Design & Education
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Inhuman Factor

 

GDI2 / S2019
Project 2

Inhuman Factors

Create a persona with a set of specific goals or needs, based on a real user or a fictional character. Then, design a graphical interface to help your persona achieve his/her goals.

 

Create a persona with a set of specific goals or needs, based on a real user or a fictional character. Describe his/her personality, psychological traits and everyday life. Be as detailed and illustrative as possible. Identify the objects, tools, artifacts, spaces and actions your persona is most familiar with.

Using symbolic representations of these elements, design a graphical interface to help your persona achieve his/her goals. Consider using metaphors and analogies to represent the functionality and affordances of the interface. Sketch multiple layouts and spatial configurations, applying behaviors to provide feedback and respond to gestures. How can your persona interact with the interface in a useful and delightful way?

VERSION A: Use of text is not allowed for this version (focus on signifiers, behavior, feedback and affordance).

VERSION B: Use of graphic imagery is not allowed for this version (focus on dynamic type and visual hierarchy).

Keywords: interface, mental model, metaphors, analogies, semiotics, human-centered, task analysis, affordance, behavior, ux, not-ui

Deliverables: Persona & Task Analysis, Site Map, Flowchart & Walk-through, Wireframes, User-tests, Prototype

 

Process

Step 1.



 

Deliverables:

  • Persona

  • Task Analysis

  • Site Map

  • Flowchart + Walk-through

  • Wireframes

  • User-tests

  • Prototype

 

Schedule


Week X (Date)

Description

Week X (Date)

Description

Week X (Date)

Description

Week X (Date) / Final Presentation

Description

 

Case Study:

  • Sugar, OLPC

 

Readings

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Learning Outcomes Addressed

Interaction Fundamentals: Articulate and apply fundamental principles fo interactive design, and be familiar with discourses around experience design.

Reflectiveness and Iteration: Apply a reflective and iterative process employing a range of methods of making.

Complexity: Plan, design and prototype complex interactions incorporating multiple dimensions and nonlinear narrative strategies.

Research: Apply human-centered design methods, analyze and synthesize research insights to create interactive products, services and experiences.

Case Study

Sugar, OLPC