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{ Designing Interactions: The Design of Experiences }
Youareat: Introduction » Welcome	
Designing Interactions:
Welcome!	
My name is Itamar Medeiros	
http://www.designative.info/	
http://www.linkedin.com/in/designative/	
medeiros.itamar@gmail.com	
@designative
{ Designing Interactions: The Design of Experiences }
Youareat: Introduction » Learning Objectives and Outline	
Designing Interactions:
The Design of Experiences	
Learning Outcomes	
§  You will learn about the different design
artifacts typically produced during the
ideation stage	
Class Outline	
§  Bridge the Research and Design	
§  The Language of Interactive Experiences	
§  Conceptual Design Documents, Wireframes,
and Paper Prototypes	
§  High Fidelity Mockups, Design Specifications
Introduction:	
Collect / Create / Relate / Donate	
Collect
Learn from previous
experiences	
!
Relate
Consult with peers
and mentors	
"
#
$
Create
Explore, compose,
and evaluate
possible solutions	
Donate
Disseminating
results 	
Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for
Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March 2000),
114-138.	
{ Designing Interactions: The Design of Experiences }
Youareat: Introduction » Collect / Create / Relate / Donate
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline	
Design Thinking (1/3 of the course)	
§  Week 01: Design “vs” Design Thinking	
§  Week 02: Discovery “Mode”	
§  Week 03: Interpretation “Mode”	
§  Week 04: Reflection in Action	
Course Outline
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline	
Information Design (1/3 of the course)	
§  Week 05: Visualizing Data / Processes	
§  Week 06: Diagrams (Affinity / Swimlane /
System Boundaries) and Models (Mental /
Work / Artifact)	
§  Week 07: Story Telling (Storyboarding /
Customer Journey Maps / Personas &
Scenarios)	
§  Week 08: Reflection in Action	
Course Outline
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline	
User Experience Design (1/3 of the course)	
§  Week 09: Turning Insights into Action	
§  Week 10: Concept Design, Wireframing,
Prototyping	
§  Week 11: User Validation	
§  Week 12: Reflection in Action	
Course Outline
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline	
Bridge the Research and Design	
After all the time we’ve spent gathering user
insights, framing and prioritizing design
opportunities, now is time to address the
design challenge with design solutions
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IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved
September 1st , 2011 from http://www.designthinkingforeducators.com/
IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved
September 1st , 2011 from http://www.designthinkingforeducators.com/
“Design Thinking”	
 “Information Design”	
 “Interaction Design”
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience » Definitions	
"User experience" encompasses all aspects of
the end-user's interaction with the company,
its services, and its products.	
User Experience:	
Definitions	
Norman, D., Nielsen, J., (2014), The Definition of User Experience, retrieved January 9, 2014
from http://www.nngroup.com/articles/definition-user-experience/
We’re seeing the rise of the “experiential
industry”, in which people in the “future”,
would be willing to allocate high percentages
of their salaries to live amazing experiences.	
User Experience:	
Definitions	
Pine, J.B, Gilmore, J.H, (1999),
The Experience Economy: Work Is Theater & Every Business a Stage, Harvard Business
School Press, Boston, 1999.	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience » Definitions
TheHuffingtonPost.com, (2014), The World’s Most Expensive Restaurant
is Where?, retrieved June 12th 2014 from
http://www.huffingtonpost.com/2014/04/24/most-expensive-
restaurant_n_5207199.html
TheHuffingtonPost.com, (2014), The World’s Most Expensive Restaurant
is Where?, retrieved June 12th 2014 from
http://www.huffingtonpost.com/2014/04/24/most-expensive-
restaurant_n_5207199.html
It is user experience that forms the customer’s
impression of the company’s offerings, it is
user experience that differentiates the
company from its competitors, and it is user
experience that determines whether your
customer will ever come back	
User Experience:	
Definitions	
Garrett, J.J, (2010), The Elements of User Experience: User-Centered Design for
the Web, New Riders; 2 edition (December 26, 2010)	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience » Definitions
The sensation of interaction with a product,
service, or event, through all of our senses,
over time, and on both physical and cognitive
levels.	
Experience:	
Definitions	
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,	
http://www.nathan.com/thoughts/unified/19.html 	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Definitions
Since our objective is to create interactive
experiences, let’s try to understand the
difference between passive experiences -- like
watching television or reading a book -- and
interactive experiences.	
Language of Experiences	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Definitions
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,	
http://www.nathan.com/thoughts/unified/19.html
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,	
http://www.nathan.com/thoughts/unified/19.html
Passive	
 Interactive	
Feedback	
Control	
Sophisticated Navigation, High Audience Control	
Creativity	
Creation Tools, Creation Help	
Productivity	
Productivity Tools, Living Information	
Communications	
	
Adaptivity	
Artificial Intelligence, Agents, etc…	
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,	
http://www.nathan.com/thoughts/unified/19.html
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,	
http://www.nathan.com/thoughts/unified/19.html
Experience:
Control & Feedback 	
Aspects of interactivity defined by how much
control users have over the outcome or the
rate, sequence, or type of action, and how
much feedback exists in the interface.	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Control & Feedback
Taito Corporation, (1980), Space Invaders. [CARTRIGDE] Atari 2600.
Tokyo: Taito Corporation.
Blizzard Entertainment, (2007), World of Warcraft: The Burning
Crusade. [DISC] PC / MAC. Irvine, Calif: Blizzard Entertainment..
Experience:
Productivity & Creativity 	
Type of interaction that allows the user to
make, do, or share something themselves:
users must participate by creating or
manipulating instead of merely watching and
consuming.	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Productivity & Creativity
Autodesk, Inc., (2011), Autodesk AutoCAD. [DISC] PC/Mac. San
Rafael, Calif: Autodesk, Inc.
Apple, Inc. (2012), iMovie for iOS, Cupertino California.
Toca Boca (2012), Toca Band for iOS, Stockholm Sweden.
Toca Boca (2012), Toca Hair Salon for iOS, Stockholm Sweden.
Experience:
Communicative	
Type of interaction that allow users to meet,
talk, share their personal stories and opinions
with other users of the system/product. 	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Communicative
Brian Solis and JESS3., (2010), Conversation Prism,
retrieved August 1st, 2011, http://www.theconversationprism.com/
Instagram, Inc. (2013), Instagram, iOS, San Francisco California.
Foodspotting, Inc. (2013), Foodspotting,iOS, San Francisco California.
Zynga, Inc. (2012), Draw Something Free, iOS, San Francisco California.
Zynga, Inc. (2012), Draw Something Free, iOS, San Francisco California.
Experience:
Adaptive	
Type of interaction based on technologies that
changes the experience based on the behavior
of the user. These can include agents,
modifying behaviors, and artificial intelligence.	
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Communicative
Activision, Inc., (2010), Call of Duty: Black Ops. [DISC] Xbox 360. Santa
Monica, Calif: Activision, Inc.
Amazon LLC., (1996-2011), Amazon.com. retrieved August 1st 2011,
http://www.amazon.com/
Foursquare Labs,, Inc. (2013), Foursquare, iOS, San Francisco California.
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience Design » Definitions	
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
relevant solutions	
User Experience Design:	
Definitions	
Aarts, Emile H. L.; Stefano Marzano (2003).
The New Everyday: Views on Ambient Intelligence. 010 Publishers. p. 46
Visua.ly (2013), Disciplines of User Experience Design,
retrieved May 16th, 2013 from
http://visual.ly/disciplines-user-experience-design
Psomas, S., (2007), The Five Competencies of User Experience Design in UX
Matters, retrieved May 16th, 2013 from
http://www.uxmatters.com/mt/archives/2007/11/the-five-competencies-of-
user-experience-design.php
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » Walking towards Clarity	
Since User Experience Design is such a
interdisciplinary and collaborative discipline,
the artifacts produced by experience designers
are vital for the discussions that happen along
the way through the product development
process.	
User Experience Design:	
Walking towards Clarity
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » Walking towards Clarity	
When design teams and other functional
groups have to collaborate with Product
Management to turn Marketing Requirements
into Product Requirement Documents, it’s only
natural that Product definition occurs at the
beginning of the project.	
User Experience Design:	
Walking towards Clarity	
Medeiros, I. (2007), Political & Economical Issues in Distinction Award in the MA Design Practice,
retrieved on January 9th, 2014 from
http://designative.info/works/honors-awards/distinction-award-ma-design-practice/#Political
Medeiros, I. (2007), Political & Economical Issues in Distinction Award in the MA Design Practice,
retrieved on January 9th, 2014 from
http://www.designative.info/portfolio/honors-awards/distinction-award-ma-design-practice/
Paulson, B. (1976), Designing to Reduce Construction Costs in Journal of the Construction
Division, ASCE. Proceedings of the American Society of Civil engineers, Vol. 102, Dec: 587-594
Beck, K., (2004). Boehm’s Curve in Extreme Programming Explained: Embrace Change. Boston:
Addison-Wesley; 2nd edition (November 26, 2004)
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » The Artifacts	
Here are some examples of design artifacts
resulted throughout different phases of the
product development process	
User Experience Design:	
The Artifacts
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » The Artifacts	
One should – of course – consider how
appropriate each artifact is based on a few
variables:	
	
§  What information needs to be conveyed?	
§  Who is the audience?	
§  What phase of the product development?	
User Experience Design:	
The Artifacts
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Conceptual Design Documents	
Conceptual design is a type of art which gives
precedence to hypothetical function, it is the
creation and exploration of new ideas.	
The Artifacts:	
Conceptual Design Documents	
Wikipedia, (2014), Conceptual Design, retrieved January 23, 2014 from
http://en.wikipedia.org/wiki/Conceptual_design
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Conceptual Design Documents	
Conceptual design can be also of a more
abstract nature (and less detailed), specially if
you’re trying to cast a vision, or to validate an
idea in its early stages.	
The Artifacts:	
Conceptual Design Documents
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Wireframes	
Wireframes are diagrams based on the idea
that you can describe the interactions of
screen-based products by removing any
aspects of the design incidental to the
behavior	
The Artifacts:	
Wireframes	
Brown, D., (2010),
Communicating Design: Developing Web Site Documentation for Design and Planning, New
Riders; 2 edition (September 25, 2010)
Brown, D., (2010), Wireframe Samples - IPhone App for Zoo Visitors in Communicating Design, retrieved January 23, 2014
from http://communicatingdesign.com/2010/08/10/wireframes-samples-iphone-app-for-zoo-visitors/
A Produle Systems Pvt. Ltd. (2008-2014), Print Dialog in Samples created with Mockflow, retrieved January 23, 2014 from
http://app.mockflow.com/view/E7BDE62D74C39BD59DCD75112B5F9126
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Prototypes	
Prototyping is a great way to communicate
the intent of a design both clearly and
effectively. Prototypes help you to flesh out
design ideas, test assumptions, and gather
real-time feedback from users.	
The Artifacts:	
Prototypes	
Warfel, T. Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition
Medeiros, I., (2014), Adding Basemaps from Consumer Map Services, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/adding-basemaps-consumer-map-services/
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Prototypes	
A prototype […] captures the intend of a
design and simulates multiple states of that
design. Wireframes and storyboards are static
representations of a design that or their own
merit do not simulate multiple states of a
design, It’s the simulation and multiple states
part that creates the distinction.	
The Artifacts:	
Prototypes	
Warfel, T. Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition
Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved
January 9, 2014 from
http://designative.info/portfolio/user-experience/project-
collaboration-tracking-app/
Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved
January 9, 2014 from
http://designative.info/portfolio/user-experience/project-
collaboration-tracking-app/
Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved
January 9, 2014 from
http://designative.info/portfolio/user-experience/project-
collaboration-tracking-app/
ProtoIO Inc, (2014), Wack-A-Monster, retrieved June 12th, 2014 from
https://showcase.proto.io/share/?id=ea5c5bec-9589-465f-86bd-937b6d982d26&v=1
Warfel, T. Z., (2009), Sketching & Prototyping: Rapid Design Techniques, retrieved January 24, 2014 from
https://vimeo.com/5381949
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Paper Prototypes	
High Fidelity Mockups are more useful for
refining the details of the design and are
thus more effective in the later stages[…] They
allow you to explore page layout and
arrangement as well as more thorough
investigations of color and palette choices.	
The Artifacts:	
High Fidelity Mockups	
Brink, T., Gergle, D., Wood, S., (2001), Usability for the Web: Designing Web Sites that Work,
Morgan	
  Kaufmann;	
  1	
  edi1on	
  (October	
  29,	
  2001)
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Paper Prototypes	
Moving into high fidelity visual-design assets,
you receive much more tactical feedback. Test
participants will be able to respond to
branding, aesthetics and visual hierarchy, as
well as aspects of figure/ground relationship,
grouping of elements, and the clarity of your
calls-to-action.	
The Artifacts:	
High Fidelity Mockups	
Goethelf, J., Seiden, J., (2013),
Lean UX: Applying Lean Principles to Improve User Experience, O'Reilly Media (March 8,
2013)
Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Paper Prototypes	
A design specification provides explicit
information about the requirements for a
product and how the product is to be put
together. It also tells specific examples of how
the design of the project should be executed,
helping others work properly.	
The Artifacts:	
Design Specifications	
Wikipedia (2013), Design Specification, retrieved January 24, 2014 from
http://en.wikipedia.org/wiki/Design_specification
Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
Based on the level of clarity you have on the
personas and scenarios derived from the user
research, what kind of artifacts should be
produced?	
User Experience Design:	
The Artifacts	
{ Designing Interactions: The Design of Experiences }
Youareat: Relate » User Experience Design » The Artifacts
Choose 1 (one) design artifact you think is
more appropriate for the current phase of the
product development process your are in	
{ Designing Interactions: The Design of Experiences }
Youareat: Create » The Artifacts » Exercise	
The Artifacts:	
Exercise
Go to our KISD Space for this course and share
the artifacts you created.	
	
Itamar Medeiros	
http://designative.info/	
http://twitter.com/designative 	
itamar.medeiros@designative.info 	
{ Designing Interactions: The Design of Experiences }
Youareat: Donate » Disseminating Results	
Donate:
Disseminating Results

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Designing Interactions / Experiences: Lecture #05

  • 1.
  • 2. { Designing Interactions: The Design of Experiences } Youareat: Introduction » Welcome Designing Interactions: Welcome! My name is Itamar Medeiros http://www.designative.info/ http://www.linkedin.com/in/designative/ medeiros.itamar@gmail.com @designative
  • 3. { Designing Interactions: The Design of Experiences } Youareat: Introduction » Learning Objectives and Outline Designing Interactions: The Design of Experiences Learning Outcomes §  You will learn about the different design artifacts typically produced during the ideation stage Class Outline §  Bridge the Research and Design §  The Language of Interactive Experiences §  Conceptual Design Documents, Wireframes, and Paper Prototypes §  High Fidelity Mockups, Design Specifications
  • 4. Introduction: Collect / Create / Relate / Donate Collect Learn from previous experiences ! Relate Consult with peers and mentors " # $ Create Explore, compose, and evaluate possible solutions Donate Disseminating results Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March 2000), 114-138. { Designing Interactions: The Design of Experiences } Youareat: Introduction » Collect / Create / Relate / Donate
  • 5. { Designing Interactions: The Design of Experiences } Youareat: Collect » Course Outline Design Thinking (1/3 of the course) §  Week 01: Design “vs” Design Thinking §  Week 02: Discovery “Mode” §  Week 03: Interpretation “Mode” §  Week 04: Reflection in Action Course Outline
  • 6. { Designing Interactions: The Design of Experiences } Youareat: Collect » Course Outline Information Design (1/3 of the course) §  Week 05: Visualizing Data / Processes §  Week 06: Diagrams (Affinity / Swimlane / System Boundaries) and Models (Mental / Work / Artifact) §  Week 07: Story Telling (Storyboarding / Customer Journey Maps / Personas & Scenarios) §  Week 08: Reflection in Action Course Outline
  • 7. { Designing Interactions: The Design of Experiences } Youareat: Collect » Course Outline User Experience Design (1/3 of the course) §  Week 09: Turning Insights into Action §  Week 10: Concept Design, Wireframing, Prototyping §  Week 11: User Validation §  Week 12: Reflection in Action Course Outline
  • 8. { Designing Interactions: The Design of Experiences } Youareat: Collect » Course Outline Bridge the Research and Design After all the time we’ve spent gathering user insights, framing and prioritizing design opportunities, now is time to address the design challenge with design solutions
  • 9. The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 10. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved September 1st , 2011 from http://www.designthinkingforeducators.com/
  • 11.
  • 12. “Design Thinking” “Information Design” “Interaction Design”
  • 13.
  • 14. { Designing Interactions: The Design of Experiences } Youareat: Collect » User Experience » Definitions "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. User Experience: Definitions Norman, D., Nielsen, J., (2014), The Definition of User Experience, retrieved January 9, 2014 from http://www.nngroup.com/articles/definition-user-experience/
  • 15. We’re seeing the rise of the “experiential industry”, in which people in the “future”, would be willing to allocate high percentages of their salaries to live amazing experiences. User Experience: Definitions Pine, J.B, Gilmore, J.H, (1999), The Experience Economy: Work Is Theater & Every Business a Stage, Harvard Business School Press, Boston, 1999. { Designing Interactions: The Design of Experiences } Youareat: Collect » User Experience » Definitions
  • 16.
  • 17. TheHuffingtonPost.com, (2014), The World’s Most Expensive Restaurant is Where?, retrieved June 12th 2014 from http://www.huffingtonpost.com/2014/04/24/most-expensive- restaurant_n_5207199.html
  • 18. TheHuffingtonPost.com, (2014), The World’s Most Expensive Restaurant is Where?, retrieved June 12th 2014 from http://www.huffingtonpost.com/2014/04/24/most-expensive- restaurant_n_5207199.html
  • 19. It is user experience that forms the customer’s impression of the company’s offerings, it is user experience that differentiates the company from its competitors, and it is user experience that determines whether your customer will ever come back User Experience: Definitions Garrett, J.J, (2010), The Elements of User Experience: User-Centered Design for the Web, New Riders; 2 edition (December 26, 2010) { Designing Interactions: The Design of Experiences } Youareat: Collect » User Experience » Definitions
  • 20. The sensation of interaction with a product, service, or event, through all of our senses, over time, and on both physical and cognitive levels. Experience: Definitions Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011, http://www.nathan.com/thoughts/unified/19.html { Designing Interactions: The Design of Experiences } Youareat: Collect » Experience » Definitions
  • 21. Since our objective is to create interactive experiences, let’s try to understand the difference between passive experiences -- like watching television or reading a book -- and interactive experiences. Language of Experiences { Designing Interactions: The Design of Experiences } Youareat: Collect » Experience » Definitions
  • 22. Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011, http://www.nathan.com/thoughts/unified/19.html
  • 23. Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011, http://www.nathan.com/thoughts/unified/19.html
  • 24. Passive Interactive Feedback Control Sophisticated Navigation, High Audience Control Creativity Creation Tools, Creation Help Productivity Productivity Tools, Living Information Communications Adaptivity Artificial Intelligence, Agents, etc… Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011, http://www.nathan.com/thoughts/unified/19.html
  • 25. Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011, http://www.nathan.com/thoughts/unified/19.html
  • 26. Experience: Control & Feedback Aspects of interactivity defined by how much control users have over the outcome or the rate, sequence, or type of action, and how much feedback exists in the interface. { Designing Interactions: The Design of Experiences } Youareat: Collect » Experience » Control & Feedback
  • 27. Taito Corporation, (1980), Space Invaders. [CARTRIGDE] Atari 2600. Tokyo: Taito Corporation.
  • 28. Blizzard Entertainment, (2007), World of Warcraft: The Burning Crusade. [DISC] PC / MAC. Irvine, Calif: Blizzard Entertainment..
  • 29. Experience: Productivity & Creativity Type of interaction that allows the user to make, do, or share something themselves: users must participate by creating or manipulating instead of merely watching and consuming. { Designing Interactions: The Design of Experiences } Youareat: Collect » Experience » Productivity & Creativity
  • 30. Autodesk, Inc., (2011), Autodesk AutoCAD. [DISC] PC/Mac. San Rafael, Calif: Autodesk, Inc.
  • 31. Apple, Inc. (2012), iMovie for iOS, Cupertino California.
  • 32. Toca Boca (2012), Toca Band for iOS, Stockholm Sweden.
  • 33. Toca Boca (2012), Toca Hair Salon for iOS, Stockholm Sweden.
  • 34. Experience: Communicative Type of interaction that allow users to meet, talk, share their personal stories and opinions with other users of the system/product. { Designing Interactions: The Design of Experiences } Youareat: Collect » Experience » Communicative
  • 35. Brian Solis and JESS3., (2010), Conversation Prism, retrieved August 1st, 2011, http://www.theconversationprism.com/
  • 36. Instagram, Inc. (2013), Instagram, iOS, San Francisco California.
  • 37. Foodspotting, Inc. (2013), Foodspotting,iOS, San Francisco California.
  • 38. Zynga, Inc. (2012), Draw Something Free, iOS, San Francisco California.
  • 39. Zynga, Inc. (2012), Draw Something Free, iOS, San Francisco California.
  • 40. Experience: Adaptive Type of interaction based on technologies that changes the experience based on the behavior of the user. These can include agents, modifying behaviors, and artificial intelligence. { Designing Interactions: The Design of Experiences } Youareat: Collect » Experience » Communicative
  • 41. Activision, Inc., (2010), Call of Duty: Black Ops. [DISC] Xbox 360. Santa Monica, Calif: Activision, Inc.
  • 42. Amazon LLC., (1996-2011), Amazon.com. retrieved August 1st 2011, http://www.amazon.com/
  • 43. Foursquare Labs,, Inc. (2013), Foursquare, iOS, San Francisco California.
  • 44. { Designing Interactions: The Design of Experiences } Youareat: Collect » User Experience Design » Definitions 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 relevant solutions User Experience Design: Definitions Aarts, Emile H. L.; Stefano Marzano (2003). The New Everyday: Views on Ambient Intelligence. 010 Publishers. p. 46
  • 45. Visua.ly (2013), Disciplines of User Experience Design, retrieved May 16th, 2013 from http://visual.ly/disciplines-user-experience-design
  • 46. Psomas, S., (2007), The Five Competencies of User Experience Design in UX Matters, retrieved May 16th, 2013 from http://www.uxmatters.com/mt/archives/2007/11/the-five-competencies-of- user-experience-design.php
  • 47. { Designing Interactions: The Design of Experiences } Youareat: Collect » Use Experience Design » Walking towards Clarity Since User Experience Design is such a interdisciplinary and collaborative discipline, the artifacts produced by experience designers are vital for the discussions that happen along the way through the product development process. User Experience Design: Walking towards Clarity
  • 48. { Designing Interactions: The Design of Experiences } Youareat: Collect » Use Experience Design » Walking towards Clarity When design teams and other functional groups have to collaborate with Product Management to turn Marketing Requirements into Product Requirement Documents, it’s only natural that Product definition occurs at the beginning of the project. User Experience Design: Walking towards Clarity Medeiros, I. (2007), Political & Economical Issues in Distinction Award in the MA Design Practice, retrieved on January 9th, 2014 from http://designative.info/works/honors-awards/distinction-award-ma-design-practice/#Political
  • 49. Medeiros, I. (2007), Political & Economical Issues in Distinction Award in the MA Design Practice, retrieved on January 9th, 2014 from http://www.designative.info/portfolio/honors-awards/distinction-award-ma-design-practice/
  • 50. Paulson, B. (1976), Designing to Reduce Construction Costs in Journal of the Construction Division, ASCE. Proceedings of the American Society of Civil engineers, Vol. 102, Dec: 587-594
  • 51. Beck, K., (2004). Boehm’s Curve in Extreme Programming Explained: Embrace Change. Boston: Addison-Wesley; 2nd edition (November 26, 2004)
  • 52. { Designing Interactions: The Design of Experiences } Youareat: Collect » Use Experience Design » The Artifacts Here are some examples of design artifacts resulted throughout different phases of the product development process User Experience Design: The Artifacts
  • 53. { Designing Interactions: The Design of Experiences } Youareat: Collect » Use Experience Design » The Artifacts One should – of course – consider how appropriate each artifact is based on a few variables: §  What information needs to be conveyed? §  Who is the audience? §  What phase of the product development? User Experience Design: The Artifacts
  • 54. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Conceptual Design Documents Conceptual design is a type of art which gives precedence to hypothetical function, it is the creation and exploration of new ideas. The Artifacts: Conceptual Design Documents Wikipedia, (2014), Conceptual Design, retrieved January 23, 2014 from http://en.wikipedia.org/wiki/Conceptual_design
  • 55. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 56. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 57. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 58. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 59. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 60. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 61. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 62. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
  • 63. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Conceptual Design Documents Conceptual design can be also of a more abstract nature (and less detailed), specially if you’re trying to cast a vision, or to validate an idea in its early stages. The Artifacts: Conceptual Design Documents
  • 64. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 65. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 66. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 67. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 68. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 69. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 70. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 71. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 72. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from http://www.rentathing.org/
  • 73. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Wireframes Wireframes are diagrams based on the idea that you can describe the interactions of screen-based products by removing any aspects of the design incidental to the behavior The Artifacts: Wireframes Brown, D., (2010), Communicating Design: Developing Web Site Documentation for Design and Planning, New Riders; 2 edition (September 25, 2010)
  • 74. Brown, D., (2010), Wireframe Samples - IPhone App for Zoo Visitors in Communicating Design, retrieved January 23, 2014 from http://communicatingdesign.com/2010/08/10/wireframes-samples-iphone-app-for-zoo-visitors/
  • 75. A Produle Systems Pvt. Ltd. (2008-2014), Print Dialog in Samples created with Mockflow, retrieved January 23, 2014 from http://app.mockflow.com/view/E7BDE62D74C39BD59DCD75112B5F9126
  • 76. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Prototypes Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. The Artifacts: Prototypes Warfel, T. Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition
  • 77. Medeiros, I., (2014), Adding Basemaps from Consumer Map Services, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/adding-basemaps-consumer-map-services/
  • 78. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Prototypes A prototype […] captures the intend of a design and simulates multiple states of that design. Wireframes and storyboards are static representations of a design that or their own merit do not simulate multiple states of a design, It’s the simulation and multiple states part that creates the distinction. The Artifacts: Prototypes Warfel, T. Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition
  • 79. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved January 9, 2014 from http://designative.info/portfolio/user-experience/project- collaboration-tracking-app/
  • 80. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved January 9, 2014 from http://designative.info/portfolio/user-experience/project- collaboration-tracking-app/
  • 81. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved January 9, 2014 from http://designative.info/portfolio/user-experience/project- collaboration-tracking-app/
  • 82. ProtoIO Inc, (2014), Wack-A-Monster, retrieved June 12th, 2014 from https://showcase.proto.io/share/?id=ea5c5bec-9589-465f-86bd-937b6d982d26&v=1
  • 83. Warfel, T. Z., (2009), Sketching & Prototyping: Rapid Design Techniques, retrieved January 24, 2014 from https://vimeo.com/5381949
  • 84. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Paper Prototypes High Fidelity Mockups are more useful for refining the details of the design and are thus more effective in the later stages[…] They allow you to explore page layout and arrangement as well as more thorough investigations of color and palette choices. The Artifacts: High Fidelity Mockups Brink, T., Gergle, D., Wood, S., (2001), Usability for the Web: Designing Web Sites that Work, Morgan  Kaufmann;  1  edi1on  (October  29,  2001)
  • 85. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Paper Prototypes Moving into high fidelity visual-design assets, you receive much more tactical feedback. Test participants will be able to respond to branding, aesthetics and visual hierarchy, as well as aspects of figure/ground relationship, grouping of elements, and the clarity of your calls-to-action. The Artifacts: High Fidelity Mockups Goethelf, J., Seiden, J., (2013), Lean UX: Applying Lean Principles to Improve User Experience, O'Reilly Media (March 8, 2013)
  • 86. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 87. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 88. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 89. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 90. Medeiros, I., (2014), Cruising & Navigation App for iOS, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/ cruising-navigation-app-ios/
  • 91. { Designing Interactions: The Design of Experiences } Youareat: Collect » The Artifacts » Paper Prototypes A design specification provides explicit information about the requirements for a product and how the product is to be put together. It also tells specific examples of how the design of the project should be executed, helping others work properly. The Artifacts: Design Specifications Wikipedia (2013), Design Specification, retrieved January 24, 2014 from http://en.wikipedia.org/wiki/Design_specification
  • 92. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
  • 93. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
  • 94. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
  • 95. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
  • 96. Based on the level of clarity you have on the personas and scenarios derived from the user research, what kind of artifacts should be produced? User Experience Design: The Artifacts { Designing Interactions: The Design of Experiences } Youareat: Relate » User Experience Design » The Artifacts
  • 97. Choose 1 (one) design artifact you think is more appropriate for the current phase of the product development process your are in { Designing Interactions: The Design of Experiences } Youareat: Create » The Artifacts » Exercise The Artifacts: Exercise
  • 98. Go to our KISD Space for this course and share the artifacts you created. Itamar Medeiros http://designative.info/ http://twitter.com/designative itamar.medeiros@designative.info { Designing Interactions: The Design of Experiences } Youareat: Donate » Disseminating Results Donate: Disseminating Results