I feel that storytelling will be a very useful method to gather information on the design problem and clarification. I would like to employ this method in the first user work shop.
The chapter below gives a memorable example of the 'guilt pile' - I was definitely able to relate to this.
Erikson T. (1995). Notes on design practice: Stories and prototypes as catalysts for communication. In J. Carroll (Ed.), Scenario-based design: Envisioning work and technology in systems development (pp. 37-58) New York: Wiley
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Tuesday, February 2, 2010
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