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Human—Computer


Interaction


10: Digital products


/ Goals, Structure
I.The Goal
Goals of digital interfaces


— information
Goals of digital interfaces


— information


— narrative / storytelling
Goals of digital interfaces


— information


— narrative / storytelling


— artistic
Goals of digital interfaces


— information


— narrative / storytelling


— artistic


— brand image
Goals of digital interfaces


— information


— narrative / storytelling


— artistic


— brand image


— e-commerce
Goals of digital interfaces


— information


— narrative / storytelling


— artistic


— brand image


— e-commerce


— functionality
De
fi
ne the goal / strategy of the product
you are building


— workshops


— desk research


— UX techniques (impact mapping,
user journey mapping)
Workshops / meetings


— 5–10 participants; without the boss


— determine the problem, not the solution


— card sorting, role playing, …


— bring some food
Goals


— what is the goal of this project?
Success scenarios


— this project was a success because…
Metrics


— measure success


— de
fi
ne the scale


— veri
fi
able


— numbers based on data
Audience


— who are we talking to?


— value for each group


— user scenarios
Budget


—
fi
nancial limits


—
fi
nancial goals
Workshop: Goals


— Task 1: goals of the company


— write on sticky notes


— small time frame


— choose 3–5 most important by voting


— Task 2: goals of the website
Workshop: Goals


— Task 1: goals of the company


— more customers in Poland


— expand to Germany


— Task 2: goals of the website


— online sale of trips


— brand image
— 50 000 new customers


— 5 000 new German customers


— 30 000 trips sold online


— 50% new followers on SM
Impact mapping


— Determine goals


— WHO:


— can produce the
desired e
ff
ect?


— can obstruct it?


— are the consumers or
users of our product?


— will be impacted by it?
— HOW:


— should our actors’ behaviour change?


— can they help us to achieve the goal?


— can they obstruct or prevent us from
succeeding?


— WHAT:


— can we do, as an organisation or
a delivery team, to achieve the goals?
Value proposition


— What is the delivered value
to end users?


— “elevator pitch”: explain the
value in one sentence to
a stranger
cheaper than the competition


consistent quality hotels


sustainable / eco-friendly destinations
II.The Structure
User journey map


— Typical path of interaction of
a user with our product
User stories


— Description of features


— Syntax: “In order to <receive bene
fi
t> as
a <role>, I can <goal/desire>”
Information Architecture


— What is the necessary information for
completing the user stories?


— Sort / group into subject areas


— Card sorting
Ideas vs buzzwords


— design thinking


— impact mapping


— brainstorming


— hackathons


— workshops
Ideas vs buzzwords


— no magic bullet


— coming up with good ideas is hard work


— don’t give up too early


— listen to criticism, but defend your vision

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Mimuw hci2021-10

  • 2.
  • 4.
  • 5. Goals of digital interfaces — information
  • 6.
  • 7. Goals of digital interfaces — information — narrative / storytelling
  • 8.
  • 9. Goals of digital interfaces — information — narrative / storytelling — artistic
  • 10.
  • 11. Goals of digital interfaces — information — narrative / storytelling — artistic — brand image
  • 12.
  • 13. Goals of digital interfaces — information — narrative / storytelling — artistic — brand image — e-commerce
  • 14.
  • 15. Goals of digital interfaces — information — narrative / storytelling — artistic — brand image — e-commerce — functionality
  • 16.
  • 17. De fi ne the goal / strategy of the product you are building — workshops — desk research — UX techniques (impact mapping, user journey mapping)
  • 18. Workshops / meetings — 5–10 participants; without the boss — determine the problem, not the solution — card sorting, role playing, … — bring some food
  • 19. Goals — what is the goal of this project?
  • 20. Success scenarios — this project was a success because…
  • 21. Metrics — measure success — de fi ne the scale — veri fi able — numbers based on data
  • 22. Audience — who are we talking to? — value for each group — user scenarios
  • 24. Workshop: Goals — Task 1: goals of the company — write on sticky notes — small time frame — choose 3–5 most important by voting — Task 2: goals of the website
  • 25.
  • 26. Workshop: Goals — Task 1: goals of the company — more customers in Poland — expand to Germany — Task 2: goals of the website — online sale of trips — brand image — 50 000 new customers — 5 000 new German customers — 30 000 trips sold online — 50% new followers on SM
  • 27. Impact mapping — Determine goals — WHO: — can produce the desired e ff ect? — can obstruct it? — are the consumers or users of our product? — will be impacted by it? — HOW: — should our actors’ behaviour change? — can they help us to achieve the goal? — can they obstruct or prevent us from succeeding? — WHAT: — can we do, as an organisation or a delivery team, to achieve the goals?
  • 28. Value proposition — What is the delivered value to end users? — “elevator pitch”: explain the value in one sentence to a stranger
  • 29. cheaper than the competition consistent quality hotels sustainable / eco-friendly destinations
  • 31. User journey map — Typical path of interaction of a user with our product
  • 32.
  • 33.
  • 34. User stories — Description of features — Syntax: “In order to <receive bene fi t> as a <role>, I can <goal/desire>”
  • 35.
  • 36.
  • 37.
  • 38. Information Architecture — What is the necessary information for completing the user stories? — Sort / group into subject areas — Card sorting
  • 39.
  • 40. Ideas vs buzzwords — design thinking — impact mapping — brainstorming — hackathons — workshops
  • 41.
  • 42. Ideas vs buzzwords — no magic bullet — coming up with good ideas is hard work — don’t give up too early — listen to criticism, but defend your vision