User Experience Part 2 The Process

UX Design Process

  1. Phase 1 – User Studies/Research Design – Discover the user requirements
  2. Phase 2 – User Interface Design
  3. Phase 3 – Interaction Design (Axure RP, Balsmig)

Phase 1 – Discover the user requirements

There are 3 types of requirements:

  1. Business Requirements
  2. Function Requirements
  3. User Requirements

A. Business Requirements

  • Identify Key Stakeholder
  • Understand business requirements
  • Understand project limitation
  • Identify social and cultural practices
  1. Identify key stakeholders
    Stakeholder’s vision & business objectives. Gist of the discovery process – to identify the problems – they wont share their problem. (e.g. ask them recursively, happines index) – e.g. the user, the doctors, the nurse

    1. Observations and shadowing doctors and nurse
    2. Define scenario for the situation – buat gambar kartun will be meaningful
    3. Card Sorting techniques – menu and sub-menu for the health product.
    4. Design – low fidelity (pakai paper prototype)
    5. Develop – cognitive walktrough – think aloud process
      1. Design innovation – a. screen placement, 2. size decrease, 3. sensitivity
    6. Coding Analysis – based on problem identified, code or categorize into group. At least 3 experts people to go through the coding. Here, you can use card sticky notes to categorize the problems discovered
    7. User Requirements
    8. Medium Fidelity prototyping
      1. Low Fidelity – Rich picture, wizard of oz, paper prototyping
      2. High fidelity –
  2. Content analysis
  3. Results, you can use Azure Rapid Prototyping, very useful.
  4.  Deliverables
    1. Create citizen’s life event
    2. Choose simple flow to create wireframe and paper prototyping
    3. Design single screen
    4. Create many screens for navigation
  5. Presentation – to capture life events of the participants, to create low-fidelity prototyping (senang cerita paperwork dulu so that easy to amend when user want to change)

Methods can be used for user studies

  • Netnography – Researcher participated in network to perform research.
  • Passive Observation – Researcher participate as member
  • Active Observation -Researcher participate as speaker and moderator
  • Survery
  • In-situ analysis ‘current-state analysis’framework
  • Intervention actions on UC definition
  • Intervanteion actions on bridging the gap between academics and practitioners
  • HCI / UX – Academics and Practitioners

Design Timeline

1845 – Ergonomics

1940 – Human Factors

1970 – Usability Engineering

1980 – HCI

1990 – Interaction Design

1992 – UX

2000 – Hedonomics (upgrade ergonomics + emotions)

2001 – User centered Design

2004 – Human Computer Interaction in Use  –

2007 – HCI in practice – Process to produce UI

2010 – HCI in Software Development Practice – HCI knowledge and values

2012 – UX Malaysia – value to produce quality digital product

2013 – Experience Design – Jensen (2013)

 

1845 – Ergonomics

1940 – Human Factors

1970 – Usability Engineering

1980 – HCI

1990 – Interaction Design

1992 – UX

2000 – Hedonomics (upgrade ergonomics + emotions)

2001 – User centered Design

2004 – Human Computer Interaction in Use  –

2007 – HCI in practice – Process to produce UI

2010 – HCI in Software Development Practice – HCI knowledge and values

2012 – UX Malaysia – value to produce quality digital product

2013 – Experience Design – Jensen (2013)

User Interface Design

1980s – command line interface

1990 – graphical user interface

2000 – natural user interace

2010 – organic user interface

Design Thinking vs Computational Thinking

IDEO defines design thinking as the application of empathy and experimentation to arrive at innovation solutions through making decisions based on stakeholder input and evidence based research. Design thinking attempts to understand the intent or problem before looking at any solution . It emphasize the importance to identify why the problem exists in the first place before solving it.

Using the HOTS for KSSR Level 1, a design thinker would ask, what is the intent of provide HOTS for KSSR Level 1 instead at the first place?

Based on quicksense, (15 August 2017 – https://blog.quicksense.org/design-thinking-vs-computational-thinking-in-education-2dcf5b23aa12), Vivek Kumar clarified the difference between design thinking and computational thinking using simple  a thought experiment: You need to move 10 boxes from one side of town to the other. How would you do it?

As a computational thinker, a set of instructions would be drafted, tested, and the most efficient route would be attained. Questions that would be asked by a computational thinker could include ‘what are the sizes of the boxes, how heavy are they, and is anything fragile’ to best cater for the most effective action.

In design thinking, the primary question would be ‘why do you want to move the box in the first place?’.

To him, the question ‘why do you want to move the box in the first place’ is the most important question. This frames the problem in a whole new light. An interesting finding could include that you specifically do not need to move the box yourself or that there is something inside the box that needs to be moved, and not the box itself. I think that design thinking shapes computational thinking and it is design thinking that needs to be given the highest priority in our education system.