MIT Experience Design Course Overview
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MIT Experience Design Course Overview

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Course slides from the MIT IAP course on Experience Design, January 12-14th, that Nadya Direkova and I led.

Course slides from the MIT IAP course on Experience Design, January 12-14th, that Nadya Direkova and I led.

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MIT Experience Design Course Overview MIT Experience Design Course Overview Presentation Transcript

  • Experience Design MIT IAP Term Page © 2008 Razorfish. All rights reserved. January 12-14, 2009
  • What is Experience Design? Page © 2008 Razorfish. All rights reserved.
  • The Definition
    • Experience design is the practice of designing products, processes, services, events, and environments with a focus placed on the quality of the user experience and culturally relevan t solutions, with less emphasis placed on increasing and improving functionality of the design.
    • From Wikipedia:
    Page © 2008 Razorfish. All rights reserved.
  • The Definition
    • Experience design is the practice of designing something with quality and cultural relevance.
    • More to the point:
    Page © 2008 Razorfish. All rights reserved.
  • The Definition
    • To design something that a user perceives to be culturally relevant and of high quality, the end product needs to make their life better – needs to solve their problems (even ones they didn’t know they had.)
    • How do you do that?
    Page © 2008 Razorfish. All rights reserved.
  • The Definition
    • Experience design is the practice of solving problems.
    • Ultimately:
    Page © 2008 Razorfish. All rights reserved.
  • How does it work and what will we learn about it in the next few days? Page © 2008 Razorfish. All rights reserved.
  • There is an Established, Evolving Approach 1. Problem Definition 3. Secondary User Research 5. Persona Definition 6. Flows + Storyboards 7. Site + Taxonomy Maps 8. Wireframes + Comps 9. Usage Testing 4. Competitive Research 2. Primary User Research
  • From Designing Products to Solving Problems
    • Course Overview:
    Page © 2008 Razorfish. All rights reserved. Day 1 – The Tools Day 2 – Users’ World Day 3 – What’s Next
    • Playing games to learn the tools we use to design:
    • Wireframes
    • Sitemaps
    • Engagement Maps
    • Storyboards
    • Research
    • Touring the social world to find context for our designs:
    • “ Social” discussions
    • Competitive and Audience Research
    • Hands-on Business Workshop with ByKids.org
    • Exploring the future to practice designing without a net:
    • Digital Trends presentations
    • Solving Your Problems Exercises and Discussion
  • Wireframes Are a visual representation of a web page’s key content elements and how they are displayed to the user. Elements may include navigation, content placement and interface controls. The wireframe is not intended to capture every item on a page or represent the creative design. Rather, it is a skeletal depiction of what the page will ultimately contain and how those pieces will be laid out. Page © 2008 Razorfish. All rights reserved.
  • Sitemaps Sitemaps provide an overview of website content in a manner similar to the table of contents page in a book. Sections and pages are typically listed according to narrative flow, alphabetically or by chronology. The home page appears at the top, with secondary and tertiary-level pages below. Page © 2008 Razorfish. All rights reserved.
  • Storyboards Storyboards are simple, illustrative descriptions of the key interaction points that occur during a specific process or flow and between a user and the product or UI. They provide a quick, sketch-based way to explore what’s important about a product’s design and what elements will enable and create flow within it, without distracting the team with the overwhelming details of individual page design. Page © 2008 Razorfish. All rights reserved.
  • Research Methodologies Any good design process requires research to understand a subject and to test hypothesis about an approach to a subject. It’s important to know and employ a wide range of methods to find the right answers or know where to keep on searching. Page © 2008 Razorfish. All rights reserved.
  • Two Sides of the Research Methodology Coin: Page © 2008 Razorfish. All rights reserved. Qualitative Quantitative Good at:
    • Context, human texture, semantics, subjectivity
    • Definitive conclusions, clear measures, objectivity
    Typical set-up:
    • Often in person, observation and discussion-oriented, even with task completion
    • Often remote, test plan structured around clear objective responses without ambiguity (yes/no, multiple choice, success/failure)
    Provides:
    • The why, why not, where not, when not
    • The what, how much, when, where
    Downfall:
    • Directionality can be skewed by sample size, personalities
    • Can be looking at the wrong measures.
    Sample Size
    • 8-12 provide directionality/patterns
    • 100+ (technically 30, but numbers normalize better above 100)
    Examples
    • Ethnographic studies
    • One-on-one interviews
    • Lab-style usability tests
    • Focus groups
    • Card sorting (in person)
    • Mouse-and-click-path tracking
    • Multivariate testing
    • Self-directed remote usability testing
    • Analytics + search log tracking
    • Surveys
    • Card sorting (remote)
  • Wrap-Up Page © 2008 Razorfish. All rights reserved.
  • Course Greatest Hits
    • Dig into the tools . . .
    • Sitemaps, wireframes, engagement maps, storyboards, research
    • Delve into the context . . .
    • Social phenomenon in an online context, competitive and audience research, dealing with clients
    • Explore the big picture . . .
    • Intelligent data, visualization (tension between complexity and simplification), physical devices, participation, democratization
    Page © 2008 Razorfish. All rights reserved.
  • Typical Experience Design Careers (today) Page © 2008 Razorfish. All rights reserved. Established Evolving
  • For Further Exploration Page © 2008 Razorfish. All rights reserved. Razorfish Resources Industry Resources Razorfish Digital Design Blog http://www.digitaldesignblog.com/ Razorfish Going Social Now Blog http://www.goingsocialnow.com/ Our Twitters/Profiles http://twitter.com/marisagallagher http://twitter.com/ TED Conference: http://www.ted.com/ Favourite Website Awards: http://www.favouritewebsiteawards.com/ Ad Age Creativity Online: http://creativity-online.com/ Under the Radar Blog: http://www.undertheradarblog.com/ Mashable: http://mashable.com/ TV: http://newteevee.com/
  • Thank You
    • Nadya Direkova, Senior Information Architect
    • [email_address]
    • Marisa Gallagher, Vice President of User Experience
    • [email_address]
    Page © 2008 Razorfish. All rights reserved.