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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)

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

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

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

13 12/05 프로토타이핑(2) 프로토타이핑 제작

14 12/12 프로토타이핑(3) 프로토타이핑 및 Documentation

15 12/27 기말고사 Public Presentation

환경조사

사용자조사

사용자경험

프로토타이핑

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Jylee, KGIT, 2012_2nd 10/10/2012

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Jylee, KGIT, 2012_2nd 10/10/2012

Today. We are going to cover,

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Jylee, KGIT, 2012_2nd 10/10/2012

User Experience Definition

Introduction of UX

User Experience Process

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00. World & UX

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Jylee, KGIT, 2012_2nd 10/10/2012

We are in the middle of a global cultural crisis, a crisis of values & behavior

We face pressing economic, social, technological, environmental & cultural challenges

Everything is constantly changing, uncertainty & change are the most stable factors today. (Open) innovation & constantly adapting to new constraints becomes a critical factor for survival for companies, organizations, states &governments, the world as a whole...

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The world and Design

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The world and Design

But life & business must go on, design thinking can thus be seen as a management paradigm, made up of a state of mind and a set of methodologies that tries to address this new reality

We move away from the purely analytical, efficiency driven, “always more” &

reckless way of doing to a more human centered, intuitive, transparent, responsible & sustainable way of doing business, politics, leisure...etc

Management paradigms & theories were always changing in human history, and are a result of the “ruling culture” to which they adapt.

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Design Thinking?

Understand & define

Observe & research

Ideate & Co-create

Choose

Prototype and test

Implement & learn

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Non-linear process

Think visually, Tell stories, Use role-plays

Experiment, improvise, be intuitive, take

risks, fail a lot and early

Create multidisciplinary expert teams

Trust & optimism

Empathy

Take a different view on things, think

what might be instead of only trying to

improve things within existing

frameworks

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So. Experience Design

Today, it is actually the whole experience provided by and associated with a product,

website, service, policy...etc (and the corresponding brand) that is rated by customers

and that drives their purchase and/or voting behavior.

Experiences must be effective, efficient, valuable & feasible from a producer’s point of

view and useful, usable, desirable, credible, enjoyable from the customer’s point of

view.

Design thinking & experience design methods help to develop great experiences that

are culturally accepted & desired and economically viable

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UX design, service design & design thinking

IA & UX for the Web/App, as our community understands it, considers the experience

provided by one channel, the Web/App and it’s digital, mostly screen interface.

Service design considers the experience provided by all the touch-points together.

Multi-channel experience design:

– face-to-face,

– physical environments,

– traditional communication & sales channels,

– call-centers...etc

– and the Web in all its forms (mobile, computer...etc)

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01. Definition of UX

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01. Definition of UX

User experience encompasses all aspects of the end-user's interaction with the company, its services, and its products.

- Nielsen Norman Group

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01. Definition of UX

The design of anything, independent of medium or across media, with human experience as an explicit outcome and human engagement as an explicit goal.

- Jesse James Garrett

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01. Definition of UX

I'm interested in "experience design" because it's the most imperialistic of all design disciplines to date. I mean, 'design' can be about pretty much anything, but 'experience' design -- come on, what ISN'T an experience?

- Bruce Sterling

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01. Definition of UXD

UX for the Web and Service design (or experience design as a broader definition for a service) both follow the design thinking process. They actually share in common the design research & ideation tools and methods: Interviews, Personas, Ethnographic studies, Mental models,

Empathy maps, context mapping & other generative techniques....etc But they have their own media specific prototyping & modelling tools – UX for the Web: wireframes, flowcharts, content inventories, card sorting, navigation schemes etc

– Service design: Customer journey maps, service blueprints, role plays, storyboards

Even these media specific modelling tools tend to get more and more

merged & shared between the 2 disciplines

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02. Introduction of UX (Rev.)

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02. Introduction of UX

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The level of satisfaction an average user get from a product

User Experience

good bad

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02. Introduction of UX

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Average User

80% of the target user with

similar needs, a Typical User

Typical User for Blackberry

phone are executives

Blackberry Users

Primary user

Primary user & Secondary User Buyer, Marketing, CRM

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02. Introduction of UX

Product can be

Physical object

Web site

Software

Hardware

Mobile device

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02. Introduction of UX

User

Interact

Product

Like

Understand

Use

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02. Introduction of UX

The process of converting an idea

into a commodity, a useful product

with some value

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02. Introduction of UX

Need an

Idea

Create

functionality Design

the product

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02. Introduction of UX

Idea

Functionality

Design

Idea Design

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02. Introduction of UX

Idea Design

Idea

Show | Time

Battery | Gear

Functionality

Design

Look | Color | Type

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02. Introduction of UX

Development process Result

A clock with accurate functionality

and great aesthetic design

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02. Introduction of UX

A good functionality and a great

design equal to good User Experience ?

Good Function

Great Design

Good UX

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02. Introduction of UX

NO! User experience starts from user, we

haven’t considered a typical user yet

Good Function

Great Design

Good UX /

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02. Introduction of UX

Typical User

To find out a typical user we need to know the Context

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02. Introduction of UX

Context

Context is the environment and the

circumstance which surrounds the

product and the user

Context

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Jylee, KGIT, 2012_2nd 10/10/2012

02. Introduction of UX

Context

Context is the environment and the

circumstance which surrounds the

product and the user

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02. Introduction of UX

Context

Context Typical user

Airport Passengers

Sports Stadium People watching the game

Art Gallery Hobbyist

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02. Introduction of UX

Context

What typical user need,

decide the user experience

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02. Introduction of UX

Product Aesthetic clock

Context Airport

User Traveler

Need Minute detail

hh:mm / Clear Analog

User Experience Bad

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Jylee, KGIT, 2012_2nd 10/10/2012

02. Introduction of UX

Product Aesthetic clock

Context Sport Stadium

User Crowd watching the game

Need Precise seconds detail

hh:mm:ss

User Experience Bad

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02. Introduction of UX

Product Aesthetic clock

Context Art Gallery

User Artist / Hobbyist

Need Just Time

User Experience Good

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Conclusion:

Context and typical user

define the User Experience

02. Introduction of UX

Context- User UX

Airport-Traveler Bad

Stadium-Crowd Bad

Gallery-Hobbyist Good

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02. Introduction of UX

Based on the Presentation

Can you think of any?

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03. UX Design & Diagram

Jesse James Garret’s Elements of User Experience

Dan Saffer’s UX Ven Diagram

Challis Hodge’s – Make up of Experience Design

Nathan Shedroff’s – Roles of Experience Design

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001. Jesse James Garret’s Elements of User Experience

03. UX Design Process

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002. Dan Saffer’s UX Ven Diagram

03. UX Design Process

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003. Challis Hodge’s – Make up of Experience Design

03. UX Design Process

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003. Challis Hodge’s – Role Relationship

03. UX Design Process

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004. Nathan Shedroff’s – Roles of Experience Design

03. UX Design Process

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04. UX Design Process

Adam | Olivia | Robert | Kyle | Marcus

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001. Adam

04. UX Design Process

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002. Oliva

04. UX Design Process

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003. Robert

04. UX Design Process

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004. Kyle

04. UX Design Process

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005. Marcus

04. UX Design Process

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006. Jesse James Garret’s Elements of User Experience

04. UX Design Process

Strategy

Scope

Structure

Silluate

Surface

--------

--------

--------

Experience

Narrative

Visualization

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Jylee, KGIT, 2012_2nd 10/10/2012

THEN.

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007. Class Process

04. UX Design Process

2nd week

Strategy

•Design Research

•Observation

•Reanalysis

•Modeling

Potential

• Observation

•Awarness

•Interest

•Experience

•Analysis

3rd week

1nd week

Bebaviour | Script

Presentation

•Design Concept

•Persona

•Human Story

•Narrative

•Interaction Design(2)

•Interface Design

•Definition

•Detail

4th week

5th week

6th week

7th week

8th week

9th week

10th week

Tactics

•Storyboarding

•Constraints

•Context

•Interaction Design(1)

Research

Experience

Narrative

Visualization

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Assignment

Beyond Your Idea from workshop, Select 2 Idea (Class Work)

1. Research Main Topic’s Issue (Pick Keyword & Find news)

2. Benchmarking

- Similar/Same Function Product

- Similar/Same Experience Product

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