Human Centered Design

Subjects

Intro, Contextual Inquiry, Planning the research, Brainstormning & Prototyping

Working forms

Workshops, Demos, Prototyping, Feedback sessions

Deliverables

Prototypes for presentations

Learning goals

• The student applies a Human Centered Design process when designing interactive products or services.


• In each iteration, the prototype will be increasing in levels of fidelity


• Prototypes shall be based on extensively involvement of the end-user so that the end-product add customer value

Outcome

The group will apply Design Thinking in each iteration, and on top of that Human Centered Design. All iterations will contain elements from both and will in the end create an overall agile process. This means the project will not have a straight foreward process (opposite methods like Waterfall). I have tried to divide the different steps as clearly as possible on this page, but to be honest, some elements overlaps eachother, and repeats.

Design Thinking

As you will see in the Design Challenge, the first research was envolved around data and trust, motivation and effeciency, trying to understand our audience.

Moving on to the Define phase, where research was turned into a brainstorm, that turned into a survey and more subjects to research further.

From here we did a brainstorm features and builded the first low-fidelity prototype. This is just an example on one of the iterations we will do throughout the project.

Model is taking from here

Human Centered Design

Human-Centered Design now enters the process. After getting feedback from the first Demo presentation, we started the next iteration.

Going back to more research, creating interviews, build personas, designing the first mock-ups and building a medium-fidelity prototype.

This is the process that will repeat throughout the Design Challenge. At the end of each iteration we will perform tests, to make sure the parts will benefit the users.

Model is taking from here

Iteration 1: About the Target group

Inspiration

Research 1 • Brainstorm. WHY?

To find contextual information and identify keywords in this project. The hardest part is knowing when to stop. You can always branch out on references, authors and new keywords

Forest

Ideation

Research 2 • Target Group • Survey. WHY?

New keywords needed to be identified, while others were inspiration source to what information to collect, mostly quantitative, from a large sample of the target group.

Forest

Implementation

Octalysis • First prototype • Demo 1. WHY?

Rosa introduced a tool called the Octalysis. Features in the low-fidelity prototype is added based on the main points from the survey together with the octalysis.

Forest

Iteration 2: About the Design

Inspiration

Interview • Personas. WHY?

This iteration starts with interviewing 10 people from our target group, to get some qualitative insights. The interviews where transcribed. We decided on three main subjects to focus on Problems with studiyng, Motivation and Study techniques. All respondens were also devided into student profiles, based on their answers.

student-profiles

Ideation

First concept • Octalysis. WHY?

Using the things the knowledge we have gained about the target group so far, the group started creating the first solution, being our first concept.

We continued to use the Octalysis to add the gamification element to the app. We were trying to add features to satisfied all 8 elements.

Forest

Implementation

Customer Journey Map. WHY?

The CJM allows us to identify the key moments in our concepts. CJM is a part of the Ideation, but since we are implementing the concept, and using the CJM as our product in this iteration, it will be a part of this phase. The map takes the user from the very beginning of knowing about the app to ideally how it will impact their life.

Forest

Iteration 3: About the End-product

Inspiration

Feedback session with client. WHY?

It is important to always keep our clients ideas in mind when moving on to this thrid iteration. It helps keep the client we are designing for at the center of the project (together with the users). Integrating the feedback also is one of the essential elements of human-centered design. You will also see how we change the concept based on feedback from both client and users.

Forest

Ideation

New concept • Design Guide • Mock-ups. WHY?

The feedback will be integrated into the new concept. Since we are more designers, the group also decided to create a design guide. This will help when making mock-ups, posters and other visuals - to make sure we have one streamlined identity. Mock-ups are important to make before starting to programme, it can both save time and insurance a cleaner code.

Forest

Implementation

Prototype • Usertest. WHY?

A Live Prototype is one of the most powerful ways to test the solution. So far we have been showing designs, the CJM and low-fidelity prototypes. We have tested Tone of Voice, notifications and the design. But to really figure out if the chadbot is creating any value for the users, it's time to test with a Live Prototype. See all the methods applied in the Design Challenge.

Forest