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[Nux]12 nux

  1. 1. 2012 2nd semester class by jyleeN-SCREEN | USER EXPERIENCE 20121121 Class11 N-Screen Concept Model NUX.jylee6977.com/tc
  2. 2. Class Schedule 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) Part1 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 Research Part2 사용자조사 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 기초 Part3 사용자경험 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 Part4 프로토타이핑 13 12/05 프로토타이핑(2) 프로토타이핑 제작 14 12/12 프로토타이핑(3) 프로토타이핑 및 Documentation 15 12/27 기말고사 Public Presentation
  3. 3. | Today we are going to cover,N-Screen Concept ModelPersona SamplesExperience MappingAnd TV
  4. 4. 화두Five UX Lessons fromTom Hanks Movie
  5. 5. Lesson #1: Re-Skinning Can Allow Financially-Advantageous Reuse 스킨만 바꾸는 디자인 변화는 재정적으로- 바람직한 재사용 1980’s sitcom Bosom Buddies
  6. 6. Lesson #2: Fictional Personas Can Bring Sanity to the Project 픽셔널한 페르소나는 프로젝트에 온전한 정신을 불러 일으킨다. Movie Cast Away
  7. 7. Lesson #2: Fictional Personas Can Bring Sanity to the Project 픽셔널한 페르소나는 프로젝트에 온전한 정신을 불러 일으킨다. Movie Cast Awaysummarized perfectly by Dr. Charles B. Kreitzberg,1. Enable designers to make inferences about the needs and desires of audience segments.2. Serve to communicate user characteristics in a compact and easily understood way.3. Help keep stakeholders from changing the definition of audience segments to advance narrow interests.4. Put a face on the person for whom you are designing the UI.
  8. 8. Lesson #3: Task Completion Doesn’t Automatically Equate to Success 과업의 수행은 과업에 대한 성공으로 동시적으로 일어나진 않는다. Movie The Green Mile[HAL] “Okay, boys, what in the hell happened?[PAUL]: “An execution. A successful one.[HAL]: “How in the name of Christ can you call that a success?[PAUL]: “Eduard Delacroix is dead.”
  9. 9. Lesson #3: Task Completion Doesn’t Automatically Equate to Success 과업의 수행은 과업에 대한 성공으로 동시적으로 일어나진 않는다. Movie The Green MileWhen these studies make claims concerning overall usability, they rely on riskyassumptions about correlations between usability aspects. Unless domain specificstudies suggest otherwise, effectiveness, efficiency, and satisfaction should beconsidered independent aspects of usability and all be included in usability testing- Frøkjær et al (CHI 2000)
  10. 10. Lesson #4: Complicated Interfaces Have Their Purposes, Too 복잡한 인터페이스는 나름대로 그 이유와 목적이 있다. Movie Da Vinci Code
  11. 11. Lesson #5: Exceeding User Goals Makes You Memorable 사용자의 목표를 넘어서는 것은 사용자에게 기억을 남긴다. Movie Forest GumpHold on to that memory … that feeling is what we’re trying to craft throughemotional design. We’ll create that feeling of excitement and we’ll bond with ouraudience ...”- Designing For Emotion, Aaron Walter
  12. 12. | N-Screen Concept Model
  13. 13. Few Weeks Ago
  14. 14. N-Screen Concept Model The following described patterns are recommendations (and not panaceas!) - Based on established design solutions, user interface design patterns, or general conceptual approaches and essays from the fields of interaction and information design. They must be tested in the project on usefulness and benefits. Each approach pattern can be combined.
  15. 15. N-Screen Concept Model Mobile First Given the growing importance of mobile devices, it makes sense to develop first for the main unit. The smallest screen forces for structuring the information. "Mobile Web growth has outpaced desktop Web growth 8x.Smartphone sales will pass PC sales in 2012. " From the Mobile First Lecture by Luke Wroblewski
  16. 16. N-Screen Concept Model Adaptability The adaptability of flexible layout and content of the characteristics of the different devices simplifies system comprehensive information management. Information must always be available on the relevant devices. Layout Adaptability (Responsive or Adaptive Design) Content Adaptability (Forget About Mobile, Cho, 2011) Content Availability device-independent
  17. 17. N-Screen Concept Model Fluidity Information services have to be seamlessly integrated on all devices in the application context and across all devices consistent and smooth user experience offer. Problem: Users who access to many different devices on the same information expect that an application or a service always feels the same. Fluid Experience Consistent and continuous user experience across all devices and in all contexts Continuity Influencing Factors:Human(behavior), device(or restriction options by device properties and interface components), service (task, function and action and target), and the context of use (environment and conditions). Service Equality (Tagged app Equality Workman, 2011)
  18. 18. N-Screen Concept Model Seamless Interaction The interaction with an application or information service across all devices must be seamless logical and understandable. Problem: Users want to get used to not. They prefer seamless device replacement and expect that a trained interaction on a different device works similarly. Analog Metaphor It is advisable familiar (analog) metaphors and controls to be used instead of the user-learn with hard and confront new paradigms (Learnability, Wilson, 2011). Device-specific input methods Device-specific input methods may be considered as a supplement and used wisely. This generally refers to options that provides a specific class of device
  19. 19. N-Screen Concept Model Context Relevance A range of information should always be the situation, the environment, the user and the device, and thus fit for use context. In short: the right information at the right time. Problem: Who is using an application? In which situation is the user? What information is relevant for him at the moment? What device he used when, how, where and why? What is his intention? How much time does he have? These and other questions - about the user and the application context - should be the focus when you designed a range of information. user, usage context, situation and environment, equipment, service Each device has its own special requirements and opportunities. To achieve the maximum context relevance, it is especially important the right information, at the right time, the right place and thus suitable for use context to offer
  20. 20. N-Screen Concept Model Extensibility A range of information must always be flexible, extensible and can be adapted to changing requirements (forward compatibility). Problem: You can never completely predict the direction in which an information service developed. The expansion at a later time can cause unnecessary high costs and additional work. Platform independence Flexible Concept To achieve the maximum context relevance, it is especially important the right information, at the right time, the right place and thus suitable for use context to offer
  21. 21. N-Screen Concept Model Storyfication If one tells the story of a product or range of information through various media distributed, you can create a single and system comprehensive ux and increase the identification of the user and with the understanding of the product. Problem: How can the product understanding of users and their loyalty and commitment to improve product while creating a consistent and pleasant user experience and information in order to differentiate themselves from competitors or comparable products? Combination and extension of storytelling Stories can be used to provide a consistent and integrated information Experience. Trans-media Storytelling Integral part of the process of a fiction systematically distributed through various media channels to tell in order to provide a coordinated and comprehensive entertainment experience (Jenkins, 2007) Big picture that complement the content and that all points of contact (Device Touch Points) and interactions with a product form a consistent and high quality user experience (Doody, 2011).
  22. 22. N-Screen Concept Model Gamification The integration of game mechanics in an information service simulates a contest. A match factor can motivate people when its fun, challenging, is pretending a relevant target and the user can basically decide voluntarily. Problem: How can we encourage people to use a particular service or application with enthusiasm? Entertaining, Competitive, Visual, Rewarding (Dole, 2010) challenge, relevance and autonomy (Deterding, 2011). "Whoever must play, can not play." (James P. Carse, philosopher)
  23. 23. N-Screen Concept Model Gamification
  24. 24. N-Screen Concept Model Communification A social networking and the creation of a community can have a source of information for its more attractive to users. A service can be a possibility that users create content, rate, share and comment can be improved Problem: How can you upgrade an information service without fault of their own content and make alive? How can you encourage users to create content, assessment of information or products, or more generally to participation? Two success factors of the social internet (social media, web 2.0) are the community driven approach and user-generated content. The Community (Community) and its members are responsible for the information (with). The user can create, comment on and correct their own content.
  25. 25. | N-Screen Use of Context
  26. 26. N-Screen Context of UseUse ModeDepending on context, device and user intent, the user is (consciously or not) in aparticular mode of use. If you want to relax, for example, one uses a suitable deviceand enters a mode that supports this need. There are two modes in which a person islocated and in which they can use appropriate terminals. Modes and situations canoverlap and are not always clearly determined.
  27. 27. N-Screen Context of UseUse ModeLean BackIn Lean Back mode, the user is mostly relaxed and passive. Theinteraction with the device is sporadic, temporary and notpermanent. He consumes information and can be sprinkled.
  28. 28. N-Screen Context of UseUse ModeLean Forward In Lean Forward mode, theuser is mostly concentratedand actively involved.He interacts largely withoutinterruption and with apermanent device.He takes and has constantlyand directly influence thedisplay and output ofinformation.
  29. 29. N-Screen Context of UseSituationDepending on environment, place and intention to use, the user is (consciously or not)in a particular situation. In a mobile situation you can, for example, only use portabledevices. Generally can distinguish between mobile and stationary situation. Modes andsituations can overlap and are not always clearly determined.
  30. 30. N-Screen Context of UseSituationMobileTransit and mobile are mainly handy (mobile) devices. Theduration of use of mobile devices is relatively short, andinterrupting. Road, between the start and finish of thetemporary one is in a mobile situation.A mobile situation tends to be rather hectic and rather relaxed
  31. 31. N-Screen Context of UseSituationStationaryDevices use, or the situation is bound to a fixedlocation (stationary). The term is derived from thenoun station and the importance of fixedlocation.Quiet, resting, persisting on the spot situation
  32. 32. N-Screen Context of UseSurroundingsDuring the day, there are different situations where you can use digital devices.The environment can act in which a digital ecosystem can be divided roughly into fourareas. Each one is bound to certain conditions. Use of intention (or use mode), theenvironment and the concrete situation in which there is a human being, as well as theexisting device define the context of device utilization. The context defines theenvironment. The individual circumstances can affect each other.
  33. 33. N-Screen Context of UseSurroundingsPrivatePrivate environment and generally all private room situationsare basically for strangers or outsiders not accessible.For a home you have generally the greatest influence onterminals in the vicinity.
  34. 34. N-Screen Context of UseSurroundingsWorkThe workplace is generally prohibited or restricted (foreign) forother persons or more.By individual design and function of the space situation get amore private atmosphere.
  35. 35. N-Screen Context of UseSurroundingsPublic spacePublic space is always available to everyone. Anyone canparticipate in the situation. It is not private.It has no influence on the immediate people and equipment inits environment
  36. 36. N-Screen Context of UseTransitWhenever you are on the way from one place toanother, you are traveling (moving from A to B).Transit can only (semi) mobile devices to good use.
  37. 37. N-Screen Context of Use김복순 69 years, widow of(Digital Outsider) 4 grown children and 6 grandchildren"With computers, I would like to housewife, pensioneraddress is no longer at my age. I donot understand anyway. Im lucky if Ican use my phone. "
  38. 38. N-Screen Context of Use한정숙 61 years old, married,(Casual User) 2 grown children and 3 grandchildren housewife, pensioner (trained PTA)"Since I have a PC with internetconnection, I can do many thingsfrom the comfort of your home. I usemy cell phone only.
  39. 39. N-Screen Context of Use
  40. 40. | N-Screen Strategy
  41. 41. N-Screen Strategy
  42. 42. N-Screen Strategy
  43. 43. N-Screen Strategy
  44. 44. N-Screen Strategy
  45. 45. N-Screen Strategy
  46. 46. N-Screen Strategy
  47. 47. | N-Screen Egg-Matrix
  48. 48. Architecture is the design of the shell or thestructure.
  49. 49. Interior design is the design of everything inside.
  50. 50. Landscape architecture is the design of everythingon the outside.
  51. 51. When you considereach of these…
  52. 52. UX design is how they all fit together.user
  53. 53. UX design is how they all fit together.user
  54. 54. | This Week- Multiscreen Daily Life Cycle(Storyfication)| For Next Week- N-Screen Strategy

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