Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Writer and Designer: What User Experience Offers the Digital Humanities - Texas A&M Commerce 2015

Writer and Designer: What User Experience Offers the Digital Humanities - Texas A&M Commerce 2015

Presentation exploring the intersections between user experience design and digital humanities given to Texas A&M Commerce Writing Center faculty and students.

Cassini Nazir

April 01, 2015
Tweet

More Decks by Cassini Nazir

Other Decks in Education

Transcript

  1. Design is to design a design to produce a design.

    1 2 3 noun verb noun General concept of a field as a whole “Design is important to the national economy.” Action or process “She is commissioned to design a new car.” A concept or proposal A finished product; concept made real “The new VW Beetle revives a classic design.” 4 noun “The design was presented to the client for approval.”
  2. DESIGN LADDER Danish Design Centre (2003) designinnovation.ie/why_business_sec1.html No design Design

    forms a part of the organization’s strategy Design as styling Design as process Design as strategy Design is part of the product development or other processes Design is used for improving the appearance of products or services Design plays no role in product or service development 1 2 3
  3. CONFLICTING RHETORIC Kolko, Jon (2011), "The Conflicting Rhetoric of Design

    Education". interactions magazine, July/August, 2011. We must train generalists Skills of craft, building and beauty are more important than theory and systems thinking We must focus more on ethnography, anthropology and the social sciences We must train specialists Theory and systems thinking are more important than craft, building and beauty We must focus more on science, cognitive psychology, math and engineering
  4. Research-Led Design-Led Participatory Mindset “users” seen as partners (active co-creators)

    Expert Mindset “users” seen as subjects (reactive informers) Dubberly, H. On Modeling: An Evolving Map of Design Practice and Design Research. Interactions, 15, 6 (2008), 13-17. design-led with expert mindset design-led with participatory mindset research-led with expert mindset research-led with participatory mindset
  5. Critical Design Cultural Probes Research-Led Design-Led Participatory Mindset “users” seen

    as partners (active co-creators) Expert Mindset “users” seen as subjects (reactive informers) Generative Tools “Scandinavian” Methods Design + Emotion Lead-User Innovation Contextual Inquiry Usability Testing HumanFactors +Ergonomics Applied Ethnography Sanders, Liz. On Modeling: An Evolving Map of Design Practice and Design Research. Interactions, 15, 6 (2008), 13-17. User-Centered Design Participatory Design Generative Design Research
  6. DESIGN PROCESS Kolko, Jon (2011), "The Conflicting Rhetoric of Design

    Education". interactions magazine, July/August, 2011. Quickly explore many alternative designs Refine when you identify the best design that balances specifications for business, users and technology Develop alternative designs to uncover other possible solutions LOW-FI HIGH-FI Create iterations from this design direction in higher levels of fidelity Obtain user feedback before proceeding with next iteration 1 2 3 4 5 Receive approval for final, high-fidelity prototype 6 EXPLORE REFINE MARKER PENCIL SHARPIE COMPUTER EXPLORE FIRST, THEN REFINE 1 Always create many different solutions to any given design problem EXPLORE REFINE 1 EXPLORE MANY ALTERNATIVE DESIGNS Using a marker and Sharpie®, quickly prototype designs on paper. Your goal is to prototype many different design directions. Ignore details early on. Don’t fall in love with your designs. Complete 10 completely different approaches to the 4 CREATE ITERATIONS ON DESIGN DIRECTION x POST-IT®
  7. Interaction design is the creation of a dialogue between a

    person and a product, service or system.
  8. Jon Kolko At the heart of the Interaction Design process

    is a simple notion: that design should be user-centered, and that the only way to truly understand what users want is to interact with them.
  9. MEANINGFUL PLEASURABLE CONVENIENT USABLE RELIABLE FUNCTIONAL (USEFUL) Has personal significance

    Memorable experience worth sharing Super easy to use, works like I think Can be used without difficulty Is available and accurate Works as programmed focused on EXPERIENCES (People, Activities, Context) focused on TASKS (Products, Features) SUBJECTIVE / QUALITATIVE OBJECTIVE / QUANTIFIABLE THIS IS THE “CHASM” THAT IS DIFFICULT FOR ORGANIZATIONS TO CROSS MEANINGFUL PLEASURABLE CONVENIENT USABLE RELIABLE FUNCTIONAL (USEFUL) Has personal significance Memorable experience worth sharing Super easy to use, works like I think Can be used without difficulty Is available and accurate Works as programmed focused on EXPERIENCES (People, Activities, Context) focused on TASKS (Products, Features) SUBJECTIVE / QUALITATIVE THIS IS THE “CHASM” THAT IS DIFFICULT FOR ORGANIZATIONS TO CROSS MEANINGFUL PLEASURABLE CONVENIENT USABLE RELIABLE FUNCTIONAL (USEFUL) Has personal significance Memorable experience worth sharing Super easy to use, works like I think Can be used without difficulty Is available and accurate Works as programmed focused on EXPERIENCES (People, Activities, Context) focused on TASKS (Products, Features) SUBJECTIVE / QUALITATIVE THIS IS THE “CHASM” THAT IS DIFFICULT FOR ORGANIZATIONS TO CROSS
  10. • 140 character tweet • 2,000 word article • 80

    page magazine • 100,000 word novel • 640 by 480 pixel website • 20 minute sitcom • with 30 second commercials • with two second bumpers • one season of 13 episodes • 90 minute action film • 14 megapixel image • 8-core laptop • 4 gigs of memory • 30 minute presentation
  11. Wii U PS Vita 3DS Desktop Laptop Laptop us 7

    Nexus 4 Samsung Galaxy Note II Samsung Galaxy S IV HTC One Windows 8 and other devices Gaming consoles Nexus 10 Surface Lumia 920 Desktop Nexus 7 Nexus 4 Samsung Galaxy Note II Vector Devices, free for personal use. For commercial use please contact me at [email protected] xus 7 Nexus 4 Samsung Galaxy Note II Samsung Galaxy S IV HTC One iPhone 5 iPhone 4 iPod touch 5G iPod touch 4G iPod nano 5G 3” 5 7 9 11 13 15 17 19 21 23 25 27 HIGH PPI LAP HAND DESK CURSOR + KEYBOARD TOUCH + GESTURE Vector Devices, free for personal use. For commercial use please contact me at [email protected] Android devices Windows 8 and other devices Gaming consoles Nexus 10 Surface Lumia 920 Desktop Laptop Laptop Nexus 7 Nexus 4 Samsung Galaxy Note II Samsung Galaxy S IV HTC One Apple devices iPad iPad mini iPhone 5 iPhone 4 iPod touch 5G iPod touch 4G iPod nano 5G 992px 1200px 768px 320px INTERACTION CONTEXTS
  12. All Bubblicious Campbell’s Dawn Eggo Frito Gatorade Hebrew National Icee

    Jell-o Kool-Aid Lysol M&Ms Nilla Wafers Oreo Pez Q-tips Reese's Starburst Tide Uncle Ben's V-8 Wisk Xtra York Zest Heidi Cody, American Alphabet
  13. Beyond aesthetics Good writing is good design. It is a

    rare exception where words don’t accompany design. Number 02 Tom Holzel
  14. SENSORY DESIGN INFORMATION DESIGN PRODUCT OBJECTIVES FUNCTIONALITY INFORMATION SURFACE SKELETON

    STRUCTURE SCOPE STRATEGY INTERFACE DESIGN NAVIGATION DESIGN INTERACTION DESIGN INFORMATION ARCHITECTURE FUNCTIONAL SPECIFICATIONS CONTENT REQUIREMENTS USER NEEDS CONCRETE ABSTRACT
  15. Beyond usability There is danger in confusing “ease of use”

    with actually desiring to use something Number 03 Stephen Anderson
  16. Completion A 25% 50% 75% 100% not very very moderately

    insanely Usability B motivation Difficulty
  17. In balance Always design a thing by considering it in

    its next larger context. Number 04 Eliel Saarinen
  18. Mark Rolston Designers are looking at the world in terms

    of innovation, style, usefulness, quality, and other humanistic terms, while business leaders are looking at the world in terms of revenue and cost. designmind.frogdesign.com/blog/the-politics-of-moving-minds.html Chief Creative Officer,frog design
  19. Good Readers and Good Writers We all have different temperaments,

    and I can tell you right now that the best temperament for a reader to have, or to develop, is a combination of the artistic and the scientific one. The enthusiastic artist alone is apt to be too subjective in his attitude towards a book, and so a scientific coolness of judgment will temper the intuitive heat. If, however, a would-be reader is utterly devoid of passion and patience—of an artist’s passion and a scientist’s patience— he will hardly enjoy great literature. http://www.en.utexas.edu/amlit/amlitprivate/scans/goodre.html Vladimir Nabokov
  20. Technology Design Business UX Visual Design Development Business Plan Prototyping

    Release Candidate Business Strategy Styleguide Interface Product Communication Performance Simplicity Consistency Brand Design Market Comm Information Design Backend Process Interaction Design Usability Engineering Surface Design Information Architecture Frontend Processes Oliver Reichenstein, Information Architects http://bit.ly/NvDpFL Computer Science Engineering Ergonomics Fine Art Illustration Graphic Design Industrial Design Social Informatics Information Design Psychology Social Sciences Web Design No one person will be an expert in all disciplines
  21. DESIGN PROCESS Kolko, Jon (2011), "The Conflicting Rhetoric of Design

    Education". interactions magazine, July/August, 2011. Quickly explore many alternative designs Refine when you identify the best design that balances specifications for business, users and technology Develop alternative designs to uncover other possible solutions LOW-FI HIGH-FI Create iterations from this design direction in higher levels of fidelity Obtain user feedback before proceeding with next iteration 1 2 3 4 5 Receive approval for final, high-fidelity prototype 6 EXPLORE REFINE MARKER PENCIL SHARPIE COMPUTER EXPLORE FIRST, THEN REFINE 1 Always create many different solutions to any given design problem EXPLORE REFINE 1 EXPLORE MANY ALTERNATIVE DESIGNS Using a marker and Sharpie®, quickly prototype designs on paper. Your goal is to prototype many different design directions. Ignore details early on. Don’t fall in love with your designs. Complete 10 completely different approaches to the 4 CREATE ITERATIONS ON DESIGN DIRECTION x POST-IT®
  22. Questionnaires • 2 • 4 • Site Search Analytics 1

    • • • 5 Parallel Prototyping • • 3 • • Value Opportunity Analysis • • 3 • 5 Behavioral Attitudinal Data Source Approach Qualitative (direct) Quantitative (indirect) mix mix RESEARCH METHODS Exploratory Generative Evaluative Content Audit 1 • • • 5 Evaluative Research • • • 4 • Eyetracking 1 • • 4 5 Heuristic Evaluation • • 3 4 • Semantic Differential 1 • • 4 5 Think-aloud Protocol • • 3 4 • Wizard of Oz • • 3 4 • Secondary Research 1 2 • • • Desirability Test • • 3 4 • Design Ethnography • 2 • • • Elito Method • • 3 • • Experience Prototyping • • 3 • • Evaluative Research • • • 4 • User Journey Maps • • 3 • • A/B Testing • • • • 5 Web Analytics • • • • 5 Usability Testing • • 3 4 5 Weighted Matrix • • 3 • • Card Sorting • 2 3 • • Brainstorm graphic organizers 1 2 3 • • Business origami 1 2 • • • Territory maps 1 • • • • Triading 1 2 • • • Competitive Testing 1 • • • 5 Touchstone Tours • 2 • • • Storyboarding • • 3 • • AEIOU • 2 • • • Cognitive Walkthrough • 2 3 • • Design Charette • 2 3 • • Observation • 2 • • • Surveys • 2 • • • Affinity Diagram • 2 3 4 5 Behavioral Mapping • 2 • • • Experience Sampling • 2 • • • Task Analysis • 2 • • •
  23. Fail early, fail often Lots of people focus upon success,

    but failure is a far more effective teacher. Number 06 Don Norman
  24. My teacher said you learn by making mistakes, and I

    didn’t make any today. Alina Tugend. Better by Mistake: The Unexpected Benefits of Being Wrong. (2012)
  25. Creative confidence is key I’ve never met anyone who is

    good at what they do creatively and is super-confident. Number 07 John Maeda