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What is “R U Experienced?”? April 29, 2009

Posted by Greg Van Alstyne in FAQ's.
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R U Experienced is the course blog for “Introduction to Experience Design,” a first-year course for all undergraduates in the BDes degree program at the Ontario College of Art & Design in Toronto, Canada.

The course integrates principles of design process with an introduction to time based media and the methods used to design new interfaces, environments, services and products, through the orchestration of user experience. Students are exposed to the characteristics of new design opportunities made feasible by digital technologies and the pivotal role of time and attention in contemporary design.

Through lectures, analysis of a wide range of examples in communication, interaction and experience design, and through studio projects that provide opportunities for practical application and insight, students are lead through the basic concepts, methods, tools and techniques used in the definition and design of interactive experiences.

Enjoy your visit to the site. For more information please contact the instructor, Greg Van Alstyne by email: <gvanalstyne {at} faculty.ocad.ca>

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50% original materials March 1, 2009

Posted by Ruth Silver in FAQ's, Project 2: Evocative Prototype.
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Q: For Project 2, it says that we have to make 50%of the materials for the final piece. What if my project isn’t exactly 50% hand fabricated?

A: The essence of the requirement is asking you to put materials together in an innovative way that creates exactly the experience you mean to design for your user.  The 50% fabricate it yourself rule is to make sure that you’re not just re-purposing an existing object or putting together a few existing objects that are some kind of mash-up.  If you can back up the decisions of why you used specific materials in your project to elicit a response, generate feedback and create metaphor than you can justify not making the full 50% of your materials.  If you’re still worried about the requirement and wondering how your project will fare, refine your project by creating a richer experience using hand-made work.

help for project 2 February 26, 2009

Posted by Ruth Silver in FAQ's, Please note, Project 2: Evocative Prototype.
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Q: Help! How do I get “metaphor” in my project?

A: Someone today in class came up with a great way to solve the metaphor problem. If you are uncertain about what metaphor means, or how to structure your project so that it deals with metaphor think first about a linguistic metaphor, like a common saying. For example; ‘the apple doesn’t fall far from the tree’ means a child, or any kind of offspring, is very close or similar to its parent.  Another example might be; ‘we’re cut from the same cloth’ which means essentially the same thing, we are very similar to one another. So if you’re having trouble with the metaphor element in your project use language to get your motor running!

Examples of Common Sayings and Proverbs

  • It’s always darkest before the dawn.
  • It’s raining cats and dogs.
  • Don’t throw out the baby with the bathwater.
  • Birds of a feather flock together.
  • Can’t see the forest for the trees.
  • Early to bed, early to rise, makes one healthy, wealthy and wise.
  • You can’t teach an old dog new tricks.
  • A stitch in time saves nine.
  • Honesty is the best policy.
  • Slow and steady wins the race.

examples from http://primaryschool.suite101.com/article.cfm/similes_metaphors_and_proverbs

February 25, 2009

Posted by Ruth Silver in Exercise 3: User Scenario, FAQ's.
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Q: I have a question about the user scenario and the final project due the week after. You might have mentioned this in class, but can the user scenario be different from the final project as well, or do these two have to be the same?

A: The best outcome is to use the exercises with the ”feedback object” and the scenario to build toward your final result in project 2. This makes best use of the required course assignments and available time budgets.

I add the option that they don’t have to be the same, to allow for students to change their mind, or even better, to give the prototyping process room to do what its best for, which is to feed an evolutionary progression. So, you can change things, but best to view this as room to evolve, not as a place to arbitrarily shift direction hope that helps.

February 25, 2009

Posted by Ruth Silver in Exercise 3: User Scenario, FAQ's.
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Q: I am not too sure what we are suppose to do with Exercise 3, for the User Scenario. I read the example posted on the site, about the water bottles, but I dont really understand it. Are we suppose to make up a story with one of our functions?

A: The best way to use your time is to write a story or user scenario for project #2. That way you can test out your idea in words before you build anything or commit your time to a project. However, it is not required that you write about what you are planning for project #2, students may change their mind about what they ultimately build for the project, but it would be useful to you to write the scenario so that you can develop your idea in words and hopefully refine it and make it better.