Experience prototyping
By M. Buchenau, J. F. Suri. Symposium on Designing Interactive Systems, 2000
1,382 citations recorded by the source corpus.
In this paper, we describe "Experience Prototyping" as a form of prototyping that enables design team members, users and clients to gain first-hand appreciation of existing or future conditions through active engagement with prototypes. We use examples from commercial design projects to illustrate the value of such prototypes in three critical design activities: understanding existing experiences, exploring design ideas and in communicating design concepts.
Subfields: Information Systems and Management, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/c9f7730d01144efaefa7b47ac3856aa1da1030d7
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Information Systems and Management
- Meredith Ringel Morris
- Jodi L. Forlizzi
- John Zimmerman
- Percy Liang
- Michael S. Bernstein
- Carrie J. Cai
- Erik Stolterman
- Josh D. Tenenberg
In Human-Computer Interaction
- Erik Stolterman
- Jodi L. Forlizzi
- Katja Battarbee
- Bruce M. McLaren
- Vincent A. W. M. M. Aleven
- Kenneth Holstein
- John Zimmerman
- Ilpo Koskinen
Citations in the corpus
- The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas (2008, positive): “For example, a case of experience prototyping proposed by Buchenau and Suri [2000] used a beeper to simulate a person having a heart attack in order to understand what kinds of possible situations surrounded the heart attack accident.”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, methodology): “(Where HCI has worked on experience design methods, suggestions again revolve around iterative prototyping; Buchenau & Suri, 2000).”
- ComTouch: design of a vibrotactile communication device (2002, methodology): “The Kiss Communicator by IDEO used the active motion of a kiss to display colourful lights on remote objects [5].”
- A framework for empathy in design: stepping into and out of the user's life (2009, background): “The ‘empathic’ as a quality of designing The adjective ‘empathic’ in relation to design was introduced in the late-1990s (Battarbee and Koskinen 2005) when companies started to realise that only listening to customers’ responses on questionnaires was not enough to develop successful products…”
- UX Design Innovation: Challenges for Working with Machine Learning as a Design Material (2017, background): “We hope that UX and interaction design researchers can build on the examples in our literature review [e.g.7,42] and develop tools and techniques that help envision how ML can be applied in less obvious ways.”
- Empathy and experience in HCI (2008, background): “It has also resulted in a plethora of interesting new interactive devices, research methods, and design processes [16, 27, 42] as well as reflection on the scope and limits of theory and methodology within HCI [6, 9, 13, 23, 37, 55].”
- Co-Designing a Real-Time Classroom Orchestration Tool to Support Teacher-AI Complementarity (2019, methodology): “…Analytics works under a Creative Commons License, Attribution - NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0) 37 prototyping activities (Buchenau & Suri, 2000), experimenting with different combinations and spatial configurations of analytics displays while generating ideas for…”
- Social Simulacra: Creating Populated Prototypes for Social Computing Systems (2022, background): “Prototypes in social computing typically take the form of experience prototypes where the designer recruits a small group of people to use the system [7, 22].”
- Reflective physical prototyping through integrated design, test, and analysis (2006, methodology): “In response, we designed d.tools to support rapid construction of concrete interaction sequences for experience prototyping [11] while leaving room to expand into higher-fidelity presentation models.”
- Co-experience: user experience as interaction (2005, background): “It is also possible to study co-experience with experience prototypes, by letting users explore the technology and its possible meanings together (Buchenau and Fulton Suri 2000, Kelley 2001, pp. 41 – 42, Ma¨kela¨ and Fulton Suri 2001, Kurvinen and Koskinen 2003).”
- Crafting a Place for Interaction Design Research in HCI (2008, background): “…above, and the increasingly popular cultural probes; 15 methods intended to increase empathy between designers and users including bodystorming 16 and experience prototyping; 17 and methods intended to extend the creative ability of designers such as interaction relabeling 18 and transfer…”
- Understanding contexts by being there: case studies in bodystorming (2003, methodology): “This is understandable, because, in contrast to Buchenau and Fulton Suri [17], we did not have a possibility to practice acting in the guidance of a professional actor.”