Design Discovery Introduction to Human Computer Interaction & Design Hao-Hua Chu National Taiwan University March 1, 2016 *** Adapt teaching materials from the Stanford HCI course (with permission & many thanks to Prof. James Landay of Stanford) Install pollev.com on your phone 9/22/2015 1 Interface Hall of Fame or Shame? Muji CD Player by IDEO September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 2 Interface Hall of Fame! + Perceived Affordance (string) 可操作暗示 how to create affordance design, i.e., new users understand what to do? + Directs user towards major function - Does not have functionality of other CD players - If unfamiliar w/ fans, may not be obvious September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation Guides the user with a familiar action 3 Hall of Fame or Shame? Alessi Juicy Salif Citrus Juicer By Philippe Stark, a famous industrial designer September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 4 Hall of Shame! Aesthetically pleasing but... Does not perform it’s only function well: To make Juice. Amazon review: You’ll get almost as much juice on the wall and counter as you do in the glass since the juice will spray in every direction. An example of where beauty can overpower purpose September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 5 Design Discovery Lecture Introduction to Human Computer Interaction & Design Hao-Hua Chu National Taiwan University March 1, 2016 *** Adapt teaching materials from the Stanford HCI course (many thanks to Prof. James Landay of Stanford) 9/22/2015 6 Lecture Outline • [student feedback, undefined vocabulary] • Why Design Discovery (called Needfinding)? • Needfinding Technique: Contextual Inquiry (CI) Are you the Customer? • Why not? – – – • Different experiences Different terminology Different ways of looking at the world Identify needs at the start avoids these mistakes – – September 24, 2015 Designing for “me” Build without a need, Trail and error innovation [?] dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 8 Trial-and-Error Innovation – test luck? NEEDS unlucky lucky EVALUATE EVALUATE NEED? Needs 9 DESIGN DESIGN IMPLEMENT IMPLEMENT Design Process: Discovery Needfinding Discovery • Assess needs, latent needs. Not solutions. Design Exploration Design Refinement Production – Say if someone follows you for a day to discover needs? • Understand client’s expectations • Determine project scope • Characteristics of customers & tasks • Evaluate existing practices & products your 1st group assignment September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 10 Understanding the Customer • How do you learn how your customers work? – interviews, self report, experience sampling (ESM), & observation • How do you learn how your customers think inside their heads? – observe users performing tasks, think-aloud protocol • How do you learn how your customers interact with UIs? – analytics & logging, observe • Important to carry out in naturalistic settings – outside the lab → “ecologically valid” – study behaviors in real-life situations September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 11 Two Needfinding Techniques • Today: Contextual Inquiry (CI) • Tomorrow: Empathize (Variation of CI) September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 12 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 13 Contextual Inquiry • Specific needfinding method for understanding customers’ needs & work practices • Master / Apprentice model allows customer to teach us what they do! ? – master does the work & talks about it while working – we interrupt to ask questions as they go – Hybrid approach: direct observation + interviewing to elicit more details • The Where, How, and What expose the Why September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 14 Master/Apprentice relationship with the participant Participant is doing stuff • Participant explains what they’re doing to the researcher • Researcher asks a clarification question, the participant answers, keeps doing • Researcher’s goal is to develop understanding – of what the participant is doing – in partnership with participant researcher 15 master Also not quite a master/apprentice relationship • Researcher’s goal is not to learn to do the task • Instead, goal is to learn enough how the participant does the task, so that you can learn how to support it with technology (光劍) • And to enlist the participant’s active assistance in understanding the task 16 Direct & In-Situ Observation In-Situ: 在原本位置 Observe participants engaged in the desired activity • In the typical context of that activity • Doing the activity along with the participant • First-hand experience • Actively engaged, and allows questions along the way • What may be the problems if not in-situ? 17 What questions to ask? • • • • • 18 Confirming understanding How do they feel about… What is frustrating them about… How they compare one thing with another Why did they just do that? Asking open-ended questions • Confirming understanding – Did you just delete all your messages? • How do they feel about… – How do you like the organization and colors of this interface? • What is frustrating them about… – It looks like you can’t do something, what are you trying to do? • How they compare one thing with another – What are the reasons you prefer searching rather than foldering? • Why did they just do that? (but try to phrase without “Why”) – It looks like you just deleted 10 messages, what was the reason for doing that? 19 Avoid asking about • Predicting what they would do / like / want • Imagining a hypothetical scenario • Whether they would like a certain feature or product • Estimating how often they do things 20 Decide how you’re going to record the inquiry • • • • • • • • 21 Written notes Audio record Pictures Video Usage logs An additional observer Combination of methods Privacy and informed consent (more later) Good method only part of the answer! • • • • 22 Good participants Good setting Good timing Flexibility Good participants • Screen participants you’re targeting – List attributes you’re looking for • Wouldn’t go to a senior center to study Facebook • Can learn from why people aren’t good subjects • Some people tell you what they think you want to hear • Some people tell you more than you want to hear! 23 Good settings • In situ – Latin phrase for in the place – Location and circumstances where they will engage in the desired activity • Relaxed, natural, no distractions – Dissuade interruptions (cell phones) 24 Good timing • Avoiding hectic times • Sometimes can schedule during times of high concentrations of activity • Respect the schedule – State duration in advance – Stick to it (unless they give permission) – Honor scheduled appointments 25 Contextual Inquiry example • Say you want to design an on-line dating service • You want to improve the process of finding dates – It’s a social networking topic – It’s a topic where people act very differently than they say they act – Hopefully fun (without offending anyone) 26 Picking people to observe • People who find dates very easily (expert) • People who have a hard time finding dates (problem child) • People who have never been on a date before (novice) • People who said yes when you asked them 27 Picking a place • • • • • 28 Senior Center? Bar? Dorm dances? Student centers? Perhaps best informed by your participant When’s a good time to observe • Finals week? • During classes? • Weekend 29 How are you going to observe • Make it a double date? – Informed consent less of an issue • Passively observe with follow-up – But if Bob is successful, it might be hard to follow-up with him for a while! – How would you get informed consent? • Have Bob explains the situation • Inform afterwards • Limit data collected on others 30 How are you going to record it? • Written notes? Could be awkward • Audio record? Maybe in just momentary dictations • Pictures? Perhaps you could work a few in as a double date with a cameraphone • Video? That’s a (bad) reality TV show • This inquiry may rely heavily on your own memory and reconstruction 31 Actually observing • Picked the person: Bob • Picked the place: Pub near campus • Picked the time: Friday/Sat night Why direct observation? 32 The interviewer says… Why not just ask Bob how he gets dates? • But Bob might not entirely know… • When he summarizes it for you, – he might not remember vital details – he might gloss over important difficulties – he might conveniently forget blunders – he might be making it all up • Indirect memories are filtered 33 The experimental psychologist says… Why not design a test for finding dates under different conditions in a lab? • But what if the lab task omits important features of the actual real-world situation? – Like the jerk also competing for a date? – Or the range of candidates in the pub? – Or the influence of alchohol? 34 In a Contextual Inquiry… • If you’re studying dating behavior, go to the local dating scene • That way you’ll see what really happens, and how people really make decisions. 35 You’re at the pub with Bob • First start with a conventional interview • Introduce self, explain interview procedure (consent, recording, how CIs work) • Ask Bob to summarize what goal he will be working towards during the CI • Don’t take too long on this 36 Switch to observation mode • Researcher should clearly and very explicitly end the interview and invite them to proceed with their activity • Important, because if it’s not completely clear, encounter may devolve into a traditional interview (this relationship is more familiar to people) 37 OK… • Now have Bob go about his normal tasks, exactly as he would if you weren’t there: pretending to look at the menu, scoping the place, trying to start conversations, eating, drinking • As he’s doing it, ask him to explain whenever it’s not 100% obvious (or note for later follow-up) • And take lots of notes 38 Context • Even in context, people will drift into generalities and abstractions (even fantasies) • You can bring the user back to the important (and often more true) details by drawing their attention to concrete objects or events 39 Follow-up interview • Best if prompted with concrete details from activity – Stories from written notes – Pictures or clips from recordings • Try to reconstruct how they were feeling at the time 40 How many participants? • • • • Depends on what you’re doing Statistical power needs ~50 Richer feedback more like ~12 Intuitive feel / diminishing returns – When you start hearing similar themes – When you stop learning new things • We’ll be asking for specific numbers (3-5), but in working world, you’ll need to decide based on experience and constraints (time, $) 41 Appreciate your participants! • Some companies hire from temp agencies, paid for usability study • Even token appreciation is helpful – – – – – 42 Lunch vouchers Company SWAG Early access to technology Social status What you think may work at NTU? Thoughts • Use recording technologies – notebooks, digital/phone recorders, still & video images • Structure – conventional interview (10 minutes) • introduce focus, deal with ethical issues, get summary data – transition (30 seconds) • state new rules – they work while you watch & interrupt – Observation & contextual interview (20-60 minutes) • take notes, draw, be nosy! (“who was on the phone?”) – wrap-up (15 minutes) • summarize your notes & confirm what is important • Master / apprentice can be hard September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 43 Users: Unique or One of Many? “Take the attitude that nothing any person does is done for no reason; if you think it’s for no reason, you don’t yet understand the point of view from which it makes sense. Take the attitude that nothing any person does is unique to them, it always represents an important class of customers whose needs will not be met if you don’t figure out what’s going on.” (p. 63, Contextual Design) September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 44 Analyzing Data • What are we going to do with all this data? – Analyze – Reporting Goal: Gain understanding of users Understanding of user (資源與障礙) • What resources are used to accomplish task? • What hindrances encountered in accomplishing task? Analyze data to get better description and understanding of resources and hindrances Example Resources used • Tools, devices – Cell phone, computer, shovel • Information – Web page, phone directory • People – Expert, peer, grad student Example Hindrances encountered • Not having the right tool – Workarounds • Unable to access resources needed – Can’t find information – People unavailable • Unaware of important information – Confusion Analyzing data is collaborative • • • • • Researchers involved in CI Designers Project leads Software developers Users Multiple perspectives elicit details Analysis session • Each researcher presents each CI case – – – – Resources used to accomplish activity Hindrances encountered Things that surprised you Things that seem unusual, interesting • Other participants ask questions, share similar or contrasting examples from their data Analysis session (2) After all cases are presented, team looks for patterns across cases • Commonly used resources • Commonly encountered hindrances • Common themes, patterns, sequences • Try out possible design ideas – What if…? Report • Descriptive understanding of activity – – – – Common resources used Common hindrances encountered Common patterns Illustrated with stories, pictures, clips • Design implications / insights – (What system / function to build?) Revisiting Bob and dating • Resources (資源) – Great looks – Witty stories – Good listening skills • Hindrances (障礙) – Shaved head – Matching story with prospect’s interests – Noisy environment Group effort • Each group member should do at least one contextual inquiry • Analysis done by whole group • Report Task analysis (office work) • Use this to organize field data • Goals – A state of the system that the user wishes to achieve • Tasks – The activities required, used, or believed to be necessary to achieve a goal • Actions – Simple tasks that involves no problem solving or control structure ACTIONS TASKS GOALS Task analysis example Communicate with family Ask for $$ student@berkeley.edu MomandDad@home.net Add personality Write email Open Compose window Type text Add to email Type text Add emphasis Starting the school year Hi Mom and Dad, The school year has gotten off to a fast start. I’m in a great Human-Computer Interface class! Oh, by the way, please send more money for books. Gotta go! ACTIONS TASKS GOALS Task analysis example Communicate with family Ask for $$ student@berkeley.edu MomandDad@home.net Add personality Write email Open Compose window Type text Add to email Type text Add emphasis Format text Starting the school year Hi Hi Mom Mom and and Dad, Dad, The The school school year year has has gotten gotten off off to to aa fast fast start. start. I’m I’m in in aa great great HumanComputer Computer Interface Interface class! class! Oh, Oh, by by the the way, way, please please send more money money for for books. books. Gotta Gotta go! go! luv u bunches, student TASKS GOALS Task analysis example Communicate Identify bundles with family Ask for $$ Add personality Write email Add to email Add emphasis ACTIONS Elicit breadth of tasks and goals Open Compose window Type text Format Type text text Use standard actions student@berkeley.edu MomandDad@home.net Starting the school year Hi Mom and Dad, The school year has gotten off to a fast start. I’m in a great Human-Computer Interface class! Oh, by the way, please send more money for books. Gotta go! luv u bunches, student Caveats of User-Centered Design • Politics – “agents of change” can cause controversy – important to get buy-in from all those involved • Customers are not always right – cannot anticipate new technology accurately – job is to build system customers will want • not system customers say they want • Design/observe forever without prototyping – rapid prototyping, evaluation, & iteration is key September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 59 Further Reading • Books – User and Task Analysis for Interface Design by Joann T. Hackos, Janice C. Redish – The Inmates are Running the Asylum by Alan Cooper – Don Norman, The Design of Everyday Things – Kuniavsky, Observing the User Experience • Institute of Design at Stanford – lots of online materials at http://dschool.stanford.edu September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 60 Summary • Know your user & involve them in design • Needfinding – observe & listen to them to discover interesting insights – empathize with customers • Contextual inquiry – interview & observe real customers in situ – master-apprentice model September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 61 Design Discovery Studio Introduction to Human Computer Interaction & Design Hao-Hua Chu National Taiwan University March 1, 2016 *** Adapt teaching materials from the Stanford HCI course (with permission & many thanks to Prof. James Landay of Stanford) 9/22/2015 62 60-min Crash Studio on Design Process Stanford d.school Instead of talking about design process, you will experience it in the coming hour, as a preview to what you will work on for one-semester project Warning: fast-paced. Not enough time to do things. Don’t worry about being rushed/crashed innovation work. No one will grade / judge your work. Feel safe. Goal: Have fun in innovate! September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 63 Brief Intro Vocabularies & Linear Process (1) EMPATHIZE: Interview your partner partner up in pairs call partner A/B Your challenge is to redesign the gift-giving experience . . . for your partner. design something to improve your partner’s (not your) experience of realizing (or not realizing) – finding – buying – giving – (not) receiving thanks … gifts not designing a gift for your partner The most important part of designing for someone is to gain empathy for that person. one way to do this is to have a good conversation September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 65 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 66 (1) EMPATHIZE: Partner A Interviews B As a starting point, ask your partner the last time/experience they gave a gift. To whom did you give it? Why was it meaningful? How did you come up with the idea for the gift? What was difficult about finding and giving this gift? Take note of things interesting or surprising. You have 4 minutes (then switch) Let’s begin September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 67 (1) EMPATHIZE: Dig Deeper! Partner A Interviews B Follow up on things that are particularly interesting during the first interview. Dig more for stories, feelings, emotion, motivation, … Try to get your partner to cry! Reason why we are doing this twice. You have 3 minutes (then switch)! Let’s begin. September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 69 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 70 (2) Define: Capture findings Collect your thoughts & reflect on what you have learned from your partner. Organize your learning into two groups your partner’s needs (goals & wishes they are trying to accomplish by giving gifts, verbs) insights you discovered (unexpected findings) Think about both physical and emotional needs. Example of need show love, express themselves, be appreciated, feel importance, ... Example of insight handmade gifts as more meaningful and personal, gifts are more about givers than receivers Infer, guess. The goal is to create a list. Circle the verb. Circle the emotion. You have 3 minutes! September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 72 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 73 (2) Define: Take a stand with a point of view Select the most compelling goal and most interesting insight to articulate a problem statement. This is your point of view. Use colorful name (惡作劇的調皮柯景騰, 受班上男生喜歡的沈佳 宜) This is the statement that you’re going to address with your design, so make sure it’s juicy and actionable! It should feel like a problem worth tackling! Examples of a point-of-view: reunite the family, or reignite a lost love, or reconnect with an old friend Arthur needs a way to express his care and love for his friends. Surprisingly, he thinks about his appreciation often, but his friends don’t know about it. You have 3 minutes! September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 74 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 75 (3) Ideate: generate alternatives to test Rewrite their problem statement at the top of the page Create solutions to the new challenge you have identified Embrace your inner child at kindergarten class & draw! (No writing) Sketch 5 or as many ideas as possible. GO FOR QUANTITY not QUALITY. Explore solution space. None of us are good artists (okay if drawings are inaccurate – may lead to misinterpretations and unexpected directions) This is time for idea generation, not evaluation—you can evaluate your ideas later. You have 5 minutes! September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 77 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 78 (3) Ideate: share your solutions survey the number of sketches Stand up and switch seat with your partners (leave your drawings on the table) Partner A: share your sketches with Partner B Another opportunity to learn your partner’s feelings and view, why they like or dislike your ideas, which one is good vs. not good. Fight the urge to explain and defend your ideas. Just see what they make of them! Spend the time listening to your partners reactions and questions. Remember Empathy You have 5 minutes! (then Switch) September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 79 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 80 (3) Ideate: reflect & generate a new solution Now, take a moment to consider what you have learned both about your partner, and about the solutions you generated. From this new understanding of your partner and his or her needs, revise your sketch or create a new idea. This solution may be a variation on an idea from before or something completely new. Ok to change the problem statement together. Try to provide as much detail and color around your idea as possible. Think: How might this solution fit into the context of your partner’s life? When and how might they handle or encounter your solution? You have 3 minutes! September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 81 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 82 (4) Prototype: Build! Draw a phone-app prototype (or a physical prototype) of your solution Include only what is required to render the intended purpose Your partner can act and engage with the paper prototype, with you being the computer. You have 10 minutes! September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 84 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 85 (5) Test: Share your solution and get feedback Show your paper prototype to your partner. You play the computer. Your partner plays the user. Your prototype is not precious, but the feedbacks and insights it draws out are precious. Don’t defend your prototype, instead, watch how your partner use or misuse the prototype it. You have 4 minutes! (then Switch) September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 87 September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 88 Group reflection & takeaways How did engaging with a real person, testing with a real person, change the direction your prototype took? What was it like showing unfinished work to another person? How did the pace feel? Quick, iterative cycles – how did that feel relative to how you normally work? Design thinking is an iteration, self-directed process. Based on what you learned – what would you go back and do next? What would you do over again? September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 89 Semester project • Theme intro – Behavior change, Wellness & Health, Learning, Crowd Power, Sustainability, Sharing • Collaborators – 臺大學生輔導中心: mental heath for students – 臺北市立聯合醫院精神醫學中心: drug & alcohol rehab – Procrastination • Preliminary grouping on the whiteboard exercise • Come to my office to discuss/finalize topic for assignment #1 (Walk-ins welcome) – Wed-Thu-Mon 2-6 pm – Sat: email for appointment September 24, 2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 90 Behavioral Change Change the way people act People make decisions and actions based on certain inputs and considerations. Technology can add additional parameters and inputs that may in turn affect the outcome of these decisions, or change people’s values. This may happen on an individual level or with a community. I’m particularly interested in applications for social good. Studio Time Thurs. 5:30 – 6:50pm in 160-328 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 91 Learning / Education Designing next generation learning experiences Throughout different stages in life, we learn for many purposes and in many ways. In this studio, we will think about how technology can enable, supplement, or support learning and teaching. How can we use research on memory and motivation to enable knowledge retention? What kinds of logistical issues can we solve with technology to enable teachers to focus on teaching? What kinds of social infrastructure can we put in place to help students succeed? Feel free to look around and beyond your own learning environment and the myriad ed tech products that surround us for inspiration. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 92 Wellness The pursuit of wellbeing—in mind, body, and soul Historically, we’ve often required experts to handle the technology that improves our health. However, the rise of personal technology provides an opportunity for everyday people to directly access the solutions that make our lives better. Perhaps the most concrete examples lie in physical health but the creative may find applications in mental, emotional, and spiritual wellbeing as well. From the perspective of interface design, we tackle a greater challenge but for an even greater reward. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 93 Crowd Power Empower the crowd to accomplish the impossible Technology can help us gather crowds of people online to collaborate towards a common goal. Kickstarter, Wikipedia, Yelp, and Reddit are all examples of achieving ambitious goals using the crowd. Technology can also provide powerful tools to support offline collaborations. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 94 Mobility / Travel Designing for Journeys Life’s about the journey, not the destination. In the same spirit, this section will focus on journeys, travel, and mobility. How can we design for improved travel and the experience of getting from place to place? From commuting to road trips, from getting a workout to getting home safely, running errands or exploring new and exciting places, there are endless contexts and cases of travel to consider, explore, and solve for. This section will seek to thoughtfully design application interfaces and experiences for those in transit or on the move. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 95 Health Help people live a better life New technologies have radically changed the way we think about Health. While we used to rely exclusively on one to one meetings with doctors, people can now search for answers online, connect with health professionals directly from their smartphone (see for example the startup HealthTap), gather data about their own health (thanks to the use of wearable) and so much more. As new technologies become available (iWatch) and mentalities shift, new opportunities arise to build great products. This theme encompasses many sub domains: you can decide to target people who are aging or specific diseases like diabetes. You can design for hospitals or more generally for how people interact with their doctors. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 96 Sustainability Transform our relationship with nature with the future in mind Sustainability often means using natural resources in a manner that ensures their future availability and in a way that won’t irreparably damage the environment. To do so, we can address both production and consumption of these resources. We can create applications that encourage and enable more responsible use of natural resources such as water, food, and energy, or we might further consider how these resources are produced and make it easier to transition to more sustainable alternatives. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 97 Sharing Building the foundations of sharing through technology Everyone shares - whether it’s motivated by convenience or benevolence, whether it’s a spare bedroom or afternoon tea. The act of sharing operates on varying levels of intimacy in today’s ever-connected world. Regardless, there are some core values at the heart of every exchange: trust, gratification, and communication. In this studio, we will explore different ways to facilitate and even encourage sharing. 9/22/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation 98