Collaborative Experience design workshop
Facilitated by
Kiran K S
User Experience Designer
Hewlett Packard, Singapore
and
Shaun Chen
User Experience Designer
Hewlett Packard, Singapore
8. 8
6 Golden Rules Of Collaborative Design
1.
Lets start collaboration early in the process and continue it throughout the product development
2.
Lets welcome everybody in the process (leave no one behind)
3.
Lets explain design techniques in an engaging way (and take no hostages)
4.
Lets be humble and patient: answer with arguments not aggression
5.
Lets be open to accept opinions/feedback
6.
Lets not forget our ultimate goal i.e. to create great user experience
9. 9
Workshop Outline
Customer needs and motivation
Discover
Define
Design
Refine
Deliver
What customer problems are we trying to solve?
Product to fit customers’ needs and context of use
Validate whether product meets customer needs
Innovative solutions for the customer
12. 12
Discover: Customer needs and motivation
Create a persona
Who typically uses a smart watch?
Demographics
Needs and Motivations
Goals
Discover
Define
Design
Refine
Deliver
20 minutes
13. 13
Desk Research
What does a user look for in a Smart Watch? Look and feel, size, cost etc.?
What are the current problems?
What features are important?
State the problem statement
State why and how its beneficial to business and customers to solve that problem
State experience objectives and how you want to measure success
Define: The problem statement
Discover
Define
Design
Refine
Deliver
20 minutes
20 minutes
15. 15
Tactile and Physical Considerations
Physical Ergonomics
Design Principles
•
Design for Extremes (1%tile or 100%tile)
•
Design for Adjustability (5thto 95thpercentile)
•
Design for Average (50thpercentile)
Physical hand sizes (Anthropometry)
What does this mean for us?
•
Design principle should be decided beforehand
•
Different ethnicities affect the sizes
•
Know your population -5thto 95thpercentile of the population
17. 17
Visual Acuity
Physical Ergonomics
Chromatic Aberration
What does this mean for us?
•
Avoid matching colors in the opposite ends of the spectrum ( Purple and Red)
18. 18
Visual Acuity
Physical Ergonomics
Glare
What does this mean for us?
•
Chrome plated controls or components can cause specular reflections should be avoided
•
If a control panel exists, it should not cause undue glare to the user
Older workers show the highest performance gains and satisfaction levels from proper lighting conditions
Older workers prone to glare due to age-related changes in the refractive media of the eye
19. 19
Visual Acuity
Physical Ergonomics
Font
What does this mean for us?
•
In general, target for font size 16 and above
•
If style is not a consideration, serif for printed media and sans serif for UIs
Size ?
•
12,16,24 points (4.2mm, 5.6mm, 8.5mm)
Serif or Non Serif?
20. 20
Visual Acuity
Physical Ergonomics
ColourBlindness
What does this mean for us?
•
Red-blue or yellow-green combinations are considered safe
•
If colourinformation is critical, it should be used as a redundant feedback
S,M,L Cones
•
Short Wavelength –Blue Cones
•
Medium Wavelength –Green Cones
•
Long Wavelength –Red Cones
•
Red-Green Colourblindness most prevalent
•
Affects Males (~8%) more than Females (~0.5%)
21. 21
Design: Solutions with product sketches
Product that fits customers’ needs and context of use
Consider the scenarios and needs in the “Define” phase
Hardware and software should work in harmony with each other
Storyboards and Prototypes are a good way to tell if the solution fits
Have fun!
Discover
Define
Design
Refine
Deliver
20 minutes
20 minutes
30 minutes