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Collaborative Experience Design
2
3
4 
 
Introduction –15 minutes 
 
Objective –10 minutes 
 
Workshop Outline 
 
Wrap Up –10 minutes 
Workshop Agenda 
Discover 
Define 
Design 
Refine 
Deliver 
20 minutes 
20 minutes 
30 minutes 
45 minutes 
Break -30 minutes
5 
This workshop is an interactive session 
About Workshop
6 
Objective 
To demonstrate how a collaborative work can build an excellent product.
7 
“In collaborative design, take no hostages and leave no man behind.”
8 
6 Golden Rules Of Collaborative Design 
1. 
Lets start collaboration early in the process and continue it throughout the product development 
2. 
Lets welcome everybody in the process (leave no one behind) 
3. 
Lets explain design techniques in an engaging way (and take no hostages) 
4. 
Lets be humble and patient: answer with arguments not aggression 
5. 
Lets be open to accept opinions/feedback 
6. 
Lets not forget our ultimate goal i.e. to create great user experience
9 
Workshop Outline 
Customer needs and motivation 
Discover 
Define 
Design 
Refine 
Deliver 
What customer problems are we trying to solve? 
Product to fit customers’ needs and context of use 
Validate whether product meets customer needs 
Innovative solutions for the customer
10 
Smartwatch Design
Group Activity
12 
Discover: Customer needs and motivation 
 
Create a persona 
 
Who typically uses a smart watch? 
 
Demographics 
 
Needs and Motivations 
 
Goals 
Discover 
Define 
Design 
Refine 
Deliver 
20 minutes
13 
 
Desk Research 
 
What does a user look for in a Smart Watch? Look and feel, size, cost etc.? 
 
What are the current problems? 
 
What features are important? 
 
State the problem statement 
 
State why and how its beneficial to business and customers to solve that problem 
 
State experience objectives and how you want to measure success 
Define: The problem statement 
Discover 
Define 
Design 
Refine 
Deliver 
20 minutes 
20 minutes
Ergonomic Considerations
15 
Tactile and Physical Considerations 
Physical Ergonomics 
Design Principles 
• 
Design for Extremes (1%tile or 100%tile) 
• 
Design for Adjustability (5thto 95thpercentile) 
• 
Design for Average (50thpercentile) 
Physical hand sizes (Anthropometry) 
What does this mean for us? 
• 
Design principle should be decided beforehand 
• 
Different ethnicities affect the sizes 
• 
Know your population -5thto 95thpercentile of the population
16 
Do not show Red words on a Blue background
17 
Visual Acuity 
Physical Ergonomics 
Chromatic Aberration 
What does this mean for us? 
• 
Avoid matching colors in the opposite ends of the spectrum ( Purple and Red)
18 
Visual Acuity 
Physical Ergonomics 
Glare 
What does this mean for us? 
• 
Chrome plated controls or components can cause specular reflections should be avoided 
• 
If a control panel exists, it should not cause undue glare to the user 
Older workers show the highest performance gains and satisfaction levels from proper lighting conditions 
Older workers prone to glare due to age-related changes in the refractive media of the eye
19 
Visual Acuity 
Physical Ergonomics 
Font 
What does this mean for us? 
• 
In general, target for font size 16 and above 
• 
If style is not a consideration, serif for printed media and sans serif for UIs 
Size ? 
• 
12,16,24 points (4.2mm, 5.6mm, 8.5mm) 
Serif or Non Serif?
20 
Visual Acuity 
Physical Ergonomics 
ColourBlindness 
What does this mean for us? 
• 
Red-blue or yellow-green combinations are considered safe 
• 
If colourinformation is critical, it should be used as a redundant feedback 
S,M,L Cones 
• 
Short Wavelength –Blue Cones 
• 
Medium Wavelength –Green Cones 
• 
Long Wavelength –Red Cones 
• 
Red-Green Colourblindness most prevalent 
• 
Affects Males (~8%) more than Females (~0.5%)
21 
Design: Solutions with product sketches 
 
Product that fits customers’ needs and context of use 
 
Consider the scenarios and needs in the “Define” phase 
 
Hardware and software should work in harmony with each other 
 
Storyboards and Prototypes are a good way to tell if the solution fits 
 
Have fun! 
Discover 
Define 
Design 
Refine 
Deliver 
20 minutes 
20 minutes 
30 minutes
30 Minutes
23 
Refine: Validate whether product meets customer needs 
 
Lets do some critiques of our own concepts 
 
Standard Tools 
 
Usability Tests 
 
Ethnographic Research 
 
Heuristic Evaluation 
Discover 
Define 
Design 
Refine 
Deliver 
20 minutes 
20 minutes 
30 minutes 
45 minutes
24 
Wrap Up 
 
What did you learn from this session? 
 
Anyone left behind or held hostage?  
 
Feedback
Thank You

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UXSG2014 Workshop (Day 1) - Collaborative Experience design workshop (Hewlett Packard)

  • 2. 2
  • 3. 3
  • 4. 4  Introduction –15 minutes  Objective –10 minutes  Workshop Outline  Wrap Up –10 minutes Workshop Agenda Discover Define Design Refine Deliver 20 minutes 20 minutes 30 minutes 45 minutes Break -30 minutes
  • 5. 5 This workshop is an interactive session About Workshop
  • 6. 6 Objective To demonstrate how a collaborative work can build an excellent product.
  • 7. 7 “In collaborative design, take no hostages and leave no man behind.”
  • 8. 8 6 Golden Rules Of Collaborative Design 1. Lets start collaboration early in the process and continue it throughout the product development 2. Lets welcome everybody in the process (leave no one behind) 3. Lets explain design techniques in an engaging way (and take no hostages) 4. Lets be humble and patient: answer with arguments not aggression 5. Lets be open to accept opinions/feedback 6. Lets not forget our ultimate goal i.e. to create great user experience
  • 9. 9 Workshop Outline Customer needs and motivation Discover Define Design Refine Deliver What customer problems are we trying to solve? Product to fit customers’ needs and context of use Validate whether product meets customer needs Innovative solutions for the customer
  • 12. 12 Discover: Customer needs and motivation  Create a persona  Who typically uses a smart watch?  Demographics  Needs and Motivations  Goals Discover Define Design Refine Deliver 20 minutes
  • 13. 13  Desk Research  What does a user look for in a Smart Watch? Look and feel, size, cost etc.?  What are the current problems?  What features are important?  State the problem statement  State why and how its beneficial to business and customers to solve that problem  State experience objectives and how you want to measure success Define: The problem statement Discover Define Design Refine Deliver 20 minutes 20 minutes
  • 15. 15 Tactile and Physical Considerations Physical Ergonomics Design Principles • Design for Extremes (1%tile or 100%tile) • Design for Adjustability (5thto 95thpercentile) • Design for Average (50thpercentile) Physical hand sizes (Anthropometry) What does this mean for us? • Design principle should be decided beforehand • Different ethnicities affect the sizes • Know your population -5thto 95thpercentile of the population
  • 16. 16 Do not show Red words on a Blue background
  • 17. 17 Visual Acuity Physical Ergonomics Chromatic Aberration What does this mean for us? • Avoid matching colors in the opposite ends of the spectrum ( Purple and Red)
  • 18. 18 Visual Acuity Physical Ergonomics Glare What does this mean for us? • Chrome plated controls or components can cause specular reflections should be avoided • If a control panel exists, it should not cause undue glare to the user Older workers show the highest performance gains and satisfaction levels from proper lighting conditions Older workers prone to glare due to age-related changes in the refractive media of the eye
  • 19. 19 Visual Acuity Physical Ergonomics Font What does this mean for us? • In general, target for font size 16 and above • If style is not a consideration, serif for printed media and sans serif for UIs Size ? • 12,16,24 points (4.2mm, 5.6mm, 8.5mm) Serif or Non Serif?
  • 20. 20 Visual Acuity Physical Ergonomics ColourBlindness What does this mean for us? • Red-blue or yellow-green combinations are considered safe • If colourinformation is critical, it should be used as a redundant feedback S,M,L Cones • Short Wavelength –Blue Cones • Medium Wavelength –Green Cones • Long Wavelength –Red Cones • Red-Green Colourblindness most prevalent • Affects Males (~8%) more than Females (~0.5%)
  • 21. 21 Design: Solutions with product sketches  Product that fits customers’ needs and context of use  Consider the scenarios and needs in the “Define” phase  Hardware and software should work in harmony with each other  Storyboards and Prototypes are a good way to tell if the solution fits  Have fun! Discover Define Design Refine Deliver 20 minutes 20 minutes 30 minutes
  • 23. 23 Refine: Validate whether product meets customer needs  Lets do some critiques of our own concepts  Standard Tools  Usability Tests  Ethnographic Research  Heuristic Evaluation Discover Define Design Refine Deliver 20 minutes 20 minutes 30 minutes 45 minutes
  • 24. 24 Wrap Up  What did you learn from this session?  Anyone left behind or held hostage?   Feedback