SlideShare a Scribd company logo
Experience Design MIT IAP Term Page    © 2008 Razorfish. All rights reserved. January 12-14, 2009
What is Experience Design? Page    © 2008 Razorfish. All rights reserved.
The Definition Experience design is the practice of designing products, processes, services, events, and environments with a focus placed on the  quality  of the user experience and  culturally relevan t  solutions, with less emphasis placed on increasing and improving functionality of the design. From Wikipedia: Page    © 2008 Razorfish. All rights reserved.
The Definition Experience design is the practice of designing something with  quality  and  cultural relevance. More to the point: Page    © 2008 Razorfish. All rights reserved.
The Definition To design something that a user perceives to be culturally relevant and of high quality, the end product needs to make their  life better  – needs to  solve their problems  (even ones they  didn’t know  they had.)  How do you do that? Page    © 2008 Razorfish. All rights reserved.
The Definition Experience design is the practice of solving problems.  Ultimately: Page    © 2008 Razorfish. All rights reserved.
How does it work and what will we learn about it in the next few days? Page    © 2008 Razorfish. All rights reserved.
There is an Established, Evolving Approach 1. Problem Definition 3. Secondary User Research 5. Persona Definition 6. Flows + Storyboards 7. Site + Taxonomy Maps 8. Wireframes + Comps 9. Usage Testing 4. Competitive Research 2. Primary User Research
From Designing Products to Solving Problems Course Overview: Page    © 2008 Razorfish. All rights reserved. Day 1 – The Tools Day 2 – Users’ World Day 3 – What’s Next Playing games to learn the tools we use to design: Wireframes Sitemaps Engagement Maps Storyboards Research Touring the social world to find context for our designs: “ Social” discussions Competitive and Audience Research Hands-on Business Workshop with ByKids.org Exploring the future to practice designing without a net: Digital Trends presentations Solving Your Problems Exercises and Discussion
Wireframes Are a visual representation of a web page’s key content elements and how they are displayed to the user. Elements may include navigation, content placement and interface controls. The wireframe is not intended to capture every item on a page or represent the creative design. Rather, it is a skeletal depiction of what the page will ultimately contain and how those pieces will be laid out. Page    © 2008 Razorfish. All rights reserved.
Sitemaps Sitemaps provide an overview of website content in a manner similar to the table of contents page in a book. Sections and pages are typically listed according to narrative flow, alphabetically or by chronology. The home page appears at the top, with secondary and tertiary-level pages below. Page    © 2008 Razorfish. All rights reserved.
Storyboards Storyboards are simple, illustrative descriptions of the key interaction points that occur during a specific process or flow and between a user and the product or UI. They provide a quick, sketch-based way to explore what’s important about a product’s design and what elements will enable and create flow within it, without distracting the team with the overwhelming details of individual page design. Page    © 2008 Razorfish. All rights reserved.
Research Methodologies Any good design process requires research to understand a subject and to test hypothesis about an approach to a subject. It’s important to know and employ a wide range of methods to find the right answers or know where to keep on searching.  Page    © 2008 Razorfish. All rights reserved.
Two Sides of the Research Methodology Coin: Page    © 2008 Razorfish. All rights reserved. Qualitative Quantitative Good at: Context, human texture, semantics, subjectivity Definitive conclusions, clear measures, objectivity Typical set-up: Often in person, observation and discussion-oriented, even with task completion Often remote, test plan structured around clear objective responses without ambiguity (yes/no, multiple choice, success/failure) Provides: The why, why not, where not, when not The what, how much, when, where Downfall: Directionality can be skewed by sample size, personalities Can be looking at the wrong measures. Sample Size 8-12 provide directionality/patterns 100+ (technically 30, but numbers normalize better above 100) Examples Ethnographic studies One-on-one interviews Lab-style usability tests Focus groups Card sorting (in person) Mouse-and-click-path tracking Multivariate testing Self-directed remote usability testing Analytics + search log tracking Surveys Card sorting (remote)
Wrap-Up Page    © 2008 Razorfish. All rights reserved.
Course Greatest Hits Dig into the tools . . . Sitemaps, wireframes, engagement maps, storyboards, research Delve into the context . . .  Social phenomenon in an online context, competitive and audience research, dealing with clients Explore the big picture . . .  Intelligent data, visualization (tension between complexity and simplification), physical devices, participation, democratization Page    © 2008 Razorfish. All rights reserved.
Typical Experience Design Careers (today) Page    © 2008 Razorfish. All rights reserved. Established Evolving
For Further Exploration Page    © 2008 Razorfish. All rights reserved. Razorfish Resources Industry Resources Razorfish Digital Design Blog http://www.digitaldesignblog.com/ Razorfish Going Social Now Blog http://www.goingsocialnow.com/ Our Twitters/Profiles http://twitter.com/marisagallagher http://twitter.com/ TED Conference: http://www.ted.com/ Favourite Website Awards: http://www.favouritewebsiteawards.com/ Ad Age Creativity Online: http://creativity-online.com/ Under the Radar Blog: http://www.undertheradarblog.com/ Mashable: http://mashable.com/ TV: http://newteevee.com/
Thank You Nadya Direkova, Senior Information Architect [email_address] Marisa Gallagher, Vice President of User Experience [email_address] Page    © 2008 Razorfish. All rights reserved.

More Related Content

PPT
User Observation
PPTX
User Experience Design (UXD) Presentation
PPT
Designing For Interaction
PPT
Manchester 2009
PPT
Research By Design
PDF
About wei
PDF
Design After the Rise of AI-Driven Services
PPTX
Ubiquitous IA
User Observation
User Experience Design (UXD) Presentation
Designing For Interaction
Manchester 2009
Research By Design
About wei
Design After the Rise of AI-Driven Services
Ubiquitous IA

Similar to MIT Experience Design Course Overview (20)

PPT
MIT Course - What is Experience Design
PDF
Understanding User Experience Workshop - Interlink Conference 2012
PDF
Ux gsg
PDF
UX Workshop at Startit@KBC
PDF
User Experience Design: an Overview
PDF
No Design without Research
PDF
Top Three Modern Product Trends
PDF
Discount User Experience Design
PPT
AIGA -- Design for An Exploding World -- Oct 22, 2009
PPT
Usability for Government: improving service delivery
PPTX
User Experience from a Business Perspective
PDF
User Experience 2: Talk@Stabilo
PDF
Exploring ux practices 4 product development agile2012
PDF
Exploring UX Practices 4 Product Development Agile2012
PPT
Why Usability Should Never Come First
PPT
Upa why usability shouldn't come first
PDF
The 6 Immutable Principles of UX
PPTX
Designing the User Experience
PDF
Putting the "User" back in User Experience
MIT Course - What is Experience Design
Understanding User Experience Workshop - Interlink Conference 2012
Ux gsg
UX Workshop at Startit@KBC
User Experience Design: an Overview
No Design without Research
Top Three Modern Product Trends
Discount User Experience Design
AIGA -- Design for An Exploding World -- Oct 22, 2009
Usability for Government: improving service delivery
User Experience from a Business Perspective
User Experience 2: Talk@Stabilo
Exploring ux practices 4 product development agile2012
Exploring UX Practices 4 Product Development Agile2012
Why Usability Should Never Come First
Upa why usability shouldn't come first
The 6 Immutable Principles of UX
Designing the User Experience
Putting the "User" back in User Experience
Ad

Recently uploaded (20)

PDF
High-frequency high-voltage transformer outline drawing
PDF
Trusted Executive Protection Services in Ontario — Discreet & Professional.pdf
PPTX
Special finishes, classification and types, explanation
DOCX
actividad 20% informatica microsoft project
PPTX
An introduction to AI in research and reference management
PDF
GREEN BUILDING MATERIALS FOR SUISTAINABLE ARCHITECTURE AND BUILDING STUDY
PPTX
YV PROFILE PROJECTS PROFILE PRES. DESIGN
PPT
Package Design Design Kit 20100009 PWM IC by Bee Technologies
PPTX
6- Architecture design complete (1).pptx
PDF
SEVA- Fashion designing-Presentation.pdf
PPTX
AD Bungalow Case studies Sem 2.pptxvwewev
PDF
Phone away, tabs closed: No multitasking
PPTX
Complete Guide to Microsoft PowerPoint 2019 – Features, Tools, and Tips"
PPTX
TLE-10-PPTHAJAOSBDJDEKSNbknbtktktmktkttk
PPTX
Implications Existing phase plan and its feasibility.pptx
PDF
Key Trends in Website Development 2025 | B3AITS - Bow & 3 Arrows IT Solutions
PDF
Design Thinking - Module 1 - Introduction To Design Thinking - Dr. Rohan Dasg...
PDF
10 Real World Lessons and 4 Practical Tips for Large Group LSP Method
PDF
Facade & Landscape Lighting Techniques and Trends.pptx.pdf
PPT
UNIT I- Yarn, types, explanation, process
High-frequency high-voltage transformer outline drawing
Trusted Executive Protection Services in Ontario — Discreet & Professional.pdf
Special finishes, classification and types, explanation
actividad 20% informatica microsoft project
An introduction to AI in research and reference management
GREEN BUILDING MATERIALS FOR SUISTAINABLE ARCHITECTURE AND BUILDING STUDY
YV PROFILE PROJECTS PROFILE PRES. DESIGN
Package Design Design Kit 20100009 PWM IC by Bee Technologies
6- Architecture design complete (1).pptx
SEVA- Fashion designing-Presentation.pdf
AD Bungalow Case studies Sem 2.pptxvwewev
Phone away, tabs closed: No multitasking
Complete Guide to Microsoft PowerPoint 2019 – Features, Tools, and Tips"
TLE-10-PPTHAJAOSBDJDEKSNbknbtktktmktkttk
Implications Existing phase plan and its feasibility.pptx
Key Trends in Website Development 2025 | B3AITS - Bow & 3 Arrows IT Solutions
Design Thinking - Module 1 - Introduction To Design Thinking - Dr. Rohan Dasg...
10 Real World Lessons and 4 Practical Tips for Large Group LSP Method
Facade & Landscape Lighting Techniques and Trends.pptx.pdf
UNIT I- Yarn, types, explanation, process
Ad

MIT Experience Design Course Overview

  • 1. Experience Design MIT IAP Term Page © 2008 Razorfish. All rights reserved. January 12-14, 2009
  • 2. What is Experience Design? Page © 2008 Razorfish. All rights reserved.
  • 3. The Definition Experience design is the practice of designing products, processes, services, events, and environments with a focus placed on the quality of the user experience and culturally relevan t solutions, with less emphasis placed on increasing and improving functionality of the design. From Wikipedia: Page © 2008 Razorfish. All rights reserved.
  • 4. The Definition Experience design is the practice of designing something with quality and cultural relevance. More to the point: Page © 2008 Razorfish. All rights reserved.
  • 5. The Definition To design something that a user perceives to be culturally relevant and of high quality, the end product needs to make their life better – needs to solve their problems (even ones they didn’t know they had.) How do you do that? Page © 2008 Razorfish. All rights reserved.
  • 6. The Definition Experience design is the practice of solving problems. Ultimately: Page © 2008 Razorfish. All rights reserved.
  • 7. How does it work and what will we learn about it in the next few days? Page © 2008 Razorfish. All rights reserved.
  • 8. There is an Established, Evolving Approach 1. Problem Definition 3. Secondary User Research 5. Persona Definition 6. Flows + Storyboards 7. Site + Taxonomy Maps 8. Wireframes + Comps 9. Usage Testing 4. Competitive Research 2. Primary User Research
  • 9. From Designing Products to Solving Problems Course Overview: Page © 2008 Razorfish. All rights reserved. Day 1 – The Tools Day 2 – Users’ World Day 3 – What’s Next Playing games to learn the tools we use to design: Wireframes Sitemaps Engagement Maps Storyboards Research Touring the social world to find context for our designs: “ Social” discussions Competitive and Audience Research Hands-on Business Workshop with ByKids.org Exploring the future to practice designing without a net: Digital Trends presentations Solving Your Problems Exercises and Discussion
  • 10. Wireframes Are a visual representation of a web page’s key content elements and how they are displayed to the user. Elements may include navigation, content placement and interface controls. The wireframe is not intended to capture every item on a page or represent the creative design. Rather, it is a skeletal depiction of what the page will ultimately contain and how those pieces will be laid out. Page © 2008 Razorfish. All rights reserved.
  • 11. Sitemaps Sitemaps provide an overview of website content in a manner similar to the table of contents page in a book. Sections and pages are typically listed according to narrative flow, alphabetically or by chronology. The home page appears at the top, with secondary and tertiary-level pages below. Page © 2008 Razorfish. All rights reserved.
  • 12. Storyboards Storyboards are simple, illustrative descriptions of the key interaction points that occur during a specific process or flow and between a user and the product or UI. They provide a quick, sketch-based way to explore what’s important about a product’s design and what elements will enable and create flow within it, without distracting the team with the overwhelming details of individual page design. Page © 2008 Razorfish. All rights reserved.
  • 13. Research Methodologies Any good design process requires research to understand a subject and to test hypothesis about an approach to a subject. It’s important to know and employ a wide range of methods to find the right answers or know where to keep on searching. Page © 2008 Razorfish. All rights reserved.
  • 14. Two Sides of the Research Methodology Coin: Page © 2008 Razorfish. All rights reserved. Qualitative Quantitative Good at: Context, human texture, semantics, subjectivity Definitive conclusions, clear measures, objectivity Typical set-up: Often in person, observation and discussion-oriented, even with task completion Often remote, test plan structured around clear objective responses without ambiguity (yes/no, multiple choice, success/failure) Provides: The why, why not, where not, when not The what, how much, when, where Downfall: Directionality can be skewed by sample size, personalities Can be looking at the wrong measures. Sample Size 8-12 provide directionality/patterns 100+ (technically 30, but numbers normalize better above 100) Examples Ethnographic studies One-on-one interviews Lab-style usability tests Focus groups Card sorting (in person) Mouse-and-click-path tracking Multivariate testing Self-directed remote usability testing Analytics + search log tracking Surveys Card sorting (remote)
  • 15. Wrap-Up Page © 2008 Razorfish. All rights reserved.
  • 16. Course Greatest Hits Dig into the tools . . . Sitemaps, wireframes, engagement maps, storyboards, research Delve into the context . . . Social phenomenon in an online context, competitive and audience research, dealing with clients Explore the big picture . . . Intelligent data, visualization (tension between complexity and simplification), physical devices, participation, democratization Page © 2008 Razorfish. All rights reserved.
  • 17. Typical Experience Design Careers (today) Page © 2008 Razorfish. All rights reserved. Established Evolving
  • 18. For Further Exploration Page © 2008 Razorfish. All rights reserved. Razorfish Resources Industry Resources Razorfish Digital Design Blog http://www.digitaldesignblog.com/ Razorfish Going Social Now Blog http://www.goingsocialnow.com/ Our Twitters/Profiles http://twitter.com/marisagallagher http://twitter.com/ TED Conference: http://www.ted.com/ Favourite Website Awards: http://www.favouritewebsiteawards.com/ Ad Age Creativity Online: http://creativity-online.com/ Under the Radar Blog: http://www.undertheradarblog.com/ Mashable: http://mashable.com/ TV: http://newteevee.com/
  • 19. Thank You Nadya Direkova, Senior Information Architect [email_address] Marisa Gallagher, Vice President of User Experience [email_address] Page © 2008 Razorfish. All rights reserved.