Emerging User Interfaces Group Project     (Note: This project includes   personas  . You may also view the   final report  .)       Project in a nutshell:    - This is a school project to create a modern interconnected home; a product that networks myriad disparate devices and presents relevant information to the user seamlessly and integrated with one another.  - I collaborated with a great team on this project (Jocelyn Bellas, Melissa Carraway, and Greg Hamilton).  - Phase 1: We did user research, developed personas, worked on conceptual models, prepared scenarios, created our first prototype 1, and presented it.   You may   click here   to download the personas.   - Phase 2: We went on to reform our prototype following the feedback we received. We dived into an extensive research, pared down our personas, created our second prototype, and presented it.  - Final phase: We narrowed down our scope on the form, worked on the information architecture, expanded upon one of the tools (the wand) and decided to focus on the voice. We prepared our findings and presented third prototype.   You may   click here     to download the final presentation.   After the third prototype, we prepared a final report.   You may    click here    to download the final report.   - The roles in the team were distributed evenly. We all worked on equally the projects.  What I specifically contributed to: Scenarios. User research. Prototypes, esp. the wand. Multi-device design, emerging UI ideas.  What I did NOT specifically contribute to: Drawing the conceptual model. Creating the website for the final product layout.  - We presented our findings to our classmates.  - The project took 3 months to complete.     3 key lessons I would like to share:   1) Audience matters.  Doing everything for everyone rarely works. Through thoughtful reduction,you may see more by seeing less.   2) Timing matters.  We had a bright idea that was not ready. We succeeded to let it go. Regardless of the time spent on the design, if the timing is not right, be bold enough to shelve it.    3) Context matters.  The user may expect total control, or delegate it all. To which extent the user prefers to feel directionless depends on the conditions. They may ask for feedback in every step or want to get lost in the rhythm instead. Make sure the context is appropriate.       
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