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ME & MY USER EXPERIENCE (UX)
JOURNEY
THE NATURE OF
EXPERIENCE
TRANSCENDING THE MATERIAL
“Experience is not about good industrial
design, multi-touch, or fancy interfaces. It is
about transcending the material. It is about
creating an experience through a device.”
MARC HASSENZAHL
CHANGING NATURE OF LEARNING
EXPERIENCES
CHANGING NATURE OF LEARNING
EXPERIENCES
Transfor
mational
Meaningful
Convenient
Usable
Reliable
Functional
LX PYRAMID
The Learner Experience
Pyramid describes different
levels at which learning
resources, services, solutions
and systems can be
experienced by learners &
staff.
Based on CX Pyramid by
Aberdeen Research after
Mark Scibelli and Stephen
Anderson.
FOCUS ON EXPERIENCES
FOCUS ON TASKS
Many traditional
LMS & learning
resource
experiences
Transformational
learning
experiences
Has personal significance
Memorable experience worth
sharing
Easy to use, works as
expected
Used without difficulty
Is available &
accurate
Works with
inconvenience
WHAT IS EXPERIENCE
DESIGN?
NEW JOBS: UX DESIGNERS
https://generalassemb.ly/blog/top-5-highest-paying-careers-tech/
USER EXPERIENCE DESIGN
…to achieve high-quality user experience in a
company's offerings there must be a seamless
merging of the services of multiple
disciplines.
The first requirement for an exemplary user experience
is to meet the exact needs of the customer, without
fuss or bother.
DON NORMAN & JAKOB NIELSEN
www.uxisnotui.com
EXPERIENCE DESIGN
It is crucial to view experience as the consequence
of many different systems.
Experience emerges from the intertwined works of
perception, action, motivation, emotion and
cognition in dialogue with the world (place, time,
people and objects).
Experience Design: Technology for all the right reasons
Marc Hassenzahl
The world is complex, and so too must be the activities
that we perform. But that doesn’t mean that we must
live in continual frustration. No. The whole point of
human-centered design is to tame complexity, to turn
what would appear to be a complicated tool into one
that fits the task, that is understandable, usable,
enjoyable.
DON NORMAN
The Design of Everyday Things
HUMAN-CENTRED DESIGN
SERVICE DESIGN THINKING
Service design is the intentional and
thoughtful design of internal and
customer-facing activities needed to
deliver a service. Where experience design
concerns itself only with the customer-
facing aspects, service design looks also at
the experience of staff.
This Is Service Design Thinking
SERVICE DESIGN INFOGRAPHIC
http://www.sutherlandlabs.com/thoughts/top-tips-successful-customer-
journey-mapping/
METHODOLOGY
EMPATHY FOR THE USER
EMPATHY FOR THE USER
“Feelings are integral to experiences
(maybe even its core), inextricably
intertwined with our action.”
MARC HASSENZAHL
EMPATHY FOR THE USER
“Empathy is a noun. A thing. It is an
understanding you develop about another
person. Empathizing is the use of that
understanding – an action.”
INDI YOUNG
TRY IT: EMPATHY EXERCISE
•  Two conversations
•  Think about something exciting that is
about to happen
DO WE NEED LEARNER
EXPERIENCE DESIGN?
A DESIGN SCIENCE FOR EDUCATION
“Educational technologists needs to develop
a set of principled working practices....that
contribute to a design science for education.”
EILEEN SCANLON
TEACHING AS A DESIGN SCIENCE
Because technology is changing both what
and how students learn we can only lead
educational innovation by being clear about
the principles of designing good teaching
and learning and therefore what education
needs from technology.
DIANA LAURILLARD
LX DESIGNERS
Dr. Jess Knott
MSU
@jlknott
Phil Denman
SDSU
Dr. Amy Wilson
Massey
@acaciatech
Joyce Seitzinger
Academic Tribe
@catspyjamasnz
LX DESIGN IS PEDAGOGY
AGNOSTIC
https://techknowtools.wordpress.com/2015/04/03/checklist-technology-learning/
ON THE CO-DESIGN OF
EXPERIENCES
HELPFUL EXERCISE #1
NOUNS
•  Pomegranate
•  Pencil
•  Bread
•  Taxi
•  Ceiling
•  Cards
•  Bottle
•  Flower
VERBS
•  Fly
•  Run
•  Suggest
•  Type
•  Develop
•  Move
•  Play
•  Speak
HELPFUL EXERCISE #2
NOUNS
•  Screen
•  Glasses
•  Sweater
•  Paper
•  Candle
•  Book
•  Watch
•  Kitten
VERBS
•  Sing
•  Sit
•  Ask
•  Place
•  Write
•  Sleep
•  Jump
•  Cry
ON THE CO-CREATION OF
EXPERIENCES
EXPERIENCES ARE CO-CREATED
A BOOK IS A GOOD EXAMPLE…
ELEANOR CATTON: ON PURPOSE
Reading is a creative act: it cannot happen
automatically, and it cannot happen passively.
Any piece of writing is therefore as intimately
shaped by the reader’s imagination, their memories,
their intelligence, their disposition and their state of
mind, as by the writer’s.
ELEANOR CATTON
DESIGN FOR EXPERIENCE
Participatory design makes everyday people, such as users, an
integral part of the design process, especially at the early front
end.
Experience design has emerged recently as a new discipline in
response to the new information and communication
technologies. But I will argue that there is no such thing as
experience design. Experiencing is in people and you can’t
design it for someone else. You can, however, design
for experiencing.
http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf
LIZ SANDERS
DESIGN ACROSS THE GAPS
LECTURES
PERSONAL
LEARNING
NETWORK
TUTORIALS
LMS
COURSE
SITE
SUPPORT
SERVICES
MOBILE APPPEER LEARNING
LABSWORK
PLACEMENTS
LX DESIGN CAN HAPPEN AT
ANY LEVEL/SCALE
SMALL CHANGES ARE FINE:
MIKE WESCH’S SYLLABUS
LX PROCESS
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY
Learner & stakeholder
interviews
Learner observation
Learning analytics
Persona
CHALLENGE DEFINITION
Workshops
Affinity diagramming
Scenario mapping
How might we…?
Challenge statements
RESEARCH
Technology research
Competitor analysis
Service design blueprint
Learner &
stakeholder driven
design research
Gain insights and
define challenges
Develop possible
learning solutions
through iteration
Improve and
optimize final learner
experience
TESTING
Usability testing
A/B testing
User observations & interviews
Generalchallenge
Specificchallenge
Specificsolution
PROTOTYPING
Paper prototyping
Journey mapping
User testing
Service design blueprint
Information architecture
IMPLEMENT
Feedback loops
A/B testing
Learning analytics
IDEA GENERATION
Sketching
Storyboarding
Scenario mapping
DISCOVERY
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY
Learner & stakeholder
interviews
Learner observation
Learning analytics
Persona
CHALLENGE DEFINITION
Workshops
Affinity diagramming
Scenario mapping
How might we…?
Challenge statements
RESEARCH
Technology research
Competitor analysis
Service design blueprint
Learner &
stakeholder driven
design research
Gain insights and
define challenges
Develop possible
learning solutions
through iteration
Improve and
optimize final learner
experience
TESTING
Usability testing
A/B testing
User observations & interviews
Generalchallenge
Specificchallenge
Specificsolution
PROTOTYPING
Paper prototyping
Journey mapping
User testing
Service design blueprint
Information architecture
IMPLEMENT
Feedback loops
A/B testing
Learning analytics
IDEA GENERATION
Sketching
Storyboarding
Scenario mapping
USER RESEARCH IN ACTION
https://www.youtube.com/watch?v=szr0ezLyQHY
LEARNER OBSERVATION
CARD SORTING
CODING CONVERSATIONS
CODING CONVERSATIONS
USER INTERVIEWS
EMPATHY MAPPING
PERSONAS
PERSONAS
PERSONAS
RMIT CX TEAM - PERSONAS
WHY PERSONA? TO AVOID ZOMBIE PERSONA
•  They thrive in obscurity
•  They’re not really
“alive” (to the project)
and, at the same time,
they’re hard to kill
•  They don’t seem that
dangerous, but they’ll
eat the brains of your
project team
DEFINING A CHALLENGE TO
ADDRESS
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY
Learner & stakeholder
interviews
Learner observation
Learning analytics
Persona
CHALLENGE DEFINITION
Workshops
Affinity diagramming
Scenario mapping
How might we…?
Challenge statements
RESEARCH
Technology research
Competitor analysis
Service design blueprint
Learner &
stakeholder driven
design research
Gain insights and
define challenges
Develop possible
learning solutions
through iteration
Improve and
optimize final learner
experience
TESTING
Usability testing
A/B testing
User observations & interviews
Generalchallenge
Specificchallenge
Specificsolution
PROTOTYPING
Paper prototyping
Journey mapping
User testing
Service design blueprint
Information architecture
IMPLEMENT
Feedback loops
A/B testing
Learning analytics
IDEA GENERATION
Sketching
Storyboarding
Scenario mapping
AFFINITY DIAGRAMMING
PROBLEM STATEMENT
I am [persona name, 3 characteristics].
I am trying to [outcome/job/task], but
[problem/barrier] because [root cause].
This makes me feel [emotion].
HOW MIGHT WE….?
From Stanford d.school
DEVELOP POTENTIAL
SOLUTIONS
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY
Learner & stakeholder
interviews
Learner observation
Learning analytics
Persona
CHALLENGE DEFINITION
Workshops
Affinity diagramming
Scenario mapping
How might we…?
Challenge statements
RESEARCH
Technology research
Competitor analysis
Service design blueprint
Learner &
stakeholder driven
design research
Gain insights and
define challenges
Develop possible
learning solutions
through iteration
Improve and
optimize final learner
experience
TESTING
Usability testing
A/B testing
User observations & interviews
Generalchallenge
Specificchallenge
Specificsolution
PROTOTYPING
Paper prototyping
Journey mapping
User testing
Service design blueprint
Information architecture
IMPLEMENT
Feedback loops
A/B testing
Learning analytics
IDEA GENERATION
Sketching
Storyboarding
Scenario mapping
SKETCHING &
STORYBOARDING
ON SKETCHING
“Your sketch is your first
minimum viable product.”
CATHERINE HILLS
SCENARIO SKETCHING
IDEA SLAM
TRY IT: IDEA SLAM
•  Individually: It is difficult for teachers to alert students to
relevant news stories as they happen. How would you solve
this?
•  Take several sheets and fold them over. Use right side for
title and description. Left side for your sketch.
•  For a few minutes: Get as many of your ideas down as you
can. 1 idea per sheet
•  3 mins: Share your ideas with your table
•  2 mins: Iterate on own and other’s idea. Sketch some more.
JOURNEY MAPPING
SIMILAR TECHNIQUES
•  Journey mapping (emotional)
•  Scenario mapping (narrative)
•  Service Design Blueprint (channels)
From https://sustainableservice.wordpress.com
Keeping Graduates Green
JOURNEY MAPPING
Fromseedandsprout.com
LEARNER JOURNEY MAPPING –
GETTING STARTED
WHEN DO YOU USE JOURNEY MAPPING?
•  For an existing product, object or service
•  To get an overview of all the elements
and stakeholders
•  To map all the touch points
•  To identify emotions associated with
interactions
•  To identify pain points
WHEN DO YOU USE JOURNEY MAPPING?
For a new product, object or service to be
designed, developed and implemented:
•  To get a common understanding of aspiring
experience for all members of design &
development team
•  To identify touch points
•  To identify channels
•  To identify priorities for the development
•  To act as a prototype
WHY DO YOU USE JOURNEY MAPPING?
•  To map all the bricks in your bricolage
(even those beyond your control)
•  To step away from your medium
•  To design across the gaps
•  To facilitate conversation
•  To facilitate collaboration
MAP THE LEARNER PATH & TOUCH
POINTS
MAP THE LEARNER PATH & TOUCH
POINTS
JOIN IN.
DESIGN AN
INTRODUCTION
FORUM ACTIVITY
MAP THE PATHS & TOUCH POINTS OF
OTHER STAKEHOLDERS & CHANNELS
MAP THE INTERACTION PHASES
IDENTIFY EMOTIONS
IDENTIFY OPPORTUNITIES & BARRIERS
From
http://madebymany.com/blog/we-re-building-the-next-stage-of-picle
Pre Start Week
2-6
Week
7-10
Week
11-12
End &
post
LMS Wiki is
tricky to
participa
te in!
Conten
t
Early
access ☺
Teacher Picture &
intro video
☺
No
involvemen
t in review
!
Peers No
icebreaker
!
OUR VE EXPRESS LEARNER
JOURNEY MAP
THE TEAM
•  Joyce Seitzinger
•  Mark Smithers
Lecturers
•  Annette Cook
•  Nicola Hardy
Digital Learning Team
•  Spiros Soulis
•  Angela Nicolettou
•  Eloise Acuna
USER RESEARCH IN INITIAL
3 HOUR MAPPING SESSION
FURTHER RESEARCH TO INFORM
DIGITAL COLLABORATIVE MAP
FINAL LEARNER JOURNEY MAP
MAP DETAIL
ADDRESS THE PAIN POINTS:
IMPROVED COMMUNICATION
CHANNELS
DELIVER SOLUTIONS
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY
Learner & stakeholder
interviews
Learner observation
Learning analytics
Persona
CHALLENGE DEFINITION
Workshops
Affinity diagramming
Scenario mapping
How might we…?
Challenge statements
RESEARCH
Technology research
Competitor analysis
Service design blueprint
Learner &
stakeholder driven
design research
Gain insights and
define challenges
Develop possible
learning solutions
through iteration
Improve and
optimize final learner
experience
TESTING
Usability testing
A/B testing
User observations & interviews
Generalchallenge
Specificchallenge
Specificsolution
PROTOTYPING
Paper prototyping
Journey mapping
User testing
Service design blueprint
Information architecture
IMPLEMENT
Feedback loops
A/B testing
Learning analytics
IDEA GENERATION
Sketching
Storyboarding
Scenario mapping
PROTOTYPING
ON PROTOTYPING
“If a picture is worth a 1000
words, a prototype is worth a
1000 meetings.”
TOM & DAVID KELLEY
CREATIVE PRACTICE RESEARCH
PROTOTYPING
•  What is the minimum you can rapidly
create?
•  Get something in front of people
•  Get feedback
•  Create a new prototype
PROTOTYPING WIREFRAMES:
HIGH FIDELITY
PROTOTYPING ON PAPER
TRY IT: PROTOTYPING ON PAPER
•  Trace the outline of your phone on paper
•  Sketch an app for … ?
POP APP
ROI OF LX
US AS EXPERIENCE DESIGN
ORGANISATIONS
EXPERIENCE DESIGNER TOOLKIT
EXPERIENCE DESIGNER IS NOT A
DESIGNER
DIFFERENT WAYS OF
COLLABORATING
GET PROJECT DESIGN TEAMS, BUT
MIND CHICKENS AND PIGS
DIFFERENT WAYS OF
COLLABORATING
DESIGN SPRINTS
DESIGN SPRINTS
MAYBE WE NEED LEARNING
EXPERIENCE ARCHITECTS
http://www.lxdesign.co/2016/04/you-just-might-be-a-
learning-experience-architect/
OR LEARNING EXPERIENCE LABS
GET A MINI LX DESIGN TOOLKIT
•  Poster of LX Double Diamond
•  Handouts to get started on User Research:
User interviews, Empathy Maps and
Persona
•  Lean LX Cycle
http://tinyurl.com/vcd-lxtoolkit
STAY IN TOUCH
www.academictribe.co
@catspyjamasnz @academictribe #lxdesign
Facebook.com/academictribe
Search: lxdesign
joyce@academictribe.co

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We are all learner experience designers #VDCTLC16

  • 1.
  • 2. ME & MY USER EXPERIENCE (UX) JOURNEY
  • 4.
  • 5. TRANSCENDING THE MATERIAL “Experience is not about good industrial design, multi-touch, or fancy interfaces. It is about transcending the material. It is about creating an experience through a device.” MARC HASSENZAHL
  • 6. CHANGING NATURE OF LEARNING EXPERIENCES
  • 7. CHANGING NATURE OF LEARNING EXPERIENCES
  • 8. Transfor mational Meaningful Convenient Usable Reliable Functional LX PYRAMID The Learner Experience Pyramid describes different levels at which learning resources, services, solutions and systems can be experienced by learners & staff. Based on CX Pyramid by Aberdeen Research after Mark Scibelli and Stephen Anderson. FOCUS ON EXPERIENCES FOCUS ON TASKS Many traditional LMS & learning resource experiences Transformational learning experiences Has personal significance Memorable experience worth sharing Easy to use, works as expected Used without difficulty Is available & accurate Works with inconvenience
  • 10. NEW JOBS: UX DESIGNERS https://generalassemb.ly/blog/top-5-highest-paying-careers-tech/
  • 11. USER EXPERIENCE DESIGN …to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. DON NORMAN & JAKOB NIELSEN
  • 13.
  • 14.
  • 15. EXPERIENCE DESIGN It is crucial to view experience as the consequence of many different systems. Experience emerges from the intertwined works of perception, action, motivation, emotion and cognition in dialogue with the world (place, time, people and objects). Experience Design: Technology for all the right reasons Marc Hassenzahl
  • 16. The world is complex, and so too must be the activities that we perform. But that doesn’t mean that we must live in continual frustration. No. The whole point of human-centered design is to tame complexity, to turn what would appear to be a complicated tool into one that fits the task, that is understandable, usable, enjoyable. DON NORMAN The Design of Everyday Things HUMAN-CENTRED DESIGN
  • 17. SERVICE DESIGN THINKING Service design is the intentional and thoughtful design of internal and customer-facing activities needed to deliver a service. Where experience design concerns itself only with the customer- facing aspects, service design looks also at the experience of staff. This Is Service Design Thinking
  • 21. EMPATHY FOR THE USER “Feelings are integral to experiences (maybe even its core), inextricably intertwined with our action.” MARC HASSENZAHL
  • 22. EMPATHY FOR THE USER “Empathy is a noun. A thing. It is an understanding you develop about another person. Empathizing is the use of that understanding – an action.” INDI YOUNG
  • 23. TRY IT: EMPATHY EXERCISE •  Two conversations •  Think about something exciting that is about to happen
  • 24. DO WE NEED LEARNER EXPERIENCE DESIGN?
  • 25. A DESIGN SCIENCE FOR EDUCATION “Educational technologists needs to develop a set of principled working practices....that contribute to a design science for education.” EILEEN SCANLON
  • 26. TEACHING AS A DESIGN SCIENCE Because technology is changing both what and how students learn we can only lead educational innovation by being clear about the principles of designing good teaching and learning and therefore what education needs from technology. DIANA LAURILLARD
  • 27. LX DESIGNERS Dr. Jess Knott MSU @jlknott Phil Denman SDSU Dr. Amy Wilson Massey @acaciatech Joyce Seitzinger Academic Tribe @catspyjamasnz
  • 28. LX DESIGN IS PEDAGOGY AGNOSTIC
  • 30. ON THE CO-DESIGN OF EXPERIENCES
  • 31. HELPFUL EXERCISE #1 NOUNS •  Pomegranate •  Pencil •  Bread •  Taxi •  Ceiling •  Cards •  Bottle •  Flower VERBS •  Fly •  Run •  Suggest •  Type •  Develop •  Move •  Play •  Speak
  • 32. HELPFUL EXERCISE #2 NOUNS •  Screen •  Glasses •  Sweater •  Paper •  Candle •  Book •  Watch •  Kitten VERBS •  Sing •  Sit •  Ask •  Place •  Write •  Sleep •  Jump •  Cry
  • 33. ON THE CO-CREATION OF EXPERIENCES
  • 35. A BOOK IS A GOOD EXAMPLE…
  • 36. ELEANOR CATTON: ON PURPOSE Reading is a creative act: it cannot happen automatically, and it cannot happen passively. Any piece of writing is therefore as intimately shaped by the reader’s imagination, their memories, their intelligence, their disposition and their state of mind, as by the writer’s. ELEANOR CATTON
  • 37. DESIGN FOR EXPERIENCE Participatory design makes everyday people, such as users, an integral part of the design process, especially at the early front end. Experience design has emerged recently as a new discipline in response to the new information and communication technologies. But I will argue that there is no such thing as experience design. Experiencing is in people and you can’t design it for someone else. You can, however, design for experiencing. http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf LIZ SANDERS
  • 38. DESIGN ACROSS THE GAPS LECTURES PERSONAL LEARNING NETWORK TUTORIALS LMS COURSE SITE SUPPORT SERVICES MOBILE APPPEER LEARNING LABSWORK PLACEMENTS
  • 39. LX DESIGN CAN HAPPEN AT ANY LEVEL/SCALE
  • 40. SMALL CHANGES ARE FINE: MIKE WESCH’S SYLLABUS
  • 42. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  • 44. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  • 45. USER RESEARCH IN ACTION https://www.youtube.com/watch?v=szr0ezLyQHY
  • 55. RMIT CX TEAM - PERSONAS
  • 56. WHY PERSONA? TO AVOID ZOMBIE PERSONA •  They thrive in obscurity •  They’re not really “alive” (to the project) and, at the same time, they’re hard to kill •  They don’t seem that dangerous, but they’ll eat the brains of your project team
  • 57. DEFINING A CHALLENGE TO ADDRESS
  • 58. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  • 60. PROBLEM STATEMENT I am [persona name, 3 characteristics]. I am trying to [outcome/job/task], but [problem/barrier] because [root cause]. This makes me feel [emotion].
  • 61. HOW MIGHT WE….? From Stanford d.school
  • 63. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  • 65. ON SKETCHING “Your sketch is your first minimum viable product.” CATHERINE HILLS
  • 68. TRY IT: IDEA SLAM •  Individually: It is difficult for teachers to alert students to relevant news stories as they happen. How would you solve this? •  Take several sheets and fold them over. Use right side for title and description. Left side for your sketch. •  For a few minutes: Get as many of your ideas down as you can. 1 idea per sheet •  3 mins: Share your ideas with your table •  2 mins: Iterate on own and other’s idea. Sketch some more.
  • 70. SIMILAR TECHNIQUES •  Journey mapping (emotional) •  Scenario mapping (narrative) •  Service Design Blueprint (channels)
  • 73. LEARNER JOURNEY MAPPING – GETTING STARTED
  • 74.
  • 75. WHEN DO YOU USE JOURNEY MAPPING? •  For an existing product, object or service •  To get an overview of all the elements and stakeholders •  To map all the touch points •  To identify emotions associated with interactions •  To identify pain points
  • 76. WHEN DO YOU USE JOURNEY MAPPING? For a new product, object or service to be designed, developed and implemented: •  To get a common understanding of aspiring experience for all members of design & development team •  To identify touch points •  To identify channels •  To identify priorities for the development •  To act as a prototype
  • 77. WHY DO YOU USE JOURNEY MAPPING? •  To map all the bricks in your bricolage (even those beyond your control) •  To step away from your medium •  To design across the gaps •  To facilitate conversation •  To facilitate collaboration
  • 78. MAP THE LEARNER PATH & TOUCH POINTS
  • 79. MAP THE LEARNER PATH & TOUCH POINTS JOIN IN. DESIGN AN INTRODUCTION FORUM ACTIVITY
  • 80. MAP THE PATHS & TOUCH POINTS OF OTHER STAKEHOLDERS & CHANNELS
  • 85. Pre Start Week 2-6 Week 7-10 Week 11-12 End & post LMS Wiki is tricky to participa te in! Conten t Early access ☺ Teacher Picture & intro video ☺ No involvemen t in review ! Peers No icebreaker !
  • 86. OUR VE EXPRESS LEARNER JOURNEY MAP
  • 87. THE TEAM •  Joyce Seitzinger •  Mark Smithers Lecturers •  Annette Cook •  Nicola Hardy Digital Learning Team •  Spiros Soulis •  Angela Nicolettou •  Eloise Acuna
  • 88. USER RESEARCH IN INITIAL 3 HOUR MAPPING SESSION
  • 89. FURTHER RESEARCH TO INFORM DIGITAL COLLABORATIVE MAP
  • 92.
  • 93. ADDRESS THE PAIN POINTS: IMPROVED COMMUNICATION CHANNELS
  • 95. DISCOVER DEFINE DEVELOP DELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Challenge statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  • 97. ON PROTOTYPING “If a picture is worth a 1000 words, a prototype is worth a 1000 meetings.” TOM & DAVID KELLEY
  • 99. PROTOTYPING •  What is the minimum you can rapidly create? •  Get something in front of people •  Get feedback •  Create a new prototype
  • 102. TRY IT: PROTOTYPING ON PAPER •  Trace the outline of your phone on paper •  Sketch an app for … ?
  • 104.
  • 106.
  • 107. US AS EXPERIENCE DESIGN ORGANISATIONS
  • 109. EXPERIENCE DESIGNER IS NOT A DESIGNER
  • 111. GET PROJECT DESIGN TEAMS, BUT MIND CHICKENS AND PIGS
  • 115. MAYBE WE NEED LEARNING EXPERIENCE ARCHITECTS http://www.lxdesign.co/2016/04/you-just-might-be-a- learning-experience-architect/
  • 117. GET A MINI LX DESIGN TOOLKIT •  Poster of LX Double Diamond •  Handouts to get started on User Research: User interviews, Empathy Maps and Persona •  Lean LX Cycle http://tinyurl.com/vcd-lxtoolkit
  • 118. STAY IN TOUCH www.academictribe.co @catspyjamasnz @academictribe #lxdesign Facebook.com/academictribe Search: lxdesign joyce@academictribe.co