W8: Day Sixteen | Nov 2

As part of the working class, Prof.Armstrong and I talked to groups individually about their apps, based on their presentations from the previous classes. Students worked on their low fidelity wireframes and began creating visual representations of their brand language.

Prof.Armstrong ended the class by revisiting her lecture on User Testing 101 (see blog post from Day Thirteen for quicknotes). Students left class with the intention of doing 3-5 user tests to identify patterns in their user tests.

W8: Day Fifteen | Oct 31

Groups presented their first milestone for the Final App project to give the rest of the class a progress report on their app. This included their mission statement (an ‘elevator pitch’), their app strategy, structure, personas, insight from their online surveys, information architecture and brand voice.

(Happy Halloween!)

W7: Day Thirteen | Oct 26

Online surveys
Groups created Google form surveys with thoughtful questions based on the results of the interviews that they had already conducted, and could potentially fill in the missing gaps in their research. Links to each group’s surveys:

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After curating questionnaire’s Prof.Armstrong took the class through presentations about user testing and brand voice.

User testing 101 (quicknotes):

  • What do you want to get out of testing?
    Understand your goals
  • Research relevant product information
    Look into the history, the potential future, competitor analysis
  • Understand your users
    Look into their demographic, locations, user patterns
  • Define a successful outcome (individually, then as a group)
  • Who is your biggest competition?
  • There are different types of user testing:
    Natural, Scripted, Decontextualised, Hybrid
  • There are different types of tasks:
    Direct (technical) with clear instructions and Scenario (use case) which is more realistic
  • A closed task has a defined success or failure
  • An open-ended task is conducted to determine how your user behaves
  • Card sorting is an exercise that gives you insight on how your user might categorise activities into groups. It will help you name different sections of your app.
  • MVP or minimum viable product is the minimum your app can do to be its most functional self.

W6: Day Twelve | Oct 24

Journey Mapping

To practise synthesising and analysing research for the final exercise, we conducted a speed journey mapping exercise. After assembling into their groups and discussing the interviews they conducted over the weekend, everyone wrote down their information on post-its of one color, such that each data point had its own individual post-it (e.g. age of the interviewee, body language, how the interviewee felt about a certain service and their occupation are all unique data points)

 

After creating a bank of data points, groups created clusters. They put their post-its in groups that could belong to a similar category. By synthesising data into clusters that were contextually relevant to the information gathered, categories were created along an x-axis, and named on different colored post-its.

  

These clusters were re-evaluated and organised into a matrix into three categories — thinking, feeling and doing. The resulting clusters read like a table, so that each post-it (or data point) was connected to a thinking, feeling or doing action as well as one of the categories that they came up with as a group.

As soon as these were reorganised into the table with categories along the x-axis and thinking, feeling, doing along the y-axis, groups noticed that there were missing gaps in their table with fewer post-its in certain areas. This became their pain points, and regions for opportunity areas.

Using the opportunity areas as ideas for potential features that their app could have, each member of the group came out with a ‘How might we…’ statement, to express how their app could fulfil their user need.

W6: Day Eleven | Oct 19

Final exercise  – App

Students approach this final exercise over the next few weeks in groups, acting as a functioning start-up. The worksheet separates this exercise into 4 main sections:

  • Part One: Define/Research/Brainstorm
    Identifying a need, a target audience, creating a mission statement and a brand identity
  • Part Two: Costs/Market Strategy
    Staff, structure, location, investment, budget and value proposition
  • Part Three: Build
    Architecture, Skeleton, Wireframe
  • Part Four: Evaluate/Test
    User testing

Keep in mind the 5 planes of user experience:

  • Strategy
  • Scope
  • Structure
  • Skeletal
  • Surface

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In this class, students wrote down individual ideas for an app on post-it notes and stuck them on the wall. These ideas were clustered into larger themes that came out of these individual ideas – Pets, Music, Art & Design, Food, Health & Safety, Sustainability, Language & Typography, Organisation, Social and Travel.

Students then wrote their initials on 2 ‘decision dots’ (round colored stickers) and placed these on them on the 2 ideas they would most like to work on as a final app for this class.

By process of elimination, groups were formed based on which ideas got the largest number of decision dots. The students that wrote the post-its that were chosen, pitched their ideas to the rest of the class, and the final groups that formed were, an app for:

  • travel
  • vegan & vegetarian food spots
  • identifying typography in public spaces
  • mental health
  • pets

The rest of class was spent in groups discussing Part One of the exercise.

W5: Day Ten | Oct 17

Presentation Day!

Groups made their final presentations and took the rest of the class through an overview of the physical game they picked. The presentations covered the strategy followed while creating an application for the game, user personas, user journeys, sitemap, onboarding, wireframes and final surface that was demonstrated through a working prototype.

Groups defined a single user journey that was linked through prototyping apps (InVision and Figma) to show the rest of their classmates how transitions would work in a live application.

W4: Day Eight | Oct 10

Milestone 1 presentations

Groups presented their pitch for the apps they are designing, and received feedback on their presentations, layout and application features.

Here’s a list of things to keep in mind before submitting the Milestone 1 presentations before this weekend and while creating the final presentation for next week:

  • Make sure your presentation looks good on whatever media you decide you use – ensure the colors, typefaces, type size are legible

  • Spell check your presentations!
  • Do not hyphenate your text

  • Document your process and add it to your Milestone 1 presentation – sketches, diagrams, and behind-the-scenes photographs

  • Use personas to justify the scope, strategy and user journey – make them meaningful

  • Your sitemap/information architecture should make sense

Good luck on your presentations! 😀

W4: Day Seven | Oct 6

Students got back into their groups to continue working on Part Three of the exercise – the structure of their app, refined their maps, and created low fidelity wireframes for their use case.

We went through a short demonstration of Sketch, so students could use the weekend to get comfortable with prototyping softwares. Although Sketch is used widely in the UX industry, there are many other prototyping softwares, as listed by Medium and CreativeBloq.

 

W3: Day Six | Oct 4

We began class by going through UX language that is used in the industry – 10 Heuristics for User Interface Today by Jakob Nielsen. We also touched upon the concept of 1+1=3, from Edward Tufte‘s Envisioning Information – the idea that when you combine one element plus a second element, you don’t just count them as two elements, because the space that they create between them counts as a third element.

We watched concepts of rapid paper prototyping, such as this one and went through softwares Invision, and Sketch. (Have a look under the ‘Resources’ section of this blog to see some useful demos for these applications.)

Groups are now at Part Three of the exercise, by establishing a skeleton (or map for their game), and a single user journey (or use case) that will be translated to a digital prototype.