The Design Cycle and Brainstorming
From CS 160 Fall 2011
Lecture on August 31st, 2011
[ [slides] ]
Readings
- The Task-Centered Design Process. Task-Centered User Interface Design. Chap 1. Lewis & Rieman
- The Perfect Brainstorm. The Art of Innovation. Kelley.
Discussion Questions
- How does the Lewis & Rieman design cycle compare to the three stage (design, prototype, evaluate) cycle described in class?
- Find the most unusual/creative Android or iPhone app that you can, and include a link. Did the authors describe their ideation process at all? If so, summarize it.
Huan Ji
- The three stages design of our lecture are based on the L&R's design cycle, but L$R has more details about how a designer try to avoid the plagiarism, in which I'm pretty interested. From what I learned about the process of a design, I know that designers need to check the patent website or related information to verify whether our designs plagiarize the others. Compared with the L$R, our lecture seems to be more succinct. However, it has a very clear structure for a design prodecure.
- [[1]]
The Androidify is desinged and developed by Larva Labs and Google Creative Labs. The app is for users to design whatever symbols they want and the modified Android mascots can be shared by the other software such as facebook or other Android systems. No ideation can be available.
Kennyhouse 22:30, 30 August 2011 (PDT)
- The three stages design of our lecture are based on the L&R's design cycle, but L$R has more details about how a designer try to avoid the plagiarism, in which I'm pretty interested. From what I learned about the process of a design, I know that designers need to check the patent website or related information to verify whether our designs plagiarize the others. Compared with the L$R, our lecture seems to be more succinct. However, it has a very clear structure for a design prodecure.
- [[2]]
The Androidify is desinged and developed by Larva Labs and Google Creative Labs. The app is for users to design whatever symbols they want and the modified Android mascots can be shared by the other software such as facebook or other Android systems. No ideation can be available.
Phoebe 21:12, 31 August 2011 (PDT)
1. The Lewis & Rieman design cycle accomplishes the same goal as the cycle described in class, though it goes into a lot more specific detail about how to achieve the end result. Instead of just saying Design, Prototype, Evaluate, they explain exactly what this actually means for the UI designer. Most significantly, they explain the process of Designing and some important elements to keep in mind, such as thinking about your users, remembering what tasks you set out to accomplish and taking advantage of designs that have come before yours. When they discuss Prototyping, they emphasize that you should use cheap, quick methods for your first prototypes because otherwise it can cause you to become lost in the details and miss key problems. Finally, for the Evaluation step, they elaborate that you should take videos, keep notes and carefully watch/listen to anything that the user does while trying your product. These subtleties can lead to key insights and make your product that much better.
2. I found an app that uses the built-in compass in order to detect metal. Granted, its range is not very far, but I thought it was a very innovative idea http://phandroid.com/2009/05/03/android-metal-detector/
Manduo Dong 17:03, 31 August 2011 (PDT)
1. Lewis & Rieman design cycle is similar to the three stage cycle described in class. For the first stage, the author described three crucial things, namely the target (user), the task (task-centered design), and the borrowing (plagiarize). And for the second stage is described as creating a mock-up, and followed by test, track and iterate as evaluation. Lewis & Rieman design cycle provided a more detailed design cycle compared with the three cycles described in class. This design cycle also emphasize a more concrete design called task-centered design which is different from the traditional design which abstract from the facts directly. The prototype cycle is like a continuation of the design cycle, which provide a way to create a mock-up for this task-centered design. Finally the evaluation cycle includes "Test the design with user" section, which makes the users part of the evaluator.
2. This iPhone/iPad app called iBeer allows user to drink a virtual beer using iPhone or iPad. More interestingly it allows two or more users to interact with each other using their i-devices. For example, you can pour you beer from one device to another. I think this unusual app has its own creativity in utilizing iPhone/iPad features. http://itunes.apple.com/app/ibeer-5-beers-coffee!-milk/id283914070?mt=8
Zheng He 16:48, 31 August 2011 (PDT)
The Lewis & Rieman design cycle is similar to the three stage (design, prototype, evaluate) cycle, and has more details on design and evaluate stages. The Lewis & Rieman design cycle makes decisions that are guided by task-centered approach and uses GOMS analysis and cognitive walkthrough in evaluate stage. And the Lewis & Rieman design cycle requires many interactions between designers and users and even in personal level.
The most unusual app I know is a Japanese app, called Puff!. Discarding its intention of the game, I think this app is creative in using speaker,at where users' blowing, to create a virtual wind (to blow up something) in the game that is an impressive interaction between users and the app. https://market.android.com/details?id=bottlecube.android.puff
Kevin.sweeney 14:16, 31 August 2011 (PDT)
1. The Lewis & Rieman reading emphasized a design model that does not allow for rapid prototyping. In their process, every step takes longer than the previous one with the expectation that some sort of "production" design will be released that will have a lifetime of years. It suggests leaving room for small changes by writing modular code but admits that large changes will not be feasible once the product is released.
2. I found Punchd, an Android application that takes loyalty punchcards/stampcards and puts them on your phone. Instead of getting a stamp, users scan a QR code at the register which they can redeem exactly like real loyalty cards.
Michael Chen 22:10, 31 August 2011 (PDT)
1. L&R explains basically the same process as the 3 stage cycle we describe in class but in more detail. The major difference is the heavier emphasis on the earlier development of the product in order to avoid more costly repairs in later stages.
2. Plants vs Zombies. http://www.popcap.com/ . Hands down favorite game of all time because of its "unusual/creative" aspects. Did not find author's ideation process online.
Victor Krimshteyn 12:45, 31 August 2011 (PDT)
1. Although the basic process is similar, the Lewis/Reiman Task-Centered approach seems to be more weighted towards the pre-prototyping, and even probably the pre-design stages. They really suggest having a very clear picture of what an application will do, who will use it, and how they will use it, prior to even beginning the design or prototyping process. Once this is clear, they move on to design, but even for this they suggest not jumping straight in but really examining other similar applications and how they are designed. This is done to both reduce work for yourself and to ease the consumer into using your product. If the design is familiar the learning curve will be slight, and chance of success is higher. Finally, they also talk about evaluating the users, but this is more an afterthought, whereas in lecture this stage seemed to be more heavily weighted.
2.
http://www.hemispheregames.com/osmos/
Osmos is a really cool physics-based game that is relaxing, fun, and has a great soundtrack. The site didn't describe their design process at all, unfortunately.
Liu Chao 17:30, 30 August 2011 (PDT)
- the three state cycle is like the outline of L&R design cycle, L&R describe the detail of how to really make the design work. In my opinion, it's a typical way of task-centered design, I forget when and where but I do remember there are some new way called "parallel design" which is a faster way of designing. L&R is a good guide for us,AKA students, who are new to design. I think I may spend more time on it and understand the step of design.
- [slideIT]
there is no detail of how the idea come out, but in my opinion, it should go as
- 1. find a way to type faster.
- 2. type without finger leave the keyboard
- 3. type in a line
- 4. write the slideIT program
- 5. test and rewrite
it must be invented by someone who really love send messages and doing a lot of research on different people. It really improve texting speed and easy to use. simple but useful.
Kennyhouse 22:30, 30 August 2011 (PDT)
- The three stages design of our lecture are based on the L&R's design cycle, but L$R has more details about how a designer try to avoid the plagiarism, in which I'm pretty interested. From what I learned about the process of a design, I know that designers need to check the patent website or related information to verify whether our designs plagiarize the others. Compared with the L$R, our lecture seems to be more succinct. However, it has a very clear structure for a design prodecure.
- [[3]]
The Androidify is desinged and developed by Larva Labs and Google Creative Labs. The app is for users to design whatever symbols they want and the modified Android mascots can be shared by the other software such as facebook or other Android systems. No ideation can be available.
Kate Feeney 17:30, 30 August 2011 (PDT)
- The L&R design cycle seems very similar to the three state cycle described in lecture repeated a few times. The first time through the designing process includes figuring out who the system is for and what should it do and then choosing representative tasks. The prototyping process includes roughing out the design and then it is evaluated by thinking about it. Creating a mock-up or prototype is the process of redesigning and prototyping, which is followed by evaluating by testing the design with users. This is the second loop though. The cycle still continues after the design is built by tracking the design (evaluating), change the design and then release updates.
This is an app that simulates a mechanical stapler. The authors did not describe their ideation process but it seems obvious from statements like, “Untill now, the dream of stapling without a stapler remained just that, a dream. Only with the latest advances in virtual reality technologies has that dream become a true reality!” that they were open to sill and crazy ideas.
Phillip Carpenter 16:59, 30 August 2011 (PDT)
- In class we talked about the ability to quickly prototype a design. But L & R seem to place more emphasis on slowing down the design process to make sure its great before any prototyping begins at all. They emphasize starting from points as drawing/sketching on paper, and demonstrating just that to users. This is interesting because it forces even the basic design sketch to be detailed and filled with enough thought to make it presentable to a user, whereas most people would just bust out a quick paper design and immediately proceed to building a prototype to show off to users. The upside of that is that it allows for more adaptation I think in the prototyping phase, but the downside is that there is also more risk of things going wrong, or of potentially having to start all over again if one is not careful. I like L & R's approach of slower design before prototyping better.
- [4] 'metal detector'
I couldn't find the actual page for this app, only someone blogging about it on this page, so no ideation process was found. But I thought the idea of a metal detector on your phone was pretty cool. It makes me think of when I go to concerts, and they scan you with that rod before you go in, but now I just picture all these bouncers pulling out their androids and scanning people with them :)
Ivan Motyashov 19:12, 30 August 2011 (PDT)
- Conceptually, the L&R cycle follows the design-prototype-evaluate cycle very closely, putting a lot of emphasis on design and evaluation, somewhat skimming over the prototype stage. In addition, they introduce a new step -- tracking and changing the design after the implementation is complete, suggesting that the process may repeat itself indefinitely as the needs of the end-user evolve. Otherwise, it appears that L&R are concerned not with presenting the design-prototype-evaluate cycle per se but, assuming it, propose a practical way to implement it.
- Bubble Snap
This app, as the name indicates, is a bubble wrap snapping simulation. The author does not talk about his ideation process but it seems likely that the idea came to him through observing his own or one of his friends' compulsive fascination with bubble wrap and inability to keep it intact. Indeed, 'tis a very strange and very widespread bug in the human brain.
Yjin 19:28, 30 August 2011 (PDT)
- At first the models talked about in class and L&R model seem very similar to each other each having a design, prototype, and evaluation steps. While in both there is a focus on observing existing practices, L&R seems to put more emphasis on the need for decision between innovative and creative new design and using pre-existing and accepted design. This indicates that there might be proper timing to introduce innovation and this timing is what determines whether your products will succeed or not. As for the prototyping process, both are similar in the way that both lecture and the reading shows the importance of working on pieces at a time and testing these rapidly as opposed to building everything at once. The difference is that in L&R, there is a clear indication that modularity should be a theme in creating this product. Finally, in Evaluation, both does focus on the need for test with real users as humans are generally unpredictable. The lecture does, however, focus on other methods in addition to having users test it.
- Parallel Kingdom
I'm a big fan of reddit and a few months ago, I've heard about a game very similar to this where as you walk around, your in game avatar also moves around inside the virtual world. Although it's different, because it's so similar, I decided to just use this. There is no idealization process that I could find for this game. I thought that this app was interesting in that, it actually overlays virtual world with reality and thus providing the users with quasi-virtual world experience of sorts. Although I don't have this game, I think this style of game encourages people to actually go outside rather than just staying inside at home and lazying around all day when they're bored.
Januardo Kusuma 20:07, 30 August 2011 (PDT)
- The L&R model really focuses on "perfect", extensive design. A good design of a software means less time in coding since there will not be any change required once you start coding. As for the three stage cycle described in class, it does not spend as much time as the L&R model on the design process. Overall, both of them are really similar to each other. L&R just goes more deeply into the design process to make sure less changes in the software.
No ideation found. One of my friends uses this app and it is really helpful to use since we sometimes forget where we park our car.
Tai Schuller 20:18, 30 August 2011 (PDT)
- The L&R cycle and the design, prototype, evaluate cycle share a lot of similarities. Both cycles emphasize that a lot of work must be put into design before any code is even written. The L&R cycle seems to spend more time in the design stage though, with a stage for rough design and further contemplation on this design before entering the prototyping stage. I found the part in the L&R cycle about temporarily assigning designers to customer service duties an interesting way to make sure that the design was implemented according to custormer specifications (although I'm sure the designers aren't too keen on this idea). This makes the L&R cycle seem more of a long term cycle that continually tracks bugs and desing flaws.
Turns your phone into a heart rate monitor. My initial reaction, which also seems to be a slogan for this app, was "Huh, I didn't know phones can do that". It's a very creative way to use the phones' camera. I couldn't find an ideation process, but I would guess it'll be for people who are into fitness or running, and would like to keep track of their heart rates for optimum exercising.
Warren He 20:24, 30 August 2011 (PDT)
- First, the Lewis & Rieman design cycle seems to describe a bigger process that surrounds the three stage cycle described in class. There is more detail on what comes before the initial design (i.e., think about what people really want to do and take ideas from existing products). Also, there is less work included in the iterative portion. Lewis & Rieman's cycle only has the designer working on mockups, which I assume are not an interactive prototype of the product.
- Instant Heart Rate. According to the developer, their app uses "the same technique that medical pulse oximeters use." So yeah, plagarize, as the reading would have it.
Sakura Reyes 20:34, 30 August 2011 (PDT)
- The L&R version of the design cycle seems to be largely a more-detailed implementation of the ideas described in class. That said, there seems to be a greater emphasis on the 'pre-production' and before-prototype design phase, with several steps dedicated to hashing out a system in significant detail and building some 'pre-mockup' idea illustrations before ever getting to the prototype stage. Additionally, the cycle in the reading includes a more defined transition from the iteration of designs and prototypes to the final system construction and release stage.
- Remote Car Controller. Being mainly an advertising and sales page, the site doesn't talk about the 'idea' much. That said, it seems like a very useful app for people who are trying to get all their devices integrated into their smartphone - in theory, at least, it allows the user to forgo a separate remote for their automobile(s) in exchange for a smartphone application, with functionality not just for locking and unlocking but also for things like operating in-car devices like alarms and air conditioning, amongst other remote features.
Kevin Chung-Kai Wang 21:52, 30 August 2011 (PDT)
- The Lewis & Rieman design cycle is ultimately an implementation of the 3 stage cycle discussed in class. It provides specifics to each of the stages of the 3 stage cycle in order that readers know how to design, prototype, and evaluate their work properly. Its design process places heavy focus on tailoring to consumer comfort, advising designers to model their interfaces after pre-established conventions whenever possible to make it easy for the user to learn. Both the 3 stage cycle and the L&R cycle highlight the value of redesign from feedback gained from real world use and testing. The L&R model even goes so far as to suggest techniques on how to study feedback, like the "think aloud" videotape tests. It's very insistent on the fallibility of the designer. It's kind of insulting.
- Google Sky Map. You point your android at the sky and it'll mark the constellations it sees. The point is apparently to make it easier to figure out where constellations are.
Minkai Ong 22:07, 30 August 2011 (PDT)
1)Lewis and Rieman talked about many different parts of the design cycle. Figuring out the problem that needs to be solved, brainstorming ideas and sketching a low-fidelity prototype are part of the design phase. Building and implementing a high-fidelity prototype is part of the prototype phase and testing it with users is part of the evaluating phase. It is important for the designers and engineers to interact with the users to clearly identity problems with their design. After that, if the system is not satisfactory, the designers and engineers should iterate back to the design phase. The cycle should keep iterating until the system is satisfactory.
2)http://itunes.apple.com/us/app/guitartoolkit/id284962368?mt=8 No ideation process. But seems pretty nice for guitar lovers.
Leslie Chang 22:26, 30 August 2011 (PDT)
- The L&R design cycle is a more in-depth version of the three stage (design, prototype, evaluate) cycle described in lecture but there is a slight change in emphasis. The L&R design cycle stresses the importance of the task-centered design part of the process. The design stage is to figure out what is needed, how to serve this need, and sketching out a detailed design. The prototype stage creates a concrete product for users. The evaluate stage lets users test out the product and give feedback which can then be used to make any additional changes to the design.
- Cookmate The app tells you what you can possibly cook with the ingredients you have. The authors did not describe their ideation process but most likely it's for people who're not sure what they can cook.
Allan Yu 22:37, 30 August 2011 (PDT)
- The L&R task-center UI Design cycle seems to be a more lengthy and detailed cycle that follows the general principle behind "design, prototype, evaluate". The first five elements of the cycle are basically the DESIGN part. "create a mockup or prototype" is the PROTOTYPE part. The remaining elements involve user-testing and improving current design, much like the EVALUATE part of the design cycle we learned about in class. The major difference seems to be the focus on the program tasks (hence task-centered) in the DESIGN phase.
- 'Kazoo for iPhone' This is the best I could do. But I enjoy the idea of turning mobile devices into instruments. I don't think the authors put anything about ideation.
== Jonathan Tien 22:45, 30 August 2011 (PDT) ==
> The approach L&R seems to just be a more expanded approach than the design/prototype/evaluate cycle. I think it makes more sense to characterize the last stage as evaluate+iterate. Of course, in the cycle you naturally go back to the design process, but with a functional product, at that stage you are doing more iterating on an existing than you are making a new design. The L&R approach lays out a good, detailed method to begin a design, but realistically, you will only have to revisit some of those stages when you iterate on an existing design. the 3-stage cycle is a good simplification though.
> Uber is a service that allows you have a cab pick you up specified location. They have both an iPhone and Android. There are a lot of challenging design paradigms when it comes to location-based mobile services, and I think they made some interesting choices given their constraints.
BoYan Li 23:00, 30 August 2011 (PDT)
- In the lecture, the three stage cycle is very clear and briefly shows us the normal process of design-prototype-evaluate. In the L&R, authors pay more attention on how to design and how to keep improving the existing design. Find out what is needed and pick representative tasks from users are the beginning of the design. Rough out the design on the paper and keep thinking about it are the next steps. After making the prototype, the evaluation part includes build-track-change the existing design. So it's still a cycle.
- 'One touch location in Android' Yes. "With the app, people could easily share their current address or set someone's current address on google map as destination by only one touch."
Konstantin Rud 23:18, 30 August 2011 (PDT)
- The Lewis & Rieman design cycle follows the three stages of development discussed in lecture and basically describes in further detail this process. The Lewis and Rieman article focuses more on the design and evaluation phases and how they require numerous planning and testing. In these two stages the Lewis and Rieman design cycle includes more research or field studies of the users in terms of what kind of product the users are looking for (in the design phase) and how the product is working and doing what they want (in the evaluate phase). A design cycle focused more on testing what future users will make of the product has a better chance of success, in my opinion.
- [5] This app is a simulation of shooting paper into a waste basket. The author's did not provide their ideation process however they might have been trying to come up with ideas at work by tossing their bad ideas into the trash can when they came up with this one, however this is mere speculation.
Lisa Yan 23:23, 30 August 2011 (PDT)
- The L&R chapter relies heavily on a similar model to the Design-Prototype-Evaluate model introduced in class, with a larger focus on the design process (hence, task-centered development). However, the L&R process seems to require designers to create a set of tasks at the very beginning, and avoid changing or modifying these tasks while prototyping or evaluating the product. On the other hand, the lecture model of Design-Prototype-Evaluation suggests that the product tasks may change as further prototypes are developed. In addition, both the L&R and lecture model emphasize generating preliminary models and testing the design with real users.
- 'Zed's Alchemy' This is a game that focuses on the idea that combining elements creates new elements. Starting with the basic elements (Earth, Fire, Water, Air), you can create up to 380 items that include cow, man, island, and molotov cocktail. The developer's website is in Russian (I think), but the first couple of posts about this game show how he developed ideas about the user interface from words, which transition into pictures.
Ptsoi 23:46, 30 August 2011 (PDT)
The Lewis and Reiman design cycle is a specific example of the three stage cycle described in class but with a heavy emphasis on the importance of "task-centered" design. L&R also encourages building prototypes and continually refining and revisiting their purpose which is mentioned, though not as extensively in the process described in class. Both the method described in class and the one in the article stress the need to collect information from test-runs with subjects close to the target audience.
http://www.shazam.com Shazam's authors had the original goal of "connecting people … with music they heard but didn't know", but this evolved into an app that offers more than that. Based originally for music discovery, Shazam now offers recommendations, lyrics, and tour information as well as paths for monetization for the artists.
Harvey Chang 23:48, 30 August 2011 (PDT)
- The three stage cycle described in the lecture gives a broad overview of application development. The L&R approach gives a more expanded and detailed explanation with a seemingly greater emphasis on feature design, prototyping, and evaluation. The design portion described in lecture roughly corresponds with L&R's statements on trying to choose representative tasks and thinking about using existing interfaces. The prototyping phase goes along with L&R, such as using paper mock ups and UI prototyping tools. The evaluation process are about the same both in lecture and in L&R, both recommending communication with real users. Iteration in L&R is more in depth than in lecture, especially with regards to continuous design upgrades to suit changing tasks, and post-release updates. Overall, the three phase cycle is a simplified set of guidelines of software development when compared to L&R.
- [6] I could not find the developer's ideation process. I just found it somewhat amusing to have an Android device controlling an Apple product.
LilithSchneider 23:54, 30 August 2011 (PDT)
- The Lewis & Rieman method definitely contains the essentials of the Design>Prototype>Evaluate cycle outlined in class, but it adds the crucial first steps that detail how exactly to come up with the initial design. First of all, chose and define the task or tasks that need to be accomplished. The next L&R step is to research what others have designed in attempt to accomplish similar goals for similar target users. After these initial design steps L&R cycle becomes more similar to the one discussed in class. The main difference being that L&R directs the design team to first develop a rough design prototype the first time through the cycle before putting any time into actual code. Then it becomes practically the same for the iteration step, and finally L&R specifies how a design team should work cohesively with the rest of the developers working on the same project.
- iWallFlower is definitely a unique app. It is a global art project that you access right from your phone AND participate in.
Nancy Wang 00:10, 31 August 2011 (PDT)
- The cycle in the lecture simply gives key points about what to do for each of the cycle's three parts. While the L&R version expands on each of those three areas, it goes into detail and emphasizes on the design stage the most. Through each iteration in this cycle, the other steps help to build on and improve the design of the product. To me, the L&R version seems to gives a well-done in-depth explanation of what goes on in the development.
- SoundHound This app helps you search for songs you don't know the names to by using music recognition. You sing some of the lyrics or just hum the song and it will search for the song for you. It's based on sound and speech recognition technology.
Terri Yeh 00:23, 31 August 2011 (PDT)
- The L&R task-centered design process seems like a more detailed version of the design-prototype-evaluate cycle described in class. Everything from understanding targeted users and defining a set of representative tasks to thinking about the current design on paper are all part of the design stage. Then we move on to creating paper mock-up or prototype, the lastly to testing with users. The iteration process described in L&R is also part of the what was described in class, as the graph of a continuous cycle suggests.
- Cut the Rope: http://www.chillingo.com/sku.htm?sid=344
Physics-based game with colorful cartoony visuals and likable characters. I found an interview with the CTO of ZeptoLab, the Russian studio that created the game. The idea of using ropes was a by-product of their first game, Parachute Ninja. The team had already put a lot of hours into the realistic rope physics it was a shame to simply discard it. That, combined with the success of Angry Birds, encouraged ZeptoLab to explore the physics puzzle genre.
The studio also learned from Parachute Ninja to carefully design game controls, as the tilting controls were said to be too confusing. They also put more effort into balancing creating an enjoyable game and a challenging one after receiving complaints that Parachute Ninja was too hard. This was a good example of tracking and changing designs describe in L&R, except instead of coming out with an improved Parachute Ninja, ZeptoLab started anew with Cut the Rope.
On a side note, the central character of the game, Om Nom, was created off of brainstorming sessions that concluded that "monster feeding combines two great ideas: users interacting with animated characters instead of blocks and exploit users' parental instinct by letting them feed a baby."
Katelyn Sills 00:59, 31 August 2011 (PDT)
- The main difference between L&R and the three stage (design, prototype, evaluate) cycle described in class is that L&R strongly encourages doing some of the stages in parallel. In other words, the process parts are the same, although the stages may happen at the same time or in a slightly different order. For example, in 1.4 Rough Out the Design and 1.5 Think About It, we are told to describe the design on paper (i.e. make a very rough prototype), to add/subtract features based on a checklist of tasks (design) and to evaluate using GOMS analysis and cognitive walkthroughs.
- Barcode Scanner I couldn't find the ideation process, but this is a simple idea that provides a lot of new functionality for the android, not to mention the ability to price check on the go. I think this function is particularly valuable in smartphones, which makes the app special, unlike a lot of other programs which can run just as easily on a laptop.
David Powell 01:03, 31 August 2011 (PDT)
- The Lewis & Rieman method seems to follow the "Design, Prototype, and Evaluate" cycle that was described in class; however, the authors break these three general steps into more detailed phases. For example, the "Design" step consist of the follow steps:
- Figure out who's going to use the system to do what
- Choose representative task for task-centered design
- Plagiarize
- Rough out a design
Lewis & Rieman describe the "Prototype" phase as the following:
- Create a mock-up or prototype
- test it with users (one could argue that this falls under the "Evaluate" phase, but I feel it is appropriate here).
And Finally, the "Evaluate" step is broken down as follows:
- Iterate
- Build it up
- Track it
- Change it
The Lewis & Rieman Design process mirrors the fundamentals of the "Design, Prototype, and Evaluate" design process.
- The BarMax app for the iPhone is an unusual app. This app was designed by "Top iPhone Developers" and a team of Harvard Lawyers. The goal of this application is to prep a soon-to-be lawyer for the BAR exam. This app also has the distinction of being sold at $999.99, making it one of the most expensive apps I have ever seen.
hmy 01:04, 31 August 2011 (PDT)
- Although L&R has lots of sub-sections, but in a big idea, it follows the three stages (design, prototype, evaluate)that was described in the class. If I were to divide the L&R reading, design - 1.1 to 1.3, prototype - 1.4 to 1.6, and evaluate - 1.7 to 1.11.
One section that I was particularly interested was the section 1.3. As I always thought that designs should be original. However L&R tells us that designs, if it is more familiar and simpler to the user, designer might consider 'plagiarizing' the existing design. Since I thought that fancy the design, the better it is, this though gave me a new insight on designs. Also, L&R emphasizes on changing/updating to make sure that design is keeping up with the changes
- App called Sign is pretty creative, Sign lets you create a sign(symbol) and match to one of the contacts in the phone. When the user draws that sign with his/her finger then the phone recognizes and starts calling that person. (Could not find ideation)
- [7]
Jie Min Wong 01:44, 31 August 2011 (PDT)
- Lewis & Rieman's task-centered design process is more comprehensive than the design,prototype, evaluate cycle in lecture. The former places more emphasis on the design and planning part, suggesting methods like counting number of user decisions to come up with a good design. Apart from that, L&R mentioned additional process after a designed has been built: 'track the design' and 'change the design', whereas in the 3-cycle process, these steps are implicitly included as part of the design-iteration cycle. Other than these, both approaches are pretty much the same.
- Layar is an augmented reality application that utilizes various sensors on a mobile devise to display information layered on top of real world objects.
- [[8]]
The Androidify is desinged and developed by Larva Labs and Google Creative Labs. The app is for users to design whatever symbols they want and the modified Android mascots can be shared by the other software such as facebook or other Android systems. No ideation can be available.
Sylviarlin 01:27, 31 August 2011 (PDT)
- The L&R cycle is based on the same concepts of the Design/Prototype/Evaluate cycle outlined in class. However, it elaborates more on the details of the Design stage, stressing the importance of defining what tasks need to be completed, and staying focused on those tasks. Every additional step improves the quality of the design, through mimicking similar products with good designs and taking into account what users will be most comfortable with. During the prototype stage, L&R suggests the same prototyping options as in class, but also proposes using specific prototyping tools that allow more in depth analysis. In Evaluation, L&R looks a little further than what's discussed in class, and mentions the importance of constantly updating and testing with customers since people's needs are always changing.
- [9] This app takes fairly simple physics that many games contain, but is creative in the theme they create for it, and integrate in the gameplay.
Guoxiong Xie 01:31, 31 August 2011 (PDT)
- Compared to the three stage cycle of design covered in lecture, the Lewis & Rieman design cycle is a more conservative and careful process. Both of the two approaches emphasize on bring real users into the design loop and staying user-centered throughout the whole design process. Both approaches include the point that designer should examine existing practice, but it's interesting that the L&R design cycle encourages us to plagiarize the existing design and stick with what the users are familiar with. I guess innovation can not go too far ahead; it must be built on the previous design.
- [10] I think the credit card processing application is one the most creative and practical application. Square is such an application. I can't find the ideation process, but I think this app is really user-centered. I have heard that a food truck in college campus expanded the business twice as large after the salesperson started to use Square with his iPhone.
Dustin Shean 01:51, 31 August 2011 (PDT)
The Lewis & Rieman, L & R, design cycle has the same concept of the three stage cycle from class, but it is more specific about what parts of the interface are suppose to be pushing forward the evaluations. However, the L & R design is unlike the three stage system because some of the early stages consist of both design and evaluation. For example step 5 performs cognitive walkthroughs and GOMS Analysis as an internal evaluation of what the designer thinks will be probable mistakes and bottlenecks. These ideas of evaluation are all before step 6, prototyping, dissimilarly to the three stage cycle where prototyping precedes evaluation. Even with these differences, the three stage cycle from class is inherent in the task-Centered Design Process. The stages are represented in steps 6 thru 8.
http://www.androidzoom.com/android_applications/entertainment/shake-weight_iwbk.html The author did not give his ideation process, but I believe it was trying to copy the exact look of the commercial product.
Kevin Wang 02:04, 31 August 2011 (PDT)
- The L&R cycle expands on the Design, Prototype, Evaluate cycle proposed in class. Despite the similarities, the L&R cycle seems to be more focused on being task-centered rather than user-centered. The L&R cycle places a strong emphasis in coming up with the appropriate tasks for functionality in the design stage. It seems after the initial task of functionality is mapped, then the user-related tasks are considered. However after that the L&R cycle and the cycle outlined in class become similar. The L&R explanation of iteration was more thorough, explaining that every iteration of the cycle is made to find problems with the design and when iteration can be stopped. All in all the L&S was an expansion upon the lecture's 3 step cycle.
- [11] This strange app apparently designed to keep annoying the user about everything from important meetings to waking up in the morning.
Scott Goodfriend 02:30, 31 August 2011 (PDT)
The Lewis & Rieman task-centered design cycle uses the three-stage cycle described in class while putting a large emphasis on initial design. The chapter describes the task-centered design process in several steps where the first 5 steps consist of brainstorming. Step 6 calls for a mock prototype, which is user evaluated to improve upon the next design and prototype. The following prototypes are repeatedly created and evaluated by users to cause a cycle of improvement until all of the design goals are met or budget/time is used up. At the end of the chapter, Lewis & Rieman emphasise the need to create a design that is easy and quick to track and change. This allows the design/prototype-user evaluate cycle to continue to improve the product.
On my iPhone I have a game called Zen Bound that I find particularly creative. The company, Secret Exit, describe it as a gift-wrapping game. The accelerometer and touch screen is used to rotate a rope around different objects, and the goal is to "paint" the object with the rope. Since the game became incredibly popular, the company has been interviewed on the creation process. Zen Bound is based off of a PC game called Zen Bondage. The founder of Secret Exit asked the created of Zen Bondage to come to the company so that they could make a game from that concept. They took a while considering if they wanted to port the game to game consoles; however, decided on the Apple App Store because the business model was much more favorable. Unlike the Lewis & Rieman process, Secret Exit created their game from a concept they thought was cool and then tried to make the user experience as positive as possible. They believe this "polish" and the simple concept of the game made it successful.
Josef John 04:08, 31 August 2011 (PDT)
- The Lewis & Rieman design cycle is a lot heavier on the planning stages compared to the three stage (design, prototype, evaluate) cycle described in class. The main difference is the time put in to planning, making sure that before designing, everything should work well. Hopefully, this will end up saving a lot of resources, because horrible prototypes are rarely built due to more planning.
Gcheng158 09:26, 31 August 2011 (PDT)
I think The Lewish & Rieman design cycle is a more detailed illustration on the three stages described in class. For example, the first stage(design) closely corresponds to figuring out the user group, choosing the tasks, plagiarzing, roughing out the design and thinking about it. However, rather than dividing the cycles into three equally important stages, the Lewish & Rieman design cycle focuses more on the designing and testing stages where it gives the most paragraphs. I think the reason for this is that in their opinion, user interface design should be heavily-user orientated.
The most unusual iphone app I can think of so far is the app called Earthquake Survival . The author includes the design story of making this app on describing his survival story in Haiti after the earthquake.
Jay Chen 10:36, 31 August 2011 (PDT)
- The "Task-Centered User Interface Design" reading focuses on the initial idea of design rather than the programming and implementation aspects of it as compared to class. In class, we focus on task analysis & contextual inquiry, rapid prototype, and evaluate in a cycle, where the focus was on creating rapid prototypes to evaluate. However the article asks us to continually to do thinking/redesign on it [i]before[/i] ever creating the first prototype. In addition, while in class, there was no mention of the steps after creating the product, the article emphasizes the fact that we have to track it and change it even after it is built to respond to trends in the market/industry. Often times, after I finish writing a program or after I've built something, I forget about it. So it's interesting this article reminds us that there should be continuous improvement.
- I think one of the most unique app is: Epic Win. This app ask the user to a list of task they need to complete for the day. It then becomes an RPG where you gain experience, levels etc. when you complete a task. I think it allows players to be more productive during the day while having fun!
Michael Pack 12:34, 31 August 2011 (PDT)
- The L&R reading seems to expand on the idea of the three stage cycle presented in class. The steps in the task centered design process that makeup the design stage are outlined in sections 1.1-1.4. The prototype stage is covered by section 1.6. And finally the evaluate stage is covered by sections 1.7-1.11.
- I found the BroStache app to be quite unusual. It was created by GEICO Insurance as a marketing gimmick to make fun of stupid smartphone applications while promoting their brand. I was unable to find the ideation process for this application.
Mano Pagalavan 12:43, 31 August 2011 (PDT)
1.) The Lewis & Rieman design cycle is very similar, if not the same as the three-stage cycle discussed in class. The three stages discussed in class included design, prototype, and evaluate. The Lewis & Rieman cycle seems to emphasize this design stage by dedicating 5 sections to the topic, by saying that the designer should know who their target audience is, know in concrete what functionality their system will provide, how the user will interact with them, etc. Only after you know all of this should you even prototype anything, on paper, or on a User Interface Management System (UIMS). And lastly, the "evaluation" step is talked about by Lewis & Rieman in the last four sections, which also includes details about how such evaluations should lead to several iterations of the product with greater functionality. Overall, I feel that the Lewis & Rieman text and the three stage cycle from class are the same, although the text emphasizes the design process and says that any designer should know why they are building whatever it is that they are. Having done some user interface work over the summer, I can say that this process works very well in building a product.
2.) 'Shazam' is by far one of the most useful and creative apps I have ever used. The creators' original intention was to allow users to tag songs any song through using their device's mic, which would transcode and match the sampling to the name of the song. Though it still does it, it now also has links to artist concerts, lyrics, etc. The most impressive time when I used this app was when I was watching "It's a Wonderful Life" and randomly tried to tag some of the film's score, and Shazam recognized it!
Sorin Kim 13:00, 31 August 2011 (PDT)
The L&R design cycle is a detailed version of the three stage design process. It has a very heavy emphasis on the design stage and values doing as much research and work in the first design to avoid heavy prototyping costs. It also details a way to go about the initial design - by making a list of the tasks that need to be performed and making sure that the design includes functionality for all of the tasks. The L&R design cycle also extends well past the final product, showing the value in having the designers constantly reevaluating the product to make improvements.
Real Scale I wasn't able to find an author's page, but this can be useful for things such as weighing letters for postage.
Ieong Chon Lo 13:02, 31 August 2011 (PDT)
1.) The Lewis & Rieman design cycle developed based on the three stages cycle we discussed in lecture, they both emphasize on interaction between design group and users. And L&R cycle gives more detail how to prepare for the design stage and more focus on how to decide the representative task. It is important to have a good preparation before getting into prototype design stage. R&D also indicates the real life problems that designers will encounter during the design process. They both end up with evaluation from users to and improve and correct their design. At the end, R&D gives a good conclusion that a successful design requires designer to keep changing their design according to the market.
2.)[12] This app is called the baby connect. The authors did not describe their ideation process, but it did list out its features. My cousin use this app for her 10 months baby and helps her a lot. I think it plagiarizes different features from other apps and build this pecfect design for baby use only.
Calvin Hu 13:19, 31 August 2011 (PDT)
- The L&R cycle is very similar to the three stage cycle - it only differs in that it focuses in on the role of the program. While we may achieve similar results using either cycle, the L&R places the emphasis on evaluation, such that it can be considered a delayed three stage cycle (evaluate, design, prototype). L&R encourages programmers and designers to fully develop their ideas, either by analyzing similar products or testing with target users (but still some atypical ones too), before committing too much to one design. Like any good programming cycle though, iterations and small improvements are key.
- I really like Adobe Nav for Photoshop because it takes advantage of what tablets/touchscreens offer - vastly customizeable interfaces. This application doesn't try to cram features into a limited platform, but rather uses it to augment design on a more powerful computer; this synergy of devices is what really intrigues me when it comes to UI and mobile applications.
Matthew Leung 13:31, 31 August 2011 (PDT)
-The Lewis and Rieman cycle seems to be a more detailed and in-depth version of the design, prototype, and evaluate cycle from lecture. LR seems to go into more of the planning: identifying key objectives, seeing what users want, looking at multiple prototypes and changes before finally building something. This is to avoid the mistake of making a faulty and error-prone design that would require costly revisions. The evaluate part of the cycle talked about, but not as much. L&R talk about the necessity of keeping up with the users and keeping up with changing tasks over time. With this data, the next upgrade or revision can address problems and possibly take advantage of new opportunities.
An interesting app I saw on the Android Market was the Pocket First Aid tool. There is no ideation process, but it seems very well organized, to not only provide information in a simple reading, but also features for when the application is being used in an actual emergency. It actually listed existing news articles where people have used this app in an emergency to great effect. [13]
Deryu0502 13:43, 31 August 2011 (PDT)
L&R is more detailed. I like the plagiarize and prototype section that I never thought of preparation as probably 80% of all the work. And I like the task oriented idea that will help in keeping the project on track.
[iphone air guitar] similar to Minkai Ong's pocket guitar kit. But if with the improvement in hardware it might be possible to create a real guitar MIDI that you can pluck.
-Der Yu (Dorian) Chen
Victor Tjhia 14:04, 31 August 2011 (PDT)
1. The L&R cycle looks very similar with the design, prototype, and evaluate cycle that we talked about in the lecture. However, the L&R version seems to be more detailed because it gives more emphasize in the pre-design process like what we should do to make this step more efficient. L&R version also gives some details on what we should do to avoid plagiarism, which interesting for me because as a student, we might be tempted to copy someone else code from the internet. The D/P/E version that we talked in class doesn't include the tracking and changing process which suggest that all of the process could be repeated again. Overall, I think they are both very similar, the major difference is L&R version goes gives more details into the design process so that there will be less changes in the future.
2. iFeltThat is an interesting iPhone app that shows you information about earthquake in 16 regions, including North America using a zoomable Google Map. This app was developed after a series of earthquake that hit Lennox, California near the LAX.
Jiahao Li 14:23, 31 August 2011 (PDT)
1. The L&R cycle presents a similar but more detailed process than the evaluation cycle from the class. It further addresses detailed problems in the design stage before prototyping, though I dont think, in reality, that the times spent on design and prototype are proportional to the number of steps(I would say design still cost less time). The "plagiarize" idea is really fun and useful, which helps us to integrate the existing resources to our own application.
2. Wandoujia is an management software on Android platform which allows you to do almost everything related your phone management.
Krsna 14:23, 31 August 2011 (PDT)
- Lewus & Rieman's process is more elaborate. In other words L&R have a multi part design process and evaluation process. This makes it more detailed and precise to follow. Where as in class it was a more general approach to the whole process.
- LBE Privacy Guard is interesting to me because it harness immense power and control of the phone. Most other apps I have encountered might be interested but are very easily implemented. Privacy Guard is not just interesting but very powerful which makes it my number 1 choice. A MUST have app :)
Sandra1013 14:29, 31 August 2011 (PDT)
1, It is very important to do design before the actual coding. A good user interface should be very concerned about the convenience and flexibility for users. A prototype and design, or even a survey are very useful for programmers to have a better ideas to create a good interface.
- 2. [14] A good user interface will allow the players have more fun in this game. I have no doubt that this game will be such a popular game since its user interface is so well designed.
Konigswagger 14:50, 31 August 2011 (PDT)
1. The L&R cycle is similar to the three stage (design, prototype, evaluate) cycle described in class but is much more detailed, almost as if it is a waterfall process versus a iterative process.
2. [15] utilizes the touch features and other hardware of i-devices and android devices in a very natural way. The reason why this game has so much traction among gamers and casual gamers alike is because of the non-existent learning curve.
Aaron Eidelson 14:58, 31 August 2011 (PDT)
1. The L&R cycle is along the same lines as the three step process presented in class, but is more detailed in the process of creating a good design. It adds steps around preparation before design (i.e. understanding the users), and what to do after users are using a design (i.e. tracking usage).
2. [16] Unfortunately the creators of pulse didn't outline their process
Benjamin Hsieh 15:06, 31 August 2011 (PDT)
1. The more refined methods described in the L&R cycle seems to motivate the developer to take more time in also refining the idea to be brought to life. Rather than continually producing prototypes for testing purposes, the L&R cycle seems to suggest that taking the time to solidify a more "complete" prototype becomes more valuable than working through multiple prototypes implementing several minor updates.
2. [17] The Swirl navigate-organization functionality was what caught my eye - the process of developing the said functionality was not publicly available
Jingchen Wu 15:10, 31 August 2011 (PDT)
1. The differences between the cycle described in class of design, prototype, and critique is very similar to the L&R paradigm of solving a user interface problem, but gives less consideration to user analysis and is less specific to a functional company. Where as the L&R paradigm would suggest that a UI designer be separated from the engineering team and focus on customer research and interaction, the class cycle would focus more on peer critique and marrying the designer and the programmer.
2. [18] BaconReader is gear towards community-web-savvy new aggregate website Reddit.com. From the application subforum it's clear that the author has devoted a large amount of time to study user feedback and hear suggestions.
Palash 21:24, 31 August 2011 (PDT)
1. The two design cycles map fairly well to each other. Lewis and Reimann's suggested process can be distilled in to a cycle of plagiarize, mock, test, and iterate. This is essentially the same as design prototype, evaluate, where design corresponds to the plagiarize step in some sense. L&R focus a lot more on task oriented design as a first step and on iterating on a working design prototype, whereas design prototype evaluate focuses more on stabilizing a design through user testing first before prototyping in code.
2. http://itunes.apple.com/us/app/fake-sms-text-conversation/id350199908?mt=8 It is an interesting app that lets you fake a set of texts and replay them to escape from an awkward situation.
Eric Shih 18:37, 31 August 2011 (PDT)
1. Lewis & Rieman’s cycle closely mirrors the 3 stage cycle described at a high level. However, their cycle has a stronger emphasis on task-oriented design with real descriptions of tasks the system should handle. Even prototyping has an emphasis on first prototyping the interface/features needed for the defined tasks. Both design cycles evaluate using real users, but Lewis & Rieman’s cycle once again emphasizes having users attempt to complete tasks, while the 3 stage cycle has more of a focus on general usability. It seems to me that the two cycles are built upon the same fundamental structure, but that Lewis & Rieman’s cycle narrows down a specific item that they believe to drive user interaction – tasks – and further tailor their cycle around it.
2. http://iphonepackers.info/ An iPhone app that automatically silences/unsilences your phone based on your calendar events. Could not find description about ideation process, but it is likely because of a common user experience that they decided to resolve.
Jessica Pan 22:40, 31 August 2011 (PDT)
1.In Lewis & Rieman's cycle, they break it into a more concise plan than the three-stage cycle (design, prototype, evaluate) proposed in class. It appears that Lewis & Rieman's cycle seem to take much longer to brainstorm ideas due to the increase in steps. If a person is stuck, the Lewis & Rieman's cycle would be a better place to start.
2. http://ankisrs.net/ An iPhone or Android app that makes remembering things easy. I couldn't find description of how the product was thought out, but I feel that they just made a very intuitive flashcard app.
Catherine Callaghan 23:14, 31 August 2011 (PDT)
1. The "design, prototype, evaluate" cycle that we talked about in class today is like a very high-level, general way of summing up Lewis and Rieman's process. The L&R process expands upon each step, and is particularly detailed in its description of how to conduct the design phase, with instructions for identifying and interviewing the user base, focusing on user tasks, sourcing ideas from outside examples, and meditating upon your choices. Also, the "design, prototype, evaluate" method is just presented as a continuous cycle, whereas the L&R method goes a bit further to talk a little about when the iteration should stop and the building should begin.
2. http://itunes.apple.com/us/app/hanged/id342522607?mt=8. This is an iPhone game called Hanged, which is a kind of weird twist on hangman and a little hard to explain: there is a storyline, about two tragic lovers, told through a series of love letters, which you gradually uncover by playing hangman for each word. Somehow you can influence the outcome of the story, though I'm not sure exactly how. The game is animated with stop-motion animation scenes. Once you have finished the story, you can also play regular games of hangman.
Vincent Chiu 23:30, 31 August 2011 (PDT)
1. Lewis and Rieman's process is more specific and in-depth than the three-stage cycle explained in lecture. It separates the initial design portion into a brainstorm and problem evaluation phase which allows for a better design in the beginning. It is also more involved in post-design phases, where the interface can be improved after a market release.
2. http://sekaicamera.com/ an app that uses GPS and compass when you take a photo that determines where you are and which direction you are facing so you can tag things when the camera is held up. It is an Augmented Reality system that allows people to leave notes for others and can be used for games.
Evan Kawahara 08:07, 1 September 2011 (PDT)
1. The three stage cycle we described in class consists of design, prototype, and evaluate. Lewis and Rieman discuss a design cycle that takes this general three stage cycle and goes much farther into detail on what each of the three categories really means. In the design stage, L & R explain that design consists of identifying a target group that will be using the system, and design with this group in mind, and also keeping in mind the purpose of the system. L & R also discuss that initial designs can borrow heavily from existing interfaces, as this is effective for the low-level interface, where optimal placement of features may be decided. The article by Lewis and Rieman, takes the evaluation category we talked about in class and also develops it more in-depth. One notable mention of the article is that changing of the design should not occur just because the interface design cycle dictates so, but also to address new opportunities in a rapidly changing market.
2. https://market.android.com/details?id=com.alphonso.pulse Pulse is an app that acts as a news congregate and allows the user to read news stories from a variety of sources. I think the app is creative not for what it does, but the design and interface of it, which is very sleek and stylized. Pulse's site has said that "The inspiration for Pulse was borne out of their frustration with the news reading experience on mobile devices" which I can definitely understand, given the problems many people have with reading/formatting for the mobile market.
Filbert Hansel 07:13, 2 September 2011 (PDT)
- Both design cycles are arguably the same. Lewis and Rieman's design process points out on figuring out the problem space first, while the other design phase starts by going to design right away. However, I think designing well covers Lewis and Rieman's first five points. The three stage of design in class also covers a continuing cycle that seems to hold on the ground that no design is ever perfect, while Lewis and Rieman mention this as "iterate and finally build the design." Of course, Lewis and Rieman states also that change in design is necessary in the end. This suggests that going back to the first design cycle can be a necessity, similar to the three stage of design.
- http://mdlabs.se/sleepcycle/ wakes you up during your lightest sleep phase, leaving you awake in your most energized state. The author knew that such technology exists already but with a much heftier price tag. Learning that the iPhone contains all the components needed, the author brings the technology for a dollar.
Felix Wong 18:55, 2 September 2011 (PDT)
- The Lewis and Rieman design cycle is identical to the cycle describe in class in the sense that they follow at least all of the those steps. The difference about them is that Lewis and Rieman cycle is much more detailed. L & R breaks each of the three sections of the cycle described in class into subsections. They detail the design stage up to the "Rough out a Design," the prototype stage up to "Create a Mock-Up or Prototype," and the evaluate stage for the rest of the article. The cycle talked about in class is a much more brief and sufficient version of the L & R cycle.
- BubbleBeats I did not find any ideation process for this app.
Frank 10:00, 3 September 2011 (PDT)
1. The Lewis and Rieman cycle serves as a much more formalized process compared to the design cycle we discussed in class. It fleshes out the Design, Prototype, and Evaluate ideas and assigns further headings to all three of them. For example, on the Design phase, the Lewis and Rieman notes remind the Designers of additional concerns to keep track of, like keeping the user in your minds and also remembering what your ideas are. The design cycle in lecture includes concepts from Lewis and Rieman as well as a few from Kelly. In any case, basically, I consider the lecture version of the Design Cycle a more to the point and holistic view of the Design Cycle, with the benefit of multiple sources, whereas the Lewis and Rieman article serves as a secondary source to be considered and summarized.
2. I cannot get over how impressive Google Goggles are. The fact that Google has improved image processing capabilities to such length is an amazing feat of engineering and innovation. Granted, Google was probably not the first to think about automatic image processing, but this is a clear example of standing of the shoulders of others. Innovation also is when you solve or give a better solution to a known problem.
Omar Rehmane 1:58, 6 September 2011 (PDT)
1. The L&R process outlined in the chapter was, I felt, a finer grained approach to the same problem that the three-step cycle attempts to address. Essentially, it turns each of the three steps into more detailed steps. Either way is ultimately doing the same thing - in a sense, the L&R process is a specific implementation of the three-step cycle.
2.This app was really cool to me. I think it's impressive that video processing can be packaged into a handheld device - I didn't find an ideation process, however.
Heidi Galbraith 11:55, 6 September 2011 (PDT)
1. In lecture we stressed the idea of brainstorming much more than L&R did. We talked about the way to pose a problem very generally, so as not to limit the design process. Overall however, the L&R process seemed to be a detailed, albeit shallow, guide to the design process. Lecture served to clarify some of the more practical aspects of design by giving us examples from the real world (i.e. problem of drinking coffee while biking).
2. I think these two applications are pretty interesting because they are not marketed to humans (supposedly). That being said, everyone with a cat loves watching it freak out at little things running around. Additionally, people are notorious for sparing no expense when it comes to their pets. The extension of ridiculous pet merchandise to the app market should be interesting, to say the least. http://www.ipadgameforcats.com/ http://www.ipadgameforcats.com/paint/index.html