Prototyping with Junk - Semantic Scholar

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Prototyping with Junk Nancy Frishberg, PhD > [email protected]

Interaction designers typically work with

cation both within a team, and

ior engineering staff and managers had

digital prototyping tools that have 2D (or at

between the team and other stake-

recently become a single divisional unit. As

best 2.5D) visualization capability, e.g.

a team-building exercise, we divided the

holders

Photoshop, Illustrator, Visio and even

• makes design tangible: gives a prod-

Powerpoint. Carolyn Synder’s book Paper

uct concept or workflow a physical

Prototyping encourages interaction design-

instantiation

group into eight teams, matching the number of workgroups in the division. Each team had at least (and often at

ers, irrespective of artistic training or confi-

• costs little: quickly visualizes proposed

most) one person from each featured work-

dence in sketching, to use paper and mark-

solutions with little investment of time

group, while the other team members were

or money

from the other departments. All teams had

ers to mock up screens [1]. She promotes these artifacts for their speed, low cost,

• promotes fun at work: The playful

a time limit and a table full of starting

ability to make ideas tangible, and lets

attitudes that are associated with

materials (with additional extras in a com-

users respond to them.

these materials allow creativity to

mon area). Their task was to “describe the

blossom.

workgroup’s mission and function in our

Industrial designers often make rough

division and the company.”

3D models simply to play out ideas in lowcost but physically tangible form. Likewise,

Where Have We Used Junk?

Results: We ended up with eight highly

This technique has been successfully

distinctive models, made of paper plates,

by architects, structural engineers, and

used for team-building and at design work-

pipecleaners, cornstarch “peanuts,” and a

industrial designers both in training and in

shops. The challenge for planners is deter-

variety of playful materials that represent-

practice.

mining how much (or how little) structure

ed the organizational chart, the workflow,

to give in the design problem. The amount

the relationships between departments, or

three-dimensional modeling is employed

Why Junk? We take paper prototyping one step further. We bring the materials of kinder-

of abstraction can also be adjusted to focus

a key process used by that department.

on product, service delivery, or workflow, as

The exercise revealed the department func-

just three examples.

tions by overtly showing intangible rela-

garten to the world of design to achieve at least four goals. Prototyping with junk... • makes you talk: encourages communi-

i n t e r a c t i o n s

tions or activities. It also paved the way for

Management Team Building

continuing communication among new

With a corporate reorganization, 60 sen-

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The Art of Prototy ping CHI2004|ICSID FORUM This two-day session aimed to familiarize

aged each team to prepare an artifact to discuss with users.

Materials collected from the recycling

interaction designers (IxD) and industrial (or

Results: Again, participants were

bin are great additions to those found at

product) designers (ID) with one another’s

impressed by how Presumptive Design

school supply shops, the dollar store, and

work practices by posing a design chal-

allowed competing solutions to be iterated

sale tables of your favorite craft counter.

lenge, offering a genuine encounter with

rapidly with customer feedback.

Picnic supplies, such as paper plates, as

SECTION

target users and providing time for revision

88888 S P E C I A L

What Is Junk?

of initial designs (http://www.chi2004icsid-

well as cafeteria (or fast food) cardboard

Usability Sprint II

trays work well as a base or frame for

forum.org). Most of the 40-plus people

“Prototyping with junk” was one seg-

other structures. Pipecleaners, packing

who attended this meeting were strongly

ment of a multiday experiment in extreme

materials, coffee stirrers, toothpicks,

identified with one design practice or the

usability (http://www.flossusability.org/

wooden ice cream sticks, wire hangers,

other. The 3D prototyping activity constitut-

wiki.pl?Sprint200508Agenda). Working

egg cartons, and the usual selection of old

ed two hours (or less) of the first day

with one of the three focused projects, we

magazines or gently used gift-wrapping

(before visits to target users), and a seg-

invited three teams of two to three users and

paper and ribbons also make great proto-

ment of the second day (when designs

developers to spend just over an hour and

typing materials. We supply inexpensive

were refined based on what had been

portray their understanding of a workflow

plastic toys, party supplies, twist-ties,

learned from user contact). Each of the six

for a proposed Web site. The participants

modeling clay, candy past its expiration

teams showed their junk prototypes in the

functioned as designers for these few days.

date, and beads, as well as various sorts of

final judging event, recapping product con-

We left open to each team which workflow

cutting implements, glue, and tape. Paper,

cepts and processes used.

they would depict; prior discussion had hint-

Results: Participants gave the exercise

ed at several possible choices. In fact, each

positive reviews, appreciated the chance to

team chose to model the same workflow —

use Presumptive Design (see the prior arti-

a “find” task, rather than the “contribute,”

cle by Leo Frishberg) including rapid, itera-

“collect,” or “compare” tasks.

tive prototyping (and customer feedback) in

Results: The three prototypes revealed

the exercise, and expected to incorporate it

different details of the user’s path, decision

into their work practices at home.

points, risks, and successes. The fact that all three teams focused on the same workflow

SEC05

scenario may have indicated a shared belief

Fashioned on the CHI2004|ICSID Forum,

that the chosen task is easier to describe,

this workshop was organized as a two-day

though none would claim this task is more

hands-on exercise in design. Participants

important nor frequent. The discussions

ranged in background and professional

during prototyping accomplished two

identity from engineering, marketing,

goals: i) deepening everyone’s understand-

research, only a few of whom call them-

ing of the specific problem (workflow for

selves designers. Like the prior event, the

“find”); and ii) causing strangers to

four teams had two hours to prepare for

become collaborators. The discussion fol-

their encounter with the target user popu-

lowing prototyping focused quickly on the

lation and a wealth of “junk” materials.

other scenarios, and referred back to the

Unlike the prior event, we explicitly encour-

models in extending solutions.

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A clear plastic lid is recycled as the dial of a prototyped pill dispenser.

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pens, and crayons are invited as well.

Observations Most work activities favor the person who excels in spoken or written communication. In most business environments, visualization is appreciated, but not cultivated. Prototyping with junk goes one step further by stretching and elevating tactile and spatial modes of expression. As we observe industrial designers in these modeling activities, we notice that figure and ground are willingly turned upside down: Containers and the wrappers often become the primary prototyping materials in these exercises. Creative design employs nonliteral thinking in the physical dimension to induce thinking outside boundaries in more abstract functional dimensions. The exercise values novelty, approximation, and humor [2]. People of all backgrounds portray the intended object, simu-

REFERENCES

1. Snyder, Carolyn, Paper

Prototyping: The Fast and Easy Way to Design and Refine User Interfaces, New York: Morgan Kaufmann, 2003. 2. Weinstein, Matt, Managing to Have Fun, New York: Simon & Schuster, 1996.

lating rough shape or relative size or weight, while distorting or ignoring many

ABOUT THE AUTHOR

Nancy

other dimensions. Attitudes toward

Frishberg consults with organiza-

abstractions such as processes are revealed

tions to design products and services by employing qualitative

in juxtaposition, metaphor, and narrative. One downside of prototyping with junk is that its benefits accrue to physically present participants. We’ve attempted to

and quantitative data-gathering methods in their strategic decisions. Her professional career spans industry, academia, and nonprofit organizations. At Sun Microsystems, her team conducted the

include people remotely by audio or even

first laboratory usability study (2001) of the

video conference, but so far have found it

GNOME desktop, a large scale Open Source

difficult to integrate the local and remote.

Software project. At New Media Centers, Apple,

The overt, externalized results appear as these representations made of otherwise useless materials. The covert, intangible

and IBM, Nancy advanced academic computing for teaching and learning, and created awardwinning multimedia applications with tools designed for nonprogrammers. Frishberg holds a

results include lasting communication with-

PhD in linguistics from University of California,

in an ephemeral or stable work group.

San Diego. Leo is her brother.

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