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Introduction to User Experiences Principles and Process (Week 2) - Coggle…
Introduction to User Experiences Principles and Process (Week 2)
UX Design Overview
What is Design?
Design is not only how its looks like or feels like but how it works ~Steve Jobs
(Design) is a plan to arrange elements in such a way as to best accomplish a purpose ~Charles Eames
Design and Problems
Design is as much a matter of finding problems as it is solving them ~Bryan Lawson
Articulate the problem in suach a way that we know what the solution are
Design process
Generate possible solutions
Sketch,storyboard,wireframe
Analyse and select
Apply UX criteria (what is a good UX?)
Understand the problem
Study users: tasks and context
Embody solutions (Build prototypes)
Build prototype
Assess (find new problems)
Apply UX research methods (user's testing)
In short, ASSESS -DESIGN-BUILD
What is special about UX design?
Experience are interactive
Action:command options
Response: information presented
Action-response rules
Complex system behaviour (focus on usability)
Time-based
Context is critical
Other activities
Other people
Other interactions
Prototypes
Economic principle of prototype
Best prototype
makes the possibilities of a design idea
Visible
Measureable
Effective
Simplest
Prevent premature commitment
Preventing investment of resources (time and money) in a dead end
Prevent problems
cognitive and emotional commitments that are hard to undo
exhasut project resources/timeline and stuck with a bad design
waste money and effort
What happens before prototype?
Establish guidlines and constraints (what a good solution would look like?)
Personas, scenarios, user stories, requirements (to guide the design process)
Asses current needs (what we are trying to solve?
Design
Ideation
Sketching
Selection
Synthesis
Prototypes have many forms
Storyboard
Navigation from diagram
Physical model
Video
Sketch
Formal specification
Verbal Description
What happens after prototype?
Assessment
Users' testing
Inspection method
Feedback from stakeholders
Redesign
More prototyping
Why prototype?
Assessment
user's testing
facilitate assessment
Communication
bring stakeholder in
facilitate communication
Reflection
allow us to reflect on whether they are meeting the design goals
Reification
make idea concrete/real
Prototype's fidelity
Middle
Address
Layout
Interactivity
Navigation
Ignore
Programming
Real data
Graphic
High
Ignore
Backend programming
Complete functional coverage
Address
Interactive details
Realistic data
Graphic design
Low
Address
Basic organisation
Task flow and covereage
Functionality
Ignore
Programming
Real data
Graphics
Charateristics ~Bill Moggridge
light-weight materials (qucik, cheap and easy to change)
not precious and thus invite more honest critique
maximise the number of time you can to refine design before you commit to code(or manufacture etc.)
Sketching
Sketching Vs Sketches
Sketching
: An activity not just a byproduct of design. It is central to design thinking and learning.
Sketches
: by product of sketching. Part of what both enables and results from the sketching process.But there are much more to the activity of sketching than making sketches.
Why Sketch?
Reflect
Explore
Communicate
How to Sketch?
Go fast
Don't perfect
Use pencil & paper
Make lots of them
Don't have to be good at drawing
What to sketch?
The problem
How would someone experience this problem?
The solutions
What would it look like for the problem to be solved?
How would a system help solve the problem? (what the solution would accomplish? how the system will look like solving the problem)
Defination & Quality
Defination
:A cheap, rapidly constructed representation of an idea
Qualities
:Qucik,timely,inexpensive,disposable,plentiful,minimal detail, allow ambiguity
Sketch vs Prototype
Sktech
Explore
Question
Suggest
Propose
Evocative
Provoke
Tentative
Noncommital
Prototype
Discuss
Refine
Didactic
Answer
Test
Resolve
Specific
Depiction
Sketchers' Block: Ideation
Don't stop even if we run out of ideas, just push through it
Matrix technique ("lateral thinking')
Think of the worst idea to solve the problem
Brainstorming
Go sketching
Quantity over Quality
Generate vs Converge
Imperfect
Use "lateral thinking" when stuck
Quick
History of UX
A progress to recognition of user experience as a central concern for products, brands and enterprises
UX today
UX research
UX design
Opposing processes in design
Phases of generation and convergence