INTE2610 Module 1 PDF
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RMIT University
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This document provides an overview of Module 1 for the INTE2610 course. It covers various aspects of UX research, design thinking, and prototyping, including the double diamond framework.
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INTE2610 MODULE 1 1.1.1 Course Overview : Through Assessments 1 ,2 and 3 will follow a virtual internship model in which these briefs will emulate a design agency , Dimond Water. Brief Assessment overview : Improving the RMIT Library site ( Asses...
INTE2610 MODULE 1 1.1.1 Course Overview : Through Assessments 1 ,2 and 3 will follow a virtual internship model in which these briefs will emulate a design agency , Dimond Water. Brief Assessment overview : Improving the RMIT Library site ( Assessment 1 ) - analysing the individual user experience utilising auto-ethnographic research. ( Assessment 2 ) - Generating concepts and assessing them for desirability , viability and feasibility Fundamental ideation through user testing and synthesis. ( Assessment 3 ) - Design and re ne a user experience. Testing High delity future-state UNDERSTANDING : DOUBLE DIAMOND FRAMEWORK Intention : To e ectively navigate through the Double Diamond Framework , a tool for visualising the stages of a design project. The human centred design process starts with a good understanding of people and needs that the design is intended to meet. BRIEF STATEMENT : UX Research focusses on the rst diamond , covering the discover and de ne stages eg ; Discovering the problem : conducting analysing , and synthesising discovery research and understanding good research practice and ethics. HOW TO APPLY TO PRACTICE ( IN DEPTH ) Integrating Stanford , IDEO and Design council framework ( non-linear ) STAGE 1 ( DISCOVER AND DEFINE ) Discover/Research/- De ne/Synthesis Result : You ought to come up with a revamped brief question that either clari es or details the initial brief challenge or even contradicts it Discover/Research De ne/Synthesis Breakdown brief : Question every part of the Download: Summarise raw ndings and share them brief of the initial question. Challenge every with peers and learning facilitators part and evaluate elds of associated interest Cluster : Cluster ndings into topics to Cluster : Cluster learnings and similarities to themes overview , it depends on the scope of the brief Research : Apply Primary ( eld ) / Secondary Insight : (insights are the dormant truth about the ( desk ) methods consumer’s motivations, wishes or frustrations regarding a speci c topic) HMW : create how might we questions to form tangible statements of what needs to be done or solved within the area of action fi fi ff fi fi fi fi fi fi fi fi fi fi STAGE 2 ( DEVELOP AND DELIVER ) Develop/Ideation - Deliver/ Implementation Result : 1; end up with one or a small number of ideas you want to later prototype and test, in order to nd the best answer or solution to your initial question or problem. 2; You ought to be able to “ go out with your nal proposal , product , answer or solution. Develop/Ideation Deliver/ Implementation Ideation : Through the diverging phase restrain Build / Prototype bias and limitations. Build upon ideas and utilise appropriate frameworks to simulate ideation. Evaluation: Evaluate ideas and select Test / Analysise appropriate ideas. Asses the impact and feasibility of ideas ( Use a matrix that puts feasibility in relation to a potential impact of an idea Iterate / Repeat process 1.1.4 What is Prototyping : ( Article review ) Why everyone Should Prototype not just designers Chris Ny eler, IDEO Executive Design Director SUBJECT QUOTE What is interaction design at its core ? “At its core, interaction design as a discipline is about understanding people and their behaviour and being able to e ectively communicate within that space, What is a Prototype ? When we say prototype, that's anything that gets the idea in your head into an artifact people can experience and o er feedback on.” Accessibility and Tangibility “It's not about high tech tools,” he says “It's a way of communicating your ideas by making them tangible and experiential as much as possible.” Usability of a prototype or product “When you can come into the room, whether you're a designer or not, and put something on the table or put something on a screen or whatever tangible form it needs to take, then everyone can orient their conversation toward that thing and not towards one another,” Bene ts of Pro-typing Communicate with stakeholders Demonstrate ideas Shake up strongly held opinions Save time and money Generate new Ideas fi fi ff ff ff fi Mindset I don't see prototyping as a step in the process,” he says. “It's not that you research and you come up with insights and then design something and prototype it. That is a part of it, but it's much more of a mindset that you should carry throughout every step of the design process.” Misconception : Prototyping as the nal step before It's not that you process your idea and then launch communicate it through a prototype,” Chris says. “You actually use prototyping to process the ideas themselves and to help you think through the idea better.” 1.2.1-1.2.2-1.2.3 Design frame works The Design Council Double Diamond Frame work The Design Council expanded the framework, embedding the Double Diamond within its broader Framework for Innovation. This framework emphasises good design principles, essential designer skills, and the contexts vital for project success, including stakeholder collaboration and cultural leadership. The diamonds are useful in helping people understand the divergence and convergence at the core of discovery solutions to customer problems. Dan Nessler Re ned Double Diamond Same framework as the double diamond but adapted to core understandings of research , methodologies and broken down applications. Stanford Design Frame work The ve stages of Design Thinking, according to d. school, are as follows: Empathise, De ne, Ideate, Prototype, and Test. fi fi fi fi ZenDesk Triple Diamond This is framework is adapted further from the double diamond as it is over simpli ed to a degree …certain things need deeper evaluation and assessment. Triple diamond implements further steps through the develop and ideation process eg :The process is broken down into 7 steps for the sake of better engagement with clients plus with rollout and drip releases. The third diamond acts as an additional converge and diverged development processes. 1.3.1- 1.3.2- Understanding design tech , culture and rituals Navigating tools in canvas : From your Canvas dashboard, select Modules > Womin Djeka > Course Toolkit. Design Cultures : RMIT course video De nition of Design Culture Design culture re ects the shared philosophies of a design team that in uence their work and operations. It priorities people—both users and employees. User and Employee Focus Strong design culture emphasises understanding users’ needs and challenges while valuing employee diversity in personality, identity, and experience. Problem-First Approach E ective design culture prioritizes understanding problems thoroughly before jumping into solutions, which is often discussed but not always acted upon. Embracing Failure and Iteration A strong design culture supports experimentation, acknowledges failure as part of the process, and views testing and validation as opportunities to pivot and improve. Design Culture Variations by Business Type Start-ups: Focused on rapid development and iteration. Design Agencies: Prioritise thorough research and precision. E-commerce Businesses: Emphasise marketing and revenue over user experience. ff fi fl fi fl 1.3.3 Following design rituals Pomodoro Technique Breaking down assessments or tasks into clusters and studying for intervals of 25 minuets with 5 - 10 minute breaks. After 4 sets like a gym exercise you take longer 20-30 min break and move to the next workout. Bene ts : Aid Mental fatigue , increase attention span and concentration Virtual Stuy companions Study with alongside students on YouTube is a phenomenon is that makes you focus more and you can take breaks together. Diary Prompts ; What rituals might work for you as you study the course? Will you do something before you study? Will you nd a strategy to prepare your mind for the study session ahead? Will you plan a reward? 1.4.1 Introducing the project Diamond water ; Client ( RMIT UNIVERSITY ) WEEKS 1-4 Objective: Appraise the current user experience (UX) of searching for and citing items on the RMIT Library website. Case Study Materials: Review sta -provided descriptions of system design, functionality, and constraints. User Needs: Evaluate whether the UX supports accessibility and inclusion. Design Frameworks: Apply design principles and the Library’s UX guidelines to assess desirability, viability, feasibility, and value (DVFE) of the system. User Journey Mapping: Learn the purpose and functions of user journey mapping to analyze and visualize the user experience. Communication: Develop skills to present ndings e ectively, with a focus on the presentation component of the assessment ff fi fi ff fi WEEKS 5-7 Objective: Analsye a chosen sub-system of the RMIT Library UX and produce concepts for potential future states. Legacy Systems: Address limitations of unchangeable elements like legacy systems and inherited data. Channel Transitions: Evaluate the e ectiveness of transitions between channels and the exibility for UX changes. Intentional UX Practice: Develop a focused approach to UX by deciding: What information to include. What factors to consider. How to frame your analysis. Deliverable: Craft concepts that address the identi ed challenges and propose improvements for the user experience. WEEKS 8-10 Objective: Re ne early-stage concepts through prototyping and address constraints for the nal deliverable. Key Questions: How is desirability from Deliverable 1 defended against feasibility and viability constraints? Is there friction between accessibility best practices and back-end policies, governance, or legacy system interfaces? What are the key UX challenges? Prototyping Skills: Learn and use various prototyping tools to: Incorporate feedback from stakeholders. Increase prototype delity while meeting DVFE requirements. Framework Application: Apply the Desirability, Viability, Feasibility, and Value (DVFE) framework to create an e ective and e cient prototype. Final Presentation: Submit a UX prototype with a narrative that showcases: Stakeholder feedback and how it in uenced iterations. Progress through could, should, and will possibilities to achieve the desired future state. fi ff fi fi ffi fl ff fl fi 1.4.2 Attributing a library system : What are your rst impressions of the Home page Is standard but there are contradicting Library website? functions that are frustrating to the user including the two search engines that take you to 2 di erent landing pages overall quite intuitive. Also there is no key representing the icons. Why does the Library website – and every Because it s the users rst instinct to utilise the library website! – begin with that kind of search box to but the rst landing page docent have all the databases search box? How easy is it to nd what you’re looking Intuitive like any other search engine for? Is the right amount of information made Substantial amount of information and the nesscary available to you, or too much, or too little? tools required for end note etc. 1.4.3 Understanding the user context of library searches What is impacting the environment the user (you) is operating in? What skills and competencies would you need to nd the book you need? How easy is it to nd what you’re Easy looking for? How many steps, screens, and logins Finding the book was easy , nding the page was does it take? Could any of these di cult with a lack of functionality. You are able to be simpli ed or removed go to speci c pages but it is not intuitive , I was more innate to utilising the search tool in the highlighted panel where it displayed search within book. ffi fi fi fi fi fi fi fi fi fi ff 1.4.4 Understanding Client briefs Sending RFP to various agencies – It is always good to have various options and opinions about the product Simplicity - It is not expected from the client to know every detail of the wanted UX design. Agency should know the technical aspect of the product. Clear goals – Purpose and target users of the product should be speci ed. Expected problems and limitations – It is highly recommended to have solutions for the most often issues. Honesty – Clients with existing websites should honestly evaluate them by pointing out speci c problems they want to sort out. Personality – RFP should consistently represent the client's personality. This way agency gets the impression about the client and their possible future relationship. Budget Relativity: UX design costs vary based on detail, time investment, and agency expertise. Car Analogy: More design hours and e ort result in higher-quality outcomes, similar to luxury car production. Balance: Achieving the right balance between invested hours and UX quality is crucial. Location Impact: Costs depend on the agency's location due to varying living expenses. Average Costs: USA/UK: Senior UX designer rates are $100–$200 per hour. Eastern Europe/Lower Cost Regions: Rates are around $50 per hour. Example Calculation: One senior designer: $100/hour, 8 hours/day, 22 days = $17,600 per month. Two designers would double the cost. ff fi fi GLOSSARY ethnography the scienti c description of peoples and cultures with their customs, habits, and mutual di erences. Auto-ethnography : is a research method that uses personal experiences to analyse and describe cultural experiences. It is a combination of the words "auto" (personal) and "ethno" (cultural). Deep re ection: Researchers re ect on their unique experiences and the universal within themselves. Subjective: Auto-ethnography presents the researcher's subjectivity in relation to others and to broader social or cultural meanings. First-person accounts: Researchers write rst-person accounts to allow their voice to be heard. Re exivity: Researchers use re exivity to illustrate intersections between self and society. LINKS : https://medium.com/digital-experience-design/how-to-apply-a-design-thinking-hcd-ux-or-any-creative-process-from- scratch-b8786efbf812 https://www.ideou.com/blogs/inspiration/why-everyone-should-prototype-not-just-designers https://www.designcouncil.org.uk/our-work/skills-learning/tools-frameworks/framework-for-innovation-design-councils- evolved-double-diamond https://uxdesign.cc/how-to-solve-problems-applying-a-uxdesign-designthinking-hcd-or-any-design-process-from- scratch-v2-aa16e2dd550b?gi=a2fd9cd73e97 https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process s://web.stanford.edu/~mshanks/MichaelShanks/ les/509554.pdf https://medium.com/zendesk-creative-blog/the-zendesk-triple-diamond-process-fd857a11c179 https://www.supersuperagency.com/blog/how-to-write-a-great-request-for-proposal-rfp-for-ux-design-with- example-template ff fl fl fi fl fl fi fi