DEI 626 Online

User Experience (UX) Fundamentals & User Experience Research

COVID-19 Related DEI 626 Course Changes 18/3/2020

Changes to Final Assignments

You will still submit all of your final assignments in your team's dropbox by the due dates. The dates have shifted a little but most of the final assignments are the same with the exception of the presentation now being on video and not in-person.

Design Journey Document

DUE: April 6, 2020 at 11:59pm EST10% of final grade

Please submit a document to your Learn dropbox detailing your team’s design journey with user flows, sketches, photo documentation of the prototype and notes describing your journey from an idea to the final product.

I will assess the design journey document following three criteria from your Learn rubric:

  1. Content. The wealth of different materials provided in the documentation.
  2. Depth. The logical argumentation for design choices (based on user data or other factors).
  3. Presentation. The visual presentation of the design journey and how well it follow visual design elements and principles.

Learn has a rubric attached to the Learn dropbox that is worth checking before submission.

Examples of Design Journeys Presented in Previous Years

You can see that many design journeys feature initial observations that lead to identifying users' pain points. The final prototype eventually addresses all the pain points gathered during the user research process.

Prototype

DUE: April 9, 2020 at 8pm EST10% of final grade

Please submit a digital prototype file (and link if you are using a web tool) to your Learn dropbox. I am expecting a medium to high fidelity prototype of the system that you have developed (this must be a digital prototype of a product or a system but not a service).

I will assess the digital prototype following three criteria from your Learn rubric:

  1. Depth of Interactive Content. This is concerned with how deep and functional your prototype is in its interactive complexity.
  2. Visual Appeal. The visual presentation of your prototype and how well it follows visual design elements and principles.
  3. User Flow. The smoothness and intuitiveness of the user flow.

Example Prototype

Example figure of a prototype from last year
Example of a Prototype from Last Year
Click the example figure for a larger version

Learn has a rubric attached to the Learn dropbox that is worth checking before submission. You are building a digital prototype for your product, so it will be important to have functionality present that can be demonstrated online to me.

Useful Prototyping Tools

Make sure to take your pick from any of these based on your preferences. In the past, students have preferred working with either InVision or Figma.

Icons

Final Video Presentation

DUE: April 9, 2020 at 8pm EST15% of final grade

Please submit a digital video presentation using Loom (free for students, this is my preferred option for you, given that it is free for you and extremely easy to use). If you prefer other screen recording software, please upload the screen-captured presentation video to either YouTube (upload the video as 'unlisted') or Vimeo or if your file is small, you can try directly uploading to Learn dropbox.

Every person in the team should record the 2-3 minutes of their part in the presentation. The presentation should be prepared together but everyone is expected to video present a part of the overall presentation. It if preferred that you use your webcam in addition to the screencast, but if you do not have the technology, you can just record your screen and microphone.

I will assess the digital prototype following four criteria from your Learn rubric:

  1. Clarity of the content and product/solution described
  2. Organization: Materials organized appropriately for team
  3. Slide Design and Presentation Aesthetics
  4. Video Presentation Skills

Video Recording Software

Any of the following software is fine for video recording your final presentation.

UX Report with Findings

For your UX report, there is no specific format, but it should include a written summary of your findings, personas, and scenarios. If possible also: task analysis, diagrams or experience models.

DUE: April 9, 2020 at 8pm EST15% of final grade

I will assess the digital prototype following four criteria from your Learn rubric:

  1. Content
  2. Organization
  3. Grammar, Spelling, Writing Mechanics
  4. Writing Style
  5. Visual Appeal
  6. Methods

Tools to Improve your Writing

Learn has a rubric attached to the Learn dropbox that is worth checking before submission.

Ways to Stay Connected and Work Remotely and Collaboratively

Week Date Topic Additional Materials
1 Jan 9 What is UX Research and Design?
2 Jan 16 UX Research Planning and Competitive Research
3 Jan 23 UX Strategy: User Needs, Market Segments/Personas and Business Objectives
4 Jan 30 UX Scope: Functional Specifications and Content Requirements and Strategy
5 Feb 6 UX Evaluation: Recruiting and Interviewing, Surveys, Diary Studies
6 Feb 13 UX Evaluation: Usability tests, Focus Groups, Field Studies, Heuristics
7 Feb 27 UX Analysis: Qualitative and Quantitative Data
8 Mar 5 UX Structure: Information Architecture, Card Sorting, Interaction Design Basics
9 Mar 12 UX Skeleton: Wireframing and Prototyping
10 Mar 26 Mar 19 UX Surface: Visual Design
11 Apr 2Mar 26 Communicating UX Findings
Apr 6Apr 2 Design Journey Document Submission
Apr 9Apr 6 Prototype, Final Video Presentation, and UX Report with Findings Submission

Visual Design Lecture 26/03/2020

Visual Elements in Design

Visual Elements are the building blocks of graphic design and make up our visual designs. As designers, we choose, blend, rearrange, and build on these visual elements to create our designs. We arrange them on a surface to build a layout to convey our ideas. Core visual elements are present in all graphic designs and consist of the following:

  1. Lines
  2. Colours
  3. Shapes
  4. Textures
  5. Space
  6. Form
  7. Typography

Whatever the final work you produce with them, these elements are the core of all of your visual designs. I will describe each principle in more detail in each of the modules below.

Visual Principles of Design

The CRAP principles of design are:

  1. Contrast
  2. Repetition
  3. Alignment
  4. Proximity

I will describe each principle in more detail in each of the modules below.

Communicating UX Findings 2/4/2020

This lecture is about communicating UX findings. And this will be the last lecture in the course in DEI 626 (Slides).

Introduction

So in today's lecture, we want to talk about why a UX research handoff is challenging, because at the end of the UX project, you want to hand over your UX project to stakeholders. And essentially, the best plan most insightful user research is worth very little to the stakeholders if the problem that you find in user research is never being fixed, or the business opportunities that you reveal, go completely unrealized.

When you ask yourself, what makes this user research handoff so challenging? And there's essentially three problems that stand out here. One is that researchers and stakeholders may disagree about what the research actually means, and stakeholders may disagree with one another about what the research means. Or even if everyone agrees about the implications of the research, it's still hard for the organizations to commit to the action and especially if that means changing the way things have been done until now. So, that's problematic.

So after encountering these problems over and over and getting super frustrated, most user researchers have realized that it's not enough to produce insightful research to tell the company what you've learned, and just hope that the company would act on your recommendations in the future. Research really has to be delivered in forms that the executives and the product teams can refer to whenever they need to make decisions about the products and their services. So this needs to happen during planning meetings, needs to happen when they're prioritizing different features, when they're writing specifications, when they're comparing proposed solutions to a problem. And, you know, here, teams are unlikely to go into their wiki or email and pull out that research report that you've written. And, you know, put a lot of time into that. And they won't sift through that big of a report and get all that key information. So you want to make the information available. So that essentially key stakeholders are able to remember the key points from the research and that they're able to put those key points from your research to use right away.

Now to meet these needs of the people that you're delivering that research report for, you have different representations of user research available to you. The first one is, of course, your written summary, which you already know about, you need to write a good summary of the type of research that you've done. But you also need to include personas, scenarios, task analysis, diagrams and experience models. Most research deliverables that you find on the market today, have a blend of all of these or a mix of all of them. So you have, you know, written summary component describing the techniques and the main findings, as well as one or more of these representations. So personas scenarios, task analysis, diagrams, experience models, and so forth.

Personas Revisited

Representing Situations: Scenarios

Representing Activities and Processes: Task analyses

Representing Systems: Experience Models