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UX Design Presentation For Undergraduate Students

The presentation introduces UX Design concepts for undergraduate students, based on 'The UX Book' by Hartson and Pyla, covering topics such as Design Thinking, Ideation, Prototyping, and UX Guidelines. It emphasizes a human-centered approach, iterative processes, and various techniques for effective ideation and design production. Key takeaways include the importance of empathy, creativity, and collaboration in creating user-centered designs.

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0% found this document useful (0 votes)
100 views15 pages

UX Design Presentation For Undergraduate Students

The presentation introduces UX Design concepts for undergraduate students, based on 'The UX Book' by Hartson and Pyla, covering topics such as Design Thinking, Ideation, Prototyping, and UX Guidelines. It emphasizes a human-centered approach, iterative processes, and various techniques for effective ideation and design production. Key takeaways include the importance of empathy, creativity, and collaboration in creating user-centered designs.

Uploaded by

yuval
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

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.

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