What does it mean to "Ideate"?
It means we are trying to come up with ways that our design can meet user needs.
It can mean asking silly questions or bouncing around ideas to see where it takes you. First we will look at these simple methods of ideation, and then some more advanced ideation techniques that involve the user.
Remember when we deided we wanted to sell more cat food? And then we started looking for new perspectives? We found the perspective of Cleo, Karl, and Jasmine. This perspective a range of needs, like cat food, cat health, owner health, and owner sleep cycles.
We learned that Cleo the cat will cry loudly at 5:30am to be fed. When food is left out overnight to avoid this, the cat eats the extra food until it gets sick. This is causing the cat and the owners much anxiety. The problem space surrounding thier interconnected needs looks like this:
So we came up with a problem statement that encompassed all user needs, something like this:
How can a cat food be part of reducing owners' and cat's anxiety levels?
Since last week's class I was doing some interviews and cat research to see if I can find a solution space. I did the What, How, Why empathy building exercise with the cats. I looked at what cats spent their time doing, which was lounging and eating. I noticed in the how section that they were often lounging by the window. In fact, a huge part of thier lives is spent looking out the window.
As I noticed the pattern and frequency of this behaviour, I started to include it in my coding as something noteworthy
So I decided to ask as silly question:
Why are cats so obsessed with looking out the window?
I did a quick google search. I found a webpage that said cats look outside the window to look at insects, birds, small wildlife, and foliage. I note that in the wild cats hunt and/or eat all of those things (insects, birds, mice, and certain grasses). Other interesting facts from the article are that cats have amazing noses, and that food toys are a good form of enrichment in a cat's life. Because this webpage was written by a Vetrenarian, it was almost like an expert interview.
Could cats be looking out the window because they are hunters?
I learned that cats get a little bored and they seemed to be willing to fill that time with food-related activities, even if those things don't actually lead to being fed. I also noted that thier natural hunting instincts are not really gone.
I wondered if there were any cat food products that took this approach to marketing or in their design. There were!
But I had to wonder if these really deliver on the promise. Is any food that comes in a bowl really going to satisfy a hunting instinct? Is a food tree that never moves but makes it annoying to get the food really what the cat had in mind when watching birds?
So now I maybe now I have an idea for a solution, which is kind of a new idea, or at least new mix of old ideas:
How might we leverage a cat's need to hunt into a system that empowers cats to access food whenever they want in a healthy way.
This is just one idea and my first idea. I will need to keep going, keep trying more ideation techniques. I should also go back to the Empathy stage and see how this idea sounds to the users (Cleo, Karl, and Jasmine).
Remember: we are ideating because we want new ideas from outside the paradigm. If I am coming up with a typical answer - "a tastier cat food" or "a more readable typeface" or "a more organized interface" then the real problem I need to solve may very well be "why haven't those solutions been deployed already?"
Ideation and design that invovles the user has been growing in popularity and scope for some time.
We are using the 5-step Design Thinking process, but there are other design methods that focus on users.
What unites all of these methods:
The advantage and purpose of all this is to:
When you brainstorm with multiple people, sometimes it can get wild. Lots of ideas flying around, which is good, but information can get lost in the noise. But if you use some kind of graphic organization, ideas can be saved, but are free to be moved and grouped.
Brainstorming can be done in mutiple ways, depending on the sort of problem:
User flows can be especially useful for laying out user interactions with a design, understanding how they fit, and understanding where you can intervene.
You've heard of "Brainstorming" but have you heard of Bodystorming? Bodystorming is when you use charade, roleplay, and props, to come up with ideas.
We can do the same thing in design. Instead of using inflatible lollypops and whatever those other things are, you can provide designers and co-designers (users) with relevant props. Props can be simple or even imaginary. Provide a scenario related to the problem statement, and then act it out.
We asked a user to "control their computer with a mug" and is this what they came up with:
Cognitive Walkthroughs are a way to see how the cues and prompts in an existing system or design map onto how the user processes them. Remeber the "mental model" and the "conceptual model"? This is considering that relationship.
This is good for getting ideas about an interface, for example:
In a very simple Cognitive Walkthough, you might ask the user,
Where would you click on this screen to see your privacy settings on Facebook?
...and then maybe you could pose a follow up question like,
What would you expect to see when you click there?
Cognitive walkthrough can be used to get an idea on how to better design all sorts of things. Consider this example of a parking meter.
In this example, you might ask the user to "pay for one hour" and have them narrate what they plan to do, and what they expect will happen. This will give you ideas about what the user's mental model looks like. Look at the example below - does the conceptual model match your mental model?
I have shown completed designs to clarify the concept. But you should be aware that early on, when you are still looking for new ideas, you do not need to produce a complete prototype to do a Cognitive Walkthrough. Actually, that would be skipping the ideation phase, jumping right into prototype and testing. You can use an existing or similar design to do a Cognitive Walkthrough. Or you can do a quick sketch. Keep it simple and loose.
Have you ever been with a big group, and you all sat down to tackle a problem? That is a design workshop. Below is an image of a design workshop that was set up for industrial design.
This workshop was hosted by Mazda in order to get ideas about steering wheel design. Participants were provided with cut out steering wheels parts and buttons, and asked to arrange them. Here is the whole study.
Note that this is about getting ideas, not finding the "perfect" steering wheel. What the engineers learned was what drivers felt was important, and what kind of drivers liked what. Participants were also allowed to "write in" their own button ideas.
You can also do the same thing in the digital world. There are many free whiteboarding tools like Miro, Padlet, and Mural. This is a "drag and drop" set up in Adobe XD that lets users "build their own menu."
Other design workshops can be much less structured, like this Designathon, where students, working designers, and client got together and let ideas flow with very little equipment.
This one sees good use on service design projects, but can be applied many other ways. You might also call it the "DnD Method" because it has a similar approach.
The design facilitator would take on a similar role as Sheldon's Dungeon Master. But instead of building a dungeon, the design facilitator creates a program, service, or a situation which the particpant(s) react to.
One goal is that the participant will introduce ways of interacting with the design that the designer had not thought of - much like the way Howard dealth with the Ogre using joke instead of a weapon in the video clip.