User experience service design innovation for real worldNTUST
This slide presents our user experience service design process for real world in DITLDESIGN. Three case studies from DITLDESIGN were adapted to illustrate our method, mindset, and results. There three projects won RedDot best of best, junior prize, and CHI SDC golden award.
This is the closing speech for 2015 UXPA UserFriendly conference. Prof. Tang talked about three design cases produced by DITLDESIGN to illustrate their trainings on design thinking, interaction design, and service design.
This material is a technology Report for Smart TV devised by our NTU partners. It illustrates three technologies we can based on for design innovation.
The simple process of APP Design Part III for the course of UOID, uoid.drhhtang.net
A multidisciplinary collaboration course for user-oriented innovative APP design.
by drhhtang@NTUST
User experience service design innovation for real worldNTUST
This slide presents our user experience service design process for real world in DITLDESIGN. Three case studies from DITLDESIGN were adapted to illustrate our method, mindset, and results. There three projects won RedDot best of best, junior prize, and CHI SDC golden award.
This is the closing speech for 2015 UXPA UserFriendly conference. Prof. Tang talked about three design cases produced by DITLDESIGN to illustrate their trainings on design thinking, interaction design, and service design.
This material is a technology Report for Smart TV devised by our NTU partners. It illustrates three technologies we can based on for design innovation.
The simple process of APP Design Part III for the course of UOID, uoid.drhhtang.net
A multidisciplinary collaboration course for user-oriented innovative APP design.
by drhhtang@NTUST
User experience research and design for enterprise mobile apps.pptxPaula Desmond (PhD)
As members of the User Experience (UX) team at MobileIron, we do substantial research on how end-users actually use mobile apps – what they like, what they don’t, what drives adoption, and what causes frustration. This slide deck will provide best practices on how to design and build mobile app experiences and how to establish a streamlined UX process. We will discuss specific examples from our recent design work for Android apps.
Gen M, otherwise known as Generation Mobile, is a group of workers that relies heavily on mobile in their work and personal lives. However, 58% experience guilt when mixing work and personal communication. Learn more in this Slideshare!
How to Create Better A/B Tests and Why You Shouldn’t Bank on Best PracticesAGConsult
The web is full of best practices and results of AB-tests. Can’t you just copy those, lie back and watch your conversion rates go up? Bad idea. Best practices don’t always work.
So, what to do instead? Just test every idea that pops into your head? No again! That will result in bitter disappointment because your tests will fail over and over again.
The key is to get to know your visitors before you start testing. Research their behavior on your website. Learn how to create AB-tests that really make a difference thanks to user research. So you can focus on what your visitors want: their needs, their priorities and their actions.
User experience research and design for enterprise mobile apps.pptxPaula Desmond (PhD)
As members of the User Experience (UX) team at MobileIron, we do substantial research on how end-users actually use mobile apps – what they like, what they don’t, what drives adoption, and what causes frustration. This slide deck will provide best practices on how to design and build mobile app experiences and how to establish a streamlined UX process. We will discuss specific examples from our recent design work for Android apps.
Gen M, otherwise known as Generation Mobile, is a group of workers that relies heavily on mobile in their work and personal lives. However, 58% experience guilt when mixing work and personal communication. Learn more in this Slideshare!
How to Create Better A/B Tests and Why You Shouldn’t Bank on Best PracticesAGConsult
The web is full of best practices and results of AB-tests. Can’t you just copy those, lie back and watch your conversion rates go up? Bad idea. Best practices don’t always work.
So, what to do instead? Just test every idea that pops into your head? No again! That will result in bitter disappointment because your tests will fail over and over again.
The key is to get to know your visitors before you start testing. Research their behavior on your website. Learn how to create AB-tests that really make a difference thanks to user research. So you can focus on what your visitors want: their needs, their priorities and their actions.
The master thesis focuses on how to improve the service quality of the world first AR sport competition. The contents include the design concepts and how they are evaluated. The project is done at National Taiwan University and supervised by Prof. Tang, Hsien-Hui.
2019 Service Plus 總結重點報告 Service+2019 summary outline 0418NTUST
Service Plus是DITLDESIGN團隊的服務設計案,試圖建立優良的服務設計知識服務。
3/23的大會總共有340人,會場票卷全部販賣完畢,工作團隊於志工沒有座位,大會貴票卷大約是25%,學生票大約是22%。3/24的五場工作坊總共114人。大會參與者有30%為管理階層,line總經理帶領公司成員全程參與,共計有100多家企業,包含不少國際級公司。
共有來自歐洲、大陸、台灣的12位講者,及邀請的12位嘉賓,都是服務設計的實務工作者,同時結合台灣主要的服務設計組織與公司,以及相關書店。
核心工作團隊為17位成員,除主辦人唐玄輝教授,全部是其指導學生及臺灣科技大學的學生。
線上線下活動規劃豐富,共20個服務模組。大會出席率達98%,閉幕時還有約95%以上的參與者。大會整體NPS達34,推薦者達1/3。
大會未申請任何政府補助,試圖用商業運作確認服務品質,最後收支平衡。
Service Plus conference is the service project executed by DITLDESIGN in an attempt to establish a high quality service design knowledge service.
There were 340 participants in the conference on 23rd of March. All tickets were sold out resulting in no seats for volunteers and organizers. 25% of the participants were VIP guests while 22% were students. There were 114 participants for the workshops on 24th of March.
30% of the participants were manager levels. One of them is the CEO of line Taiwan. They were from more than 100 companies, including some international companies.
The 12 speakers were from Europe, China, and Taiwan, and all of them are currently service design practitioners in big companies or design consultancies. We also invited local service design practitioners and publishers.
The core working team includes 17 members, being Prof. TANG and his supervised students.
There were various online and offline activities, including 20 service modules.
The attendance rate reached 98% while there were still 95% remained until the closing ceremony.
The overall NPS reaches 34. Promoters occupied 1/3 of the participants.
We did not apply any governmental support for the evnet because we intended to examine the service quality through financial results. In the end, we reached a break-even-point.
Appreciating the multifaceted F2E from user experience to service designNTUST
F2E originated from the professionals handling front-end coding of webs in the internet era. They play an important role in the presentation and interaction of webs, and are the frontline uses encounter. Good F2E can greatly improve the quality of user experience.
When entering the era of new service design, the touch points between users and service are getting diverse. Not only digital user interface, but also a physical user interface, voice user interface, and even human-to-human contacts are included in the trend of online-offline integration.
Facing new service system, we might redefine F2E as engineers who utilize service persons, physical environments, digital tools and environments to establish service systems. Therefore, the jobs of F2E are more diverse and splendid. This talk will share our near-future imagination for service F2E.
https://2018.fedc.tw/
38. APPLE ENTERPRISE
• iMac
– Home
• Mac
Book – Work
• iPhone
• iPad
– communication, music, personal digital assistant
– ebooks, photo sharing
• Apple TV
• iCloud
– broadcasting, media
+ SIRI - connect all
42. BASIC ELEMENTS OF PRODUCTS
• 科技:應⽤用⼒力學(有形)、資訊⼯工程(無形)
• 設計:呈現能⼒力(有形)、創意概念發想(無形)
• 使⽤用者:發現問題、滿意的解答
43. CORE CONCEPT
• Users, user-centered, user
• Distinguish
• Really
concept design & practical design
make profits / Business Viability
• Connect
• Social
experience
to industry
impact, contributing to society
44.
45. DESIGN THINKING
• Human
Centered Design
• Product
Design, Interaction Design, Service Design
• Multi-Discipline
Collaboration / Not only designers
• User-Centered
• Prototyping
Design Approaches
61. MULTIDISCIPLINARY
• Very
Important Issue for future education
• Insight
• IP
to the power of Id
• Smart
• As
center
Living
a person
• Da Vinci
•T
- Type of person (Dyson)
- Shaped person (IDEO)
62. ITRI + DESIGN
• Engineering
• Use
• iF
Groups invites designers to join
advanced technology invented in ITRI
Design Award(Advanced Studies)X 3
65. USERS’ PROBLEM
• Designer’s
• Reduce
• Still
Job
the size of scales to 5 cm
nurses ask for portable scales
• basket
baby scales is not convenience
• Technology
from Center of Measurement ITRI
84. A USER-CENTERED INSPECTION
• Very
simple idea but not many companies have done it well
• From
users point of view, we can predict the future of a product and even the OBM
company
• Accumulating
Knowledge
85. INSPECTION BY
USERS & DESIGNERS
• Benq
Joybee 125
• IF Award
• Excellent
• High
Music Quality
Quality Fashion Design
• Usability
Problem
102. THE BORDER OF DESIGN
• The
border of design has been expanded, so trying different areas is more important
than your major.
• Your
from.
• Be
abilities distribution map is more important than which department you graduate
a T-type designer not a i-type designer.
106. USER EXPERIENCE DESIGN (UXD) IS DESIGNING ANY ASPECT
OF A USER'S EXPERIENCE WITH A GIVEN SYSTEM, INCLUDING
THE INTERFACE, GRAPHICS, INDUSTRIAL DESIGN, PHYSICAL
INTERACTION, AND THE MANUAL.
IN MOST CASES, USER EXPERIENCE DESIGN FULLY
ENCOMPASSES HCI DESIGN, AND EXTENDS IT BY ADDRESSING
ALL ASPECTS OF A PRODUCT OR SERVICE AS PERCEIVED BY
USERS.
107. 使⽤用者經驗的重要性
THE IMPORTANCE OF USER EXPERIENCE
唐⽞玄輝
設計資訊與思考研究⼯工作室 / 台科⼤大設計系
Hsien-Hui Tang
DITL RESEARCH & STUDIO / NTUST DESIGN Dept.
drhhtang@drhhtang.net & blog.drhhtang.net
110. JAPAN PRODUCT INDUSTRY
• 製造神話破滅之後,⽇日本開始朝特⾊色產品及研發升級的⽅方向轉型
• Canon
Camera, Panasonic DVD, Sony TV,
• 客製化、使⽤用者為中⼼心
• ⺫⽬目前⾯面臨失敗中
/ SONY LCD LED TV
(2005)
111. PHILIP KOTLER MARKETING 3.0
Marketing 1.0
Marketing 2.0
Marketing 3.0
Manufacture
User-centered
Value / Spiritual / UX
Useful
Usable
Desirable
Walkman / CD Player
Various CD Player
iPod
112. PERSONAL MUSIC PLAYER
FOR MARKET 1.0
• Walkman
• 20
years ago
• All
Hardware manufactured in japan
• Very
few software
• Easy
to follow
113. PERSONAL MUSIC PLAYER
FOR MARKETING 3.0
• Apple
ipod video
• 70%
hardware by japan
• 30%
software by u.S.
• Plus
iTunes music authorization
• Hard
to follow
• Cost
price u.s. 143
125. CREATIVE PRODUCT - IPOD
• Cheapest
• Fastest
• Enjoy
way to store music
Transferring Method
music anywhere any time
• HD
• Firewire
• iPod
• Easy
to manage and organize all your music
• iTune
• Your
will never forget to bring tunes you like
• HD
• Share
with other music lovers
Size
• Internet
133. Buy
Listen
Organize
Fan
Mobile
Store
Seamless Music Enjoyment X
Digital Music Player
FB
Facetime
Mobile Phone
Portable Game Device
Personal Game
Navigator
Personal Digital Assistants
Brief Relaxation X
News
Skype
Total Communication X
iPhone
Social Game
LINE
Digital Information Sync X
FB
Twitter
iCloud
Mail
Address Books
Calendar
138. APPLE QUIZ
• Do You
• The
Know the CPU Speeds of iPhone Series ?
Main Selling Point
• iPhone
4, iPhone 4S
• iPod, iPod
• Which
2, the New iPod
Company Design Their Own Mouses and Keyboards
• They Are
Experts in UX Innovation, So They Can Create Profits in Marketing 3.0.
151. MCDONALDS
• 1940
McDonalds Bros San Bernardino
免下⾞車BBQ
• 1950
family customers (mom take a
break)
• Speedee
Service System
• Standardized
mins , 68 c
1.6 oz , 1/1000 inch , 38
• kids
• friendly
• Down
......
syndrome
• User-center
• Service
Innovation
Design