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Collaborative Experience design workshop Facilitated by Kiran K S User Experience Designer Hewlett Packard, Singapore and Shaun Chen User Experience Designer Hewlett Packard, Singapore
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Collaborative Experience Design
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Introduction – 15 minutes
Objective – 10 minutes
Workshop Outline
Wrap Up – 10 minutes
Workshop Agenda
Discover Define Design Refine Deliver
20 minutes 20 minutes 30 minutes 45 minutes
Break -30 minutes
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This workshop is an interactive session
About Workshop
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Objective
To demonstrate how a collaborative work can build an excellent
product.
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“In collaborative design, take no hostages and leave no man
behind.”
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6 Golden Rules Of Collaborative Design
1. Lets start collaboration early in the process and continue it throughout the product
development
2. Lets welcome everybody in the process (leave no one behind)
3. Lets explain design techniques in an engaging way (and take no hostages)
4. Lets be humble and patient: answer with arguments not aggression
5. Lets be open to accept opinions/feedback
6. Lets not forget our ultimate goal i.e. to create great user experience
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Workshop Outline
Customer needs and motivationDiscover
Define
Design
Refine
Deliver
What customer problems are we trying to solve?
Product to fit customers’ needs and context of use
Validate whether product meets customer needs
Innovative solutions for the customer
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Smartwatch Design
Group Activity
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Discover: Customer needs and motivation Create a persona Who typically uses a smart watch?
Demographics
Needs and Motivations
Goals
Discover Define Design Refine Deliver
20 minutes
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Desk Research
What does a user look for in a Smart Watch? Look and feel, size, cost etc.?
What are the current problems?
What features are important?
State the problem statement
State why and how its beneficial to business and customers to solve that problem
State experience objectives and how you want to measure success
Define: The problem statement
Discover Define Design Refine Deliver
20 minutes20 minutes
Ergonomic Considerations
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Tactile and Physical Considerations
Physical Ergonomics
Design Principles• Design for Extremes (1%tile or 100%tile)• Design for Adjustability (5th to 95th percentile)• Design for Average (50th percentile)Physical hand sizes (Anthropometry)
What does this mean for us?• Design principle should be decided beforehand• Different ethnicities affect the sizes• Know your population - 5th to 95th percentile of the population
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Do not show Red words on a Blue background
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Visual Acuity
Physical Ergonomics
Chromatic Aberration
What does this mean for us?• Avoid matching colors in the opposite ends of the spectrum ( Purple and Red)
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Visual Acuity
Physical Ergonomics
Glare
What does this mean for us?• Chrome plated controls or components can cause specular reflections should be avoided• If a control panel exists, it should not cause undue glare to the user
Older workers show the highest performance gains and satisfaction levels from proper lighting conditionsOlder workers prone to glare due to age-related changes in the refractive media of the eye
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Visual Acuity
Physical Ergonomics
Font
What does this mean for us?• In general, target for font size 16 and above • If style is not a consideration, serif for printed media and sans serif for UIs
Size ?• 12,16,24 points (4.2mm, 5.6mm, 8.5mm)Serif or Non Serif?
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Visual Acuity
Physical Ergonomics
Colour Blindness
What does this mean for us?• Red-blue or yellow-green combinations are considered safe• If colour information is critical, it should be used as a redundant feedback
S,M,L Cones• Short Wavelength – Blue Cones• Medium Wavelength – Green Cones• Long Wavelength – Red Cones• Red-Green Colour blindness most prevalent • Affects Males (~8%) more than Females (~0.5%)
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Design: Solutions with product sketches Product that fits customers’ needs and context of use
Consider the scenarios and needs in the “Define” phase
Hardware and software should work in harmony with each other
Storyboards and Prototypes are a good way to tell if the solution fits
Have fun!
Discover Define Design Refine Deliver
20 minutes20 minutes 30 minutes
30 Minutes
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Refine: Validate whether product meets customer needs
Lets do some critiques of our own concepts
Standard Tools
Usability Tests
Ethnographic Research
Heuristic Evaluation
Discover Define Design Refine Deliver
20 minutes20 minutes 30 minutes 45 minutes
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Wrap Up What did you learn from this session?
Anyone left behind or held hostage?
Feedback
Thank You