Since the beginning of my studies in HCI I have been exposed to Design Thinking from the d.school at Stanford. This methodology really resonates with me. As a maker I have always been customer centric. The most exciting thing about the customer-centered approach is the idea of experience design. I recently returned home from a UX strategy conference filled with inspiration. Not only was it exciting to discuss experience design, I felt at home with the tribe of designers who were attending. We spoke the same language. This was very affirmative for me. It is ok if I revert to simply calling myself "a designer".
The process of inquiry that leads to unfiltered idea generation either through collaboration with a design team or a specific user group. Techniques include diagraming or mapping all of the ideas into categories for later evaluation.
The evaluation step in the design thinking method is about refinement and is used to organize ideas into what is relevant to the inquiry. Repeat ideas indicate a pattern and the weakest ideas are therefore eliminated.
Iteration is the next step where the group takes the first round of ideas and narrows them down even further. At this stage paper prototypes are generated in order to get user feedback. Then the entire process is repeated until the group has reached consensus.
Designing user interfaces and coding them provides a level of instant gratification that I have not been able to find elsewhere. Much like storytelling. Through images and words I can tell you a story about my experiences and put it out into the world with relative ease.
Having come from a visual design background, the things that I can do with CSS still blow my mind. The ability to control images, fonts and letter spacing in a way that mimics an editorial experience from a magazine is a huge thrill!
I am excited to dive in!
The Parisian Flea is an application designed for those who are visiting the Paris Flea Market circuit. The user experience provides a highly personalized service within a unique cultural context. The features are intended to enhance the enjoyment of shopping the Paris flea markets.
Given recent media exposure to television programs such as American Pickers and Flea Market Flip along with the rising popularity of French style and the DIY movement, flea markets have become a pop culture phenomenon.
The first iteration of this “boutique” travel app focuses on The Flea Market Enthusiast, The Traveler, and The Designer. For us Francophiles there is something about “Made in France” that is inexplicably souhaitable (desirable)!
Below you will find project milestones and other relevent documentaion used to craft this unique user experience.
Our lives are filled with distraction both personally and professionally. Getting distracted at work can be extremely disruptive making it difficult to get back on track again.
Tasky is a task reminder app that sits discreetly on your screen allowing you to enter what you were doing at specified intervals to help you get back on track when you get distracted.
Tasky is a simple text box that allows you to enter up to 50 characters of text describing what you were doing when you were distracted. You can set preferences for Tasky to include:
SEE THE MOCKS: TASKY
The workshop that Effective UI facilitated at UXSTRAT 2014 in Boulder was awesome! The first design challenge was to discover how mobile tools could support a bike sharing system for cargo bikes. Using empathy and immersive research techniques we evaluated our experience outdoors with an already established bike sharing company as a starting point.
Empathize / Define / Ideate / Prototype / Test
After returning to the conference research interviews where performed amongst ourselves where everyone recorded the positive, negative and inspirational details of the experience on stickies to produce an experience map. The next iteration involved ideation where we narrowed down the categories into more concrete ideas.
From there, we did rapid prototyping and paper mockups of mobile interfaces followed by testing the mockups with random people that were at the conference. Several iterations produced a refined set of task flows.
TWITTER FEED: DESIGN IN A DAY
Design an application that will support a student’s transition from academia into the workforce.
I began this project by interviewing a colleague of mine who had just gotten out of grad school and was at his first job. I told him that I wanted to design a portal where students could track their job search experience. His candid interview provided me with enough fodder to create an empathy map using the say, think, do and feel model.
The goal of the empathy map was to solidify a problem statement. My ideas where then organized into categories and I composed three problem statements that I could choose from. Then created two storyboards that showed how a student would interact with the new tool.
I spent time in reflection over what I did right and what I would do differently. The next steps would be to generate some wireframe mockups and perform some user testing.
Recently I have become very interested in habits and behavioral modification particularly the work of BJ Fogg. This was an exercise in need finding and for this experiment I started out reviewing sites that were about designed to help people form new habits. Then I reviewed sites that were designed for charitable giving.
I conducted interviews with people from my church and observed them interacting with the sites I had selected before hand. I wanted to gain a better understanding of their donation habits and wanted to know how and why they would give money to their church. I was particularly interested in how they felt about it.
Through my interviews and observations I identified a list of user needs. Then I created storyboards depicting the interaction with the problem the youth group was having. They needed a way to track their fundraising efforts in addition to finding a way to encourage more people to donate.
An additional user need emerged out of these sessions. "We need a church bartering website". So, I created another storyboard for this idea.
This project was created for a PHP & MySQL programming course. I wanted to design an app that was simple and that had very few things to do. I was interested in learning how a basic user system works along with how to manage content from within a database.
The mobile site was designed using jQuery Mobile UI and is best viewed on a mobile device or with the browser resized.
A classmate of mine had a friend who committed suicide and he wanted to create a mobile app that would provide outreach to students who suffer from mood disorders such as bipolar and depression. The idea was to brand the app with the university insignia and have it be somewhat of a closed network. In other words resources and networking at the local level.
We began by interviewing college students about their experiences with depression. Additionally we performed heuristic evaluations on various mental health apps. With the user data and heuristics we were able to compose a needs analysis. With needs identified we wrote scenarios, personas, task flows and a mind map. We wireframed three scenarios and task flows then did a round of user testing with paper mocks.
Are fitness wearables for everyone or just for athletes? Why are corporations taking such a big interest in fitness wearables? What is the sentinel effect? What role does behavior modification play? Are we addicted to tech? These are some of the questions I asked myself when exploring the ethical implications of fitness wearables.
There are some key considerations when designing fitness wearables like a behavior model? Does the device adopt Fogg's triad? How do we foster intuition while maintaining an realistic standard of fitness and beauty? The fitness industry doesn't really cater to those who are overweight. The industry needs to find a balance between obsession and reality.
PROJECT FILES: SLIDES
I have always had a passion for information architecture. As an experience designer the challenge is to assimilate user needs into site architecture. What does the user need to do? How many steps should it take and in what order? Each path or task flow has a structure that produces an outcome and user experience. I believe that architecture and experience design are two sides of the same coin.
SAMPLES: SITE MAPS