7. Physical Skills and Efficiencies Creative Skills and Efficiencies Brute Force 100 + Years of research and information 1000s years of research and information ~30 years of research and information
8. Gamestorming is a way to engage groups of people in creative thinking
9.
10. Elements of a game Game space Boundaries Rules for interaction Artifacts Goal
11. Elements of a game Game space Create an alternate world Everybody must agree to enter that world Can move people out of the comfort zone
12. Elements of a game Boundaries Space â people can enter and exit the game space Time â a beginning and an end
13. Elements of a game Rules for interaction Constrains the play Focuses the creativity
14. Elements of a game Artifacts Provide a shared understanding of what happened Sketches, diagrams, post-it notes
15. Elements of a game Goal How we know when the game is over
26. Future Friendly Design What it is: Future Friendly is a concept that acknowledges and embraces the unpredictability of future devices that may carry our designs. The Problem: How do we adjust our existing design approaches and workflows to account for devices that haven't even been thought of yet?
27. User Friendly Enterprise Software What it is:Â Commercial off the shelf enterprise software is notorious for being difficult to use. The Problem: What causes seemingly popular software packages to have such a terrible user experience? If you were brought in to lead a redesign of enterprise software title, how would you approach it?
The human race has gone through a few phases in itâs history.Ag society lasted a few thousand yearsWe learned how to be really efficient in growing stuff
Hundreds of yearsWe learned how to be really efficient in making physical stuff
A few decadesWe are getting really good at making information?
Not sure if it is the rises to the level of âthe assembly lineâ or âcrop rotationâ, but it is a good start.
Sketches donât have to be prettyIt isnât the sketch itself that is valuable. It is the conversation and interaction that results from the distributed cognition.
Our approach to web design has historically been driven by the relatively consistent screen size of desktop computers. Now that the device explosion has begun, the diversity of screen sizes and aspect ratios is constantly expanding.We typically sketch, wireframe or prototype to a specific screen size. Do we need to wireframe every breakpoint?Is this another reason why we all need to be front-end coders?
Much like the universe, the speed at which technology expands is continually increasing. Today we view the web on desktop, tablets and phones.What will our web content/functionality appear on 5, 10, 20 years from now? How do we:Acknowledge and embrace unpredictabilityThink and act in a future friendly wayEncourage others to do the same
Yet, the big names in the enterprise software continue to dominate the market and sell product that frustrate company employees on a daily basis.
Get the group to think expansively around the ideal future state for the problem.This is done by creating the front cover of an industry magazine doing a story about the great accomplishments of your project.Break the attendees into groups of 3-4 people  - NAME TAGS - 1-2-3-4-5"Cover" tells the BIG story of their success"Headlines" convey the substance of the cover story"Sidebars" reveal interesting facets of the covert story."Quotes" can be from anyone as long as they're related to the story"Brainstorm" is for documenting initial ideas for the cover story"Images" sketches of supporting contentAttendees can either select a scribe, or write things on sticky notes individually during group discussion."Imagine the best-case scenario for the solution to the problem and take it one step further. Pretend that the sky is the limit. No reality checks. Even the laws of physics do not apply. Pie in the sky is key to this exercise. Groups have 20 minutes to to fill in the chart. The first five minutes, each individual should quietly fill out sticky notes. Then, the group has 15 minutes to come up with their magazine cover.Then, each team has 3 minutes to share their chart. During this time, the moderator and other participant should look for goals and themes that will be used in the next exercise.
Narrow the topic down to two words.Distribute stack of index cards and markers to all participants.3 minutes: Generate a pool of aspectsThink about the characteristics of the topic at hand. Write down as many of them as you can on separate index cards. One thought, one card.Think in terms of nouns and verbs when thinking about the subject.This is brainstorming, so no filtering, no right or wrong answers, no idea is too silly.Go for as many ideas as possible.Pool all of the cards from all of the groups into a single pile.12 Minutes: Develop ConceptsDivide into groups of three - NAME TAGS - A-B-C-D-E-FEach team draws three cards from the poolFrom these concept cards, the groups have 12 minutes to develop concepts to present back to the groupTeam can create rough sketches, bullets or stickies (but encourage sketching).Use these sketches to present a 3 minute concept back to the group3 Minutes: make presentationDuring the presentation of concepts back to the group, each team can reveal the cards they drew and how the cards influenced their thinking. Key is - a hard 3 minutes. After all teams have presented, the entire group can reflect on what was uncovered.
Start: What are things that you need to start doing.Stop: What are you currently doing that you need to stop doingContinue: What are you doing now that works and you can continue doing