Module 3 - Section 1
Orientation: Getting Started
Do you use Facebook?
If so, you are one of the 1.8 billion regular users who have
clicked on this button:
The Facebook like button was recently redesigned. It took the
design team a total of 280 hours to redesign what is seemingly a
tiny design detail - but a vitally important one. It is viewed
around 22 billion times a day. It has to be totally clear in its
meaning and effortless in its operation for users from many
different cultures across the globe.
The field of design that is responsible for making it easy to like
posts on Facebook, to find the music we want to listen to on
Spotify and to learn from an online course with the Open
University is user experience design. It is referred to variously
as UXD, UX, XD or UED and focuses on how we improve the user’s
satisfaction with a product or service by improving its
accessibility, usability and overall pleasure and emotional
experience. It is a multi- disciplinary field that makes use of a
range of design specialists - graphic designers, interaction
designers, games designers and visual designers - along with
psychologists, ethnographers and sociologists. It is a fascinating
field where design, technology and social science come together to
create positive user experiences. Oh yes, there’s data analysts
too.
Everything you see online, on a computer or on your phone, has
been created through a process of UX design. To appreciate the art
and science of this process, let’s turn to Rochelle King, Global
VP of User Experience and Design at Spotify. In this short talk
she will explain the role that data plays in UX design.
Activity 1
Blog
Watch this video. As you do so, note down the key points raised.
What does this tell you about the role of design in creating
engaging user experiences? How does it challenge your view of
design?
Rochelle King: The complex relationship between data and
design in UX
Activity 2
Blog
Another video to watch and again, note down your insights and
observations. In this case consider what it means for the
attention we pay to users and the technology they use.
Margaret Gould Stewart: How giant websites design for you
(and a billion others too)
Don Norman invented the term UX (user experience) design while he was head of UX at Apple Computers. He is pretty adamant about one thing - UX isn’t about how we design websites - UX is about how we experience the world!
Activity 3
Blog
Watch this video of Don Norman - it’s less than two minutes long.
In this module we will go with Don’s definition. User Experience Design is about understanding people, getting feedback (data) on what they do and how they interact, and using all that knowledge to create engaging experiences that are delivered to us via physical and virtual interactions. In this module we want you to think (and learn) like a designer.
Being a Design Leader
Design education is different. Design schools are one of those great
British Victorian inventions, a bit like the railway system. They were
initiated by British Prime Minister Sir Robert Peel in 1832 and had
the very specific brief of developing design skills and knowledge in
the industrial heartlands of Britain. The form of education that
developed was very distinctive from university education since it was
based on learning through making, and understanding problems and
solutions through engagement with materials and process.
While design education contains significant elements of what is termed
'formal learning', it has evolved into something which values
risk-taking and experimentation. It emphasises students' discovery and
expression of their distinctive unique voice through their chosen
design discipline.
Because design education places an emphasis on creativity and
risk-taking, then designers can make a significant contribution to
corporate environments, public services and education. In part, it is
because their talents complement those of more formally educated
managers and professionals. Business and social science education
places emphasis on dissecting problems and issues, encouraging
students to cut through irrelevancies, emphasising hard facts and
encouraging students to understand the essential structure of
problems. In other words such education is very problem oriented.
Designers, on the other hand, are very good is bringing surprising
things together, at assembling and synthesising. They are encouraged
to refine their judgement and their intuition, and to trust these in
developing solutions. At times designers will be very swift in coming
up with the detailed end result and have to work backwards to justify
it as a solution. Designers are solution led.
When we assess design students, we are not looking for “right
answers”, rather we are looking for appropriate creative processes and
approaches. Because we encourage risk-taking, then the end result may
fail. But that does not mean the student does. We are more interested
in them understanding why the end result did not succeed and what they
learned from that.
So, in this module we would like you to experiment and take risks. We
want you to be prepared to fail, because if we are not prepared to do
that then we will never ever do anything creative. My definition of
being ‘creative’ is that of Sir Ken Robinson: having original ideas
that have value. I want you to talk to each other, share experiences
and collaborate, for that is what design teams do. And at times this
whole approach may feel uncomfortable, but very rarely can we do
anything new, worthwhile or challenging whilst in our comfort zone.
The artist, musician and producer Brian Eno wrote recently how there
are two types of people in any domain. There are farmers. And there
are cowboys. Farmers do the vital job of cultivation, of marshalling
resources, of implementing and maintaining accepted and effective
systems for cultivation. They are necessarily rule-based. Cowboys open
up new territories, without them there would be no new farms, they map
uncharted lands, they take risks and at times shoot from the hip.
Welcome to the new frontier.
What You Will Do In This Module
By the end of this module you will produce a prototype of small-scale
online learning resource. It will apply the principles of user centred
design in its conception and development, and will make use of
appropriate user research. More on the formal assessment requirements
later.
There are five ‘blocks’ of learning in this module each of which is
described below.
1. Orientation - getting started
Very much where you are right now. The big question this seeks to address is what are we doing and why? It comprises two hours of student engagement plus one hour of activity directed by you. The objectives are:
- Provide detailed overview and objectives of module
- Ensure the assessment requirements are understood
- Students detail their own understanding of design together with defining personal objectives from module.
The key learning outcome is that you understand the distinctive culture of design education together with the overall approach of the module, and link this to your personal learning objectives. You will evidence this by completing a worksheet on your understanding, personal objectives, motivations and knowledge and share this with the other students on the VLE.
2. Design thinking crash course
The big question this seeks to address is what is design thinking and what value is it to me? It also comprises two hours of student engagement plus two hours of activity directed by you. The objectives are:
- Introduction to design thinking
- Basic principles of visual communication
- Design thinking and learning
The key learning outcome is that you will acquire some fundamental skills and knowledge in design and creative thinking. You will evidence this be demonstrating some fundamental design skills and knowledge. Yes, we’re going to get you to do some drawing - because that is how designers think and communicate!
3. What is user centred design?
This asks the question how can we put users at the centre of design processes? It comprises two hours of student engagement plus three hours of activity. The objectives are:
- Understand why users matter in the design process
- Appreciate how design methods engage users
- Appreciate how design methods engage users
The key learning outcome is that you develop an understanding of the principles and methods of user centred design. You will evidence this by applying the principles of user centred design to refining the work you did in Module 2: What Works?
4. User Research
The question this seeks to address is how do we understand the needs of users? It comprises two hours of student engagement plus seven hours of activity directed by you. The objectives are:
- Understanding users
- Exploring and applying ethnographic methods
- Understanding and applying empathy mapping
The key learning outcome is that you will understand some key methods of user research and how they can be applied within a design process, which you will evidence by conducting and documenting some user research appropriate to your project.
5. Blueprinting Experience
The question this seeks to address is how do we apply the understanding gained so far in blueprinting user experiences? It also comprises two hours of student engagement plus seven hours of activity directed by you and is the culmination of the module. The objectives are:
- Understanding how to map user experience
- Blueprinting your project
- Developing a sense of design leadership
The learning outcome is to apply user centred design and user research to a developing a detailed plan for developing your project.