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tokyo-tech-dtf-2019-storytelling

 tokyo-tech-dtf-2019-storytelling

Masanori Kado

May 07, 2019
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  1. RE-GUIDANCE • Syllabus: https://titech-edp.github.io • Today's Slack Channel: #realtime-20190511 •

    It's WELCOME to externally publish (ex. Twitter, Blog, Instagram ) #titech-edp • Homework Submission: #homework-20190420 • Encourage to discuss with Slack and see around other teams' channels !! 2
  2. ICEBREAK 1/3 • Make a group of 4 or 5.

    • Search images by "mysterious object" etc. and pick one object as a group. • Individually draw the object (and write your name) and share it with the group. • Take a photo of all of the sketches and upload it to the slack#realtime-yyyymmdd. 4
  3. ICEBREAK 2/3 • Create as many stories as you can

    with STORY SPINE about the obj. • Each person writes a step by turns. • STORY SPINE (by Kenn Adams): 1. Once upon a time... (あるところに……がいました) 2. Every day... (毎⽇のように……していました) 3. Until one day... (あるとき……が起こりました) 4. Because of that... (それによって/そのせいで……ことになりました) 5. Because of that... (それによって/そのせいで……ことになりました) 6. Because of that... (それによって/そのせいで……ことになりました) 7. Until finally... (ついに……しました) 8. And ever since then... (それからというもの……) 5
  4. • for members 
 to get a common understanding •

    for users
 to reply useful feedback to us • for partners
 to offer to help us STORY TELLING for ... 14
  5. Ki-Sho-Ten-Ketsu • Kishōtenketsu describes the structure and development of classic

    Chinese, Korean and Japanese narratives. • 起:The first verse introduces the female characters of the story. • 承:The second verse gives more details about both. • 転:Verse three goes astray to an unrelated territory. • 結:Verse four explains. • The concept has also been used in game design, particularly in Nintendo's video games, most notably Super Mario games; their designers Shigeru Miyamoto and Koichi Hayashida are known to utilize this concept for their game designs. 24 Source: https://en.wikipedia.org/wiki/Kish%C5%8Dtenketsu 起承転結
  6. Super Mario 3D World's 4 Step Level Design 25 Super

    Mario 3D World's 4 Step Level Design | Game Maker's Toolkit - YouTube https://www.youtube.com/watch?v=dBmIkEvEBtA
  7. STORY SPINE by Kenn Adams • Once upon a time...

    (あるところに……がいました) • Every day... (毎⽇のように……していました) • Until one day... (あるとき……が起こりました) • Because of that... (そのせいで/そのために……ことになりました) • Because of that... (そのせいで/そのために……ことになりました) • Because of that... (そのせいで/そのために……ことになりました) • Until finally... (ついに……しました) • And ever since then... (それからというもの……) 26
  8. Pragmatic Persona by Jeff Patton 29 ↓Name and Role ←

    Situation and Context Face → Profile → ← Product implications (interaction with the product) Source: https://www.stickyminds.com/article/how-pragmatic-personas-help-you-understand-your-end-user
  9. [info] Persona - Descriptive model of users 30 “Personas are

    not real people, but they are based on the behaviors and motivations of real people we have observed and represent them throughout the design process. ” —About Face 3: The Essentials of Interaction Design by Robert Reimann; Alan Cooper; David Cronin
  10. [info] Persona - Descriptive model of users 31 “If you

    try to design an automobile that pleases every possible driver, you end up with a car with every possible feature, but that pleases nobody. ” —About Face 3: The Essentials of Interaction Design by Robert Reimann; Alan Cooper; David Cronin
  11. Design Challenge • 1. Share the homework • 2. Choose

    the best idea and/or create new one • 3. Create a storyboard with respect to the idea • 4. Create Personas and (large/small) props • 5. Perform a skit (a couple minites) 35 〜13:20:Lunch 13:20〜:Skit
  12. Why do you think the “idea” is the best? 41

    Use the Design Principles as a Milestone or “Save Point”
  13. Example of Competitive Positioning Map 48 Source: Innovator’s Toolkit: 10

    Practical Strategies to Help You Develop and Implement Innovation by Harvard Business School Press Published by Harvard Business Review Press, 2009
  14. DEBRIEF • What are some questions you have about •

    Design Principles • Reflective Action Sheet • Competitive Positioning Map • 9-window tool 53
  15. PITCH (Elevator Pitch) • "a short description of an idea,

    product, company, or oneself that explains the concept in a way such that any listener can understand it in a short period of time. " • "The name—elevator pitch—reflects the idea that it should be possible to deliver the summary in the time span of an elevator ride, or approximately thirty seconds to two minutes." 56 http://www.slush.org/slush-tokyo/slush-tokyo-2018-pitching-contest-semi-finalists-announced/ Source: https://en.wikipedia.org/wiki/Elevator_pitch
  16. Popular Structure • For (target customers)
 これは「現在、市場に流通している代替⼿段」で問題を抱えている 
 (※⽇本語は次の項⽬と順番が逆) •

    Who are dissatisfied with (the current market alternative)
 「ターゲット顧客」向けの • Our product is a (new product category)
 「製品カテゴリー」の製品であり、 • That provides (key problem-solving capability).
 「製品で解決できること」ができる。 • Unlike (the product alternative),
 そして、「対抗製品」とは違って、 • Our product (describe the key product features).
 この製品には「主な機能」が備わっている。 58
  17. How to sound smart in your TEDx Talk 59 TEDxで賢そうにプレゼンする秘訣

    https://www.tedxtokyo.com/translated_talk/how-to-sound-smart-in-your-tedx-talk/?lang=ja
  18. Final Presentation (the last class) • 10 min for each

    team. • 1. Pitch (about your main product, using the previous template) • 2. Skit (about your main product): could be included in the pitch • 3. Design Process (how to design your products, including rejected ideas) • Upload the slide to Slideshare or SpeakerDeck, and submit the URL to Slack#final-presentation- b after the presentation. 62
  19. Schedule • 5/18 • AM: Lecture of Prototyping • PM:

    Prototyping and Preparation for the final presentation • Homework: Preparation for the final presentation • 6/1 • AM: Preparation for the final presentation • 13:20-14:20: Presentation (1) (3 teams) 10 min presentation + 10 min feedback • 14:35-15:35: Presentation (2) (3 teams) 10 min presentation + 10 min feedback • 15:40-15:50: Reflection • 16:30- Party • Homework: Presentation Slide and Personal Report (w/ google form) 63
  20. Summary • Storytelling plays a big role in product development.

    • Stories have a structure. • You should reflect on yourself to encourage a sense of ownership • Design Principles and Reflective Action Sheet • You should broaden your perspective with survey. • The presentation is a kind of story. • Therefore, the presentation has a structure. 64
  21. Homework • Homework: Individually, run through the whole process: 


    0. [option] Previous Steps - Research, POV, HMWQ, Sketch, and so on 
 1. “Storyboard” 
 2. “Design Principles”
 3. “Competitive Positioning Map”
 4. “9-Window tool”
 5. “Reflective Action Sheet”
 6. “Elevator Pitch” • then put them together as a free-form report (.pdf) and post it's LINK to slack #homework-20190511. • Bring your tools and materials (costs at most 1,000 JPY) for prototyping in the next class. • Groupwork: run through the whole process as a team. 68
  22. Reflection • Take a LARGE sticky note. (or Combine two

    notes) • Write down your name (id) and dept/comp. • Write about today (Japanese is OK) : • Keep (Good thing for YOU and TEAM) • Problem (Bad thing for YOU and TEAM) • Try (Improvements for YOU and TEAM) • Suggestion (for this CLASS) • Take a photo of all of the team member's reflections. • Post the photo to Slack #realtime-yyyymmdd. 69 Name (id) and Dept/Company Keep Problem Try Suggestion