Project #1: Conditional Design

A process is known to be more satisfying when it contains one (or more) of the following aspects: 1. play with human imperfection and physical challenge; 2. strategy and collaboration; and storytelling, within the drawing or triggered by the drawing.

Design Goal

Teamwork: How do we design in a user-centric way to better enhance the user experience?

Notes on 1 : Process

To better understand the condition design, in the classroom, we grouped 5-7 people into six groups for workshops. After following the rules, we conducted three different conditional design. After completing a conditional design, we were asked about the mixed feelings of each group.

The first result has excellent visual effects, and the rules are easy to understand. The second rule is not well understood and can only be accurately understood after further explanation by the teacher, so our group did not complete it well. The third game has a strong sense of participation, and the interaction is also the best of the three games. After listening to feedback from other groups, although the feelings are roughly the same, the final work is entirely different with different ideas.

NEW games of Our group

My own thought test

https://youtu.be/5KDYGxKocp4
  • Game rules :
  • You rip off your favorite pages from a magazine.
  • Tear some collages from the selected magazine pages to paper.
  • when pasting, it needs to overlap or connect with the previous one, but it cannot completely cover the previous one.
  • Feeling :
  • Magazines are difficult to collect and some require higher costs.
  • May not choose a favourite magazine, leading to a loss of interest in games

Our group thought test

The group discussed four game modes for testing and finally selected the fourth one because the rules of the last one are relatively simple and easy to understand, and the game feels good.

https://youtu.be/uggl13QPF9k

Notes on 2 : Create

Our group integrated the rules of the game and got some feedback after having other groups in the classroom.

Other group game :

Compared with the rules of other groups, I think our game rules are not perfect. Therefore, I changed part of the rules of the game, and I added the rule to consider uniting or attacking someone in the game description. Improve the rules of the game through user feedback and the final effect of the game, which reflects the user-centric design philosophy.

Notes on 3 : Present

To document the entire conditional design process, I produced a booklet. Refer to the output style of the game of other groups, to increase the sense of play, I made triangles that can be filled on the cover and back cover. After the booklet is fully expanded, users can complete the games designed by our group on the cover and back cover. Uers can also invite friends to play together.

I wanted to compare the results produced by our group with those of other groups, so I made a stop-motion booklet.

Affordance

Affordance is derived from psychology and has been widely used in interaction design and human-computer interaction design. The article will first explain its purpose. Secondly, after the user has used it, the user will notice other uses of the item, to achieve a person-thing-person interaction mode.

In today’s technologically advanced and rapidly changing society, we are facing many mobile devices, and the characteristics of the technology are affecting people’s choices. One of the mobile devices that has the most impact on users is the iPad.

The iPad subtly blends technologies — touch keyboard, camera function, video playback, file processing and sending, etc. In terms of size, the iPad is a portable device that is neither as heavy as a laptop computer nor as a mobile phone because it has a small screen that affects the viewing and reading experience, but is more like an interactive toy.

So for students, the iPad is a portable schoolbag. Due to the rise of e-books and the digitization of documents, traditional paper books and courseware have caused a certain degree of waste of resources and environmental pollution, while also placing a certain degree of burden on students. The iPad can store a large number of e-books and electronic courseware. At the same time, teachers can increase interaction with students through some iPad software. Many apps can take notes on the iPad, which adds many conveniences to classroom interaction.

The iPad’s drawing capabilities have also brought convenience to many designers. Freehand drawing requires a certain amount of time to train, and drawing on the iPad is more like drawing on paper, reducing adaptation time.

With the advancement of AR technology, iPad is also more widely used for museum and exhibition hall interaction. Visitors can interact with the exhibits through an immersive experience by scanning a QR code or other means. An immersive interaction will produce a more profound impression and experience than a flat or glass communication.

Lo-fi & Hi-fi

Sketches are often used in the early conceptual stages of the product. Sketch prototypes can express essential interface functions and content layout. Basic sketches such as boxes, circles and some line segments can be used to express product prototypes. The advantage of sketches is that they are low in design cost and can be modified at any time.

The fidelity of the prototype can be divided into low accuracy, high fidelity. Low-fidelity prototypes can help us accurately split the page, as well as the function modules and presentation information of each page, determine the interface layout of each page element, the element layout in the low-fidelity prototype, and the functional modules need to be infinitely close to the product after the product goes online.

The high-fidelity prototype can realistically simulate the final visual effects, interaction effects and user experience of the product. The high-fidelity prototype is also the smallest viable product, with the same visual display and interaction as the real product. High-fidelity prototypes need to be colour-matched on a low-fidelity basis, with authentic images and icon icons inserted.

In the process from low fidelity to high fidelity, many user experience considerations are needed. The first is visual, and visual aesthetics will also affect the user experience to a certain extent. Excellent visual effects can enhance the user’s trust in the product.

From the layout, colour matching, interaction and other details to enhance the user experience, while considering the user’s emotional experience, looking for the user’s comfort point, is the path to low fidelity to high fidelity.

Maps& paths—feedback

Interaction design uses technology to connect people to the world and connect people, animals, objects and ideas around the world.

Maps(handles) and paths(buttons) are two different planning tools in interaction design. Maps are exploratory and most valuable, and paths should be no question, anyone can do it, but need Longer time, less efficient. The best interfaces combine both map(handles) and paths(buttons). The best way to get the most out of the features of Maps (handles) and paths (buttons) is through user feedback and continuous improvement.

In the design process, user feedback generated through the user’s do, see, know process becomes a pivotal point to enhance the product experience. Feedback can optimize the user experience, increase product conversion rates, and give users a psychological expectation. The designer can determine whether the operation is executed, whether it is revoked, what effect it will have after execution, what problems the user has encountered, how the problem is solved, etc., thereby improving the conversion rate of the user in the next step.

Feedback user sentiment is one of the critical references. Through the law of peak end, we can know that after the user’s experience of a thing, all that can be remembered is the experience at the peak and the period, and the proportion of good and bad experiences in the process, the time of good and bad experience. The length is almost no effect on memory. After the peak, the faster the endpoint appeared, the deeper the impression left on the user.

Persona

In project 2, our team conducted user research on Winchester’s tourism industry, looking for user pain points and improving user experience is our primary goal. In the initial planning, we divided into six parts for research, namely Winchester history, transportation, hotels, markets, restaurants and bars. We want to know what is mainly affecting Winchester’s tourism industry, so we used the questionnaire and field trips to fill in the questionnaire and engage in an in-depth dialogue with the tourists to quickly get closer and achieve the same reason. The heart helps to understand the tourists’ ideas better and deeply explore the user’s pain points. After the personal experience, we will have a deeper understanding and quickly analyze the user’s psychology through empathy.

First, I built a temporary user model. I conducted a questionnaire survey and interview with real tourists, which can define productive users more accurately and build user models based on data. The user model can quickly grasp the industry situation of the tourism industry, and also understand the deep motivation and psychology of the user.

After collecting and integrating the user questionnaire, I found two primary user groups, so I created two user models for reference. One is international students, and the other is Tourists from other cities and countries. Furthermore, let the two groups have a specific contrast. I mainly analyzed user pain points and Pleasure points. This will allow you to resolve the pain points in the next step of design while maximizing Pleasure points.

After making persona, considering the desire to show empathy and interview results better, I chose to make a User experience map. It clearly shows the traveller’s arrangement and planning of the itinerary, and profoundly explores the user’s ideas, combining The pain point improves the user experience through hidden images, and fundamentally solves the existing problems of Winchester tourism.

Design thinking

Design thinking

Design thinking is to understand the user’s background and culture, through the direct observation and qualitative data to find the user’s pain points, causing the user’s empathy bright ideas, develop the prototype and test through the user’s feedback to improve the prototype and then continue the test, solve some real problems by looping.

Nevertheless, the best design thinking is to solve the user’s problems and improve the user experience by using technology and other complicated interaction methods.

In the 1990s, most of them were based on design. During this period, many artists emerged, focusing on aesthetics and vision, ignoring the practicality of design.

With the change of design thinking, there has been a view centred on the user experience. At first, this view focused on empathy, emotional resonance and practicality. Designers then began to realize the use of prototypes, such as customer journey diagrams to explore problems and find solutions.

Although design thinking seems to have many failures, the essence of design is to learn from failures and improve innovation and product success through continuous improvement and improvement.

At the same time, repeated upgrades and tests can also effectively improve user satisfaction and product effectiveness. Design thinking combines different disciplines and combines user-centred design ideas with multiple disciplines through innovation to create more solutions.

The Future of Design

The relationship between design and user

The development of modern design has shifted from the traditional upgrade technology and the visual transformation to pay more attention to the user experience.

However, the traditional craftsmanship also pinned the personal feelings of the products.

How to better balance the relationship between the two is the only way to improve the user experience design.

First of all, the essence of design is to serve people. Better connecting people with science and technology is the fundamental responsibility of design. However, for industrial design, simple handicrafts can no longer meet the demand, so human-computer interaction is born. , user experience design, and service design. These are based on the needs of users and the user’s experience, and the design is more people-oriented.

It can be seen that a certain degree of change is needed for design education. Better analysis of social issues and understanding of the complexity of the problem is a must-have ability of a designer. Therefore, the education of design is not only limited to aesthetics, but also requires interdisciplinary learning and training, understanding most majors, and applying knowledge to build and develop the world. Now, these three industries have developed more maturely, and the user’s needs have changed from the experience of only pursuing products to the personal feeling of retaining the product while ensuring high quality and a great experience.

Therefore, based on better-improving people’s quality of life, the people-oriented design is the primary design point of view. Based on this point of view, there will be three significant directions for design to satisfy users, starting from the perspective of experience, from the perspective of feelings, and the perspective of inclusion experience and feelings. All three directions are correct, and the only basis is to use design thinking better to do people-oriented design.

Project #0: My Way

My Journey to WSA

After watching brief of project 0, I began to recall several important turning points in my life and also thought about how I developed into the current design style. I searched for my hobbies, my personality, and my design style, what affects me most, and my character has developed to the present strengths and weaknesses. So I recorded the background, thoughts and motivations on paper, and they gave me some inspiration.

Concept and ideas

I divided my experience into 2 phases and sorted out the included aspects. I have my hobbies in Taiyuan, my hometown, and have shaped part of my character. Then I went to Wuhan to start my college life. I first came across design in college and learned a lot about software. When I was in college and work, I did some portfolio, each of which represented something I came into contact with and my thoughts during a specified period, which also changed some of my character. After receiving the offer from the University of Southampton, I think this is another new starting point in my life, and it also makes me manifest what I need to learn in this year’s graduate career, so I want to use these experiences to describe my journey creatively.

Sketch

I listed all the ideas and details in the sketchbook and determined that the steam wave is the style of my work. Vaporwave is characterized by high saturation, classical sculpture, lo-fi, fidelity failure, vintage elements, and psychedelic fluid gradient. I used high-saturation green, pink purple as the background colour and superimposed transparent reflective sugar paper to increase the richness of the picture. The whole part is connected in series with a thick line, and there is a work at each turning point of the line, which represents a turning point in my life. After going through these turning points, I finally reached WSA, so I asked myself: “Why am I here?”. Eventually, I named the outcome as Rachael’s world.

Final Outcome – Rachael’s world