wk -10 designing for digital business Flashcards

1
Q

design challenges

A
  • identifying value, value is subjective and perceived differently by customers
  • Rapid changing tech, Designers must be able to keep up with these changes and incorporate new tools and techniques into their designs
  • balancing form and function, Designers must balance the desire for visually appealing and engaging designs with the need for products that are functional and meet the needs of the user
  • managing complexity - Digital products often have a large number of features and functions, and designers must be able to manage this complexity in a way that is easy for users to understand and use per context
  • cross device compatibility, Digital products are often used on a variety of devices and platforms, and designers must ensure that the product is usable and effective on all of these devices and platforms.
  • Security and privacy issues, Designers must ensure that the product is secure and protects sensitive data from unauthorized access, theft, or damage.
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2
Q

General IT Affordance

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Visualizing entire work processes

Real-time tracking and display of progress through RFID sensor technology

Real-time product and service innovation
Combining existing components into new products or services (SoA)

Virtual collaboration
Mediated interaction as the primary means of engaging in on-going collaboration

Mass collaboration
Wikipedia

Simulation of reality
From spreadsheets over Second Life to multiple Metaverses

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3
Q

General affordances

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Standardised Workspace

Awareness Support
-Information providing actors mutual awareness of activities of others and the general state of the common field of work
-For example, presence settings in Instant Messaging clients

Co-ordination Mechanism
-Combination of classification structure and interaction protocol

-Classification structure, e.g., Dewey’s Decimal System allowing distributed storage and retrieval of library books

-Interaction Protocol, e.g., guiding turn-taking

-Time-table embeds combination with classification of rooms, groups of students, a lecturer, and with interaction protocol stipulating what day and time subsets of these meet for lectures and classes

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4
Q

designing affordances

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Usability - common Human-Computer Interaction discourse - “add some user-friendly affordance”

Usefulness / Functionality - not usability - possible relationships between actors and objects

Relationship - properties of the world that are compatible with and relevant for people’s interaction

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5
Q

user centered performance

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Ergonomics and Efficiency: Performance in design emphasizes the ergonomic efficiency of user interactions with a product. Good design allows users to perform tasks with minimal effort and high efficiency.

Intuitive Use: Designs should perform intuitively, meaning users can operate them based on affordances without excessive learning curves or reference to manuals.

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6
Q

Design as a script

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Scripting User Behavior: Just as a script guides actors in a play, design can guide users towards certain behaviors. The layout of a smartphone screen, for example, scripts the user’s actions through the placement of icons and controls.

Designing for Flexibility: While a script suggests a predetermined set of actions, there should be room for improvisation. Good design anticipates and allows for user customization and personal workflows.

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7
Q

Designing for technical and functional performance

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Technical and Functional Performance:
Responsiveness and
Reliability: Products must perform reliably under various conditions, with designs that ensure functionality and durability.

Performance Under Load: In digital design, performance often refers to the speed and responsiveness of a system under different loads.

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8
Q

cultural and contextual performance

A

Cultural Sensitivity: Design needs to perform appropriately within different cultural contexts, respecting and reflecting diverse traditions and practices.
Context-Awareness: Good design is context-aware, performing differently based on the environment and situation it is placed in.

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9
Q

design thinking: step 1

A

Empathise:
Involves understanding the users and their needs, can be done through:

User interviews: Talking with users to understand their experiences and perspectives.

User observations: Observing users in their natural environment to see how they interact with products or services.

User surveys: Collecting data through surveys to gain insights into user needs and behaviours.

Personas: Developing fictional characters that represent the target user group, based on research findings.

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10
Q

design thinking : step 2

A

: Define:
Involves synthesizing the information gathered in the empathize stage and defining the problem / challenge that needs to be solved. Designers may use a variety of techniques, including:

Problem statements: Articulating the problem in a clear and concise way, so that it is well understood by all members of the design team.

Pain points: Identifying the specific challenges and difficulties that users face, and how these challenges contribute to the problem.

Root cause analysis: Digging deeper to understand the underlying causes of the problem, and to identify potential solutions.

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11
Q

design thinking : step 3

A

Ideate:
focuses on generating a wide range of potential solutions to the problem defined in the Define step. The goal of this step is to come up with as many ideas as possible, without worrying about feasibility or constraints.
Designers may use a variety of techniques, including:

Brainstorming: A group activity where participants generate ideas together, building off of each other’s ideas.

Mind mapping: A visual representation of ideas, connecting related concepts and creating a network of ideas.

Role-playing: Acting out scenarios as different users to gain a deeper understanding of the problem and potential solutions.

Sketching and prototyping: Quickly creating visual representations of ideas to help communicate and explore them more fully.

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12
Q

design thinking : step 4

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Prototype:
Designers create physical or virtual representations of their ideas to test and refine them. Prototyping allows designers to bring their ideas to life, see how they work in the real world, and make changes based on user feedback.
To prototype, designers may use a variety of techniques, including:

Low-fidelity prototyping: Simple, rough representations of an idea, created quickly and inexpensively to test basic concepts.

High-fidelity prototyping: More polished and detailed representations of an idea, created to test more advanced concepts and to simulate the final product.

Paper prototyping: A physical representation of an idea, created using paper and other materials to quickly test basic concepts.

Digital prototyping: A virtual representation of an idea, created using tools like sketching software, prototyping tools, or coding.

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13
Q

design thinking : step 5

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Test:
Designers gather feedback from users and stakeholders to refine and improve their solution. Testing allows designers to see how their solution performs in real-world situations, and to gather insights that can help them make informed decisions about the final design.
To test, designers may use a variety of techniques, including:

User testing: Gathering feedback from real users of the product or service to see how well it works and identify areas for improvement.

User surveys / interviews: Gathering feedback through surveys or questionnaires or interviews for in-depth feedback and identify patterns in user behaviour.

A/B testing: Testing two different versions of a solution with a small group of users to see which version is more effective.

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14
Q

lean UX

A

Lean UX is an iterative design approach that emphasizes collaboration, rapid prototyping, and continuous testing.
It is based on the Lean Startup methodology and aims to minimize waste and maximize learning in the design process.
Key principles of Lean UX include focusing on outcomes, prioritizing user research, using lightweight documentation, and embracing experimentation.

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15
Q

key factors in user engagement

A

The visual design of a product or service can be a major factor in attracting and retaining user attention. Effective use of typography, color, imagery, and layout can create a visually appealing and memorable experience.
Usability is also a critical factor in user engagement. Products and services that are easy to use, intuitive, and efficient can help users accomplish their goals quickly and with minimal frustration.
Emotional resonance is another important factor in user engagement. Products and services that connect with users on an emotional level, whether through humor, empathy, or shared values, can create a stronger bond and sense of loyalty.

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16
Q

Strats for increasing user engagement

A

Clear calls to action are essential for guiding users through a digital experience and encouraging them to take specific actions Feedback and rewards can help to reinforce user behaviour and create a sense of progress and achievement.
Providing feedback on user actions, such as completing a task or making a purchase, and offering rewards such as badges, points, or discounts, can motivate users to continue engaging with a product or service
Incorporating social elements into digital design can also increase user engagement. Features such as social sharing, community forums, and user-generated content can create a sense of connection and social validation, which can be a powerful motivator for user engagement
e.g. Lego Competitions

17
Q

challenges in user engagement

A

The need to balance user engagement with business goals. User engagement is important, but it must also be aligned with the business objectives of the project.

The need to maintain engagement over time. Even the most engaging digital experiences can become stale over time, leading to user boredom and disengagement.

The challenge of user attention is also important. With so many digital products and services vying for user attention, it can be difficult to capture and maintain user attention.

Measuring user engagement can be difficult. While metrics such as time on site and click-through rates can provide some insight into user engagement, they do not tell the whole story  Measuring the emotional and behavioral aspects of user engagement can be more difficult, and may require more qualitative research methods.

18
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