UX Design Presentation for Undergraduate Students
Based on "The UX Book" by Rex Hartson and Pardha S. Pyla
Slide 1: Title Slide
Title: Introduction to UX Design
Subtitle: Based on "The UX Book" by Rex Hartson and Pardha S. Pyla
Content:
o For Undergraduate Students
o Topics: Design Thinking, Ideation, Sketching, Design Production, Prototyping,
UX Guidelines
Visual: University-themed background with UX icons (e.g., wireframe, persona).
Slide 2: Agenda
Title: What We’ll Cover
Content:
1. Design Thinking, Ideation, and Sketching
2. Design Production
3. Prototyping
4. UX Design Guidelines
5. Key Takeaways & Activity
Visual: Timeline graphic showing the flow of topics.
Slide 3: Design Thinking - Overview
Title: Design Thinking: A Human-Centered Approach
Content:
o Definition: Iterative process focusing on empathy, creativity, and prototyping.
o Core Principles:
Empathy for users
Iterative cycles
Collaborative teams
o Why It Matters: Solves real user problems innovatively.
Visual: Diagram of Design Thinking stages (Empathize, Define, Ideate, Prototype,
Test).
Slide 4: Design Thinking - Process
Title: The Design Thinking Process
Content:
1. Empathize: Research user needs (e.g., interview students).
2. Define: State the problem (e.g., “Students need quick room booking”).
3. Ideate: Brainstorm solutions (e.g., mobile app).
4. Prototype: Build testable models (e.g., paper sketches).
5. Test: Gather feedback and refine.
Example: Library app designed via student interviews.
Visual: Flowchart of the 5 stages.
Slide 5: Design Perspectives
Title: Design Perspectives
Content:
o Ecological: User’s environment (e.g., noisy campus).
o Interaction: System interactions (e.g., button taps).
o Emotional: User feelings (e.g., reduce frustration).
o Application: Combine for holistic designs.
Example: Library app with offline mode (ecological) and clear buttons (interaction).
Visual: Venn diagram of the three perspectives.
Slide 6: User Personas
Title: User Personas
Content:
o Definition: Fictional users based on research.
o Components: Name, goals, pain points, behaviors.
o Purpose: Keeps design user-centered.
o Creation: Research → Patterns → 2–4 personas.
Example: “Jake, 22, needs easy group room booking.”
Visual: Sample persona card with photo and details.
Slide 7: Ideation - Overview
Title: Understanding Ideation
Content:
o Definition: The creative process of generating diverse ideas to solve design
problems.
o Purpose: Explore a wide range of solutions to meet user needs.
o Context in UX: Part of Design Thinking’s “Ideate” phase.
o Why It Matters: Encourages innovation and user-centered solutions.
Visual: Diagram showing Design Thinking process with “Ideate” highlighted.
Slide 8: Ideation - Key Principles
Title: Principles for Effective Ideation
Content:
o Quantity Over Quality: Generate many ideas to increase breakthroughs.
o Defer Judgment: Avoid critiquing ideas during brainstorming.
o Encourage Wild Ideas: Radical ideas can inspire practical solutions.
o Build on Others’ Ideas: Collaborate to refine concepts.
Example: A team keeps “gamified room booking” idea, leading to a reward feature.
Visual: Icons for each principle (e.g., lightbulb for wild ideas, team for collaboration).
Slide 9: Ideation Technique 1 - Brainstorming
Title: Brainstorming
Content:
o Definition: Group activity for rapid idea generation without critique.
o Process:
1. Gather a diverse team (3–8 people).
2. Set a clear problem (e.g., “Improve campus app usability”).
3. Generate ideas in 10–20 minutes, writing all on a board.
4. Review and cluster similar ideas later.
o Tips:
Use a facilitator to keep focus.
Encourage all to contribute.
o Example: Brainstorming yields QR code check-ins for a library app.
Visual: Photo of a team brainstorming with sticky notes on a whiteboard.
Slide 10: Ideation Technique 2 - Mind Mapping
Title: Mind Mapping
Content:
o Definition: Visual tool to organize and connect ideas around a theme.
o Process:
1. Write the problem in the center (e.g., “Campus App Features”).
2. Branch out with related ideas (e.g., “Booking,” “Events”).
3. Add sub-branches (e.g., “Booking” → “Room Selection”).
4. Use colors to enhance creativity.
o Tips:
Keep it freeform to spark connections.
Review to identify promising clusters.
o Example: A mind map links “Booking” to “QR Code Entry.”
Visual: Sample mind map with colorful branches.
Slide 11: Ideation Technique 3 - SCAMPER
Title: SCAMPER
Content:
o Definition: Structured method to spark ideas by modifying concepts.
o Acronym:
Substitute: Replace elements (e.g., manual booking with QR codes).
Combine: Merge features (e.g., booking + calendar).
Adapt: Borrow ideas (e.g., hotel booking style).
Modify: Change aspects (e.g., simplify steps).
Put to another use: Repurpose features (e.g., maps for navigation).
Eliminate: Remove elements (e.g., redundant forms).
Reverse: Flip perspectives (e.g., book from location).
o Example: SCAMPER eliminates paper-based booking.
Visual: Table listing SCAMPER prompts with examples.
Slide 12: Ideation Technique 4 - Role-Playing
Title: Role-Playing
Content:
o Definition: Acting out user scenarios to generate ideas.
o Process:
1. Define personas (e.g., “Sarah, a busy student”).
2. Assign roles (e.g., user, system).
3. Act out a scenario (e.g., booking a room).
4. Note pain points and ideas during debrief.
o Tips:
Use props (e.g., a phone for the app).
Record sessions for analysis.
o Example: Role-playing reveals need for a “quick book” button.
Visual: Photo of a team role-playing with a mock phone.
Slide 13: Ideation Technique 5 - Analogous Inspiration
Title: Analogous Inspiration
Content:
o Definition: Drawing ideas from unrelated domains.
o Process:
1. Identify the problem (e.g., “Simplify room booking”).
2. Choose analogous domains (e.g., restaurant reservations).
3. Analyze their solutions (e.g., OpenTable’s quick booking).
4. Adapt ideas to your context.
o Tips:
Look for similar user goals.
Focus on principles, not copying.
o Example: Airline check-in inspires QR code entry.
Visual: Collage of analogous systems (e.g., OpenTable, airline app).
Slide 14: Combining Ideation Techniques
Title: Combining Ideation Techniques
Content:
o Why Combine?: Varied techniques spark diverse ideas.
o Example Workflow:
1. Brainstorm raw ideas.
2. Mind map to organize.
3. Apply SCAMPER to refine.
4. Role-play to validate.
o Benefits: Comprehensive idea exploration.
o Example: Brainstorm → Map → SCAMPER → Role-play for app features.
Visual: Flowchart of combined techniques.
Slide 15: Ideation Best Practices
Title: Best Practices for Ideation
Content:
o Diverse Teams: Include varied perspectives.
o Clear Problem Statement: Focus ideas.
o Time Limits: Short sessions (15–30 minutes).
o Document Everything: Capture all ideas.
o Iterate: Refine after feedback.
Example: 20-minute session yields 50+ app ideas.
Visual: Checklist of best practices with icons.
Slide 16: Ideation Case Study
Title: Case Study: Ideation for a Campus App
Content:
o Problem: Students struggle to book study rooms.
o Techniques:
Brainstorming: QR codes, notifications.
Mind Mapping: Organized features.
SCAMPER: Eliminated manual steps.
Role-Playing: Quick booking need.
o Outcome: App with QR code entry, simple interface.
Visual: Before-and-after screenshots (problem vs. solution).
Slide 17: Sketching
Title: Sketching: Visualizing Ideas
Content:
o Definition: Quick, low-fidelity drawings.
o Benefits: Fast, iterative, feedback-friendly.
o Tips: Focus on concepts, use simple shapes.
o Process: Identify screens → Sketch → Share.
Example: Sketch of a room booking app’s home screen.
Visual: Photo of a hand-drawn sketch.
Slide 18: Mental Models & Conceptual Design
Title: Mental Models & Conceptual Design
Content:
o Mental Models: Users’ beliefs about systems (e.g., trash can = delete).
o Design Implication: Align with familiar patterns.
o Conceptual Design: High-level system structure.
o Focus: “What” the system does, not “how.”
Example: Library app flow matches booking expectations.
Visual: Diagram comparing user mental model and system design.
Slide 19: Storyboards
Title: Storyboards
Content:
o Definition: Visual narratives of user interactions.
o Components: Scenes, context, system responses.
o Purpose: Communicates user flows to stakeholders.
o Process: Define scenario → Sketch 4–8 panels → Add captions.
Example: Student books a room via app storyboard.
Visual: Sample storyboard panel sequence.
Slide 20: Design Influencing User Behavior
Title: Influencing User Behavior
Content:
o Techniques:
Affordances: Suggest actions (e.g., clickable buttons).
Feedback: Confirm actions (e.g., checkmark on save).
Nudging: Guide choices (e.g., default settings).
o Example: Green “Confirm” button encourages booking.
Visual: Screenshot of a button with feedback animation.
Slide 21: Design Production - Detailed Design
Title: Detailed Design
Content:
o Definition: Refining concepts into implementable specs.
o Activities:
Interaction patterns (e.g., swipe, tap).
Visual elements (e.g., colors, fonts).
Edge cases (e.g., error states).
o Goal: Clear blueprint for developers.
Example: Button specs (48x48px, #007AFF).
Visual: Style guide snippet (colors, typography).
Slide 22: Wireframes
Title: Wireframes
Content:
o Definition: Low-fidelity UI layouts.
o Components: Placeholders, navigation, annotations.
o Types: Static or interactive.
o Tools: Figma, Sketch, paper.
o Purpose: Test layout before visual design.
Example: Wireframe of a booking app’s home screen.
Visual: Sample wireframe with annotations.
Slide 23: UX Goals, Metrics, and Targets
Title: UX Goals, Metrics, and Targets
Content:
o UX Goals: Desired outcomes (e.g., efficiency).
o UX Measures: Quantifiable data (e.g., task time).
o Instruments: Surveys, usability tests, analytics.
o Metrics: Success rate, time-on-task, satisfaction.
o Targets: Benchmarks (e.g., 85% success rate).
Example: “Book room in <60 seconds.”
Visual: Table of metrics and targets.
Slide 24: Prototyping - Depth & Breadth
Title: Prototyping: Depth & Breadth
Content:
o Depth: Functionality level.
Vertical: Deep, narrow features.
Horizontal: Broad, shallow features.
o Breadth: Feature scope.
o Choice: Early (broad) vs. late (deep).
Example: Horizontal prototype of app navigation.
Visual: Diagram of vertical vs. horizontal prototypes.
Slide 25: Fidelity of Prototypes
Title: Fidelity of Prototypes
Content:
o Low-Fidelity: Sketches, wireframes (quick, flexible).
o High-Fidelity: Realistic mockups (detailed, costly).
o Medium-Fidelity: Balanced approach.
o Choice: Early (low) vs. late (high).
Example: Paper sketch vs. Figma prototype.
Visual: Side-by-side low- and high-fidelity examples.
Slide 26: Paper Prototypes
Title: Paper Prototypes
Content:
o Definition: Hand-drawn, testable interfaces.
o Process: Sketch screens → Simulate → Test.
o Benefits: Rapid, functionality-focused.
o Challenges: Limited interactivity.
Example: Testing a booking app’s flow.
Visual: Photo of a paper prototype test.
Slide 27: Connections with Software Engineering
Title: SE-UX Connections
Content:
o Foundations:
Collaboration: Align on goals.
Shared Artifacts: Wireframes, specs.
Iterative Feedback: Usability tests.
o Challenges: Priorities, communication, timing.
o Solutions: Agile, cross-functional teams, tools (Jira).
Example: Zeplin for sharing specs.
Visual: Workflow diagram (UX → SE).
Slide 28: UX Design Guidelines - Using Guidelines
Title: Using Design Guidelines
Content:
o Definition: Principles for usable designs.
o Sources: Nielsen’s heuristics, platform guidelines.
o Use: Design and evaluate.
o Interpretation: Adapt to context.
Example: “Visibility of status” → Loading spinner.
Visual: Nielsen’s heuristics list.
Slide 29: Human Memory Limitations
Title: Human Memory Limitations
Content:
o Short-Term: 7 ± 2 items (Miller’s Law).
o Working: Limited by cognitive load.
o Long-Term: Needs recall cues.
o Design: Minimize load, use recognition.
Example: Limit filters to 6 options.
Visual: Diagram of memory types.
Slide 30: UX Design Guidelines & Examples
Title: UX Guidelines & Examples
Content:
o Consistency: Uniform elements.
o Feedback: Clear action responses.
o Simplicity: Minimal design.
o Accessibility: Inclusive design.
o Error Prevention: Reduce mistakes.
Examples: Same buttons, error highlights.
Visual: Screenshots of guideline applications.
Slide 31: Interaction Cycle
Title: Interaction Cycle
Content:
o Planning: User goal (e.g., book room).
o Translation: Interpret actions.
o Physical Action: Perform tasks.
o Outcomes: System response.
o Assessment: Verify goal.
o Overall: Seamless cycle.
Example: Booking app flow.
Visual: Cycle diagram with examples.
Slide 32: Key Takeaways
Title: Key Takeaways
Content:
o Design Thinking: Empathy-driven iteration.
o Ideation: Creative techniques for solutions.
o Sketching: Visualize ideas quickly.
o Production: Detailed specs, wireframes.
o Prototyping: Test depth, fidelity.
o Guidelines: Apply principles, respect memory.
o SE-UX: Collaborate iteratively.
o Interaction: Support all cycle stages.
Visual: Icons for each topic.
Slide 33: Student Activity
Title: Hands-On Activity
Content:
o Task: Design a paper prototype for a campus event app.
1. Create a persona.
2. Ideate features using two techniques (e.g., brainstorming, SCAMPER).
3. Sketch 5–7 screens with 3 guidelines.
4. Storyboard interaction cycle.
5. Test with a peer, note feedback.
o Goal: Apply UX concepts practically.
Visual: Example sketch and storyboard.
Slide 34: Questions & Resources
Title: Questions & Further Learning
Content:
o Questions? Ask away!
o Resources:
“The UX Book” by Hartson & Pyla
Nielsen Norman Group (nngroup.com)
Interaction Design Foundation (interaction-design.org)
IDEO Design Thinking (designthinking.ideo.com)
Visual: Book cover, website screenshots, IDEO logo.