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
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...
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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.
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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
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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
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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)
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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
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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
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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
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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
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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
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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
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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