Design

Dr Charles Martin

Announcements

  • Class reps! Needed now! (need at least 4 in total, ~2 UG and ~2 PG)
    • If you would like to nominate as a class rep, please make a private post on the class forum.
  • Tutorial 1: Making, this week make a zine!
  • Big class!
    • keep showing up,
    • keep asking questions,
    • stay constructive and positive (especially with your tutors!)

Plan for the class

  • Design Processes
  • Discovering Requirements
  • Ideation

The Interaction Design Process

Designing an interactive system.

Creating systems that work for people

Interaction design involves creating systems that work for people.

  • discovering requirements
  • defining needs
  • ideating possible solutions
  • producing prototypes
  • evaluating systems
Prototyping some solutions (to what?)

Double Diamond Model

The double diamond model of design (adapted from Design Council, 2025)

Design Stages

  1. Discover: understand the problem and the people affected
  2. Define: define the problem clearly so that it can be addressed
  3. Develop: create ideas, prototypes, sketches, etc, that might address the problem
  4. Deliver: test potential solutions to find promising directions, and iterate
The double diamond model of design (adapted from Design Council, 2025)

Who is involved in design?

Usually a wide range of people are involved or affected by a design process. We call them stakeholders. Stakeholders includes not just the potential users of a system, but others who are not.

For example:

  • users
  • customers
  • developers
  • researchers
  • managers / product owners
  • government bodies
  • non-government organisations (NGOs)

Degrees of Involvement

  • Personas: limited/no real users, “fake” user personas to help frame design
  • Face-to-face: small groups or individuals in information-gathering or evaluation settings1
  • Crowd-sourced: large surveys, crowd-sourcing, community engagement
  • Participatory: users central to planning, ideating, prototyping (co-design, co-creation)
A user participating in face-to-face evaluation at ANU.

User-centred design principles

From Designing for Usability: Key Principles and What Designers Think (Gould & Lewis, 1985)

  • Early focus on users and tasks: who are the users? what are they like? what are the tasks?

  • Empirical measurement: users should use simulations and prototypes to carry out work. observe, record, and analyse.

  • Iterative design: when problems are found in testing, they must be fixed. design, test, measure, repeat.

People-centred design

Expanding from “users” to “people” with more details (Rogers et al., 2023)

  • tasks and goals drive development
  • behaviour and context of use are studied
  • people’s characteristics included
  • stakeholders are consulted throughout development
  • design decisions consider context of use, people’s activities, and their environment
Photo by Timon Studler on Unsplash

Activity: People vs Users

🙋🏽‍♀️🤷💁🏻🧠🗣️

Find someone near you, ask who they are and discuss these questions:

  1. Who is the most important stakeholder? Users? Managers? People? And why?
  2. How would you get information from this stakeholder?

Chat for 3 minutes and we’ll hear a few responses.

Interaction Design Lifecycle

An interaction design lifecycle (adapted from Rogers et al., 2023)

Connecting to HCI

Design and HCI related but not the same:

  • Discover and Define stages are highly related to “uncovers the needs of different kinds of computer users” (from week 1)
  • Develop and Deliver are more related to “proposes computer systems (incl. software) that can be better used by humans”

Some HCI research is technical or speculative, inventing technologies that are not yet common or popular

An uncommon technology: a VR walkable interface (Je et al., 2021)

Discovering Requirements

Image: (Rogers et al., 2023, p. s11.2)

What is a requirement?

“A statement about an intended product that specifies what it is expected to do and how it will perform” (Rogers et al., 2023, p. 387)

  • Discovered through targeted activities or tangentially throughout the design process
  • Evolve during design
  • Different levels of abstraction and detail
  • Needed to avoid misunderstanding and miscommunication

Defining a requirement

  • Requirements can be captured casually, e.g., “app needs to be fast”
  • Can be useful to have more details, precision about the requirements, who needs them, and why.
  • Formal methods exist for capturing requirements in complex projects
  • Epics, user stories in Agile methodologies
  • Volere “Atomic Requirements Shell” (see figure)
  • “Description, Rationale, Source, Fit criterion, Customer satisfaction…”

User stories

Communicates a requirements between stakeholders. Have the generic form:

As a <role>, I want <behaviour> so that I can <benefit>

e.g.,:

  • “As a student, I want to choose a tutorial time that doesn’t clash with other activities, so that I can attend all my classes in a week.”
  • “As a lecturer, I want to adjust the number of students in tutorials, so that I can provide a good learning experience.”

A user story is a simple way to connect a requirement to a particular type of user in a particular situation. In agile, user stories can be grouped into larger arrangements called “epics” and even bigger groups called “initiatives”.

Types of requirements

  • Functional requirements: What the product will do

  • Data requirements: type, properties of data involved in an interactive system

  • Environmental requirements: context of use, what are the circumstances in which interaction happens?

    • Phsyical environment: noise, lighting, movement, etc
    • Social environment: sharing data, collaboration
    • Support environment: assistance, training or help available or integrated
    • Technical environment: technologies available for the system (phone, watch, laptop, supercomputer?) or technical limitations
  • User characteristics: abilities, skills, attributes of users

  • Usability and user experience goals: what goals (see last week) prioritised and tracked?

Activity: Requirements

Let’s think of some design requirements for one of the following products:

  • 🗣️ A voice-activated smart home assistant that helps individuals control lighting and temperature.

  • 📲 A phone-based ordering system for a restaurant.

  • 🤖 A humanoid robot for assisting computer science students in computer labs.

Spend 2-3 minutes developing one requirement and then let’s hear a few. 🎤🎤🎤

Data Gathering

There are lots of ways to discover requirements, some examples are below:

  • Observation and Ethnography: observing people in real situations
  • Diaries and interviews: (aka, asking), talk to people about their requirements, or ask them to record information
  • Focus Group, User Study: talking with one or multiple people
  • Questionnaires: asking people to answer specific questions
  • Cultural Probes: sending arts & crafts materials to users to find out about their life/needs (Gaver et al., 1999)
  • Contextual Inquiry: researcher immersed in context of use, visits the participant and interviews them in context (Beyer & Holtzblatt, 1997)

In this course we focus on interviews and user studies as methods for data gathering. Our focus is on the evaluation stage of design, but these methods can work at the discovery stage as well.

Personas and Scenarios

More detailed than a user story, includes:

  • the person, their characteristics, motivations, etc (persona)
  • their story, when, where, how, as a sequence of events (scenario)
  • the goal, needs to fulfil, reason to interact with a system (goal)
A persona, a scenario, and a goal (© Smashing Magazine)

Personas

  • Rich descriptions of typical users
  • Don’t describe specific people but realistic
  • Describe goals, behaviours, activities, environment
  • How would this person use this product?

Examples on Usability.gov

Image source

Personas: example, Julien the university worker

Example of a persona from research into autonomous taxi services (Hallewell et al., 2022)

Personas: examples

Scenarios

  • A narrative describing human activities or tasks.
  • Allows exploration and discussion of contexts, needs, and requirements.
  • Doesn’t necessarily describe the software/technology used
  • Core: goal, steps to reach the goal, who the user is (persona)
  • Extra: other details that might be useful.
  • “Nia is a sound designer working in the automotive industry.”
  • “When tasked with creating sound signals for automotive applications, Nia needs to consider the cognitive flow of users, particularly how different chords interact and influence user attention. To support this logic-making process, Nia uses an AI-powered tool that helps her design a storyboard, select suitable chords, and assign them to the relevant phases.”
  • “After establishing the storyboard, Nia transitions to another MIDI software via the tool’s connected API for sound creation and refinement.”

Example scenario excerpt from Minsik Choi’s ANU research (Choi et al., 2025).

Scenario Mapping: Design Ideation Using Personas

Scenario mapping is a group activity for generating ideas for a product or system using personas and a specific scenario. (PS: you’ll do a similar activity in next week’s tutorial).

  • choose a scenario and persona,
  • split a scenario up into steps (use sticky notes)
  • choose categories for ideas, e.g.: design ideas, questions, problems, friction points, comments
  • brainstorm ideas under specific categories
Scenario mapping example. Source: nngroup

Activity: Scenario Mapping Example

🗺️💁🏻🎤

The miro board

Ideation

Doing some circuit ideation at NIME2024.

What is Ideation?

We’ve already done some ideation today! But what do I mean by that?

Ideation is the process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them. (Aurora Harley, nngroup)

Fundamentals of Ideation

  • ideas are not evaluated
  • ideas are recorded and documented
  • collaboration leads to diverse ideas

Generating many ideas: high probability that at least one is close to ideal.

Ideation for Everyday Design Challenges, nngroup

Choosing a Technique

  1. Brainstorm
  2. Braindump
  3. Brainwrite
  4. Brainwalk
  5. Worst possible idea
  6. Challenge Assumptions
  7. Mindmap
  8. Sketch
  9. Storyboard
  10. Bodystorm
  1. Analogies
  2. Provocation
  3. SCAMPER
  4. Movement
  5. Gamestorming
  6. Cheatstorm
  7. Crowdstorm
  8. Co-creation
  9. Prototype
  10. Creative pause

How Ideation Techniques Can Help with Creative Blocks

Beating Creative Blocks in UX Design Through Reframing

1. Brainstorm / 2. Braindump

  • Brainstorm: leverage the synergy of the group
  • new ideas by building on others’ ideas
  • blend ideas to create good ideas
  • discuss ideas without fear of criticism
  • Braindump: similar, but individual
  • write ideas on post-its, then share ideas with group

3. Brainwrite / 4. Brainwalk

  • Brainwrite: write ideas individually
  • then pass ideas to someone else
  • elaborate on the first person’s ideas
  • then pass to the next person etc
  • after 15 minutes discuss
  • Brainwalk: walk around “ideation stations”
HCI tutorial tables in 2025

5. Worst Possible Idea

  • Flip brainstorming
  • Come up with the worst ideas you can think of
  • Playful, fun, adventurous, effective
  • Know that ideas won’t be scrutinised for being wrong
Photo by Andre Hunter on Unsplash

Activity: What’s the worst possible idea

(let’s try it!)

What’s the worst idea for:

A way to help students balance work and study.

Think for a minute or two and then we’ll hear some answers. ⭐️🎙️🗣️

Prepare for this question: “Why is that bad?”

Why bad is the new good

“Why bad ideas are a good idea” (Dix et al., 2006) (PDF link)

Bad ideas: what why and when not

What, why and when not to. (Dix et al., 2006) (PDF link)

6. Challenge Assumptions

  • take a step back from the challenge
  • what assumptions were made?
  • what were the users, context, activities
  • are these decisions accurate and important?
  • could re-boot a struggling ideation session

7. Mindmap

  • graphical technique
  • build a web of relationships
  • write a problem statement in the middle
  • write solutions and ideas on the same page
  • connect solutions and ideas with lines
Photo by charlesdeluvio

8. Sketch / Sketchstorm

  • useful to express ideas as diagrams or sketches
  • visuals can provoke further ideas
  • sketches should be simple and rough
  • enough detail to convey meaning
  • but not supposed to be amazing
  • think openly and creatively about ideas
  • quantity over quality
  • easier to discuss, critique, share ideas
Doing some circuit ideation at NIME2024.

9. Storyboard

  • stories for communication, learning, exploring
  • storyboard is a visual story
  • can add details, show time progression
  • understand people’s lives and draw out stories
  • research: scenarios with pictures and user quotes
  • ideation: play with ideas, develop storyline, actors, plot
  • tension, surprises, emotions, struggle, resolution

10. Bodystorm

  • physically acting out processes, scenarios
  • express solutions to ideas through physical activity
  • enact problem scenarios
  • get physically involved in theorising
  • combines empathy, brainstorming, prototyping
  • increased energy and movement
  • could include a space with props
Bodystorming some art in 2008.

11. Analogies / 12. Provocation

What if the microbit was really REALLY big.

13. SCAMPER

Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse (SCAMPER)

14. Movement

  • Help if blocked in idea generation
  • Follows on from lateral thinking techniques
  • Might not result in concrete/usable ideas
  • Create a range of thinking stimuli
  • Making use of stimuli requires movement
  • Movement is a process to turn provocation into usable ideas
  • https://thoughtegg.com/provocations-creative-technique/
Photo by Asher Legg on Unsplash

15. Gamestorming

Gamified ideation aimed to increase engagement, energy, collaboration (gamified versions of other methods), e.g.,

  • Fishbowl: inner (discussion) and outer (observation) circles with different roles
  • Anti-Problem: flips the problem to consider the opposite
  • Cover Story: what future state would get on a magazine cover?
  • More here: https://gamestorming.com/

16. Cheatstorm

17. Crowdstorm

  • Involves target audience generates/approves ideas
  • Can be helpful to involve users in ideation process
  • Methods include social media, customer surveys, focus groups, co-design workshops
  • Can provide insights on which ideas to choose
  • Can find ideas that the team might have missed

18. Co-Creation Workshops

  • Combines different methods over hours, days, or weeks
  • Can be condensed into full day workshops
  • Full day workshops usually follow a sequence like:
  • Introductions and Icebreakers, Vision and Values Exercises, Empathy Exercises, Insight Mining, Challenge Framing, Ideation, Prototyping
Co-creation in 2010.

19. Prototype

  • Prototyping can be an ideation technique
  • Creating a physical object requires decisions to be made
  • Encourages generation of new ideas
  • Explore alternative solutions
  • Building to think, thinking by doing
Prototyping weird stuff at NIME2015

20. Creative Pause

  • ideation can get stuck.
  • block of ideas, hit a wall,
  • anchored to an early idea
  • caught up in negative thoughts
  • creative pause: step back, reflect, extract ourselves
  • proactive thinking, not reactive (can be negative)
Touch grass and look at the sky.

Online Ideation Tools

Questions

Who has a question?

References

Beyer, H., & Holtzblatt, K. (1997). Contextual design: Defining customer-centered systems. Morgan Kaufmann Publishers Inc. https://doi.org/0.5555/2821566
Choi, M., Andres, J., Hunter, A., & Martin, C. P. (2025). Scenario-based design to envision how GenAI can support sound design practices. Proceedings of the 36th Australasian Conference on Human-Computer Interaction, 640–646. https://doi.org/10.1145/3726986.3727042
Design Council. (2025). The double diamond: A universally accepted depiction of the design process. https://www.designcouncil.org.uk/our-resources/the-double-diamond/
Dix, A., Ormerod, T., Twidale, M., Sas, C., Silva, P. A., & McKnight, L. (2006). Why bad ideas are a good idea. HCI Educators Workshop 2006. https://alandix.com/academic/papers/HCIed2006-badideas/HCIED2006-badideas-CRC-v2.pdf
Gaver, B., Dunne, T., & Pacenti, E. (1999). Design: Cultural probes. Interactions, 6(1), 21–29. https://doi.org/10.1145/291224.291235
Gould, J. D., & Lewis, C. (1985). Designing for usability: Key principles and what designers think. Commun. ACM, 28(3), 300–311. https://doi.org/10.1145/3166.3170
Hallewell, M. J., Hughes, N., Large, D. R., Harvey, C., Springthorpe, J., & Burnett, G. (2022). Deriving personas to inform HMI design for future autonomous taxis: A case study on user requirement elicitation. Journal of Usability Studies, 17(2).
Je, S., Lim, H., Moon, K., Teng, S.-Y., Brooks, J., Lopes, P., & Bianchi, A. (2021). Elevate: A walkable pin-array for large shape-changing terrains. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3411764.3445454
Rogers, Y., Sharp, H., & Preece, J. (2023). Interaction design: Beyond human-computer interaction, 6th edition. John Wiley & Sons, Inc. https://quicklink.anu.edu.au/kv9b

  1. This one is pretty normal in academic HCI research.↩︎