This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
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Midwest UX Mobile Workshop 2012
1. DESIGNING FOR
SOCIAL INNOVATION
A mobile app ideation workshop
haig@liftstudios.ca @haigarmen
Sunday, 3 June, 12
2. BUT FIRST,
A BIT ABOUT ME
Professor of Design
Emily Carr University of Art + Design
Founder & Creative Director
Lift Studios - Interaction Design Agency
Studied
Architecture,
Jazz Performance
& Composition
Sunday, 3 June, 12
3. WHAT WE’LL DO
10 25 10 25 10 25 25
MINUTES:
YES, THERE’S A BREAK
HAIG TALKS:
BUSINESS UX FLOWS &
PSYCHOLOGY MODEL WIREFRAMES
GENERATION
ideation Business
EXERCISES:
user App
Model experience Presentations
1 2 3 4
Sunday, 3 June, 12
4. WHY WE’RE
DOING THIS?
• a playful way to conceptualize
(come up with your own sandbox)
• introduce some great design tools
• integrate psychology, business
strategy & user experience
Sunday, 3 June, 12
5. An overview of your cards
target behaviour social
Audience area FeatureS
1 2 3
A. Brainstorm ideas and write a brief (25min)
B. Business Model Generation (25min)
C. Sketch out the user flow and wireframes (25min)
Sunday, 3 June, 12
6. How does
psychology
inform our
designs?
Sunday, 3 June, 12
7. ethics mind the gap action
Good design is design that
changes behavior for the better.
Jon Kolko
Sunday, 3 June, 12
8. INFLUENTIAL FACTORS OF
BEHAVIOR CHANGE
BJ Fogg’s Behavior Model
Motivation
Triggers
Ability
Sunday, 3 June, 12
9. 3 CORE MOTIVATORS
SENSATION
pleasure pain
ANTICIPATION
hope fear
SOCIAL COHESION
acceptance rejection
Sunday, 3 June, 12
10. MOTIVATION FACTORS
Knowledge
Build awareness, form mental models
Attitudes & Emotions
Connect to emotions & values
Desire
Appeal to & satisfy needs
Fears
Acknowledge & defuse fears and the unknown
Social Norms
Use or shift contexts
Sunday, 3 June, 12
11. ABILITY
Mind Training
Cultivate Mindfulness & willpower
Goal setting
Support visioning, goals, planning
Strengthen self-efficacy
Model the behavior, afford successes, forgive failures, defuse guilt & frustration
Make it easy
Train, improve usability & resources
Shape new habits
(Floss one tooth a day) - Repetition until automatic
Sunday, 3 June, 12
12. Opportune Moments
Providing a catalyst when people are motivated, able
and have the opportunity to act.
Sunday, 3 June, 12
15. OPPORTUNITIES IN MOBILE
Mobility
Devices on your person during a behaviour changing opportunity
Intimacy
Relationship with people’s existing technology
Connectivity
Access to networks allow access to data & people.
Non-disruptive
Using technology with taking user out of their natural flow
Culturally Ready
Social acceptance & technologies are here
Sunday, 3 June, 12
18. concept exercise
target behaviour social
Audience area FeatureS
1 1 3
A. Brainstorm ideas and write a brief (25min)
B. Business Model Generation (25min)
C. Sketch out the user flow and wireframes (25min)
Sunday, 3 June, 12
19. TECHNOLOGY AT
YOUR FINGERTIPS
Text
Messa Bluetooth
ging
Vib ration
Location
Services
Accelerometer Camera
o)
(s tills & vide
Microphone
Phone
Servi
ces
ta cts
Push Con
s Media Librar
Notification y
Sunday, 3 June, 12
28. Possible Business Models
business model value proposition revenue stream
Product unique service,
app sales
Revenue gaming & UX
Freemium content-driven free & premium
service/content apps
In App content/service advertisers
Advertising free but with ads pay flat fee
In App Modular Apps app is free,
Purchasing with growth pay for features
High-quality end user pays
Subscription
dynamic content periodically
Sunday, 3 June, 12
29. business model exercise
target behaviour social
Audience area FeatureS
1 1 3
A. Brainstorm ideas and write a brief (25min)
B. Business Model Generation (25min)
C. Sketch out the user flow and wireframes (25min)
Sunday, 3 June, 12
30. business model
- 25 minutes -
evaluate, v
ote and de
on one co cide
ncept
write your
elevator p
itch
10 minutes
15 minutes
Sunday, 3 June, 12
31. USER WORKFLOWS
content navigation
decision making
is the task the right one?
how does it compare to their
mental model?
Sunday, 3 June, 12
33. User Flows & Wireframes
target behaviour social
Audience area FeatureS
1 1 3
A. Brainstorm ideas and write a brief (25min)
B. Business Model Generation (25min)
C. Sketch out the user flow and wireframes (25min)
Sunday, 3 June, 12
34. presentation format
Your cards: Audience & Behaviour
State the Brief
Explain your business model
Walk through the app screens
and describe the user journey
You have 5 minutes
Sunday, 3 June, 12