucial in
understanding the true requirements. This doesn’t need to be simple, as was
proven with the wooden Palm Pilot mockup that Jeff Hawkin walked around with. I’m
sure his findings lead to many improvements in making the Palm Pilot into
something that people would want to carry around – both in terms of its
dimensions but also in more abstract aspects, such as how others around you react
to you when you’re staring into a small screen (or a wooden piece for that
matter). Judging by how people are hypnotized by their phones today, I guess
this wasn’t a very big hurdle to climb. It was probably even a selling point –
the owners could enjoy curiosity and attention from others instead of being
judged.
I think the
chapters do a very good job of showing that it’s the real world results that
count, and that the interaction design requires an open mind and solid
homework.
Q:what can you do to keep an open mind when developing a product?
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