WEBVTT

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One of the things that can be quite&nbsp;hard to remember during design

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is to keep&nbsp;in mind that you're in a bigger context.

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It's easy to get focused on the device you're&nbsp;
designing for or a particular screen.

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This isn't helped by the tools you use.

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Typically,&nbsp;when somebody presents a design, what you see nowadays for a digital design,

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whether it's for&nbsp;a phone-based application or web-based application, is a wireframe.

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And there are so many&nbsp;tools that help you generate these.

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But of course, what that does is it focuses&nbsp;you on the screen, on the page,

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not on the wider context in which it's based.

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So, how&nbsp;can you try and focus on this? There's a lot more things in this context than the screen.

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There's the things that happened before.

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So, if you recall the scenario of Betty in the&nbsp;warehouse,

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the consignment arrived late; she'd had a bad night.

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These all&nbsp;contribute to the context the person's in; so, all the things that have happened in the past.

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And there's other people around. There's Betty's children, particularly the child who woke&nbsp;in the night.

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There's Tony, who works in the warehouse as well, who noticed there was&nbsp;a problem.

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Emma, who's on the night shift, who prepared the

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crib sheets. So, a lot of other people around

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– some of those are about interactions that are&nbsp;
happening at the moment;

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some of those connected past events. Some of those might influence&nbsp;it.

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For instance, the boss or the client,

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perhaps Betty has to engage with other people;
if there's a problem with a consignment,

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perhaps the delivery folks who provided it.

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So,&nbsp;there's lots and lots of people involved as well.

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The body – we are physically-embodied people;&nbsp;
we're not sort of eyes and fingers

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to use a computer system; we're a whole person.

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So, again, recall that Betty is supporting this gear thing

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on a balance between her hip&nbsp;and a slightly weak hand.

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That does suggest, even without going... you can probably picture&nbsp;this,

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somehow or other there's a computer screen, but without anywhere to put things out.

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So, perhaps there are other... understanding a body

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might suggest ways you redesign the space.

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But clearly, there's issues about the body of the person involved, which influences things.

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Does somebody have to stretch a long way? 
That can make you think about things.

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There's the physical environment as well. So, it was interesting. Betty had to

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take&nbsp;the gear thing and bring it to the computer.

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There were distances involved, and a warehouse is a&nbsp;big place.

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If you're designing an office system, then you might not have to think about great&nbsp;distances.

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But in a warehouse or an outside task there might be big distances involved.

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Does&nbsp;somebody have to carry things like the way that Betty did?

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Would it be better then, once you start&nbsp;
thinking about that,

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to have some sort of system where she might have something handheld to take to the part?

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Not necessarily all of the system, but they might be doing just&nbsp;
something enabling them to scan what the part was

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and then go back and have a look&nbsp;
at things, rather than have to carry it over.

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Is it noisy or quiet? Is it hot or cold?

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I mean, I'm guessing a warehouse might be on the chilly side,

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but then there's lots of&nbsp;people and lots of activities, so maybe not.

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Maybe – thinking of the body, maybe it gets hot.

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And certainly it could be quite a noisy environment with forklift trucks around.

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So, again,&nbsp;you might think "Oh, we'll have a hands-free system and make it voice-operated."

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But that's&nbsp;not going to work if there's a forklift truck driving behind the back of you in the&nbsp;middle of trying to do the interaction.

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So, you have to keep this in mind, the whole&nbsp;
context.

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Otherwise, the system you design that might look great in a wireframe

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doesn't actually&nbsp;contribute and fit into the bigger picture.

