Applying storycraft to facilitate an experience-centric conceptual design process


Atasoy B., Martens J.

9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, Copenhagen, Danimarka, 19 - 24 Temmuz 2020, cilt.12200 LNCS, ss.39-58 identifier

  • Yayın Türü: Bildiri / Tam Metin Bildiri
  • Cilt numarası: 12200 LNCS
  • Doi Numarası: 10.1007/978-3-030-49713-2_3
  • Basıldığı Şehir: Copenhagen
  • Basıldığı Ülke: Danimarka
  • Sayfa Sayıları: ss.39-58
  • Anahtar Kelimeler: And persuasion design, Chart and diagram design, Comics, Conceptual design, Creativity, Design, Design discussion, Design process, Design process, Design thinking, Design/evaluation for cross-cultural users, Emotion, Experience prototyping, Fiction, Industrial design, Information/knowledge design/visualization, Interaction design, Motivation, Narrative, Non-fiction, Service design, Storycraft, Storytelling, User experience, User experience design, UX, Visual meeting
  • TED Üniversitesi Adresli: Hayır

Özet

© Springer Nature Switzerland AG 2020.The design profession is shifting from designing objects towards designing for experiences, and the main premise of this paper is that designers need strategic guidance in bringing the emotional, contextual, and temporal aspects of experiences into discussion. Existing externalization strategies are not obviously equipped to help incorporate the transient characteristics of experiences into the designer’s creative thinking. In this paper, we propose that designers may be able to achieve this by including visual storycraft into their creative process. Storycraft is the skilled practice of generating/building stories. Stories and experiences share a sequential structure with a beginning, middle, and end that can be crafted and influenced through design to evoke and affect the emotions of their experientors. Several activities of designers are already very similar to those of professionals in storycraft, as the tools and techniques used in both domains are aimed at creating emotionally satisfying experiences. While harnessing the power of storycraft to elevate strategies in designing for experiences is an attractive idea, which has been embraced earlier by the design research community, it is not a proposal that can easily be put into practice. We have iteratively designed, evaluated, and improved Storyply as a method that combines ‘conceptual design’ and ‘story planning’. Our studies have confirmed that incorporating storycraft within conceptual design by means of Storyply resonated well with design teams and indeed helped them to discuss and frame ideas in an experience-centric fashion.