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  • 1. 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 Research사용자조사 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 기초사용자경험 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 제작프로토타이핑 14 12/12 프로토타이핑(3) 프로토타이핑 및 Documentation 15 12/27 기말고사 Public Presentation
  • 2. Jylee, KGIT, 2012_2nd 10/10/2012
  • 3. Jylee, KGIT, 2012_2nd 10/10/2012Today. We are going to cover,
  • 4. Jylee, KGIT, 2012_2nd 10/10/2012User Experience DefinitionIntroduction of UXUser Experience Process
  • 5. 00. World & UX
  • 6. 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... 7
  • 7. 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. 8
  • 8. 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 9
  • 9. 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 10
  • 10. 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) 11
  • 11. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX
  • 12. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX User experience encompasses all aspects of the end-users interaction with the company, its services, and its products. - Nielsen Norman Group 13
  • 13. 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 14
  • 14. Jylee, KGIT, 2012_2nd 10/10/2012 01. Definition of UX Im interested in "experience design" because its the most imperialistic of all design disciplines to date. I mean, design can be about pretty much anything, but experience design -- come on, what ISNT an experience? - Bruce Sterling 15
  • 15. 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 16
  • 16. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX (Rev.)
  • 17. 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 18
  • 18. 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 19
  • 19. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Product can be  Physical object  Web site  Software  Hardware  Mobile device
  • 20. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX User Product Interact Like Understand Use
  • 21. 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
  • 22. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Need an Create Design Idea functionality the product
  • 23. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Idea Design Idea Design Functionality
  • 24. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Idea Design Show | Time Look | Color | Type Idea Design Battery | Gear Functionality
  • 25. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UXDevelopment process Result A clock with accurate functionality and great aesthetic design
  • 26. 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 UXFunction Design
  • 27. 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 GoodFunction Great Design / Good UX
  • 28. 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
  • 29. 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
  • 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
  • 31. 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
  • 32. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Context What typical user need, decide the user experience
  • 33. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UXProduct Aesthetic clockContext AirportUser Traveler Minute detailNeed hh:mm / Clear AnalogUser Experience Bad
  • 34. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UXProduct Aesthetic clockContext Sport StadiumUser Crowd watching the game Precise seconds detailNeed hh:mm:ssUser Experience Bad
  • 35. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UXProduct Aesthetic clockContext Art GalleryUser Artist / HobbyistNeed Just TimeUser Experience Good
  • 36. 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
  • 37. Jylee, KGIT, 2012_2nd 10/10/2012 02. Introduction of UX Based on the Presentation Can you think of any?
  • 38. 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
  • 39. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 001. Jesse James Garret’s Elements of User Experience
  • 40. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 002. Dan Saffer’s UX Ven Diagram
  • 41. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 003. Challis Hodge’s – Make up of Experience Design
  • 42. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 003. Challis Hodge’s – Role Relationship
  • 43. Jylee, KGIT, 2012_2nd 10/10/2012 03. UX Design Process 004. Nathan Shedroff’s – Roles of Experience Design
  • 44. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process Adam | Olivia | Robert | Kyle | Marcus
  • 45. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 001. Adam
  • 46. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 002. Oliva
  • 47. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 003. Robert
  • 48. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 004. Kyle
  • 49. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 005. Marcus
  • 50. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 006. Jesse James Garret’s Elements of User Experience SurfaceVisualization Silluate Structure Narrative Scope  --------  --------  -------- StrategyExperience
  • 51. Jylee, KGIT, 2012_2nd 10/10/2012THEN.
  • 52. Jylee, KGIT, 2012_2nd 10/10/2012 04. UX Design Process 007. Class Process1nd week 2nd week 3rd week 4th week 5th week 6th week 7th week 8th week 9th week 10th week Potential• Observation•Awarness Research•Interest•Experience •Design Research•Analysis •Observation •Reanalysis Strategy •Modeling •Design Concept •Persona Tactics Experience •Human Story •Narrative •Storyboarding •Constraints •Context Bebaviour | Script •Interaction Design(1) Narrative •Interaction Design(2) •Interface Design •Definition •Detail Presentation Visualization
  • 53. Jylee, KGIT, 2012_2nd 10/10/2012 Assignment Beyond Your Idea from workshop, Select 2 Idea (Class Work) 1. Research Main Topic’s Issue (Pick Keyword & Find news) 2. Benchmarking - Similar/Same Function Product - Similar/Same Experience Product 54

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