Week 04
WEEKLY LECTURE | 25-27 JANUARY 2021
What is documentation about? Documentation is about writing or documenting information about a project and it can be used to furnish evidence. It is a way to keep track of our work and making it clear so that we would have a solid, repeatable process that leads us to build a greater experience.
Documentation on what we want to know:
- The planning
- Documenting the process of the project
- Linking ideas to the question (Research question)
- Prototyping
Therefore, before moving on to the final project we would need a prototype of the product to see if the overall project works or not. A prototype is a draft version of a product that allows you to explore your ideas and show the intention behind its feature. A prototype can be anything from paper drawing at the beginning to something that allows the user to click-through of a few pieces of content to a fully functioning site. The overall design concept to the user before investing time and money into the development. (Affairs, 2021) It is much cheaper to change the product at the early stage of the development before entering the developed site. Prototyping allows you to gather feedback from users while you are still planning and designing the web site. This would allow you to improve your product base on user feedback.
Prototyping on what we want to know:
- What did you do and how did you do it
- (paper prototyping, storyboards, screenshots, videos, trailers, etc)
- Link it to the existing research field
- Literature from the field
In conclusion, we would also need to propose our ideas for the lecture (higher-ups). This is to see if the overall ideas and product works in the marketing field. In the proposal, good quality outcomes depend on good quality project designs, and on a needs-based approach to the proposal must be more than just a sales pitch. The proposal serves as a key management tool for the implementation of the projects. (3. The importance of the proposal – Care Toolkit, 2021) It has to be specific and clear so that the audience would understand the concept and ideas of the projects.
Workshop (User Interaction Design)
In the afternoon, we have a workshop about user interaction design. Interactive is a two ways streams and it is a behaviour of individuals. Interaction happens between human, animal and objects. Through interaction not only we build a relationship between human we also build a relationship between objects. The products that we design, are having a conversation with the people we are designing for.
There are 6 principles of designing interactions;
1. Visibility
2. Feedback
3. Constraints
4. Mapping
5. Consistency
6. Affordance
First of all, the visibility is a basic principle that the user can see more visible an element is, the more likely users will know about them and how to use them. For example, Facebook had moved away from the hamburger menus and back toward tab-bar menus to improve the visibility of their key experience. The disadvantage of it is the lack of visibility of the contained menu items. Next, the feedback is the concept of making it clear for the user on what action has been taken and what has been accomplished. The main key is to never leave the user guessing about what action they have to take.
Constraints are limiting the range of interaction possibilities for the user to simplify the interface and guide the user to the appropriate next action. For example, Foursquare uses design constraints to limit available interactions and focus on the user's tasks. Limited possibilities would allow the user to have a problem in choosing. After that, mapping is a way to help the designer to have a clear relationship between controls and the effect they have on the world. The project that is used by the audience should feel as natural as possible form the real world.
Then, consistency refers to having similar operations and elements for achieving tasks. Consistency in the design element layout would create a better understanding of the user. Lastly, affordance refers to the attribution of an object that allows people to know how to use it. For example, giving tips to the user, and a physical button on a mouse that gives a clue. Affordances determine what actions are possible. Signifiers communicate where the action should take place. (Norman, 2013)
At the end of the workshop, this allows me to understand the importance of user interaction design. It creates an understanding of the user between the website design. It is important to have knowledge of how the user would be going through the website before creating the website. Designing a website without knowing the user interaction would creating a misguided to the user.
Before moving on to the user scenario, there are parts in the user stories which I would have to correct. Base on user stories on the goals and frustration, I would need to create a user scenario for each of the user personas. The use of user scenario are stories which designers create to show how the users might act to achieve a goal in a system or an environment. (What are User Scenarios?, 2021) Designers create user scenarios to understand the user's motivation, needs, barriers and more in context of how they use a design. To help identify the usability of the user. User scenarios capture what users would likely to experience as they proceed toward using an ideal solution.
User Stories
User Scenario
From the user scenarios, I have understood the user needs and expectations on the website. This gives me a clearer understanding of what kind of information would appear on the websites. It describes the steps of the user persona to it's accomplishing a goal.
After discussing with the lecture, I have found out that my third user scenarios are a bit similar to the first user scenarios. The goal would have to change so that it won't be similar to the others.
User Scenarior_Draft 02 by ABBY LIEW MAY XING on Scribd
Case Study
I have also done some further research on the project on colour blindness and gamification.
Research Question
Topic
- A project to produce a monotone interactive world, which will be published through online using VR/AR. It is to help people to understand more about the difficulty that colour blindness faces.
Simple research question:
- How to gain awareness and understanding of colour blindness difficulty in this society?
Improved research question:
- How can VR/AR gamification helps society to understand and experience what the colour blindness world looks like?
Reference :
Norman, D., 2013. The design of everyday things. New York, New York: Basic Books.
The Interaction Design Foundation. 2021. What are User Scenarios?. [online] Available at: <https://www.interaction-design.org/literature/topics/user-scenarios#:~:text=User%20scenarios%20are%20stories%20which,and%20usability%2Dtest%20optimal%20solutions.> [Accessed 7 February 2021].

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