UX Intensive Takeaways In Action. J.J. Kercher December 8, 2011
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2 UX Intensive Takeaways In Action J.J. Kercher December 8, 2011
3 The Plan v Brief overview of the event v We have a client! v Break into groups of ~6 v Work fast, don t focus on the details v Most Important: Have fun!
4 Event Overview v 4 Days in Chicago, October v 4 Key Elements for a successful interactive experience:
5 Design Strategy What is Strategy? v The creation of a unique and valuable position, involving a different set of activities v Requires you to make trade-offs in competing v Involves creating fit among a company s activities
6 Design Strategy
7 Design Strategy
8 The Client
9 The Opportunity
10 The Opportunity Current In-Room Solutions
11 Design Research Designers use research to v Invent possible futures v Determine how desirable these futures are v Experiment with what can be changed v Working out plans to proceed toward desirable futures v Make proposals to those who can bring a design to fruition
12 Design Research Types of research v Interviews v Process sketching v Picture cards v Annotated experiences (diaries)
13 Design Research Defining clear objectives: v Outline key components of the user experience that need to be understood for the project to succeed v Provide a clear basis for asking questions, framing outcomes, selecting research methods, and setting timelines v Allow research to uncover issues and problems with a product or product area, not support preconceived notions.
14 Design Research Hotel Ganache sample research objectives: v What type of technology do travelers bring with them? v How do travelers use the current in-room solutions? v What do they want to do that s not supported by technology currently? v What are the barriers of entry? v What are the primary tasks or activities that the technology should address? v Insert your objectives here
15 Design Research: Activity #1 Choose one person in your group with the most recent hotel stay, and have them describe their experience, covering everything from check-in to hotel services to interactions inside the room (menus, TV, alarm clocks, etc.), activities engaged in during their stay, and finally their check-out process. The approach should be conversational, but feel free to jump in to ask any questions you need to clarify what they re saying against your research objectives. While they are talking, write down any key or notable activities, tasks or motivations on sticky notes. Keep it to one concept per sticky. Next, review the supporting research (personas, etc.) and do the same exercise using sticky notes, writing down any key or notable activities, tasks or motivations. Activity Time!
16 Information Architecture What is Information Architecture? Information Architecture is about understanding. It s about supporting people in the journey from not knowing to knowing in a systemic way. - Richard Saul Wurman
17 Information Architecture What does IA help understand? v Where am I? (am I in the right place?) v What is here? (do they have what I want?) v What else is here? (is there something else I like?)
18 Information Architecture What does the journey look like? IA helps people engage in a digital space so they can: v Find something v Accomplish a task v Be entertained v Connect with others
19 Information Architecture What does systemic look like?
20 Information Architecture Information Architecture Outputs v Content & Feature Audits v Content & Feature Inventories v Models v Metadata v Taxonomies & Controlled Vocabularies
21 Information Architecture Modeling: The Mental Model v Derived from user research interviews v Visually communicates the user tasks, clustered into three levels v Top-levels very effective as site labels and navigation v Effective for communicating the user tasks and user journey to stakeholders v Very effective in showing duplication of resources or gaps in supporting content
22 Information Architecture Mental Model Example
23 Information Architecture: Activity #2 Use the sticky notes you created during the research activity to start building your mental model. Cluster common motivations and activities into groups and label these. Do this quickly and don t worry about getting everything just right the first time. You ll find that the groups will morph and shift as you go and you will rename and move some of these concepts several times. Stay focused on the high-priority concepts, you won t find a group for every sticky note and that is OK. (Hint: The groups should start looking like tasks after a while). Once you ve done this, start ideating about features and functionality that will support each group and write them on sticky notes, placing them underneath each group. Activity Time!
24 Interaction Design v Interaction Design defines the structure and behavior of interactive systems in order to create meaningful relationships between people and the products and services that they use. v User Experience highlights the experiential, affective, meaningful and valuable aspects of human-computer interaction, but it also includes a person s perceptions of the practical aspects such as utility, ease of use and efficiency of the system. Definitions adapted from
25 Interaction Design Case Study: In Need of Some Serious IxD!
26 Interaction Design Interaction Design Outputs v Storyboards v Low-Fidelity Wireframes v Prototypes v High-Fidelity Mockups
27 Interaction Design The Experience Storyboard
28 Interaction Design: Activity #3 Choose one task that you want your interface to accomplish. Start by outlining the key elements of that task: Components Interactions Emotions Next, sketch out three thumbnails that depict this user experience. You don t have to be an artist, please use stick figures! Include any user thoughts or potential screen concepts in your sketches to the extent possible. Last, write a short 1-2 sentence narrative that describes the task. Activity Time!
29 Interaction Design
30 Interaction Design: Final Activity Using the information and knowledge you gained during these three exercises, sketch out the the interface of the new in-room technology. Organize the information using the key tasks and importance you discovered during research and modeling. If you have time, sketch out the experience of completing a task using this interface to put it into context. Think about your experience storyboard when sketching out this interaction. Activity Time!
31 The Sketch Prototype Sharing Time!
32 Questions??
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