We Can Break This Definition Into Two Parts
We Can Break This Definition Into Two Parts
When a person uses a digital product, such as a computer application, a few aspects that we
can influence include:
-strategy: helps you identify *who you are designing for and why*. you identify the business
objectives and the user needs.
-scope: what you will be designing, cope defines what a solution does. what the value
proposition, the product and the features that meet the business objectives and user needs
are.
-structure: defines how the product or solution works how the user interacts with and
navigates around the product’s features.
-skeleton: laying out the first interfaces of the solution and creating the first tangible elements of
user experience. Here — on the Skeleton plane — the interface of the product becomes visible.
-surface: The Surface plane is where the layer of presentation is put in place.
1. A PERSONA
is a fictional character which the designers build as a sort of user stereotype. It represents the
typical users, their goals, motivations, frustrations and skills. Other information such as
demographics and education backgrounds complete the persona. Depending on the scope of
the projects, designers will generate a number of different personas to capture as wide a part of
the audience as possible. Generating personas helps designers empathize with the users and
demonstrate a thorough understanding of who they are and what they want to achieve.
1. A STORYBOARD
is an idea borrowed from the movie industry. It essentially consists of a comic strip, outlining
the user’s actions and circumstances under which these are performed. The power of this idea
is that it doesn’t only demonstrate what the user does, but it also reveals the environment, which
might be affecting how or why the user does something., storyboards can also be used to help
illustrate alternatives in interaction design. 3. A CUSTOMER JOURNEY MAP
is a diagram that represents the steps (i.e., the process) taken by a user to meet a specific goal.
By laying the process out along a timeline, designers can understand the changes in the user’s
context, and their motivations, problems and needs along the way. By identifying the major
stumbling blocks for users, the designers can better relate to their problems and begin to see
where a product or service might fit along the way to help the user.
1. BRAINSTORMING
is a process whereby a team of designers generates ideas about how to address the issues
and opportunities identified in the user research phase. The concept here hinges on the
generation of as many ideas as possible (even if they are completely wild) so that the designers
can later sift through these and reduce them to the ideas that seem most promising. A central
point is that the team members are free to explore all angles and realms; indeed, the best
solutions can sometimes sprout from the craziest-sounding notions.