EST200 M2 Ktunotes - in
EST200 M2 Ktunotes - in
• 3 steps
• Observe
• How users interact with their environment.
• Capture quotes,behaviorsand other notes that reflecttheir experience.
• Notice what they think,feel,need
• Engage
• Interviews scheduled or ad-hoc
• Learn how to ask the right questions
• Immerse
• Find ways“to get into the user’s shoes”
• Best way to understand the users’ needs
2. D E F I N E - STATE Y O U R USERS' NEEDS
A N D PROBLEMS
• Point of View
• You articulate a POV by combining these three elements – user, need, and insight.
• Insert your information about your user, the needs and your insights in the following
sentence:
• [User ...(descriptive)] needs [need ...(verb)] because [insight...(compelling)]
• How might we?
• Short questions that launch brainstorms
• Seeds for ideation
• Come out form the point of view statement
DEFINE TO O L S
• Wh y - How Ladder
• Used to finduser needs and ways to possibly solve them
• Step 1:Identify a few meaningfuluser needs and write them at the bottom of a piece of
paper.
• Step 2:Ladder up from that need,asking“why?”
• For example, why would a user “need to see a link between a product and the
process that creates it?” because the user,“needs confidence that it won’t harm their
health by understandingits origin.”
• Step 3:Ask why again,and continue to ladder from that same need.
• At a certain point,you’ll reach a very common,abstract need such as,“theneed to be
healthy.”This is the top of the ladder.
• Step 4:C limb back down the ladder asking“how?”
• This will give you ideasfor how to address the needs
3. I D E A T E - C H A L L E N G E A S S U M P TI O N S
A N D CREATE IDEAS
• Identify the assumptions you have about the product you’re building
(especially if you’re stuck)
• Challenge theseassumptions
• Are they fixed because they are crucial aspects or because we have been
accustomed to them?
• Very important step if the empathy stage wasn’t well done and there were
many things assumed about the users and their context
IDEATE - MIN D MA P
• The aim is to identify the best possible solution for each problem
found.
• By the end of this stage,the design teamwill have a better idea of the
constraints inherent to the product.
L O W FIDELITY PROTOTYPING
PROS CONS
• Quick and inexpensive. • Lack of realism. basic and sometimes sketchy
nature
• Possible to make instant changesand test new
iterations. • Depending on your product, the production
• Disposable/throw-away. of low-fi prototypes may not be appropriate
for your intended users.
• Enables the designer to gain an overall view of the
product using minimal time andeffort, • Such prototypesoften remove control from the
user,
• N o advancedtechnicalskills required
• Encouragesand fosters design thinking.
H IG H FIDELITY PROTOTYPING
PROS CONS
• Engaging: the stakeholders can instantly see their • They generallytake much longer to produce than
vision realized and will be able to judge how well it low-fi prototypes.
meets their expectations,wants and needs.
• Test users are more inclined to focus and
• The closer the prototype is to the finished product, comment on superficial characteristics,as
the more confidence the design team will have in how opposed to the content
people will respond to, interact with and perceive the
design. • After devoting hours and hours of time producing an
accurate model designers are often hesitate to
make changes.
• Software prototypes may give test users a false
impression of how good the finished article may be.
• Making changes to prototypes can take a long time
5. T E S T - TRY Y O U R S O L U TIO N S O U T
• Allows you to learn about the solution you created but also about the
users (builds empathy)
• Let your user experiencethe prototype.
• Show don’t tell. Put your prototype in the user’s hands
• Have themtalk through their experience.
• Actively observe.
• Don’t immediately“correct” your user.
• Watch how theyuse (and misuse) your prototype.
• Follow up with questions.
• This is often the most valuable part.
TEST – FEEDBACK CAPTURE MATRIX
• Overall, you should understand that these stages are different modes
which contribute to the entire design project, rather than sequential
steps.
• Your goal throughoutis to gain the deepest understanding of the users
and what their ideal solution/product would be.
D IV E R G E N T TH IN KIN G
• https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
• https://www.interaction-design.org/literature/article/what-is-design-thinking-and-whyis-it-so-
popular
• Stanford dschool Design Thinking Bootleg
https://static1.squarespace.com/static/57c6b79629687fde090a0fdd/t/5b19b2f2aa4a99e99b26b6bb
/1528410876119/dschool_bootleg_deck_2018_final_sm+%282%29.pdf
• Design Thinking 101 - https://media.nngroup.com/media/articles/attachments/Designthinking-101-
NNG.pdf
• https://hbr.org/2018/09/why-design-thinking-works
• How to Create an Effective Customer Journey Map [Examples + Template]
• Bodystorm| Interaction Design Foundation
• Building Empathy with Analogies - Building-Empathy-with-Analogies.pdf
• Bodystorming | Design Research Techniques
• https://pidoco.com/en/help/ux/card-sorting