A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
Facilitate a Virtual Crash Course.
It's simple, fun, and educational.
http://dschool.stanford.edu/dgift
This playbook supports a 90-minute virtually-facilitated workshop where participants are taken through a full design cycle by participating in The Gift-Giving Project.
Conference presented by Dr Carine Lallemand (University of Luxembourg) at the World Interaction Design Day on Sept 2018. Event organised by IXDA Lausanne.
The limited resources in design projects often encourage the use of fast, low-cost, quick & dirty UX methods. However, guerrilla UX can also be "quick" without being "dirty". It can be an inspiring and valid alternative to traditional UX design methods.
Beyond the famous Starbucks user tests, this conference will introduce you to several guerrilla alternatives to interviews, questionnaires, observations, as well as ideation, storyboarding or prototyping. A great dose of inspiration to give everyone the power to apply UX techniques and to focus on users even it seems unaffordable!
Facilitate a Virtual Crash Course.
It's simple, fun, and educational.
http://dschool.stanford.edu/dgift
This playbook supports a 90-minute virtually-facilitated workshop where participants are taken through a full design cycle by participating in The Gift-Giving Project.
Conference presented by Dr Carine Lallemand (University of Luxembourg) at the World Interaction Design Day on Sept 2018. Event organised by IXDA Lausanne.
The limited resources in design projects often encourage the use of fast, low-cost, quick & dirty UX methods. However, guerrilla UX can also be "quick" without being "dirty". It can be an inspiring and valid alternative to traditional UX design methods.
Beyond the famous Starbucks user tests, this conference will introduce you to several guerrilla alternatives to interviews, questionnaires, observations, as well as ideation, storyboarding or prototyping. A great dose of inspiration to give everyone the power to apply UX techniques and to focus on users even it seems unaffordable!
Design Sprints side-by-side service design sprints vs google venture sprintsAdilson Chicória
Have presented this Design Sprint comparison on 2015 at the Business Analysis Track at Developer's Conference
http://www.thedevelopersconference.com.br/tdc/2015/portoalegre/trilha-analise-de-negocios
It's based on MVS Model/The Service Startup by Tenny Pinheiro and servicedesignsprint.com and Google Ventures Design Sprint before the publication of the book Design Sprint by Jack Knapp .
Unfortunately I have missed to publish it in 2015 and I haven't updated it since then.
The subject have gained traction last year so will serve more like a back tracking understand about who and how people had been using sprint for design prior the buzz .
User Experience Design Fundamentals - Part 3: From People to ProductLaura B
#3 in a 3-part series on UX Fundamentals: From People to Product
* Learn how to analyze the information you get from your users.
* Learn how to apply findings to your product design.
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Within this presentation I analyze how the process of Design Thinking might be a good fit for applying gamification on products or services. This assumption is based on various characteristics, but mainly its user-centric attributes and iterative process.
While this is mainly a theoretical analysis, I am currently experimenting with this approach and will update these slides at a later point. I am open for any discussion or suggestion.
Based on the article of my blog:
http://workplayce.blogspot.co.at/2013/09/gamification-thinking-structure.html
@dmeusburger
Solving Design Problem in 2.5 Hours with Google Design SprintBorrys Hasian
Design sprints are a framework for teams of any size to solve and test design problems in 2-5 days. This was presented during Google UX Day in Jakarta, March 2016. The workshop was attended by 50 people from top startups in Indonesia, including the startups under Google Launchpad Accelerator program.
Silent prototyping - going from analog to digital - Point BlankMerlien Institute
Presented by Dörte Töllner, Co-Founder and Managing Director
& Lorri Hofer, Director Consumer Research
at Market Research in the Mobile World Europe
8 - 11 October 2013, London, Europe
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
Design Thinking & Innovation Games : Presented by Cedric MainguyoGuild .
Accelerate Innovation: Learn why it matters and how it’s done.
Design Thinking can be used to design products, user experiences, corporate strategy or public services… Innovation Games, whose primary intent is not pure entertainment, can be applied to a broad spectrum of areas like training, hiring, generating new ideas, gathering feedback about a product or change management… The list goes on.
An increasing number of organizations have realized the enormous potential of human-centered and playful approach to innovation design and development. The growing success of Agile methods, which put a strong emphasis on people interactions, on fun and on building a creativity-friendly environment, have made Design Thinking and Innovation Games even more popular.
Design Sprints side-by-side service design sprints vs google venture sprintsAdilson Chicória
Have presented this Design Sprint comparison on 2015 at the Business Analysis Track at Developer's Conference
http://www.thedevelopersconference.com.br/tdc/2015/portoalegre/trilha-analise-de-negocios
It's based on MVS Model/The Service Startup by Tenny Pinheiro and servicedesignsprint.com and Google Ventures Design Sprint before the publication of the book Design Sprint by Jack Knapp .
Unfortunately I have missed to publish it in 2015 and I haven't updated it since then.
The subject have gained traction last year so will serve more like a back tracking understand about who and how people had been using sprint for design prior the buzz .
User Experience Design Fundamentals - Part 3: From People to ProductLaura B
#3 in a 3-part series on UX Fundamentals: From People to Product
* Learn how to analyze the information you get from your users.
* Learn how to apply findings to your product design.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
Within this presentation I analyze how the process of Design Thinking might be a good fit for applying gamification on products or services. This assumption is based on various characteristics, but mainly its user-centric attributes and iterative process.
While this is mainly a theoretical analysis, I am currently experimenting with this approach and will update these slides at a later point. I am open for any discussion or suggestion.
Based on the article of my blog:
http://workplayce.blogspot.co.at/2013/09/gamification-thinking-structure.html
@dmeusburger
Solving Design Problem in 2.5 Hours with Google Design SprintBorrys Hasian
Design sprints are a framework for teams of any size to solve and test design problems in 2-5 days. This was presented during Google UX Day in Jakarta, March 2016. The workshop was attended by 50 people from top startups in Indonesia, including the startups under Google Launchpad Accelerator program.
Silent prototyping - going from analog to digital - Point BlankMerlien Institute
Presented by Dörte Töllner, Co-Founder and Managing Director
& Lorri Hofer, Director Consumer Research
at Market Research in the Mobile World Europe
8 - 11 October 2013, London, Europe
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
Design Thinking & Innovation Games : Presented by Cedric MainguyoGuild .
Accelerate Innovation: Learn why it matters and how it’s done.
Design Thinking can be used to design products, user experiences, corporate strategy or public services… Innovation Games, whose primary intent is not pure entertainment, can be applied to a broad spectrum of areas like training, hiring, generating new ideas, gathering feedback about a product or change management… The list goes on.
An increasing number of organizations have realized the enormous potential of human-centered and playful approach to innovation design and development. The growing success of Agile methods, which put a strong emphasis on people interactions, on fun and on building a creativity-friendly environment, have made Design Thinking and Innovation Games even more popular.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
This presentation gives a brief overview of user experience design and important principles of user-friendly design. Meant for those just starting in the UX space or looking to improve their knowledge!
Topics covered include:
What is user experience?
Different research techniques: when to do what type of research, how to formulate strong questions
Creating a persona
Problem statements
And more!
Read the presenter's notes to get the full experience.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
Design Thinking ist eine neuartige Methode zur Entwicklung innovativer Ideen in allen Lebensbereichen. Das Konzept basiert auf der Überzeugung, dass wahre Innovation nur dann geschehen kann, wenn starke multidisziplinäre Gruppen sich zusammenschließen, eine gemeinschaftliche Kultur bilden und die Schnittstellen der unterschiedlichen Meinungen und Perspektiven erforschen.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
UX Prototyping (UXiD) - Handout by Anton Chandra and Bahni MahariashaAnton Chandra
This is handout presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
Hcde k 12 charrette workbook
1.
2. Introduction
About this Activity
Let’s Get Started
Let’s Get Started
Human Centered Design & Engineering at UW
Ideate
Brainstorm User Needs
Customizing your Prompt
Expand what you Design
Smartwatch Template
Tablet Template
Storyboard
Prototype
Reflect
Present
Checklist
Human Centered Design Cycle
Research, Ideate, Prototype, Evaluate, Produce
Definitions to Keep in Mind
1
4. https://www.hcde.washington.edu/
In the department of Human Centered Design & Engineering, students and
faculty advance systems and technologies for people and communities to
create accessible, sustainable, and prosperous futures.
Check us out at:
We are a department composed of both designers and researchers working at
the intersection of technology and people. We are constantly innovating and
iterating to build new products to help support our community. The topics in
our department range from misinformation to sports technology.
https://www.hcde.washington.edu/research/areas
If you are interested in learning more about some of the projects in our
department, check out:
The research conducted in our department always falls within the
human-centered design cycle. We will learn about that next.
Disinformation affects allof us online Lead author Samantha Kolovson, a UWdoctoral
student in HCDE, rowing on Lake Union
3
6. In this phase, you’re going to quickly build a simple prototype of your
idea. This makes it tangible and gives you something to test with the
end-user. Don’t try to build a fancy high-fidelity prototype right now.
IDEO, a well known design and consulting firm, is notorious for
creating simple prototypes made out of cardboard. Ask yourself this:
What can I spend the minimum amount of time building that will
allow me to get user feedback as quickly as possible? The purpose of
this phase isn’t to create the perfect solution; it’s to make sure your
solution is on target.
Definitions courtesy of IDEO
1
2
3
The first phase is all about observing the end-user, learning, and
being open to creative possibilities. Your goal is to understand the
people you’re designing for. Identifying patterns of behavior, pain
points, and places where users have a difficult time doing something
can all lend themselves to tremendous opportunity. If you can, put
yourself in your users’ situation so you can see what their experience
is and feel what they feel.
In this phase, you start brainstorming ideas with your team based on
what you learned from your observations and experiences in Phase 1.
Your goal is to come up with as many ideas as you can. As you’re
coming up with ideas, stay focused on the needs and desires of the
people you’re designing for. If you do this, your group’s ideas will
eventually evolve into the right solution.
1 Research
Ideate
Prototype
5
7. Evaluate
5 Produce
Iterate!
Get your simple prototype into the hands of the people you’re
designing for. This is the most critical phase of the human centered
design process. Without input from your end-user, you won’t know if
your solution is on target or not, and you won’t know how to evolve
your design.
Now that you’ve validated the usefulness of your solution with the
end-user and gotten your design just right, it’s time to get your idea
out into the world. If you’re designing software products, apps, or
websites, go back to Phase 1 and repeat this process. With each new
update that you implement, continue to observe your users, design
for them, and use their feedback to direct your
future solutions.
Once you get feedback from your users, use that information to fuel the
changes to your design. Keep iterating, testing, and integrating user
feedback until you’ve fine-tuned your solution. This may take a few rounds,
but don’t get discouraged. With each iteration, you’ll learn something new.
Once you’ve got your solution to a point where it’s ready to be used, it’s
time to move on to the next and final phase.
For more information about the
Human-Centered Design Process:
IDEO's Human Centered Design Process
User Centered Design on Wikipedia
Usability.gov User Centered Design
*
4
6
8. UCD charrette
Ideation
Scenario:
Information Flow
Prototyping
A low fidelity prototype
A high fidelity prototype
Reflection
User Centered Design (UCD)
: A design philosophy that puts users’
wants, needs, and limitations at the forefront of the design process. A
process of designing something — a tool, a website, an application’s user
interface, an event — from the perspective of how it will be understood
and used by a user.
: a fast-paced design activity where students ideate
users, user needs, and scenarios; develop an interaction flow; and
design a technology that matches the interaction flow.
:The process of generating, developing, and creating new
ideas.
A setting or framework used to ground and put context to
your design problem.
: How information moves between steps in a
process.
: (high fidelityvs low fidelity): The process of creating
preliminary models of your design solution.
is a very rough model of your design
solution. Low fidelity prototypes are meant to quickly create
tangible products from your design ideas.
is a very refined model of your design
solution that is very close to the finished product. Often high
fidelity prototypes will be more polished.
: The process of thinking back and analyzing one’s actions
and thoughts in a certain time frame.
7
9. Remember that charrettes are a fast-paced design activity!
Today, you are going to be participating in the human-centered design
process! As you work through this exercise, I want you to think about who
you are designing for and what their needs might be. Remember, you are the
user-centered designer and the user is always your first priority!
The first step is to find somewhere to set-up your workspace. You want to
make sure you have some space to spread out
your materials.
A charrette is a fast-paced activity so make sure you alot only 50 minutes to
complete the task. Each step in the process will have a suggested time, so try
to follow that as closely as possible.
Things might
seem chaotic, but sometimes designers are looking for lots of ideas rather
than just one perfect idea.
Lastly, try to go crazy with your ideas. Think outside the box! Some of the
craziest ideas from designers are the ones that become actual products one
day. Someone decided to put sleeves on a blanket one day and now snuggies
are such a successful product!
This workbook is made so that you can take it apart for each
of the steps. However, if you have any of these supplies lying
around the house, they can also make the design process a lot
more fun!
Sticky Notes Multi-colored
Pens and
Markers
Blank Paper
(5 sheets)
Bonus Materials!
Created by icon 54
from the Noun Project
from the Noun
Project
ScissorsNotebook
8
10. Time to put your designer hats on. You are going to be:
Take a look at one of your favorite apps. Then, answer a couple of
questions:
Who might be the
users of this
mobile
application?
Describe this
mobile application.
How does this
mobile application
help these users’
needs?
50
mins
Designing a mobile
application for a group
of people with similar
interests.
9
11. Explore and identify design opportunities!
In order to create a mobile application that best fits your user needs, you
need to first figure out who your user is! In this phase, you are going to
brainstorm users that you might be interested in designing for.
For example: who are some fictional characters or animals that you might be
able to design for?
Try thinking
outside of the
box!
There are no
bad ideas in this
brainstorm!
You can design
for anything, not
just humans!
mins
2
Brainstorm Users
1. Grab some sticky notes
or cut out the next page
to make your own sticky
notes.
2. Write down one user
on each sticky note until
the 2 minutes are up.
3. Put the sticky notes in
a group, and put similar
users in the same group .
superhero
Category C
Category B
Category A
cat
owners
5th grade
students
Pick one of these users to design for!
10
13. 1. Grab some more sticky notes
or cut out another sheet at the
end of this document
2. With the chosen user type in
mind, write down as many user
needs as possible.
mins
2
Now that you have chosen your user, we need to think about what some of
the needs of this user might be. What are some activities these users might
need help with that your mobile application can facilitate?
Example
User Needs
Buying
Food
Cat
Memes
Litterbox
care
Taking
Instagram
pics
Now that the brainstorming session is over, decide
which user needs you want to design for!
Example
User Group
cat
owners
12
14. mins
10
1. Get a large empty sheet of paper. Keep the user and user
need post-its visible.
2. Draw out a visual storyboard about: What problem you
are trying to solve; the interaction your user will have with
the mobile application, or how the mobile application will
help solve your problem
Storyboarding helps us empathize with
users and think from their perspective. It
helps define when the user will need our
design and how they will use it.
is a critical
skill as a designer!
Empathy
Think of it as a comic
strip of how your
user will be
interacting with
your app!
To better
understand the
problem we must
put ourselves in the
user’s shoes.
Now that you have chosen your user and their
needs, we are going to empathize with our
user.
13
16. The first step is
drawing out the
information flow:
1. After your user
logs in to your app,
brainstorm what a
home screen will look
like. How does a user
navigate away from
the home screen?
2. Think about how
the user will be able
to navigate from one
screen to another. At
any point will they be
stuck on a page
without any way to
get back to the home
screen?
You are now going to start building your mobile application. Before you
actually start coding or making the real product, designers always
prototype first. Prototyping is critical because you do not want to
spend a lot of resources building a product that has not been first
tested.
Today, you are going to be creating a low-fidelity prototype. This
prototype is cheap, fast and easy to make so that you can start testing
right away.
mins
5 Example
Information Flow
15
17. It’s time to present your app!
Share and
get inspired
by each
other’s ideas!
Prepare a 1-minute presentation and
make sure you include the following
in your presentation:
Your User & Their Need
Storyboard
How Your App Works
What were
your
(least/most)
favorite
parts?
What
did you
learn?
mins
5
17
18. mins
10
The second step
in making a
prototype is
building out
wireframes or
sketches of each
screen of your
app. Follow the
example to
build your own
screens.
Now before you move on to
iteration, you need to test your
prototype. Find someone in your
house. You are going to tell them a
little bit about the prototype you
built and ask them a few questions
about what they think.
Here is an example of a question
to ask:
1) What do you like about this
application?
Now that you know some of the
good things and the bad about
your app, what might you fix next?
Usability Testing
16
19. Now that you have done the activities it’s helpful to share your
thoughts about the experience! Consider writing down answers to
these questions here, or telling someone else your answers:
Was there something
you liked? Tell us about
it!
Can you name one
thing that was fun?
Why was it fun?
Was there something
you did not like? Why
do you think you did
not like it?
If you were to do this again, is there something you would change? For example,
could you take more time in a certain step or would you use different materials?
mins
5
18
20. Great job! You just finished your first iteration of
your mobile application! Have you accomplished
all these steps:
Research: Have you conducted thorough
enough research to understand your user and
their needs?
Ideate: Did you think outside the box in your
brainstorming?
If you did, congratulations on doing your first
run through of the Human Centered Design
process!
Evaluate: After you received feedback, have you
taken the time to reflect on how it could improve
your design?
Produce: Have you presented your refined
product to others?
19
Prototype: Did you successfully take one of
your ideations and create a prototype so that
others could test it?
21. Customizing your Prompt
In this challenge, I will solve
to help
Pick a topic that is relevant, interesting and accessible to the
workshop participants. Friendly reminder to change the
design challenge examples on the slides accordingly too.
Now that you have done this charrette once,
it is time to customize your prompt!
20
22. 21
Expand what you design!
Smart Watch
Tablet Applications
Smart Cars
We built a mobile application in this activity, but your design isn’t just
limited to a mobile application. If you take a look at the world around
you, there are a lot of devices that your design can be adapted to!
Below are a few examples:
Smart watches are basically miniature smart devices that fit on your
wrist. Think about how a smaller size and different use case of a watch
might influence your design.
While tablets are often just considered a bigger mobile device, they
can also be considered smaller sized computers. Think about how a
mix between computers and mobile devices play a role in adapting
your design.
As technology is evolving, cars are starting to integrate more
technology. Think about how familiar vehicles (e.g. buses, bikes) can
incorporate technology, and how to design more unfamiliar vehicles
(e.g. space vehicles like the Mars Rover) around technology.
When it comes to adapting your mobile application to other systems,
you should consider and think about these things: If you were to
design an app for one of these different systems, what would need to
change? How does the use of that system differ from the use of a
smartphone? What are some limitations of the system that a
smartphone doesn't have?
23. 22
Take on the Charrette Challenge!
@k12hcde
#charettechallenge
Tag us
on social media and use
Try spreading the word about this design charrette
challenge by posting your newest creation on whichever
social media platform you use!
If you don’t have social media, that’s perfectly fine! You can
still teach others about the design process by turning this
charrette activity into a game for your whole family. Now
that you have finished up the design process, who will you
pass this on to?