The document discusses user-centered design and provides guidance on creating personas, scenarios, and user stories to represent users and their goals when interacting with a product. It describes personas as archetypes based on research that show a user's goals and behaviors. Scenarios are stories that illustrate interactions and help understand a user's goals, motivations, and actions. User stories are simple descriptions of specific user needs following a "As a _I want to_ so that_" format. The document provides templates and examples for documenting each of these representations.
The document discusses user-centered design and provides guidance on creating personas, scenarios, and user stories to represent users and their goals when interacting with a product. It describes personas as archetypes based on research that show a user's goals and behaviors. Scenarios are stories that illustrate interactions and help understand a user's goals, motivations, and actions. User stories are simple descriptions of specific user needs following a "As a _I want to_ so that_" format. The document provides templates and examples for documenting each of these representations.
Novartis patient academy - design thinking 7 maartRobin Hooijer
Presentatie & interactieve sessie tijdens de Novartis Patient Academy met onder andere:
- Introductie van het REshape Center for European Health(care) Design
- Basisprincipes van Design Thinking
- Interactieve sessie met patiëntenverenigingen
Onderzoek in HBO: Exploratie Fundatie derksenLisette D
Visie op onderzoek in praktijkgericht (DBE) ontwerp onderwijs. Ontwikkeld door L.Derksen @NHLStenden bij Academie Creative Technology & ICT, opleiding HBO-ICT. Dank aan Kees Dorst voor de inspiratie.
Health innovation school - Design Thinking Part 1: User AnalysisRobin Hooijer
Workshop about Human Centred Design: How to do research / User Analysis. The materials were used during Day 1 of the Health Innovation School, powered by Radboudumc REshape and the Dutch Ministry of Health, Welfare and Sports.
Topics: Human Centred Design, Design Thinking, listening, assumptions & observations.
3,5 hours training for Growth Hacker students at The Talent Institute at B.Amsterdam. Teaching the UX basics; being user-centered and iterative + exercises interviewing and usability testing techniques.
The document discusses various topics relating to mobile app design including native vs web vs hybrid apps, UI elements, information architecture, mobile search, location-based features, notifications, and reading experiences. It provides examples and recommendations for how to approach these topics when designing mobile apps, such as leveraging device capabilities and preloading relevant search results to account for interruptions.
More Related Content
Similar to CMD Interaction Design - Y1 Q1 les 1 - UCD Personas Scenarios
Novartis patient academy - design thinking 7 maartRobin Hooijer
Presentatie & interactieve sessie tijdens de Novartis Patient Academy met onder andere:
- Introductie van het REshape Center for European Health(care) Design
- Basisprincipes van Design Thinking
- Interactieve sessie met patiëntenverenigingen
Onderzoek in HBO: Exploratie Fundatie derksenLisette D
Visie op onderzoek in praktijkgericht (DBE) ontwerp onderwijs. Ontwikkeld door L.Derksen @NHLStenden bij Academie Creative Technology & ICT, opleiding HBO-ICT. Dank aan Kees Dorst voor de inspiratie.
Health innovation school - Design Thinking Part 1: User AnalysisRobin Hooijer
Workshop about Human Centred Design: How to do research / User Analysis. The materials were used during Day 1 of the Health Innovation School, powered by Radboudumc REshape and the Dutch Ministry of Health, Welfare and Sports.
Topics: Human Centred Design, Design Thinking, listening, assumptions & observations.
3,5 hours training for Growth Hacker students at The Talent Institute at B.Amsterdam. Teaching the UX basics; being user-centered and iterative + exercises interviewing and usability testing techniques.
The document discusses various topics relating to mobile app design including native vs web vs hybrid apps, UI elements, information architecture, mobile search, location-based features, notifications, and reading experiences. It provides examples and recommendations for how to approach these topics when designing mobile apps, such as leveraging device capabilities and preloading relevant search results to account for interruptions.
This document discusses various considerations for designing touchscreen and gesture-based interfaces. It addresses topics like fat fingers and touch target sizing, common gestures, handedness, single vs. multi-touch, scrolling vs tapping, placement of controls, use of native interface elements, and providing touch feedback. Guidelines are provided such as keeping controls above content, avoiding side edges, using proven patterns, and designing based on anatomical limitations and user tendencies rather than assumptions. Context-specific tips and examples from iOS and Android are referenced.
The document discusses designing intuitive forms that require little help for users to complete. It notes that if a form needs extensive help sections, the design is likely too complex or confusing. Tips are provided for form design, including using clear labels, logical grouping of fields, limiting required fields, ensuring fields build on each other, and testing forms with real users. Designing forms that are scannable and complete-able without assistance will lead to higher completion rates.
This document provides information about an 8-week course on designing dialogues and forms. It includes the course schedule, assigned readings from two books on user interface design, and details on a group assignment to design a web form for registering children in daycare. Students will be evaluated on the usability and documentation of their form design, as well as justifying their design choices. The course emphasizes best practices for form design through lectures, readings, and a practical project.
3. Programma Week: Introductie interaction design, mentaal model, persona’s en scenario’s; Van Design research naar ontwerpvoorstel; Usability test voorbereiden: gebruikersprofielen, interview, taken/scenario’s; Usability test uitvoeren, analyseren en rapporteren; Wireframing basistechnieken.
9. Rollenin productontwikkeling Engineering:“What are we capable of?”, “What is possible?” Business:“What can we sell?”, “What can we afford?”, “What is viable?” Design:“What do people want?”,“What is desired?” Uit: ‘The Inmates Are Running The Asylum’, Cooper
10. Een verschillend perspectief: de bioscoop Het model van het publiek: Het publiek hoeft van dit alles geen weet te hebben en wil vooral een goede film zien Het model van de operator: Wat je moet weten om de film te kunnen draaien
11.
12.
13.
14. Beginners vinden een interface vaak moeilijk te doorgronden. Experts vinden veelal dat ze te weinig controle hebben. Het verschil in ervaring bij gebruikers
15. Het verschil in ervaring bij gebruikers Uit: ‘About Face 3’, Cooper
30. Persona’s zijn… Beschrijvingen van fictionele, maar realistischegebruikers, inclusiefhunbehoeften en wensen Gebaseerd op onderzoek Archetypen, geenstereotypen – zijhebbenechte, specifiekebehoeftes Persona’s
33. Pas op voor… Larger than life persona’sLionel Messi Persona’s Parodie persona’sBarry Potter
34. Gebruiksscenario’s Hoe pakt je persona eenbepaaldetaakaan? Afhankelijk van: Gedrag, voorkeuren, verwachtingen Context Ervaring Frequentie
35.
36.
37. Module-opdracht 1 Sportvereniging Bardienst, scheidsrechter, lijnrechter Ieder lid per seizoen minimaal 4 diensten De dienstencoördinator deelt iedereen in. Kun je niet? Zelf vervanging regelen. Probleem: Er zijn altijd veel klachten.Bijvoorbeeld: mensen kunnen niet als ze ingedeeld zijn en blijven weg. Of het komt hen niet uit. Of willen liever achter de bar staan dan fluiten. Vraag: Bedenk een systeem dat zowel voor de vereniging als de leden werkt.
38. Watga je maken? Persona’s Scenario’s (ideaalplaatje) User Requirements Conceptbeschrijving Globalestructuur Wireframes
39. Opdracht voor volgende week Stel 2 persona’s op; Bedenk vanuit beide persona’s een scenario voor een ideaalsituatie. Lezen: About Face: hoofdstuk 2, 3 Communicating Design: hoofdstuk 3