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Week 04 Persona Design


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Week 04 Persona Design

  1. 1. Lecture 4 Persona Design UX Prototyping / IID 2014 Spring Class hours : Fri 3 pm – 7 pm 28th March
  2. 2. The Last Week’s Homework Lecture #4 IID_UX Prototyping 2 Studio Assignments pending Readings And Critiques (Assign Presenters for Each Paper) Complete the Online Survey 1 2 3 Your Blog Post #5 - The System Concept Statement Your Blog Post #6 - Cultural Probe Ideas - The Cultural Probe Page Design Your Blog Post #5 - Summarize the papers - Add your critiques for each papers Google Doc Survey - Background Information for Team-ups - /d/1phvvuDydK- 6QYPxXMmoQ3aR0mEOn2_Xtw9TiXi5 sk3E/viewform
  3. 3. Reading List • Download From YSCEC > User Experience Prototyping > Books & Papers > Week 04 Readings – Blythe, M. et. al. Interdisciplinary criticism: analysing the experience of riot! a location-sensitive digital narrative, Behaviour & Information Technology, Vol. 25, No. 2, pp.127 – 139. (Lee, Kangeun) – Loeliger, E., & Stockman, T., (2013) Wayfinding without Visual Cues : Evaluation of an Interactive Audio Map System, Interacting with Computers. (Hong, Kyungjin) Lecture #4 IID_UX Prototyping 3
  4. 4. To Do List for Today • Seminar – Core Research Ideas : Bring out some keywords or related technological trends, backgrounds, and concerns – Research Questions : What they investigated – Key theories : Some they referred and some they developed by their own – Method : How they proved – Results & Findings : What they learned from the study Lecture #4 IID_UX Prototyping 4
  5. 5. About Hackney Hear Lecture #4 IID_UX Prototyping 5 : All seven square miles covered in sound
  6. 6. Hackney Hear - the trial users speak Lecture #4 IID_UX Prototyping 6 : In September 2011, Hackney Productions showcased the prototype of Hackney Hear to a few selected guests.
  7. 7. To Do List for Today • Present your digital memento – What did you collect your visual images, and why? • Pinterest Mood board – How did you make your own story • Video in a time capsule Lecture #4 IID_UX Prototyping 7
  8. 8. To Do List for Today • Studio – Write your own system concept statement – Based on the system concept statement’s elements, such as the goals, the name of the system, and the system users, design your own cultural probes research. – Design a probe package. – Confirm the studio setting. • Blog/Pinterest/GitHub etc • VVVV Lecture #4 IID_UX Prototyping 8
  9. 9. THE SYSTEM CONCEPT STATEMENT • An effective system concept statement answers at least the following questions: – What is the system name? – Who are the system users? – What will the system do? – What problem(s) will the system solve? (You need to be broad here to include business objectives.) – What is the design vision and what are the emotional impact goals? In other words, what experience will the system provide to the user? This factor is especially important if the system is a commercial product. Lecture #4 IID_UX Prototyping 9
  10. 10. THE SYSTEM CONCEPT STATEMENT • Example: System Concept Statement for the Ticket Kiosk System Lecture #4 IID_UX Prototyping 10 The Ticket Kiosk System will replace the old ticket retail system, the Middleburg University Ticket Transaction Service, by providing 24-hour-a-day distributed kiosk service to the general public. This service includes access to comprehensive event information and the capability to rapidly purchase tickets for local events such as concerts, movies, and the performing arts. The new system includes a significant expansion of scope to include ticket distribution for the entire MU athletic program. Transportation tickets will also be available, along with directions and parking information for specific venues. Compared to conventional ticket outlets, the Ticket Kiosk System will reduce waiting time and offer far more extensive information about events. A focus on innovative design will enhance the MU public profile while Fostering the spirit of being part of the MU community and offering the customer a Beaming interaction experience. (139 words)
  11. 11. PERSONA DESIGN Lecture 4. Lecture #4 IID_UX Prototyping 11
  12. 12. Introduction • Definition – "Personas or personae are fictitious characters that are created to represent the different user types within a targeted demographic that might use a site or product. Personas are given characteristics and are assumed to be in particular environments based on known users’ requirements so that these elements can be taken into consideration when creating scenarios for conceptualizing a site. Cooper (1999) outlined the general characteristics and uses of personas for product design and development. – In the context of software requirements gathering, a user persona is a representation of a real audience group. A persona description includes a user’s context, goals, pain points, and major questions that need answers. Personas are a common tool in Interaction Design (IxD)“ – Lecture #4 IID_UX Prototyping 12
  13. 13. Persona – System Lecture #4 IID_UX Prototyping 13
  14. 14. a persona chart developed for Kivio Lecture #4 IID_UX Prototyping 14
  15. 15. Mass Market Personas Lecture #4 IID_UX Prototyping 15
  16. 16. Mass Market Personas Lecture #4 IID_UX Prototyping 16
  17. 17. Enthusiast Personas Lecture #4 IID_UX Prototyping 17
  18. 18. Enthusiast Personas Lecture #4 IID_UX Prototyping 18
  19. 19. What Is A Use Case? – A usage case is simply a reason to use a System – For example, a bank cardholder might need to use an ATM to get cash from their account. • It’s as simple as that. Lecture #4 IID_UX Prototyping 19
  20. 20. The purpose of use case diagram – Used to gather requirements of a system (analysis phase). – A Use Case represents a discrete unit of interaction between a user (human or machine) and the system – describing a system from external usage viewpoint not developer's perspective. – Identify external and internal factors influencing the system. Lecture #4 IID_UX Prototyping 20
  21. 21. Use case diagram components Lecture #4 IID_UX Prototyping 21 . Actor Actor: An actor is a person, organization, or external system that plays a role in one or more interactions with your system Use case: A use case describes a sequence of actions that provide something of measurable value to an actor System boundary: indicates the scope of your system. Anything within the box represents functionality that is in scope and anything outside the box is not Deposit cash relation use case Relation: To connect between the object (communication) boundary cardHolder
  22. 22. Actor • The actor describes a role not person • Actors don’t have to be people. They can be other systems. For example, the ATM may need to connect to the cardholders bank • There are two kinds of actor - primary and secondary. – Primary actor is anyone or thing that interacts with the system to gain direct benefit. – Secondary actor is anyone or thing that involve in achieving a use case yet, they do not gain direct benefit from the system. Very often, secondary actor is someone who assist the primary actor to achieve a use case. Lecture #4 IID_UX Prototyping 22
  23. 23. Use case (1/4) • The goal must be of value to the actor . • A use case is an objective user(s) wants to achieve with a system. Use cases are named with : verb or verb + noun phrase. Lecture #4 IID_UX Prototyping 23 Deposit cash
  24. 24. use case(2/4) • Tip for use case – simple title and describe the user goal – Verbs like 'do' and 'perform' and nouns like 'data' and 'information' should be avoided whenever possible. – It is intended to provide an overview of what the user want without knowing how to Lecture #4 IID_UX Prototyping 24 Deposit cash
  25. 25. use case(3/4) • The <<include>> use case means that the flow of that use case is always included • But a <<extend>> use case means that the flow of the extending use case is only included under specific conditions Lecture #4 IID_UX Prototyping 25
  26. 26. use case(4/4) Lecture #4 IID_UX Prototyping 26
  27. 27. Next Week Reading List • Download From YSCEC > User Experience Prototyping > Books & Papers > Week 05 Readings – Bardzell, J. (2011) Interaction criticism: An introduction to the practice, Interacting with Computers, pp.604-621 – Bardzell, S. ,Crafting Quality in Design: Integrity, Creativity, and Public Sensibility, Proceedings of DIS 2012, June 11-15, 2012, Newcastle, UK. – Bardzell, S., Critical Design and Critical Theory : The Challenge of Designing for Provocation, Proceedings of DIS 2012, June 11-15, 2012, Newcastle, UK. Lecture #4 IID_UX Prototyping 27
  28. 28. Homework Lecture #4 IID_UX Prototyping 28 Complete Studio Assignments #1 Complete Studio Assignments #2 Readings And Critiques (Assign Presenters for Each Paper) 1 2 3 Your Blog Post #6 - The System Concept Statement Your Blog Post #7 - Cultural Probe Ideas - The Cultural Probe Page Design Your Blog Post #8 - Summarize the papers - Add your critiques for each papers Submission Due : 11: 59 pm Thur. 3rd April