designing for the designer, rather than the user:
avoid designing for ourselves. Design is for the user, not the designer.
designing for the designer, rather than the user:
avoid designing for ourselves. Design is for the user, not the designer.
the newest interaction styles or actions
sometimes the newest user interaction methods are not the most convenient! We're supposed to be making the experience easier, and in this example, that is not the case.
refers to cases where the destination of a link is not visible until the user clicks on it or points the cursor at it.
is this like a hyperlink? Wouldn't that mean that our interactive journey map is poorly designed?
Understand what your users need
We discussed this idea in our previous class! We need to be aware of our target and what they need from us
design for a lot of information to be displayed in a small space.
this makes me think of when I was designing my "apply" prototype. I got carried away and too focused on trying to convey a ton of information on just one passage. Thankfully, Ryan prevented this information overload mess and showed me the use of hyperlinks.
Good design, when it’s done well, becomes invisible. It’s only when it’s done poorly that we notice it.”
This resonated with me. People seem to only really notice the bad in things. No one goes " oh wow it was so easy to order this shirt online". Instead, people notice what is wrong in a design.
in a fresh way,
its important to try to think out side of our normal ways, aside from our biases.
represented by a diamond shape.
to figure out how divergent and convergent thinking both relate to the diamond shape, I researched the definitions of these words. Divergent thinking is illustrated in this figure when the lines depart and go in different ways. Convergent thinking is shown when those lines come together, and meet in the middle. What do other people think?
the process is articulated here as a linear progression, but design challenges can be taken on by using the design modes in various orders
we talked about how the process of design does not typically fall in a perfect line
quick and cheap
prototypes arent meant to be final drafts!
Ideate
ideate= generate ideas
and your team
collaborate!! use eachother and the different skills and knowledge we each bring to the table
making sense of the widespread information you have gathered.
its one thing to just collect a lot of information, but taking it to the next step and actually understanding its importance is another thing. I think if we're not there yet, we are close to this stage.
HOW to empathize
important read!!
Good designs are built on a solid understanding of these beliefs and values.
good design comes from research and empathizing
Observing what people do and how they interact with their environment gives you clues about what they think and feel
would this be like the research we must conduct throughout our design experience?
It is your effort to understand the way they do things and why, their physical and emotional needs, how they think about world, and what is meaningful to them.
it is definitely important in our case to empathize with our users, and make an effort to understand what is meaningful to them.
There are many ways to evaluate usability:
would this be like a prototype to see if our product would work?
when they evaluate the user experience, it is actually the usability of the product.
what are some common misconceptions?
how do you evaluate a good user experience?
I agree with Sam, for the goal of our project, it will be helpful to explore this question
IDEO.
who??
prototyping
important step!!! we've been talking about this a lot, making it clear this is critical
users want to pay the minimum cost to meet their own needs.
this reminds me of what I learned about design. I remember reading that the purpose is to make an experience easier, less complicated for the user. I guess in a way, this describes the experience as "lazy"
People are increasingly talking about the user experience, and even regarded it as the most critical factor of Internet products to win the market.
in order to win people over, it's critical to make it the best experience for them
adapt
it is so important to be flexible, and open minded when brainstorming possible solutions to problems.
foster dialog
Communication is effective when it is a two way street!
habits of mind that will be helpful
Some habits of mind aren't so good. I wonder if some of these gen ed programs help to eliminate those ways.
Evaluation
I think this is a motivating factor for not only myself, but also my peers. No one ever wants to be the reason for a poor grade in a group setting. I would not want to be the weakest link, so, knowing that my peers are going to grade me, I will be on my best behavior.
The work of the project touches the world outside the classroom in some way.
This is exciting but also kind of scary!! I am excited that my work, along with the work of my classmates, will go to use in some way. Our work will go beyond Hyde and beyond Moodle, however, that is what makes me nervous. We have to make it look good...
multiple disciplines
This is evident in our particular class because each of us has different backgrounds, knowledge, and skill sets. By working together, across multiple disciplines, I think we will be very successful this semester.
capstone
I am glad we went over what a "capstone" was. Now that I am aware of its definition, I can fully see how this course relates to the gen ed program.