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Connected Design - ULearn 2016

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A short presentation for the Connected Educator events at ULearn 2016 in Rotorua. #ulearn16 #cenz16

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Connected Design - ULearn 2016

  1. 1. ABOUT ME
  2. 2. LEARNING EXPERIENCES HAVE BECOME MORE COMPLEX
  3. 3. CHANGING NATURE OF LEARNING EXPERIENCES
  4. 4. TRANSCENDING THE MATERIAL “Experience is not about good industrial design, multi-touch, or fancy interfaces. It is about transcending the material. It is about creating an experience through a device.” MARC HASSENZAHL
  5. 5. Transfor mational Meaningful Convenient Usable Reliable Functional LX PYRAMID The Learner Experience Pyramid describes different levels at which learning resources, services, solutions and systems can be experienced by learners & staff. Based on CX Pyramid by Aberdeen Research after Mark Scibelli and Stephen Anderson. FOCUS ON EXPERIENCES FOCUS ON TASKS Many traditional LMS & learning resource experiences Transformational learning experiences Has personal significance Memorable experience worth sharing Easy to use, works as expected Used without difficulty Is available & accurate Works with inconvenience
  6. 6. WHAT IS EXPERIENCE DESIGN?
  7. 7. LX DESIGN Learning Design User Experience Design Service Design LX
  8. 8. METHODOLOGY
  9. 9. EMPATHY FOR THE USER
  10. 10. EMPATHY FOR THE USER “Empathy is a noun. A thing. It is an understanding you develop about another person. Empathizing is the use of that understanding – an action.” INDI YOUNG
  11. 11. EXPERIENCE DESIGNER IS A MISLEADING TERM
  12. 12. EXPERIENCES ARE CO-CREATED
  13. 13. ELEANOR CATTON: ON PURPOSE Reading is a creative act: it cannot happen automatically, and it cannot happen passively. Any piece of writing is therefore as intimately shaped by the reader’s imagination, their memories, their intelligence, their disposition and their state of mind, as by the writer’s. ELEANOR CATTON
  14. 14. DESIGN FOR EXPERIENCE Participatory design makes everyday people, such as users, an integral part of the design process, especially at the early front end. Experience design has emerged recently as a new discipline in response to the new information and communication technologies. But I will argue that there is no such thing as experience design. Experiencing is in people and you can’t design it for someone else. You can, however, design for experiencing. http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf LIZ SANDERS
  15. 15. YOU’RE NOT THE DESIGNER •  You lead the design process •  You bring on board everyone who can contribute to the project from their own expertise and experience •  You facilitate the collaboration to let design happen
  16. 16. LX DOUBLE DIAMOND
  17. 17. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  18. 18. DISCOVERY
  19. 19. LEARNER OBSERVATION
  20. 20. CARD SORTING
  21. 21. USER INTERVIEWS
  22. 22. ONLINE INTERVIEWS
  23. 23. CODING CONVERSATIONS
  24. 24. REALTIME BOARD
  25. 25. DEVELOP
  26. 26. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  27. 27. SIMILAR TECHNIQUES •  Journey mapping (emotional) •  Scenario mapping (narrative) •  Service Design Blueprint (channels)
  28. 28. From https://sustainableservice.wordpress.com Keeping Graduates Green JOURNEY MAPPING
  29. 29. WHEN DO YOU USE JOURNEY MAPPING? •  For an existing learning solution, object or service •  To get an overview of all the elements and stakeholders •  To map all the touch points •  To identify emotions associated with interactions •  To identify pain points For a new learning solution or service To map out projected elements and stakeholders To anticipate obstacles or barriers for learners or staff
  30. 30. USER RESEARCH IN INITIAL 3 HOUR MAPPING SESSION
  31. 31. FURTHER RESEARCH TO INFORM DIGITAL COLLABORATIVE MAP
  32. 32. FINAL LEARNER JOURNEY MAP
  33. 33. MAP DETAIL
  34. 34. ADDRESS THE PAIN POINTS: IMPROVED COMMUNICATION CHANNELS
  35. 35. DELIVER
  36. 36. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  37. 37. ON PROTOTYPING “If a picture is worth a 1000 words, a prototype is worth a 1000 meetings.” TOM & DAVID KELLEY
  38. 38. PROTOTYPING •  What is the minimum you can rapidly create? •  Get something in front of people •  Get feedback •  Create a new prototype
  39. 39. PROTOTYPING ON PAPER
  40. 40. ONLINE PROTOTYPE TESTING
  41. 41. ACCESS MINI LX DESIGN TOOLKIT •  Poster of LX Double Diamond •  Handouts to get started on User Research: User interviews, Empathy Maps and Persona, •  Journey Maps •  Lean LX Cycle http://tinyurl.com/ulearn-lxtoolkit
  42. 42. STAY IN TOUCH www.academictribe.co @catspyjamasnz @academictribe #lxdesign Facebook.com/academictribe Search: lxdesign joyce@academictribe.co

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