Module 3 - Section 1

Orientation: Getting Started

Do you use Facebook? Like button

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.

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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

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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!

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Activity 3

Blog


Watch this video of Don Norman - it’s less than two minutes long.

You should post your response to this activity on your blog.

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.