Intro to User Centered Design. Golli Hashemian and Lauren Haynes NTEN
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1 Intro to User Centered Design Golli Hashemian and Lauren Haynes NTEN
2 Meet me. (REAL, LIVING, BREATHING, UX PROFESSIONAL...)
3 Hi, I m Lauren
4 [User centered design] is about defining the problem that needs to be solved (the why), defining the types of people who need it to be solved (the who), and defining the way in which it should be solved to be relevant to those people (the how). whitney hess
5 Non- Profits : Limited Resources High Touch/Relationships Empathy Social Issues Limited Tech Skills In non profits we are often solving problems for people who are not ourselves, or not like us
6 You must be interested in culture to design for it. Lorraine Wild
7 stakeholders :: a great proxy for users :: pull them into your process :: educate :: change the conversation
8 Non- Profits Stakeholders Donors Service Providers Staff Foundations Constituents
9 Failures: One Laptop Per Child
10 Napster self-cooling cans Users (desirability) Business (Viability) Technology (Feasibility) toll roads
11 Users (desirability) Business (Viability) Technology (Feasibility)
12 Users (desirability)
13 UX Design human computer interaction digital signage visual design visual design UI design scenario design usability engineering research digital signage sound design navigation design
14
15 define discover A USER CENTERED DESIGN PROCESS design evaluate
16 define a process discover research user interviews analytics ethnography shadowing observation digging in heuristic evaluation surveys stakeholder interviews understanding design usability contextual inquiry & analysis heuristic evaluation focus groups evaluate
17 define a process direct frame ask identify needs clarify discover hone in narrow down identify users converge zoom in design establish goals focus chart trajectory identify needs evaluate
18 define a process discover wireframes user flows scenarios personas storyboards information architecture sitemaps sketch use cases paper prototypes create high-fidelity comps content strategy design mental models interactive prototypes experience maps journey flows evaluate
19 define a process prototype heuristics usability test field test make real discover test paper prototypes build design QA beta create develop assess implement evaluate
20 You can not design what you do not understand. my buddy Tim
21 interviews & ethnogr discover
22 interview basics it s simple. discover be human. be nice. build empathy. ask questions. stay focused. listen.
23 interview guidelines discover break ice explore facilitate probe listen listen listen
24 If I had asked people what they wanted, they would have said faster horses. Henry Ford discover
25 observation! aim to uncover the values and needs from each user group :: often targets users from opposite ends of the spectrum :: can be quick or many hours, depending on what you re studying :: normal, everyday environment :: current system & tech in general :: as non-disruptive as possible in the discover subject s routine
26 Insight statements define user + need + insight
27 How might we......[user]......[unmet need]......[but/because/despite/in the context of]...
28 An example define user Sasha, a Spanish-speaking first-time marathon runner in Chicago from Nicaragua need needs to reach her hotel room as soon as possible upon arriving to the airport insight because she will not be able to perform to her optimal ability if she is tired or on her feet for too long
29 creativity guidelines :: defer judgement :: be positive and constructive ( How might we... ) :: Build on others thoughts and ideas ( Yes, and... ) :: Springboard off others thoughts and ideas :: Think big and swing for the fences define :: Headline ideas first, then add detail :: Generate as many ideas as possible :: Capture your idea :: Write legibly
30 user flows design checks the details out on a smartphone double-checks the date through confirmation hears about the class from a friend signs up on a tablet bikes to class Class in session! hears about class from the GDI community mentions class to a friend in passing signs up last-minute hikes 5 miles uphill to class UX 101 class!!! discovers class through basic online search signs up immediately tweets about the class heads to class by bus forgets address and has to check site for address and directions
31 user flows :: start with a user (are you noticing a trend here) :: single path :: touchpoints (can be offline or on multiple devices)
32 Design is not just what it looks like and feels like. Design is how it works. Steve Jobs
33 . Recommended reading
34 Discuss: How can you apply this to your organization?
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