26. ‣ Subjective
Experience is subjective: mere product qualities need to be perceived
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27. ‣ Holistic
Experience is holistic: be, do, motor goals
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28. ‣ Situated
Experience is situated: highly dependent of context
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29. ‣ Dynamic
Experience is dynamic - over time > orientation, incorporation and identification
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30. ‣ Pleasure and Pain
Worthwile: Experience can be both beneficial or harmful to our personal concerns
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31. Sy Ex Us
UX: what it is
It happens between the system and the user
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32. Sy Ex Us
Design
UX: what it is
It happens between the system and the user
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33. Sy Ex Us
Design
UX: what it is
It happens between the system and the user
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34. Sy Ex Us
Design Measure
UX: what it is
It happens between the system and the user
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35. Sy Ex Us
Affecting factors
Factors that are affecting the User Experience
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36. Sy Ex Us
Design
Affecting factors
Factors that are affecting the User Experience
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37. Sy Ex Us
Design
Affecting factors
Factors that are affecting the User Experience
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38. Sy Ex Us
Design Measure
Affecting factors
Factors that are affecting the User Experience
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39. Social context
Context
Physical context
‣ Task context
The UX may change when the context changes Technical context
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40. Motivation
User
Mood
‣ Resources
The person experiencing the system is dynamic, and so is the UX Expectations
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41. System
Designed properties
‣ User added properties
Perception of the system’s properties influence the UX Brand image
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42. Time spans of UX
When, what and how
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43. When Before usage During usage After usage Over time
Anticipated UX Momentary UX Episodic UX Cumulative UX
What
Recollecting
Imagining Experiencing Reflecting on an multiple periods of
How experience experience use.
UX white paper
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44. Design process
of Human Centered Design
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48. this is NOT you (yet)
this is you
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49. Create
Making ideas real
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50. There are four key activities in this phase:
Synthesis
Brainstorming
Prototyping
Feedback
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51. There are four key activities in this phase:
Synthesis
Brainstorming
Prototyping
Feedback
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52. Today
three exercises to make your ideas more real
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53. There are four key activities in this phase:
Synthesis
Brainstorming
Prototyping
Feedback
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54. #1
Are you sure about your concepts, I mean empathically?
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55. #1 A
We’re gonna check, with a ‘Why-How laddering’ exercise
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56. Abstract Concrete
Ref: Stanford D-School
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57. #1 B
What do your users say, do, think and feel? Do your
concepts provide or support that?
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58. #1 B
We’re gonna check, with an ‘Empathy Map’ exercise
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59. What do they say? What do they think?
What do they do? What do they feel?
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60. #2
Making your concepts feel real
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61. #2
Divide your team in two groups Roleplaying
Each group choses a concept
Make that concept real with: Pen, paper, tape, etc.
Have the other group act as users and give feedback
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62. Next/
How can you gather valuable feedback in the design process?
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63. #1
Have ‘extreme users’ work with your prototypes
Document their feedback
http://dschool.stanford.edu/wp-content/themes/dschool/method-cards/extreme-users.pdf
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64. #2
Use ‘prototyping for empathy’ to actually increase acceptance
http://dschool.stanford.edu/wp-content/themes/dschool/method-cards/prototype-for-empathy.pdf
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65. #3
Use ‘participatory co-design’ to get the designs closer to user needs
http://www.hcdconnect.org/methods/participatory-co-design
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66. #4
Organise feedback sessions!
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67. TIP!
Don’t invest too much time perfecting the ideas before feedback.
The point is to change the solutions, not to prove that they are perfect. The
best feedback is that which makes you rethink and redesign
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68. TIP!
Use several prototypes in order to get people to really be critical about
them (they usually aren’t when there is only one available).
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69. TIP!
Keep careful notes of the feedback, both positive and negative, and the new
questions the team needs to answer about the solution.
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70. Now get to work :-)
Design
Making your ideas real!
Marco van Hout @demadera m.van.hout@hva.nl
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