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Collaborative Experience Design

UXSG2014 Workshop (Day 1) - Collaborative Experience design workshop (Hewlett Packard)

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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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Page 1: UXSG2014 Workshop (Day 1) - Collaborative Experience design workshop (Hewlett Packard)

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

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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

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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

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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

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Thank You