UX Design - Exercises / Group Presentation

29.08.2022 -  26.09.2022 ( Week 1 - Week 5 )

Michelle Angeline Gunawan / 0349760 / Bachelor of Design in Creative Media
UX Design
Task 1: Exercises


LECTURES

Week 1 - Introduction to UX

User experience is how a person, the user, feels about interacting with, or experiencing, a product. A UX Designer is focused on all aspects of a product's development, including design, usability, function, and even branding and marketing. Their work touches the entire end-to-end journey of a user's interaction with a product and includes identifying new opportunities for the product and business.


Figure 1.0 Design Process

Week 2 - Meet The Users


Figure 1.1 User Experience Design Process

Value Matric:

  • signing up for it or paying for it
  • using it more than once
  • telling others about it
“The amount and nature of value in a particular product or service always lie in the eye of the beholder, of course.”

Segmentation:
  • Demographic
    Properties like age, gender, education level, occupation, or income level.
  • Geographic
    Geographic areas, such as countries, regions, or cities.
  • Behavior
    Behavioral patterns that users experience toward using a particular product. These can include buying behaviors (spending and consumption) and desired benefits.
    • Free vs. paid users.
      Paid users are likely to be more committed to using the product because they already paid some money. The goal is to retain paid users and convert free users into paid users.
    • New vs. returning users.
      People can have very different requirements during their first engagement with a product versus once they’ve become regular users. Returning users are people who have found enough value in the product to come back.
  • Technology
    The level of users’ tech savviness.

Figure 1.2 Psychographics VS Demographics

Week 3 - Empathy


Figure 1.3 Empathy Map

User Persona Goals:
  • Context
  • Humanizing Data
  • Data informed instead of driven
  • User focused experience
  • Return and Retention

Figure 1.4 Example of Customer Journey Map

Week 7 - Journey Map

Figure 1.5 User Need and User Problem


Figure 1.6 Great User Experience


Figure 1.7 Diagram of Accessibility with Business Goals and User Goals

Week 9 - Prototyping


Prototyping documentations consist of:
  • Overview (define)
    Focused, actionable, and purposeful. Project’s goals, objectives and vision. 


    Figure 1.8 Design Thinking Framework

    • Project summary
    • Problem (HCW)
    • Solution (SWOT)
    • Definition (Role/Duration)

  • Discovery (empathize)
    Essential user research includes user personas, empathy maps, user journey maps, interviews, market research, and any other information that pertains to the customer. 

    Figure 1.9 Mockplus Users and Segmented Users

    • Market Research
    • User Research
    • User Personas
    • Key Findings

  • Design (ideate)
    A summary of initial concepts and sketches of how the product’s journey began and the thought processes behind the product’s features. Also include sprints and brainstorming sessions reports
    • Sketch
    • Wireframe
    • Usability prototyping
    • Key Findings

  • Prototype 
    Presented to stakeholders to explore the product and understand the context behind usability testing and design concepts.
    • Final Design
    • Prototype
    • Documentation

  • Handover
    Summarize your UX documentation and include the project’s goals, objectives, and vision. Allows every stakeholder to read about the UX design process and how the product has evolved.
    • Engineer
    • Developer
    • Video Prototype

  • Improvements
    References, give context to the product’s lifespan from the initial concept to the current iteration.
    • Next steps
    • Long-term Plan

Week 11 - Design Document
Design documentation is a collection of documents and resources that covers all aspects of your product design. Documentation should include information about users, product features, and project deadlines; all essential implementation details; and design decisions that your team and stakeholders have agreed on.

Week 13 - Law of UX
For a deeper understanding of what causes users to do what they do, UX designers often rely on a collection of widely known psychology laws, or standards, that help determine their design choices. This article will focus on five essential laws that will help elevate your design prowess to create winning experiences for your users.


Figure 1.10 Hick's Law


Figure 1.11 Jacob's Law


Figure 1.12 Fitt's Law


Figure 1.13 Von Restorff's Law


Figure 1.14 Zeigarnik's Law


INSTRUCTIONS



EXERCISES

Exercise 1
We receive our first exercise. We were asked to fill out this template. 


Figure 2.1 Exercise 1

Exercise 2
This week, we were asked to create a target audience. This exercise consist of:

User personas are researched and proposed representations of your target user. Each Persona would be framed from real user discovery by researching and observing their:
  • needs
  • goals
  • behavioral patterns

The aim of this exercise is to allow you to gain valuable insights into your users:
  • requirements
  • wants
  • demands


Figure 2.2 Exercise 2

Exercise 3
In this exercise, we were asked to create a user empathy map and then make a project definition


Figure 2.3 Exercise 3 (User Empathy Map)

Figure 2.4 Exercise 3 (Project Definition)

Exercise 4
In this exercise, we were asked to create user personas.

Figure 2.5 Exercise 4 (User Persona 1)


Figure 2.6 Exercise 4 (User Persona 2)

Exercise 5
A design audit is basically, a checkup to make sure that the company is expressing itself consistently across all channels and touchpoints.

Touchpoints are what users are actually seeing and engaging with throughout their user journey, and remedy any inconsistencies. Touch-points are external (for the users), such as visuals, written, and verbal communications that range from the website to ads to social media marketing and advertising, events, workshops, or webinars hosted to the actual product launch and the product itself. There are dozens, if not hundreds, of touch points in their journey to and through the journey to your product. Is their experience consistent and trustworthy, or erratic and unpredictable.

In this exercise, we were asked to create a design audit for our chosen application.


Figure 2.7 Exercise 5 (Design Audit)

Exercise 6
In this exercise, we are required to make a problem statement and a 
Journey (experience) Map. We need to put our exercise on Notion and then submit the link to Google Classroom.



Figure 2.8 Exercise 6 (Journey (experience) Map)

Exercise 7
We are required to create a User Experience Survey(Questionnaire) regarding the Product that we have chosen to redesign. We need to come up with 10-15 survey questions to be applied to a selected user persona. You should survey at least 5 of these individuals.


Figure 2.9 Exercise 7 (Survey Findings)


GROUP PROJECT

For our final project in this module, we were formed into a group and then we need to discuss and choose one of our chosen application and then we will work to create the prototype. I grouped with Esther and Hansel at first and then we decide on the app. The app that got chosen is Esther's app, XXI Cinema. Then a week after that, Jess was added to our group.

The problem with the app is that it has ineffective pages and difficulty when we want to change locations. This app has cramped information on one page and makes it looks heavy. 



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