UX Design / Task 1: Case Study (Scenario) & Exercise 1 Reflective Writing
6.4.2023 - 27.4.2023 (Week 1 - Week 4)
Takuto Hozumi / 0354047 / Bachelor Of Design (Hons) In Creative Media
UX Design
Task 1: Case Study (Scenario)
Exercise 1 Reflective Writing
LECTURES
Week 1 Module Briefing (6/4/2023)
This module introduces the study of human behavior, human interaction,
design practices, and various technology to create and design unique user
experience. UX Design focuses on analysis, design prototyping, and
evaluation of multimedia, multi-modal and multi-platform user interfaces
that are easy to use and support great experience. The learning and
teaching approach for the module will be blended learning, with students
engaging with content during lectures and assigned designated topics in
flipped classrooms. Communication aspects with respect to answering user
needs are emphasized. The module is supported by a combination of online
lectures and blended learning sessions. Students will be introduced to
human-centered specific design and technical skills to create and develop
non-linear interactive works. The conceptual and user-experience aspects
will be considered in every stage of the creative process.
For more information, refer to the Module Information Booklet in the
INSTRUCTION section below.
Also, the policy for this module is set by democracy.
By setting up a structure that gives students a voice in the
decisions that affect their education, democracy can be used in a
classroom setting. Students vote on classroom policies, engaging
them in group discussions and debates, and soliciting their opinions
on the instructors' approaches and the course material.
Students can gain useful abilities like critical thinking,
communication, and teamwork through participation in the democratic
process, as well as a sense of empowerment and investment in their
education.
Also, the policy for this module is set by democracy.
By setting up a structure that gives students a voice in the
decisions that affect their education, democracy can be used in a
classroom setting. Students vote on classroom policies, engaging
them in group discussions and debates, and soliciting their opinions
on the instructors' approaches and the course material.
Students can gain useful abilities like critical thinking,
communication, and teamwork through participation in the democratic
process, as well as a sense of empowerment and investment in their
education.
Week 2 Introduction to UX Design
Bad vs Good UX
Design, good and bad, is prevalent all around us. One might think
that good design is based on a personal preference. However, most
“poor” designs are often called so because they don’t reflect the
user’s needs. Good User Experience (UX) Design is all about
predicting user roadblocks and possible design problems.
Don Norman* said, "Good design is actually a lot harder to
notice than poor design".
*Donald Arthur Norman (1935-) is an American researcher, professor,
and author. The director of The Design Lab at University of
California, San Diego.
Norman Doors
A well-designed door will not make you think twice about how to use
it. If there is a flat panel on the door, to most, it indicates that
the door should be pushed. And if you find that it is the opposite,
it is a sign of a poorly designed door.However, there are poorly
designed doors everywhere that mislead people into using them. They
are called "Norman Doors" and are considered to be representative of
bad UX design.
Fig.1-1: Knob types of doors
However, there are poorly designed doors everywhere that mislead
people into using them. They are called "Norman Doors" and are
considered to be representative of bad UX design.
Another example of UX design in technology
Mobile apps with good UX design tend to use descriptive icons
instead of text. Icons save screen space and are often more pleasing
to look at.
The use of icons also ensures that language does not become a
roadblock when users are interacting with the app. Good design puts
the user first and foremost.
Fig.1-2: Using Symbol for Navigation 1
Fig.1-3: Using Symbol for Navigation 2
Characteristics of good UX design
For a user to have a good experience, the product needs to have the
following characteristics:
- Usable
- Equitable
- Enjoyable
- Useful
1. Usable
For a product to be usable, it needs to be discoverable and
understandable.
It means that the design, structure, and motive of the product are clear
to the user.
The user should be able to figure out what actions can be performed and
how to perform these actions on the product. They should also be able to
understand what the different controls and settings mean, and how the
product is supposed to be used.
2. Equitable
An equitable product is designed so that users with diverse backgrounds
and abilities are able to use and enjoy it.
An equitable product delivers a high-quality user experience to all its
users regardless of their age, gender identity, race or ability. Equity
goes beyond equality. Equality aims to provide equal resources to all,
whereas equity aims to provide resources based on the different needs.
This is especially important to consider for commonly disenfranchised
groups.
3. Enjoyable
An enjoyable product design makes the user happy.
The design creates a positive relationship with the user. A product does
not need to be enjoyable for it to function properly. But, an enjoyable
design enhances the user’s positive feelings about the product.
4. Useful
A product is useful if it solves a user problem.
It is important to note the difference between usable and useful.
Usability refers to the product working well and being easy to use,
while usefulness refers to the product’s ability to solve user problems.
Bad vs Good UX
Design, good and bad, is prevalent all around us. One might think
that good design is based on a personal preference. However, most
“poor” designs are often called so because they don’t reflect the
user’s needs. Good User Experience (UX) Design is all about
predicting user roadblocks and possible design problems.
Don Norman* said, "Good design is actually a lot harder to
notice than poor design".
*Donald Arthur Norman (1935-) is an American researcher, professor,
and author. The director of The Design Lab at University of
California, San Diego.
Norman Doors
A well-designed door will not make you think twice about how to use
it. If there is a flat panel on the door, to most, it indicates that
the door should be pushed. And if you find that it is the opposite,
it is a sign of a poorly designed door.However, there are poorly
designed doors everywhere that mislead people into using them. They
are called "Norman Doors" and are considered to be representative of
bad UX design.
Fig.1-1: Knob types of doors
However, there are poorly designed doors everywhere that mislead
people into using them. They are called "Norman Doors" and are
considered to be representative of bad UX design.
Another example of UX design in technology
Mobile apps with good UX design tend to use descriptive icons
instead of text. Icons save screen space and are often more pleasing
to look at.
The use of icons also ensures that language does not become a
roadblock when users are interacting with the app. Good design puts
the user first and foremost.
Characteristics of good UX design
For a user to have a good experience, the product needs to have the
following characteristics:
- Usable
- Equitable
- Enjoyable
- Useful
1. Usable
For a product to be usable, it needs to be discoverable and understandable.
It means that the design, structure, and motive of the product are clear to the user.
The user should be able to figure out what actions can be performed and how to perform these actions on the product. They should also be able to understand what the different controls and settings mean, and how the product is supposed to be used.
2. Equitable
An equitable product is designed so that users with diverse backgrounds and abilities are able to use and enjoy it.
An equitable product delivers a high-quality user experience to all its users regardless of their age, gender identity, race or ability. Equity goes beyond equality. Equality aims to provide equal resources to all, whereas equity aims to provide resources based on the different needs. This is especially important to consider for commonly disenfranchised groups.
3. Enjoyable
An enjoyable product design makes the user happy.
The design creates a positive relationship with the user. A product does not need to be enjoyable for it to function properly. But, an enjoyable design enhances the user’s positive feelings about the product.
4. Useful
A product is useful if it solves a user problem.
It is important to note the difference between usable and useful.
Usability refers to the product working well and being easy to use, while usefulness refers to the product’s ability to solve user problems.
For a product to be usable, it needs to be discoverable and understandable.
It means that the design, structure, and motive of the product are clear to the user.
The user should be able to figure out what actions can be performed and how to perform these actions on the product. They should also be able to understand what the different controls and settings mean, and how the product is supposed to be used.
2. Equitable
An equitable product is designed so that users with diverse backgrounds and abilities are able to use and enjoy it.
An equitable product delivers a high-quality user experience to all its users regardless of their age, gender identity, race or ability. Equity goes beyond equality. Equality aims to provide equal resources to all, whereas equity aims to provide resources based on the different needs. This is especially important to consider for commonly disenfranchised groups.
3. Enjoyable
An enjoyable product design makes the user happy.
The design creates a positive relationship with the user. A product does not need to be enjoyable for it to function properly. But, an enjoyable design enhances the user’s positive feelings about the product.
4. Useful
A product is useful if it solves a user problem.
It is important to note the difference between usable and useful.
Usability refers to the product working well and being easy to use, while usefulness refers to the product’s ability to solve user problems.
INSTRUCTION
Week 2 - Task 1: Case Study (Scenario)
Overview
Objective: To identify and analyze good and bad UX design in
different scenarios and present your findings in a Google Slides
presentation.
Choose a Case Study: Select a case study where UX design played a
critical role in the success or failure of the product/service. Examples
could include websites, apps, or physical products.
Research and Analyze: Research the case study and identify the
characteristics of good and bad UX design in the scenario. Consider
aspects such as usability, accessibility, visual design, information
architecture, and user feedback. Collect screenshots or images to
illustrate your points.
Create a Google Slides Presentation: Create a Google Slides
presentation with a minimum of 6 slides to present your findings.
The presentation should include:
- Title Slide: Include a title slide that introduces the case study and your analysis.
- Case Study: Provide an overview of the case study and the UX design aspects that were successful or unsuccessful.
- Characteristics of Good UX Design: List and explain the key characteristics of good UX design that were present in the case study.
- Characteristics of Bad UX Design: List and explain the key characteristics of bad UX design that were present in the case study.
- Conclusion: Summarize your findings and offer recommendations for how the UX design could have been improved in the scenario.
- Presentation: Each student will present their Google Slides presentation to the class for marks. The presentation should be clear, concise, and engaging, with a focus on communicating the key takeaways from the case study and the analysis of good and bad UX design.
- Assessment: The assessment of each student's presentation will be based on the clarity and effectiveness of the communication, the depth and quality of the analysis, and the adherence to the presentation guidelines.
Our group was assigned the scenario 1: Self-Service Locker.
Group Members
- Takuto Hozumi
- Cheryl Voo Yie Qi
- Yong Li Qing Vernice
- Safanah Aulia Asep
There are lockers where books can be checked out and returned. This belongs
to the library and assists students in their studies. Based on the Week 2
lecture, we had a group discussion about UX design for this locker.
Fig.2-1: Self-Service Locker (in Taylor's University)
Fig.2-2: Overall View
First, we went to the site and studied its appearance, comfort of use, and
location.
Fig.2-3: Group Observation
Then we identified some good and bad points of the locker in UX design as
below.
- Compartments
- Clear instructions
- Convenient and saves time
Bad UX
- Location
- Number Design
- Position of Scanner
Details are summarized in the following slides.
Fig.2-4: Final Outcome
Week 3 - Exercise 1 Reflective Writing
Overview
Exercise:
Write an introduction to user experience (UX) and its importance in the
design and development of digital products and services.
Objective:
The objective of this assignment is to introduce the concept of UX and its
relevance to creating digital products and services that are easy to use,
effective, and enjoyable for users.
Requirements:
Define what is user experience (UX) and explain its role in the design and
development.
of digital products and services.
Discuss the importance of UX in creating products and services,
Explore the key elements of UX.
Provide examples of successful digital products and services that
prioritize UX and
explain how they have achieved success.
Identify common UX challenges and discuss strategies for addressing them.
Deliverables:
Submit in Google Docs.
A written introduction to UX and its importance in the design and
development of digital products and services.
A presentation summarizing the key points of the introduction for a
non-technical audience.
Any additional materials (e.g., case studies, infographics) that support
the introduction and help illustrate the importance of UX.
Write a brief report summarizing in not more than 500 words.
Reflective Writing
Relationship between UX Design and Digital Products / Services
Fig.2-5: About UX Design
First of all, we would like to define what UX is, which is often
introduced in marketing and design fields.
What is UX (User Experience)?
UX stands for "user experience". It refers to "the experience a user has
with a product or service," not just the use of the product or service,
but everything the user feels (experiences) while using the service,
from superficial aspects such as website design to the quality of the
product and responsiveness of customer service.
- Good visual design
- Readable website
- Easy to navigate the route to contact
- The products were delivered immediately after ordering, etc.
UX Design Development in Digital Product / Service
One successful example of a digital product focused on UX is a fitness
gamesoft "Ring Fit Adventure".
Fig.2-6: “Ring Fit Adventure / 2019 Nintendo”
If you have ever done workout or fitness, you know that the hardest part
is keeping going. However, Ring Fit Adventure for Nintendo Switch, has a
lot of mechanisms that make you want to keep doing muscle training and
fitness with the right form.
For example, the little reminders and messages such as "go for it" or "a
little more" during the muscle training, checking the intensity of the
intensity and certain information are effective.
Fig.2-7: Screenshot
Other features that are great are the provision of necessary information
from the user's point of view, such as reminders to hydrate during the
workout, the display of correct form on the screen, and the sending of
information on what to do next, such as checking stretching. It may seem
obvious to provide such information, but it is important for the UX/UI
to smoothly suggest and provide what you are looking for without you
being aware of it.
Consequently, it became immensely popular and commercially successful
under the MCO in 2020.
UX Utility that drives Revenue
As aforementioned example, good UX design can improve a product or
service with the needs and requirements of customers. It improves the
quality of the product or service and the frequency with which users use
a product or service by incorporating UX design. As a result, you gain a
competitive advantage and increase customer loyalty and sales.
Indicators of Good UX Design
Google has identified four key metrics that define a good user
experience: Usable, Equitable, Enjoyable and Useful. The extent to which
these indicators are met is directly related to the sales of the product
or service. Today, there are many different products available from many
different companies, even with the same functionality, and customers
have many choices. We have concluded that the customer's choice depends
on the usability of the product, i.e. a good UX.
Fig.2-3: Final Report
Fig.2-4: Final Report PDF
REFLECTIONS
Experiences
This task taught me the basics of what UX is. In particular, the four
indicators presented in the lecture, "Usable," "Equitable," "Enjoyable,"
and "Usable," are the first items to be considered when studying the
quality of services and products in the future.
Observation
As indicated by the Doherty Threshold for digital services, response time
is critical for a pleasant service. And although we tend to focus on
digital services when we talk about UX, the theory can be applied to
physical goods and services as well. Bad UX can take up a lot of a
customer's time, especially when indicating a location in a building or
instructing how to use a complex service. I believe UX will be a very
important concept when we become a service provider in any industries.
Findings
Perhaps the world has many products with poor UX; even universities that
teach about UX have shoddy services. It might be very difficult to provide
perfect products and services. Also, even if the product was high quality
when it was created, it may lose its reputation over time. Changing trends
and user mindsets will also have to be taken into consideration. In this
regard, I think it is only natural that UX is a good match for digital
services such as apps and software that can be easily updated and applied.


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