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A video of an early longhorn concept from 2003. Vista has few similarities but this concept looks way too cool.

Hopefully they will make sure to get the design concepts and technology in sync before the next release.

Site Link

Download PDFs:

Designing a Physical Environment new
   Ivey & Sanders 2006
Design Research in 2006 new
   Sanders 2006
Design Serving People
   Sanders 2006
Scaffolds for Building Everyday Creativity
   Sanders 2006
Contextmapping: Experiences from Practice
   Sleeswijk Visser, Stappers, van der Lugt and Sanders 2005
Information, Inspiration and Co-creation
   Sanders 2005
Ethnography and the Empowerment of Everyday People
   Sanders 2004
Generative Tools for Context Mapping: Tuning the Tools
   Stappers and Sanders 2003
Ethnography in NPD Research
   Sanders 2002
From User-centered to Participatory Design Approaches
   Sanders 2002
Scaffolds for Experiencing in the New Design Space
   Sanders 2002
Virtuosos of the Experience Domain
   Sanders 2001
Collective Creativity
   Sanders 2001
Harnessing People’s Creativity: Ideation and
Expression through Visual Communication

   Sanders and William 2001
A New Design Space
   Sanders 2001
Generative Tools for CoDesigning
   Sanders 2000
Postdesign and Participatory Culture
   Sanders 1999
Converging Perspectives:
Product Development Research for the 1990s

   Sanders 1992

Posted by Alexa Andrzejewski in the Adaptive path blog.

I found that Scrapblog is up and working beautifully! After playing with it briefly, I was impressed. I’d found the tool I’d been looking for!

The Flex-powered interface is intuitive and fluidly responsive…

The vast collection of backgrounds and stickers express a broad diversity of moods and styles and have an Apple-caliber elegance…

You can easily import content from Flickr (and other external sites)…

And the potential for using it with participatory design research methods seems great…

Collage Activities and Mood Boards

Imagine: Instead of printing out dozens of pages of images, which still limits your research participant to whatever you’ve selected, you can open up the entire Flickr universe to the participant to create their collage. Or, if you want the participant to choose from pre-selected images, you can create a Flickr gallery and ask the participant to draw from those.

Remote Participatory Design

The interface is pretty intuitive, so with little explaining, you can now conduct collage exercises with remote research participants. While it’s unfortunately not a collaborative interface (where multiple people can work on the same collage simultaneously and see updates dynamically), it’s easier than constructing and mailing participant a collage kit! (I’d love to see some collaborative functionality built in though.)

Diary Studies

Multiple page “scrapblogs” (which are actually what the site is designed to produce) can easily be created and published both publicly and privately. I can see scrapblogs being used for or supplementing diary studies, allowing participants to tell their experience stories in a fun and creativity-inducing way.

//www.experientia.com/blog/uploads/2007/08/charmr.jpg” cannot be displayed, because it contains errors.

Original Article: from Adaptivepath Blog

This entry was posted on Tuesday, August 14th, 2007 at 10:36 am by Alexa.

 

Challenged by an open letter that diabetes patient Amy Tenderich wrote to Steve Jobs, the American experience design consultancy Adaptive Path developed Charmr, an experience design concept to project how insulin pumps and glucose meters might work five years from now.

As reported in CNet News, Charmr is “a prototype for a sleeker, more functional blood glucose monitor and an insulin pump that users can apply directly to their bodies as an adhesive.”

“They researched extensively, interviewing diabetics and consulting with Tenderich, a valuable source of information and a link to the diabetes community.

While the Charmr vaguely resembles an iPod Nano, it has an appeal of its own. The device allows users to monitor the trends of their blood sugar levels, as well as administer insulin via a sweat-proof patch. Not to mention, the device allows for wear on the wrists, or as a keychain or necklace–all of which let the device simply appear to be another mysterious gadget, as opposed to a complex medical apparatus. Furthermore, the Charmr will triple as a USB drive that allows users to view daily trends and patterns of their condition, and other special features.”

The displays on leading insulin pumps today are the size of PDA screens and use a number of hard keys for navigation. Was it even realistic to create an adequate, easy-to-understand interface using a 2 x .75 inch touch-screen half the size of my Nokia N73’s screen?

sizecomparison.gif

Dan Saffer and I began the interaction design process by examining the options and screen content in existing devices. Identifying what our participants actually used, we sought out the “essence” of the insulin pump.

The “Ah-ha!” moment for me was recognizing that the interface that most type 1 diabetics today are interacting with is nothing more than a simple syringe.

syringe.jpg

All there is to this “interface” is:

  1. A way to select the amount of insulin you need (either by dialing it in or by withdrawing the appropriate amount from a vial), and
  2. A way to deliver the insulin (which provides clear feedback that it’s working: seeing the insulin disappearing into your body and the feeling of pressing the plunger makes you feel in control).

The rest of the details are dealt with in the mind.

As one of the barriers to adopting pumps today is perceived complexity, our goal became to create an interface that is no more intimidating than dialing in your insulin needs on a pen. Additionally, the device needed to provide just enough “smarts” to take away true mental burdens (like calculating your insulin dosage using your carb-insulin ratio), while keeping the user in control.

With these principles guiding us, we delved into the interaction design details: What features should the Charmr have? What feature will be used the most (dosing)? Which buttons would be soft (most of them) and which hard buttons we would need (a back button)? What is the minimum button size for a hand-held touch-screen device (many kiosks use 16mm square, whereas the iPhone uses considerably smaller, 9mm square buttons)? Which information should be shown on which screens to support particular tasks?

flow.jpg

We also spent a bit of time discussing what kind of imagery would make the best ambient display of status (the mood ring screen). Amy Tenderich told us that one of diabetics’ greatest struggles is with guilt. They look at the numbers and feel guilty all the time. Thus, the ambient display needs to visually represent your status without assigning “moral value” to high or low blood sugar — the way a thermometer might show blue or red; neither is inherently bad.

We considered virtual pets, lava lamps, color abstracts, weather, and simply a personal/family photos theme (because it’s family or a particular goal that often motivates people), and finally concluded that the device should offer multiple themes and allow the user to choose what motivates them.

themes.jpg

Finally, I developed a skin for the interaction design, striving to make it compelling and modern, while avoiding both “medical device blue” and the iPhone look and feel. The user could customize both the themes and the skins to their tastes, and perhaps even download more skins and themes online.

chamr.jpg

With the screen designs as well as a rudimentary industrial design concept completed, we put together an Experience Blueprint (4mb pdf), then it was time to tell the story of the product.

Lecture Notes: Site LINK

1
L1: Usability (PDF)

2
L2: User-Centered Design (PDF)
L3: UI Software Architecture (PDF)

3
L4: Human Capabilities (PDF)
L5: Output Models (PDF)

4
L6: Conceptual Models and Metaphors (PDF)
L7: Input Models (PDF)

5
L8: Design Principles (PDF)
L9: Paper Prototyping (PDF)

6
L10: Constraints and Layout (PDF)

7
L11: Graphic Design (PDF)
L12: Computer Prototyping (PDF)

8
Quiz 1

9
L13: Toolkits (PDF)
L14: Heuristic Evaluation (PDF)

10
L15: User Testing (PDF)
L16: Experiment Design (PDF)

11
L17: Experiment Analysis (PDF)
L18: Research Topics: Predictive Evaluation

12
L19: Research Topics: Information Visualization
Quiz 2

13
L20: Research Topics: Pen-based UI
L21: Research Topics: Weird Modalities

14
L22: Research Topics: Zooming and Transparent UI
Demonstration Day

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