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8. 주차별 강의계획
주 날짜 주제 내용
1 09/05 수업 소개 Class Introduction & Ice Braking
2 09/12 환경 조사(1) N-Screen환경에 대한 심화 연구_사용자를 중심으로 | N-Screen에 대한 담론 (1)
3 09/19 환경 조사(2) N-Screen환경에 대한 심화 연구_기술과 마켓을 중심으로| N-Screen에 대한 담론 (2)
4 09/26 방법론 연구(1) 사용자 경험디자인방법론 실슴 | Co-creative Workshop
5 10/10 방법론 연구(2) 사용자 경험디자인 방법론 기초 | 워크샵 결과에 대한 Desk Research
6 10/17 사용자 리서치(1) 사용자 경험에 대한 사용자 리서치 방법론 기초
7 10/24 사용자 리서치(2) 개인별/그룹별 사용자 리서치 진행에 대한 내용 토론 및 키워드 추출
8 10/31 중간고사 문제점 발견 및 그에 따른 요소정의/환경요소에 대한 서론 제출
9 11/07 방법론 실행(1) 중간고사 내용을 중심으로 문제를 해결하기 위한 다양한 방법 연구 기초
10 11/14 방법론 실행(2) Persona, Mindmapping등을 통한 주요한 키 Finding 추출
11 11/21 방법론 실행(3) 사용자 스토리보드/시나리오 제작
12 11/28 프로토타이핑(1) 프로토타이핑 기초
13 12/05 프로토타이핑(2) 프로토타이핑 제작
14 12/12 프로토타이핑(3) 프로토타이핑 및 Documentation
15 12/27 기말고사 Public Presentation
환경조사
사용자조사
사용자경험
프로토타이핑
Jylee, KGIT, 2012_2nd 10/10/2012
Jylee, KGIT, 2012_2nd 10/10/2012
Today. We are going to cover,
Jylee, KGIT, 2012_2nd 10/10/2012
User Experience Definition
Introduction of UX
User Experience Process
00. World & UX
Jylee, KGIT, 2012_2nd 10/10/2012
We are in the middle of a global cultural crisis, a crisis of values & behavior
We face pressing economic, social, technological, environmental & cultural challenges
Everything is constantly changing, uncertainty & change are the most stable factors today. (Open) innovation & constantly adapting to new constraints becomes a critical factor for survival for companies, organizations, states &governments, the world as a whole...
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The world and Design
Jylee, KGIT, 2012_2nd 10/10/2012
The world and Design
But life & business must go on, design thinking can thus be seen as a management paradigm, made up of a state of mind and a set of methodologies that tries to address this new reality
We move away from the purely analytical, efficiency driven, “always more” &
reckless way of doing to a more human centered, intuitive, transparent, responsible & sustainable way of doing business, politics, leisure...etc
Management paradigms & theories were always changing in human history, and are a result of the “ruling culture” to which they adapt.
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Jylee, KGIT, 2012_2nd 10/10/2012
Design Thinking?
Understand & define
│
Observe & research
│
Ideate & Co-create
│
Choose
│
Prototype and test
│
Implement & learn
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Non-linear process
Think visually, Tell stories, Use role-plays
Experiment, improvise, be intuitive, take
risks, fail a lot and early
Create multidisciplinary expert teams
Trust & optimism
Empathy
Take a different view on things, think
what might be instead of only trying to
improve things within existing
frameworks
Jylee, KGIT, 2012_2nd 10/10/2012
So. Experience Design
Today, it is actually the whole experience provided by and associated with a product,
website, service, policy...etc (and the corresponding brand) that is rated by customers
and that drives their purchase and/or voting behavior.
Experiences must be effective, efficient, valuable & feasible from a producer’s point of
view and useful, usable, desirable, credible, enjoyable from the customer’s point of
view.
Design thinking & experience design methods help to develop great experiences that
are culturally accepted & desired and economically viable
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Jylee, KGIT, 2012_2nd 10/10/2012
UX design, service design & design thinking
IA & UX for the Web/App, as our community understands it, considers the experience
provided by one channel, the Web/App and it’s digital, mostly screen interface.
Service design considers the experience provided by all the touch-points together.
Multi-channel experience design:
– face-to-face,
– physical environments,
– traditional communication & sales channels,
– call-centers...etc
– and the Web in all its forms (mobile, computer...etc)
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Jylee, KGIT, 2012_2nd 10/10/2012
01. Definition of UX
Jylee, KGIT, 2012_2nd 10/10/2012
01. Definition of UX
User experience encompasses all aspects of the end-user's interaction with the company, its services, and its products.
- Nielsen Norman Group
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Jylee, KGIT, 2012_2nd 10/10/2012
01. Definition of UX
The design of anything, independent of medium or across media, with human experience as an explicit outcome and human engagement as an explicit goal.
- Jesse James Garrett
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Jylee, KGIT, 2012_2nd 10/10/2012
01. Definition of UX
I'm interested in "experience design" because it's the most imperialistic of all design disciplines to date. I mean, 'design' can be about pretty much anything, but 'experience' design -- come on, what ISN'T an experience?
- Bruce Sterling
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Jylee, KGIT, 2012_2nd 10/10/2012
01. Definition of UXD
UX for the Web and Service design (or experience design as a broader definition for a service) both follow the design thinking process. They actually share in common the design research & ideation tools and methods: Interviews, Personas, Ethnographic studies, Mental models,
Empathy maps, context mapping & other generative techniques....etc But they have their own media specific prototyping & modelling tools – UX for the Web: wireframes, flowcharts, content inventories, card sorting, navigation schemes etc
– Service design: Customer journey maps, service blueprints, role plays, storyboards
Even these media specific modelling tools tend to get more and more
merged & shared between the 2 disciplines
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Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX (Rev.)
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
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The level of satisfaction an average user get from a product
User Experience
good bad
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
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Average User
80% of the target user with
similar needs, a Typical User
Typical User for Blackberry
phone are executives
Blackberry Users
Primary user
Primary user & Secondary User Buyer, Marketing, CRM
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Product can be
Physical object
Web site
Software
Hardware
Mobile device
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
User
Interact
Product
Like
Understand
Use
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
The process of converting an idea
into a commodity, a useful product
with some value
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Need an
Idea
Create
functionality Design
the product
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Idea
Functionality
Design
Idea Design
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Idea Design
Idea
Show | Time
Battery | Gear
Functionality
Design
Look | Color | Type
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Development process Result
A clock with accurate functionality
and great aesthetic design
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
A good functionality and a great
design equal to good User Experience ?
Good Function
Great Design
Good UX
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
NO! User experience starts from user, we
haven’t considered a typical user yet
Good Function
Great Design
Good UX /
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Typical User
To find out a typical user we need to know the Context
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Context
Context is the environment and the
circumstance which surrounds the
product and the user
Context
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Context
Context is the environment and the
circumstance which surrounds the
product and the user
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Context
Context Typical user
Airport Passengers
Sports Stadium People watching the game
Art Gallery Hobbyist
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Context
What typical user need,
decide the user experience
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Product Aesthetic clock
Context Airport
User Traveler
Need Minute detail
hh:mm / Clear Analog
User Experience Bad
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Product Aesthetic clock
Context Sport Stadium
User Crowd watching the game
Need Precise seconds detail
hh:mm:ss
User Experience Bad
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Product Aesthetic clock
Context Art Gallery
User Artist / Hobbyist
Need Just Time
User Experience Good
Jylee, KGIT, 2012_2nd 10/10/2012
Conclusion:
Context and typical user
define the User Experience
02. Introduction of UX
Context- User UX
Airport-Traveler Bad
Stadium-Crowd Bad
Gallery-Hobbyist Good
Jylee, KGIT, 2012_2nd 10/10/2012
02. Introduction of UX
Based on the Presentation
Can you think of any?
Jylee, KGIT, 2012_2nd 10/10/2012
03. UX Design & Diagram
Jesse James Garret’s Elements of User Experience
Dan Saffer’s UX Ven Diagram
Challis Hodge’s – Make up of Experience Design
Nathan Shedroff’s – Roles of Experience Design
Jylee, KGIT, 2012_2nd 10/10/2012
001. Jesse James Garret’s Elements of User Experience
03. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
002. Dan Saffer’s UX Ven Diagram
03. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
003. Challis Hodge’s – Make up of Experience Design
03. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
003. Challis Hodge’s – Role Relationship
03. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
004. Nathan Shedroff’s – Roles of Experience Design
03. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
04. UX Design Process
Adam | Olivia | Robert | Kyle | Marcus
Jylee, KGIT, 2012_2nd 10/10/2012
001. Adam
04. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
002. Oliva
04. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
003. Robert
04. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
004. Kyle
04. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
005. Marcus
04. UX Design Process
Jylee, KGIT, 2012_2nd 10/10/2012
006. Jesse James Garret’s Elements of User Experience
04. UX Design Process
Strategy
Scope
Structure
Silluate
Surface
--------
--------
--------
Experience
Narrative
Visualization
Jylee, KGIT, 2012_2nd 10/10/2012
THEN.
Jylee, KGIT, 2012_2nd 10/10/2012
007. Class Process
04. UX Design Process
2nd week
Strategy
•Design Research
•Observation
•Reanalysis
•Modeling
Potential
• Observation
•Awarness
•Interest
•Experience
•Analysis
3rd week
1nd week
Bebaviour | Script
Presentation
•Design Concept
•Persona
•Human Story
•Narrative
•Interaction Design(2)
•Interface Design
•Definition
•Detail
4th week
5th week
6th week
7th week
8th week
9th week
10th week
Tactics
•Storyboarding
•Constraints
•Context
•Interaction Design(1)
Research
Experience
Narrative
Visualization
Jylee, KGIT, 2012_2nd 10/10/2012
Assignment
Beyond Your Idea from workshop, Select 2 Idea (Class Work)
1. Research Main Topic’s Issue (Pick Keyword & Find news)
2. Benchmarking
- Similar/Same Function Product
- Similar/Same Experience Product
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