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8. 주차별 강의계획

          주    날짜              주제                                         내용

          1    09/05   수업 소개        Class Introduction & Ice Braking


          2    09/12   환경 조사(1)     N-Screen환경에 대한 심화 연구_사용자를 중심으로 | N-Screen에 대한 담론 (1)

환경조사      3    09/19   환경 조사(2)     N-Screen환경에 대한 심화 연구_기술과 마켓을 중심으로| N-Screen에 대한 담론 (2)


          4    09/26   방법론 연구(1)    사용자 경험디자인방법론 실슴              | Co-creative Workshop


          5    10/10   방법론 연구(2)    사용자 경험디자인 방법론 기초 | 워크샵 결과에 대한 Desk Research
사용자조사
          6    10/17   사용자 리서치(1)   사용자 경험에 대한 사용자 리서치 방법론 기초


          7    10/24   사용자 리서치(2)   개인별/그룹별 사용자 리서치 진행에 대한 내용 토론 및 키워드 추출


          8    10/31   중간고사         문제점 발견 및 그에 따른 요소정의/환경요소에 대한 서론 제출


          9    11/07   방법론 실행(1)    중간고사 내용을 중심으로 문제를 해결하기 위한 다양한 방법 연구 기초


사용자경험     10   11/14   방법론 실행(2)    Persona, Mindmapping등을 통한 주요한 키 Finding 추출


          11   11/21   방법론 실행(3)    사용자 스토리보드/시나리오 제작


          12   11/28   프로토타이핑(1)    프로토타이핑 기초


          13   12/05   프로토타이핑(2)    프로토타이핑 제작
프로토타이핑
          14   12/12   프로토타이핑(3)    프로토타이핑 및 Documentation


          15   12/27   기말고사         Public Presentation
Jylee, KGIT, 2012_2nd   10/10/2012
Jylee, KGIT, 2012_2nd       10/10/2012


Today. We are going to cover,
Jylee, KGIT, 2012_2nd   10/10/2012


User Experience Definition

Introduction of UX

User Experience Process
00. World & UX
Jylee, KGIT, 2012_2nd                                                                  10/10/2012




    The world and Design
     We are in the middle of a global cultural crisis, a crisis of values & behavior

     We face pressing economic, social, technological, environmental & cultural
     challenges

     Everything is constantly changing, uncertainty & change are the most stable factors
     today.

     (Open) innovation & constantly adapting to new constraints becomes a critical factor
     for survival for companies, organizations, states &governments, the world as a whole...




                                                                                                    7
Jylee, KGIT, 2012_2nd                                                                10/10/2012




    The world and Design

     But life & business must go on, design thinking can thus be seen as a management
     paradigm, made up of a state of mind and a set of methodologies that tries to
     address this new reality

     We move away from the purely analytical, efficiency driven, “always more” &
     reckless way of doing to a more human centered, intuitive, transparent, responsible &
     sustainable way of doing business, politics, leisure...etc

     Management paradigms & theories were always changing in human history, and are
     a result of the “ruling culture” to which they adapt.




                                                                                                  8
Jylee, KGIT, 2012_2nd                                                     10/10/2012




    Design Thinking?

     Understand & define   Non-linear process

     │                     Think visually, Tell stories, Use role-plays

     Observe & research    Experiment, improvise, be intuitive, take

     │                     risks, fail a lot and early

     Ideate & Co-create    Create multidisciplinary expert teams

     │                     Trust & optimism

     Choose                Empathy

     │                     Take a different view on things, think

                           what might be instead of only trying to
     Prototype and test
                           improve things within existing
     │
     Implement & learn     frameworks



                                                                                       9
Jylee, KGIT, 2012_2nd                                                                   10/10/2012




    So. Experience Design

     Today, it is actually the whole experience provided by and associated with a product,
     website, service, policy...etc (and the corresponding brand) that is rated by customers
     and that drives their purchase and/or voting behavior.

     Experiences must be effective, efficient, valuable & feasible from a producer’s point of
     view and useful, usable, desirable, credible, enjoyable from the customer’s point of
     view.

     Design thinking & experience design methods help to develop great experiences that
     are culturally accepted & desired and economically viable




                                                                                                     10
Jylee, KGIT, 2012_2nd                                                                10/10/2012




    UX design, service design & design thinking


     IA & UX for the Web/App, as our community understands it, considers the experience
     provided by one channel, the Web/App and it’s digital, mostly screen interface.

     Service design considers the experience provided by all the touch-points together.
     Multi-channel experience design:

     – face-to-face,
     – physical environments,
     – traditional communication & sales channels,
     – call-centers...etc
     – and the Web in all its forms (mobile, computer...etc)




                                                                                                  11
Jylee, KGIT, 2012_2nd      10/10/2012




    01. Definition of UX
Jylee, KGIT, 2012_2nd                                                                 10/10/2012




    01. Definition of UX

     User experience encompasses all aspects of the end-user's interaction with the
     company, its services, and its products.

     - Nielsen Norman Group




                                                                                                   13
Jylee, KGIT, 2012_2nd                                                              10/10/2012




    01. Definition of UX

     The design of anything, independent of medium or across media, with human
     experience as an explicit outcome and human engagement as an explicit goal.

     - Jesse James Garrett




                                                                                                14
Jylee, KGIT, 2012_2nd                                                                      10/10/2012




    01. Definition of UX

     I'm interested in "experience design" because it's the most imperialistic of all design
     disciplines to date. I mean, 'design' can be about pretty much anything, but
     'experience' design -- come on, what ISN'T an experience?

     - Bruce Sterling




                                                                                                        15
Jylee, KGIT, 2012_2nd                                                                               10/10/2012




    01. Definition of UXD

     UX for the Web and Service design (or experience design as a broader
     definition for a service) both follow the design thinking process.

     They actually share in common the design research & ideation tools and
     methods: Interviews, Personas, Ethnographic studies, Mental models,
     Empathy maps, context mapping & other generative techniques....etc

     But they have their own media specific prototyping & modelling tools
     – UX for the Web: wireframes, flowcharts, content inventories, card sorting, navigation schemes etc
     – Service design: Customer journey maps, service blueprints, role plays, storyboards

     Even these media specific modelling tools tend to get more and more
     merged & shared between the 2 disciplines




                                                                                                                 16
Jylee, KGIT, 2012_2nd               10/10/2012




    02. Introduction of UX (Rev.)
Jylee, KGIT, 2012_2nd                                               10/10/2012




    02. Introduction of UX

     The level of satisfaction an average user get from a product




                        bad                        good

                               User Experience




                                                                                 18
Jylee, KGIT, 2012_2nd                                                  10/10/2012




    02. Introduction of UX

     Average User
                                     Primary user
     80% of the target user with
     similar needs, a Typical User

     Typical User for Blackberry
     phone are executives

      Primary user & Secondary User
                        Buyer, Marketing, CRM
                                                    Blackberry Users




                                                                                    19
Jylee, KGIT, 2012_2nd          10/10/2012




    02. Introduction of UX

     Product can be


            Physical object
            Web site
            Software
            Hardware
            Mobile device
Jylee, KGIT, 2012_2nd                          10/10/2012




    02. Introduction of UX

                User                 Product




                        Interact
                              Like
                              Understand
                              Use
Jylee, KGIT, 2012_2nd                     10/10/2012




    02. Introduction of UX

     The process of converting an idea
     into a commodity, a useful product
     with some value
Jylee, KGIT, 2012_2nd                                   10/10/2012




    02. Introduction of UX




                Need an     Create          Design
                 Idea     functionality   the product
Jylee, KGIT, 2012_2nd                                10/10/2012




    02. Introduction of UX


        Idea                            Design

               Idea                         Design



                        Functionality
Jylee, KGIT, 2012_2nd                                          10/10/2012




    02. Introduction of UX


        Idea                                   Design
  Show | Time                            Look | Color | Type

               Idea                                Design



                        Battery | Gear
                         Functionality
Jylee, KGIT, 2012_2nd                10/10/2012




      02. Introduction of UX

Development process Result




 A clock with accurate functionality
 and great aesthetic design
Jylee, KGIT, 2012_2nd                                   10/10/2012




    02. Introduction of UX

     A good functionality and a great
     design equal to good User Experience ?




 Good                            Great
                                              Good UX
Function                         Design
Jylee, KGIT, 2012_2nd                                      10/10/2012




    02. Introduction of UX

     NO!
     User experience starts from user, we
     haven’t considered a typical user yet




 Good
Function
                                  Great
                                  Design
                                             /   Good UX
Jylee, KGIT, 2012_2nd                                         10/10/2012




    02. Introduction of UX

     Typical User

     To find out a typical user we need to know the Context
Jylee, KGIT, 2012_2nd                               10/10/2012




    02. Introduction of UX

     Context

     Context is the environment and the
     circumstance which surrounds the
     product and the user




                                          Context
Jylee, KGIT, 2012_2nd                     10/10/2012




    02. Introduction of UX

     Context

     Context is the environment and the
     circumstance which surrounds the
     product and the user
Jylee, KGIT, 2012_2nd                              10/10/2012




    02. Introduction of UX

     Context

      Context           Typical user

      Airport           Passengers

      Sports Stadium    People watching the game

      Art Gallery       Hobbyist
Jylee, KGIT, 2012_2nd             10/10/2012




    02. Introduction of UX

     Context

     What typical user need,
     decide the user experience
Jylee, KGIT, 2012_2nd                          10/10/2012




       02. Introduction of UX


Product                    Aesthetic clock
Context                    Airport

User                       Traveler

                           Minute detail
Need
                           hh:mm / Clear Analog

User Experience            Bad
Jylee, KGIT, 2012_2nd                             10/10/2012




       02. Introduction of UX


Product                    Aesthetic clock
Context                    Sport Stadium

User                       Crowd watching the game

                           Precise seconds detail
Need
                           hh:mm:ss

User Experience            Bad
Jylee, KGIT, 2012_2nd                       10/10/2012




       02. Introduction of UX


Product                    Aesthetic clock
Context                    Art Gallery

User                       Artist / Hobbyist

Need                       Just Time


User Experience            Good
Jylee, KGIT, 2012_2nd             10/10/2012




    02. Introduction of UX

     Conclusion:
       Context- User      UX

       Airport-Traveler   Bad

       Stadium-Crowd      Bad

       Gallery-Hobbyist   Good


     Context and typical user
     define the User Experience
Jylee, KGIT, 2012_2nd                               10/10/2012




    02. Introduction of UX




                        Based on the Presentation
                          Can you think of any?
Jylee, KGIT, 2012_2nd                                             10/10/2012




    03. UX Design & Diagram



                        Jesse James Garret’s Elements of User Experience
                                            Dan Saffer’s UX Ven Diagram
                         Challis Hodge’s – Make up of Experience Design
                          Nathan Shedroff’s – Roles of Experience Design
Jylee, KGIT, 2012_2nd                                       10/10/2012




     03. UX Design Process



    001. Jesse James Garret’s Elements of User Experience
Jylee, KGIT, 2012_2nd                  10/10/2012




     03. UX Design Process



    002. Dan Saffer’s UX Ven Diagram
Jylee, KGIT, 2012_2nd                                     10/10/2012




     03. UX Design Process



    003. Challis Hodge’s – Make up of Experience Design
Jylee, KGIT, 2012_2nd                          10/10/2012




     03. UX Design Process



    003. Challis Hodge’s – Role Relationship
Jylee, KGIT, 2012_2nd                                     10/10/2012




     03. UX Design Process



    004. Nathan Shedroff’s – Roles of Experience Design
Jylee, KGIT, 2012_2nd                                   10/10/2012




    04. UX Design Process



                        Adam | Olivia | Robert | Kyle | Marcus
Jylee, KGIT, 2012_2nd        10/10/2012




     04. UX Design Process



    001. Adam
Jylee, KGIT, 2012_2nd        10/10/2012




     04. UX Design Process



    002. Oliva
Jylee, KGIT, 2012_2nd        10/10/2012




     04. UX Design Process



    003. Robert
Jylee, KGIT, 2012_2nd        10/10/2012




     04. UX Design Process



    004. Kyle
Jylee, KGIT, 2012_2nd        10/10/2012




     04. UX Design Process



    005. Marcus
Jylee, KGIT, 2012_2nd                                       10/10/2012




        04. UX Design Process



       006. Jesse James Garret’s Elements of User Experience



                                        Surface
Visualization
                                        Silluate


                                        Structure
 Narrative

                                        Scope
                            --------
                            --------
                            --------




                                        Strategy
Experience
Jylee, KGIT, 2012_2nd   10/10/2012




THEN.
Jylee, KGIT, 2012_2nd                                                                                                        10/10/2012




                 04. UX Design Process



                007. Class Process

1nd week         2nd week           3rd week      4th week     5th week   6th week        7th week        8th week           9th week   10th week


           Potential

• Observation
•Awarness                              Research
•Interest
•Experience
                               •Design Research
•Analysis
                               •Observation
                               •Reanalysis                    Strategy
                               •Modeling

                                                      •Design Concept
                                                      •Persona
                                                                                 Tactics
       Experience                                     •Human Story
                                                      •Narrative
                                                                          •Storyboarding
                                                                          •Constraints
                                                                          •Context                 Bebaviour | Script
                                                                          •Interaction Design(1)
                                           Narrative                                                •Interaction Design(2)
                                                                                                    •Interface Design
                                                                                                    •Definition
                                                                                                    •Detail

                                                                                                                               Presentation
                                                                           Visualization
Jylee, KGIT, 2012_2nd                                             10/10/2012




    Assignment

     Beyond Your Idea from workshop, Select 2 Idea (Class Work)

     1. Research Main Topic’s Issue (Pick Keyword & Find news)

     2. Benchmarking

                        - Similar/Same Function Product

                    - Similar/Same Experience Product




                                                                               54

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[Nux]05 ux

  • 1.
  • 2. 8. 주차별 강의계획 주 날짜 주제 내용 1 09/05 수업 소개 Class Introduction & Ice Braking 2 09/12 환경 조사(1) N-Screen환경에 대한 심화 연구_사용자를 중심으로 | N-Screen에 대한 담론 (1) 환경조사 3 09/19 환경 조사(2) N-Screen환경에 대한 심화 연구_기술과 마켓을 중심으로| N-Screen에 대한 담론 (2) 4 09/26 방법론 연구(1) 사용자 경험디자인방법론 실슴 | Co-creative Workshop 5 10/10 방법론 연구(2) 사용자 경험디자인 방법론 기초 | 워크샵 결과에 대한 Desk Research 사용자조사 6 10/17 사용자 리서치(1) 사용자 경험에 대한 사용자 리서치 방법론 기초 7 10/24 사용자 리서치(2) 개인별/그룹별 사용자 리서치 진행에 대한 내용 토론 및 키워드 추출 8 10/31 중간고사 문제점 발견 및 그에 따른 요소정의/환경요소에 대한 서론 제출 9 11/07 방법론 실행(1) 중간고사 내용을 중심으로 문제를 해결하기 위한 다양한 방법 연구 기초 사용자경험 10 11/14 방법론 실행(2) Persona, Mindmapping등을 통한 주요한 키 Finding 추출 11 11/21 방법론 실행(3) 사용자 스토리보드/시나리오 제작 12 11/28 프로토타이핑(1) 프로토타이핑 기초 13 12/05 프로토타이핑(2) 프로토타이핑 제작 프로토타이핑 14 12/12 프로토타이핑(3) 프로토타이핑 및 Documentation 15 12/27 기말고사 Public Presentation
  • 4. Jylee, KGIT, 2012_2nd 10/10/2012 Today. We are going to cover,
  • 5. Jylee, KGIT, 2012_2nd 10/10/2012 User Experience Definition Introduction of UX User Experience Process
  • 7. Jylee, KGIT, 2012_2nd 10/10/2012 The world and Design We are in the middle of a global cultural crisis, a crisis of values & behavior We face pressing economic, social, technological, environmental & cultural challenges Everything is constantly changing, uncertainty & change are the most stable factors today. (Open) innovation & constantly adapting to new constraints becomes a critical factor for survival for companies, organizations, states &governments, the world as a whole... 7
  • 8. Jylee, KGIT, 2012_2nd 10/10/2012 The world and Design But life & business must go on, design thinking can thus be seen as a management paradigm, made up of a state of mind and a set of methodologies that tries to address this new reality We move away from the purely analytical, efficiency driven, “always more” & reckless way of doing to a more human centered, intuitive, transparent, responsible & sustainable way of doing business, politics, leisure...etc Management paradigms & theories were always changing in human history, and are a result of the “ruling culture” to which they adapt. 8
  • 9. Jylee, KGIT, 2012_2nd 10/10/2012 Design Thinking? Understand & define Non-linear process │ Think visually, Tell stories, Use role-plays Observe & research Experiment, improvise, be intuitive, take │ risks, fail a lot and early Ideate & Co-create Create multidisciplinary expert teams │ Trust & optimism Choose Empathy │ Take a different view on things, think what might be instead of only trying to Prototype and test improve things within existing │ Implement & learn frameworks 9
  • 10. Jylee, KGIT, 2012_2nd 10/10/2012 So. Experience Design Today, it is actually the whole experience provided by and associated with a product, website, service, policy...etc (and the corresponding brand) that is rated by customers and that drives their purchase and/or voting behavior. Experiences must be effective, efficient, valuable & feasible from a producer’s point of view and useful, usable, desirable, credible, enjoyable from the customer’s point of view. Design thinking & experience design methods help to develop great experiences that are culturally accepted & desired and economically viable 10
  • 11. Jylee, KGIT, 2012_2nd 10/10/2012 UX design, service design & design thinking IA & UX for the Web/App, as our community understands it, considers the experience provided by one channel, the Web/App and it’s digital, mostly screen interface. Service design considers the experience provided by all the touch-points together. Multi-channel experience design: – face-to-face, – physical environments, – traditional communication & sales channels, – call-centers...etc – and the Web in all its forms (mobile, computer...etc) 11
  • 12. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX
  • 13. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX User experience encompasses all aspects of the end-user's interaction with the company, its services, and its products. - Nielsen Norman Group 13
  • 14. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX The design of anything, independent of medium or across media, with human experience as an explicit outcome and human engagement as an explicit goal. - Jesse James Garrett 14
  • 15. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX I'm interested in "experience design" because it's the most imperialistic of all design disciplines to date. I mean, 'design' can be about pretty much anything, but 'experience' design -- come on, what ISN'T an experience? - Bruce Sterling 15
  • 16. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UXD UX for the Web and Service design (or experience design as a broader definition for a service) both follow the design thinking process. They actually share in common the design research & ideation tools and methods: Interviews, Personas, Ethnographic studies, Mental models, Empathy maps, context mapping & other generative techniques....etc But they have their own media specific prototyping & modelling tools – UX for the Web: wireframes, flowcharts, content inventories, card sorting, navigation schemes etc – Service design: Customer journey maps, service blueprints, role plays, storyboards Even these media specific modelling tools tend to get more and more merged & shared between the 2 disciplines 16
  • 17. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX (Rev.)
  • 18. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX The level of satisfaction an average user get from a product bad good User Experience 18
  • 19. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Average User Primary user 80% of the target user with similar needs, a Typical User Typical User for Blackberry phone are executives Primary user & Secondary User Buyer, Marketing, CRM Blackberry Users 19
  • 20. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Product can be  Physical object  Web site  Software  Hardware  Mobile device
  • 21. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX User Product Interact Like Understand Use
  • 22. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX The process of converting an idea into a commodity, a useful product with some value
  • 23. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Need an Create Design Idea functionality the product
  • 24. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Idea Design Idea Design Functionality
  • 25. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Idea Design Show | Time Look | Color | Type Idea Design Battery | Gear Functionality
  • 26. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Development process Result A clock with accurate functionality and great aesthetic design
  • 27. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX A good functionality and a great design equal to good User Experience ? Good Great Good UX Function Design
  • 28. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX NO! User experience starts from user, we haven’t considered a typical user yet Good Function Great Design / Good UX
  • 29. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Typical User To find out a typical user we need to know the Context
  • 30. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Context Context is the environment and the circumstance which surrounds the product and the user Context
  • 31. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Context Context is the environment and the circumstance which surrounds the product and the user
  • 32. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Context Context Typical user Airport Passengers Sports Stadium People watching the game Art Gallery Hobbyist
  • 33. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Context What typical user need, decide the user experience
  • 34. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Product Aesthetic clock Context Airport User Traveler Minute detail Need hh:mm / Clear Analog User Experience Bad
  • 35. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Product Aesthetic clock Context Sport Stadium User Crowd watching the game Precise seconds detail Need hh:mm:ss User Experience Bad
  • 36. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Product Aesthetic clock Context Art Gallery User Artist / Hobbyist Need Just Time User Experience Good
  • 37. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Conclusion: Context- User UX Airport-Traveler Bad Stadium-Crowd Bad Gallery-Hobbyist Good Context and typical user define the User Experience
  • 38. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Based on the Presentation Can you think of any?
  • 39. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design & Diagram Jesse James Garret’s Elements of User Experience Dan Saffer’s UX Ven Diagram Challis Hodge’s – Make up of Experience Design Nathan Shedroff’s – Roles of Experience Design
  • 40. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 001. Jesse James Garret’s Elements of User Experience
  • 41. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 002. Dan Saffer’s UX Ven Diagram
  • 42. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 003. Challis Hodge’s – Make up of Experience Design
  • 43. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 003. Challis Hodge’s – Role Relationship
  • 44. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 004. Nathan Shedroff’s – Roles of Experience Design
  • 45. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process Adam | Olivia | Robert | Kyle | Marcus
  • 46. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 001. Adam
  • 47. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 002. Oliva
  • 48. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 003. Robert
  • 49. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 004. Kyle
  • 50. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 005. Marcus
  • 51. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 006. Jesse James Garret’s Elements of User Experience Surface Visualization Silluate Structure Narrative Scope  --------  --------  -------- Strategy Experience
  • 52. Jylee, KGIT, 2012_2nd 10/10/2012 THEN.
  • 53. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 007. Class Process 1nd week 2nd week 3rd week 4th week 5th week 6th week 7th week 8th week 9th week 10th week Potential • Observation •Awarness Research •Interest •Experience •Design Research •Analysis •Observation •Reanalysis Strategy •Modeling •Design Concept •Persona Tactics Experience •Human Story •Narrative •Storyboarding •Constraints •Context Bebaviour | Script •Interaction Design(1) Narrative •Interaction Design(2) •Interface Design •Definition •Detail Presentation Visualization
  • 54. Jylee, KGIT, 2012_2nd 10/10/2012 Assignment Beyond Your Idea from workshop, Select 2 Idea (Class Work) 1. Research Main Topic’s Issue (Pick Keyword & Find news) 2. Benchmarking - Similar/Same Function Product - Similar/Same Experience Product 54