đŸ±
Afstudeerproject 2020
  • Productbiografie
  • Inhoudsopgave
  • Het probleem
    • Aanleiding & persoonlijke focus
    • Probleemsituatie
    • Design challenge
    • Onderzoeksvragen
    • Design brief
  • Contextual design proces
    • Contextual design
    • Contextual Inquiry
      • "Be the user"
      • Gesprek met Coördinator
      • EnquĂȘte - Nazorgvrijwilligers
      • Gegevens klanten DOA
      • Hoe ziet een nazorgformulier eruit?
      • Nazorgformulieren
      • Nazorgbezoek 1 - Jolanda
      • Nazorgbezoek 2 - Edith
      • Nazorgbezoek 3 - Erwin
      • Interview - Gerdie
      • Interview - Suzanne
      • Interview - Elizabeth
      • Gesprek - Cindy
      • Observatie - Heleen
      • Concurrentieonderzoek
      • Desk research
      • EnquĂȘte - Adoptiegezinnen
      • Contact ASPCA
      • Belangrijkste bevindingen
    • Work models & affinity diagramming
      • Requirements list
      • Flow model
      • Artifact model
      • Relationship model
      • Physical model - Jolanda
      • Physical model - Edith
      • Physical model - Erwin
      • Physical model - Heleen (bij DOA)
      • Affinity diagram
      • Persona - Nazorgvrijwilliger
      • Empathy map - Nazorgvrijwilliger
      • Customer journey - Nazorgvrijwilliger
      • Customer journey - Administratie vrijwilliger
      • Persona - Adoptiegezin
      • Empathy map - Adoptiegezin
    • Visioning
      • HKJ's brainstorm
      • Crazy 8
      • The Wall Walk
      • Eerste schetsen
      • Sensation board
      • The Wall Walk vragen
      • Cool Drilldown vragen
    • Storyboarding
      • Storyboards van concept
    • User Environment Design
      • Focus areas
      • Navigatiestructuur v.1
      • Job stories
    • Usability testing
      • Useberry - prototype tool
      • Prototype v.1
        • Testplan
        • Test 1 - Kelly (medestudent)
        • Feedback door medestudenten
      • Prototype v.2
        • Testplan
        • Test 2 - Suzanne (nazorgvrijwilliger)
        • Test 3 - Jolanda (nazorgvrijwilliger)
        • Test 4 - Elizabeth (nazorgvrijwilliger)
        • Conclusie test prototype v.2
      • Prototype v.3
        • Testplan
        • Test 5 - Erwin (nazorgvrijwilliger)
        • Test 6 - Elizabeth (nazorgvrijwilliger)
        • Test 7 - Suzanne (nazorgvrijwilliger)
        • Test 8 - Jolanda (nazorgvrijwilliger)
        • Test 9 - Natalia (visual designer)
        • Test 10 - Attie (nazorg coördinator)
        • Conclusie test prototype v.3
    • Interaction & Visual Design
      • Morfologisch overzicht
      • Comparison chart
        • Dashboard
        • Gegevens nazorgbezoek
        • Overzicht bezoeken
        • Vragenlijst
        • Probleem melden en volgen
        • Veelgestelde vragen
      • Schetsen (Iteratie 2)
      • Screenflow (Iteratie 2)
      • Tone of voice onderzoek
      • Design patterns
      • DOA stijlboek
      • Huisstijl DOA
      • Expert review op design
    • Iteraties
      • Iteratie 1
      • Iteratie 2
      • Iteratie 3
      • Iteratie 4
      • Iteratie 5
      • Iteratie 6
      • Iteratie 7
  • Validatie product
    • Beschikt DOA over up-to-date informatie omtrent adopties?
    • Zijn de nazorgvrijwilligers minder tijd kwijt aan de administratie?
    • Wordt hierdoor de kwaliteit van de nazorg hoger?
    • Aanbevelingen
    • Beoordeling coördinator
  • Overig
    • Coaching
      • Week 1
      • Week 2
      • Week 3
      • Week 4
      • Week 5
      • Week 6
      • Week 7
      • Week 8 - FF
      • Week 9
      • Week 10
    • Bronnen
    • Wat had ik nog willen uitwerken?
  • Milestones
    • Design brief
    • Feedback Frenzy
    • Groenlicht presentatie
    • Design rationale
    • Reflectie
    • Het eindproduct
    • Schermopname prototype
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  1. Contextual design proces
  2. Visioning

Cool Drilldown vragen

PreviousThe Wall Walk vragenNextStoryboarding

Last updated 5 years ago

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Beyer, H. & Holtzblatt, K. (2016). 11. Ideation: Visioning and the Cool Drilldown. In, Contextual Design, 2nd Edition. (H.11). Geraadpleegd op 9 april 2020, van

Accomplishment

  1. Does this design support anytime, anywhere access? Where and when does the user access technology? De gebruiker heeft een account en kan gebruikt worden op verschillende devices.

  2. What small tasks, information, or fun can fit into the small bits of available time? What useful intents can be addressed given the short time, expected interruptions, and partial attention? Het bekijken van openstaande bezoeken? Of eventueel een soort forum.

  3. How can users start an activity on one device and then resume it later, at the same point, on another device? Een vragenlijst kan je tussentijds opslaan, dus je hoeft het niet direct te versturen.

For professional connections and collaboration:

  1. How can you help people appear and feel professional and personal? Het digitaal hebben is sowieso al professioneler dan een papieren formulier.

Sensation

  1. How can you draw people in, with color, sound, and movement? What level of stimulation is appropriate given the many contexts and cultures of use? Can you build in a “Wow!” that doesn’t distract? Gebruik van kleuren en interacties. Geluid is niet handig in deze context.

  2. How can you add a smile or a bit of play to the activity—without getting in the way of use? Foto's of illustraties van dieren toevoegen, de vrijwilligers houden immers van dieren!

  3. Do the graphics, movement, and interactivity support the core function?

  4. Is your aesthetic and industrial design modern—building on and enhancing current trends? Direct into Action (without Hassle)

  5. Did you bring everything needed to fulfill an intent into one place?

  6. Can you get smoothly from one action to the next set of likely actions?

  7. Does the information needed to support a decision just appear when needed or in response to a question—how can you think for the user?

  8. How can you support “touch once”—never having to reenter any information?

  9. What can you know without asking? Do you let the user go instantly into action without fuss or hassle?

  10. Have you eliminated every technical hassle you can—and anything in the way of instant into action? Watch out: It’s tempting to provide in-the-moment help, preference setting, and information by putting up a screen before the user gets to the content they want. This always disrupts the experience of direct into action.

The Learning Delta

  1. How do you reduce what the user needs to know to zero—for the core intents, at least?

  2. What do your users already know that you can build on, including voice, touch, and other already known ways of interacting?

  3. Have you eliminated complexity and avoided features that the teams thinks are nice to have but aren’t needed? Het forum.

  4. Have you eliminated layers of drilldown, complex language, and anything in the way of figuring out how to use the product?

  5. Can you build in nudging people in the right direction in moments?

  6. Eliminate any need for users to read documentation—they won’t anyway.

https://learning-oreilly-com.rps.hva.nl:2443/library/view/contextual-design-2nd/9780128011362/XHTML/B9780128008942000119/B9780128008942000119.xhtml#B9780128008942000119