In this lecture we're going to talk about brain storming and problem framing. Now in the context of extended reality. So AR and VR. This is really something that is dear to me. I'm not really sure that we're getting it right yet. An I think the problem is that we are not always really addressing the problem. Now in this sector we're going to talk about how to find good problems. How do I identify a problem? So in this lecture I'm going to share 7 techniques to help you innovate. The first technique is the what I call ideate. Implement, inspect, iterate, design cycle. Everything starts from an idea and you really have to ideate part of Ideations is actually implementing that thing, creating a prototype. And then inspecting it and not just you as a designer, although that I think that is the first important thing. But you need to test and validate it with users. And then you iterate. I think that through prototyping we can really learn a lot about the actual problem and not just like about our solution values. Ideations for problem framing, and I think that's a really important realization. So build prototypes to help you understand what the problem really is. Users and then see how they respond, either rate to improve your understanding of the problem and then also like you grasping for that solution. Next technique, this is more like a. How do you think about things technique? The killer app problem is that you're trying to find that killer app. And you're trying to take on too much, so rather than trying to invent that whole new thing. You can also look at something existing and all you need to do is be creative and novel in one aspect. Actually, novelty and creativity is not the same thing. So in my opinion and I always say this to my students. Being novel is this idea of being the 1st at doing something, and that claim is actually never a really strong claim because you could be the first person to do a really, really bad thing to have a really, really bad idea. Just because you're the first to talk about it, to write about it, to implement it, doesn't make it a good thing in itself. And so being creative, however, means that you're like looking at something and you're trying to. Maybe look at it differently or trying to innovate by coming up with one small new thing. And when I talked about design jams already talked about this idea of trying to be creative in how we approach the problem and how you execute the methods and how you prototype things, how you implement things, I think that is really cool. That is where you want to be creative, but you don't have to be novel in the whole idea. That's very important. So do this one thing and be disruptive there. The next thing I want to talk about is really how to frame a problem and how to kind of verify whether you're asking the right questions. So I'm calling this the problem promise premise approach. The first question I'm going to ask you about the thing that you're trying to do is what is the problem tackled by your access solution. So if there's no problem, then you don't have a solution. So if you have a hard time telling me what the problem is, then you should rethink it. Also, if you think you know what the problem is, what is hard about it and why is it important? And here I have a little denomination. Why is it important to you? Because this idea of trying to generally say when something is important, I often struggle with this, but I can tell you why some of the research that I'm working on is at least important to me. 'cause I observe how people struggle, especially students, how students struggle to learn about design. because in my research on XR and specifically prototyping tools I have observed. How novice designers really struggle with picking up XR concepts and XR technologies. And that's what I at least I cared about. And actually, it turns out that this is really a problem and a lot of people are trying to innovate in that space. Not always having good ideas, but trying to do at least innovate in this space. So this agreement on them. There is something that is a problem that is actually an indicator that you're onto something. So the next question I'm going to ask you, what is the promise of your access solution so? What are you offering? Where can XR actually help? And, one is your value proposition. And so then I want to scrutinize more of this idea of why XR, so one is the premise of your XL solution. Really ask yourself critically in carefully. Why can XR solve this? And when I say X are, you should actually be a little clearer and say whether augmented reality or virtual reality is the right approach. And then what are your assumptions? Like with every solution, there's always some kind of assumptions. With every design we make assumptions right the interfirst. So if you think about introduction Now I'm talking about a paper. What goes into that? The problem and that is more like at a general level the obstacle. Now within that problem there is something more specific that you're trying to address, so that is the obstacle and you should make it crystal clear what are you talking about in this bigger problem, and then you should introduce the solution. In essence not like the whole thing. You have the rest of the paper to describe it, but in essence the 10000, feet view. What is the solution here? And then comes the hard part actually articulating your contribution. Scientifically. So this is where all people struggle. First year PhD students as well as old experience professors really struggle to nail that contribution. Couple of things that I've observed over the years that really annoy me, and so maybe you should try to stay away from those because I don't think they're really good arguments to make. We are the first to do this, as I said, doesn't mean that this is a good idea and it's actually not a very strong argument. It's now or never like. Please take my paper now. Yeah, I've seen that a lot and timeliness is something that the scientific community will really no. If you're trying to solve another problem, I can tell you we're probably not making the right progress, and this last thing is this is probably really speaking just to the scientific community that the fact that you evaluate it. Your solution that is not a contribution, it's just expected. We are scientists, so obviously we evaluate our solution so don't claim it as a contribution. Now I'm done with my rant and we continue looking at some of the more design oriented techniques.