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Video as a prototyping tool for connected products

Video as a prototyping tool for connected products

Martin Charlier @ O'Reilly Design Conference 2018
This is a talk about how video is a powerful tool for rapid low-fi prototyping of connected products & the Internet of Things. This talk argues how this method is useful, shows how it builds on existing prototyping methods and gives a practical example for how you can apply this method. Finally, the talk shows how the same ideas and principles of animated or filmed artefacts can be used at different levels of fidelity and focussed on different purposes.

NOTES:
Hi, I'm Martin, A bit about me:
- Product Manager, Come from an ID background, Been working in UX and Service Design in the last years.
Worked at various agencies in Germany and London, Industrial design but more recently UX strategy and research
Co-author of Designing Connected Products, Check it out at the O’Reilly booth
Now Product Manager at Unmade, Fashion technology startup in London, Technology to enable on-demand production and customisable garments with supply chain integrationI want to do a shout out to my friend and collaborator Tom Metcalfe here
Video prototyping is something I learned from him and together we developed it furtherSo, I’m here to talk about video as a prototyping tool for connected products
Let’s begin by saying that prototyping is probably my favourite part of any project
I’m a big believer in early, low fidelity rapid prototyping.
One of my favourite tools is Keynote - It’s built-in animation and transition effects can be so...

Martin Charlier

March 23, 2017
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Transcript

  1. 6 You might learn more about user experience from a

    wooden block and a chop stick than from an high-tech prototype.
  2. 7 Through early low-fi prototyping, you can ask big and

    fundamental questions about your product before you sink too much cost. • Would people use this? • How would it have to work to be desirable? • What would it feel like to use this? • Should we build this at all?
  3. 9 Challenges with connected products • The interface might be

    controls on a new kind of device. • The interface could be non-screen based, like voice, gesture, proximity, physical interaction. • Interaction might happen across different devices, across space or time. • The overall experience doesn’t just happen on a computer or a mobile - it involves unboxing, manuals, different devices, installation… Above: Tado Thermostat Below: Jordi Parra’s Spotify Box (http://blog.zenona.com/)
  4. 10 Challenges with connected products • The interface might be

    controls on a new kind of device. • The interface could be non-screen based, like voice, gesture, proximity, physical interaction. • Interaction might happen across different devices, across space or time. • The overall experience doesn’t just happen on a computer or a mobile - it involves unboxing, manuals, different devices, installation… Amazon Echo
  5. 11 Challenges with connected products • The interface might be

    controls on a new kind of device. • The interface could be non-screen based, like voice, gesture, proximity, physical interaction. • Interaction might happen across different devices, across space or time. • The overall experience doesn’t just happen on a computer or a mobile - it involves unboxing, manuals, different devices, installation… Fujifilm manual
  6. 12 Challenges with connected products • The interface might be

    controls on a new kind of device. • The interface could be non-screen based, like voice, gesture, proximity, physical interaction. • Interaction might happen across different devices, across space or time. • The overall experience doesn’t just happen on a computer or a mobile - it involves unboxing, manuals, different devices, installation… Photo by Ari Jay Comet (www.arijaycomet.com)
  7. 15 Bootstrap HTML/CSS/JS Objective-C / Swift • Software UX tools

    are often too screen centric too soon. • They don’t really work for Voice or Gesture UIs. • Prototyping user journeys that happen across multiple screens or devices isn’t ideal. • It’s easy to forget the physical context around the device.
  8. 17 • Industrial design and physical prototyping methods often lack

    interactivity at the low-fi level. • You need electronics - this can be time-consuming. • Electronics can become a barrier quickly. • Easy to get carried away with optimisation.
  9. 22 The first association for ‘video’ 
 in design is

    often a polished, CGI 
 heavy vision film illustrating a 
 shiny, seamless future.
  10. 23 What makes video great • Effortless to follow •

    Easy to share • Conveys what an experience feels like - viewers gain empathy with the actors.
  11. 24 Dissecting video • Script/Scenes = Description of action sequence

    • Set = The physical context in which action takes place • Actors = Multiple humans that carry out actions or interact • Props = Physical things, mock-ups, prototypes • Special Effects = Things, actions or behaviours that don’t exist
  12. 25 Dissecting video • Script/Scenes = Description of action sequence

    • Set = The physical context in which action takes place • Actors = Multiple humans that carry out actions or interact • Props = Physical things, mock-ups, prototypes • Special Effects = Things, actions or behaviours that don’t exist The user journey you iterate and develop
  13. 26 Dissecting video • Script/Scenes = Description of action sequence

    • Set = The physical context in which action takes place • Actors = Multiple humans that carry out actions or interact • Props = Physical things, mock-ups, prototypes • Special Effects = Things, actions or behaviours that don’t exist How you gain (and convey) empathy with the user and their context
  14. 27 Dissecting video • Script/Scenes = Description of action sequence

    • Set = The physical context in which action takes place • Actors = Multiple humans that carry out actions or interact • Props = Physical things, mock-ups, prototypes • Special Effects = Things, actions or behaviours that don’t exist Working across different touch points, interface types, spaces and taking into account multiple users.
  15. 32 Gestural interface for a cooking hob Script / Scenes

    Rapid iteration through alternative options you’re unsure about Non-screen based interfaces
  16. 34 Connected loyalty coffee cup Actors & Props Interactions that

    involve multiple users and cross- device interactions.
  17. 36 A connected fishing rod?! • It’s a way to

    figure out whether something is a good idea before investing much time & money.
  18. 37 It’s more about the process than the outcome 80%

    (The process) • Rapid iteration and decision making. • Exploration across physical context, multiple devices, time and space. • Forces you to think in a time-based sequence of events - a user journey. • Acting out: Empathy with the user. How it might ‘feel’ like using this. 20% (The video) • It’s self-explanatory and shareable. • Film is a widely understood medium that is easily digestible. • Less ‘loss in translation’, relies less on imagination of others. • It lets viewers judge plausibility (they get a degree of empathy).
  19. 40 Forces you to focus on specific interactions & simplify.

    1. Select herb type 2. Start paring 3. Confirm on sensor 4. Install sensor 5. See notification
  20. Substitution 41 The ‘Stop Trick’ (or ‘Substitution splice’) Recording STOP

    START • Don’t move the camera. • Keep the same shot. • Only move the parts that change.
  21. 42

  22. 43

  23. Beyond this low-fi method, there are quick ways of using

    video that have lots of potential. 45
  24. 47 Sketch-A-Move: Slightly more elaborate. Both a demonstration and an

    exploration. Anab Jain & Louise Klinker http://superflux.in/index.php/work/sketch-a-move/
  25. 48 Sketch-A-Move: Slightly more elaborate. Both a demonstration and an

    exploration. http://www.superflux.in/work/sketch-move
  26. 49 Inspiring a team through conveying the vision behind an

    idea. Matthias Kranz, et. al http://www.eislab.fim.uni-passau.de/files/ publications/2006/SketchAMove_preprint.pdf
  27. 51

  28. 52 “What it would feel like being in the theatre

    watching the final film” “Trying to convey that feeling”
  29. 53 The storyboard isn’t just read out, it is performed.

    The emotional feeling of the scene is conveyed.
  30. 54

  31. 56 A storyboard or video prototype can guide the tech

    requirements More info: http://www.cooper.com/journal/2008/12/economizer Design requirements Design requirements Design requirements Design requirements
  32. 58

  33. 59 Cut & paste prototype Issue of The Economist Economist-styled

    mock up paper parts we glued in Cut off headphone socket, glued in. + +
  34. 60

  35. 63 Keynote prototyping Look & feel: Pinching timeline to group

    photos by affinity Explainer: Group photos by affinity when pinching timeline & create album from stack.. Explainer: Tap stack to “uncompress” timeline and go to selected photos.
  36. 65 Builds on low-fi methods • Storyboarding • Enactment •

    Paper prototyping / physical prototyping • Wizard-of-Oz
  37. 66 Works at a range of levels of fidelity Animated

    storyboard Instagram sketch High-fidelity film with low-fi prototypes
  38. 67 Has a range of uses • Iterate and refine

    your design • Articulate a joint vision • Document design requirements • Test user desirability • Convince investors or backers