# Software Studio slide Note class website: https://nthu-datalab.github.io/ss/ ## Design Thinking 設計思考 像一個設計師一般去思考 迭代->學習->進步 ### User and end user - Users - Any person who uses a product - End users - Specific audience you create product for ### flow - before Launch - Interviews - Surveys - Usability studies - after Launch - Usability studies ## Empathizing with users 與用戶感同身受 使用者體驗研究,[使用者訪談](https://tenten.co/blog/ux-share-user-interview/),[同理心地圖](https://www.hansshih.com/post/85896166585/%E5%90%8C%E7%90%86%E5%BF%83%E5%9C%B0%E5%9C%96-empathy-map#:~:text=%E5%90%8C%E7%90%86%E5%BF%83%E5%9C%B0%E5%9C%96(Empathy%20Map)%20%E6%98%AF%E4%B8%80%E5%80%8B%E5%B9%AB%E5%8A%A9%E6%80%9D%E8%80%83,%E7%90%86%E5%BF%83%E7%9A%84%E6%80%9D%E8%80%83%E8%A8%93%E7%B7%B4%E3%80%82) Assignment: User Interview - Recruiting subjects - Preparing for the interviews - Conducting interviews - Visualizing and learning - Draw the empathy maps - Identify user pain points - Refine or create new personas Identifying User Pain Points Refining/Creating Your Personas Interview Subject Matching Confirmation Bias ## Define Problems Worthy to Solve 定義值得解決的問題 設計 spirnt, [使用者故事](https://kojenchieh.pixnet.net/blog/post/75411673),[客戶旅程映射](https://ithelp.ithome.com.tw/articles/10211478#:~:text=%E5%AE%A2%E6%88%B6%E6%97%85%E7%A8%8B%E6%98%A0%E5%B0%84%E6%98%AF%E8%A8%98%E9%8C%84,%E7%9A%84%E9%9C%80%E6%B1%82%E5%92%8C%E7%97%9B%E9%BB%9E%E3%80%82),[How might we(HMW)](https://medium.com/@lejacp/%E5%A5%BD%E7%9A%84%E4%BD%BF%E7%94%A8%E8%80%85%E7%B6%93%E9%A9%97%E8%A8%AD%E8%A8%88-%E7%B5%95%E5%B0%8D%E4%B8%8D%E6%98%AF%E5%BE%9E%E4%BD%BF%E7%94%A8%E8%80%85%E9%96%8B%E5%A7%8B-e09bc34b3a28),[問題描述](https://blog.wordvice.com.tw/%E5%A6%82%E4%BD%95%E6%92%B0%E5%AF%AB%E7%A0%94%E7%A9%B6%E8%AB%96%E6%96%87%E7%9A%84%E5%95%8F%E9%A1%8C%E6%8F%8F%E8%BF%B0/#:~:text=%E5%95%8F%E9%A1%8C%E6%8F%8F%E8%BF%B0(Problem%20Statement)%E6%87%89%E7%95%B6,%E8%AB%96%E6%96%87%E4%B8%AD%E7%9A%84%E4%BB%80%E9%BA%BC%E5%9C%B0%E6%96%B9%EF%BC%9F) 我個人沒有很喜歡設計 sprint 也是因為最近看的書(從0到1) 我覺得更多好點子是要長時間研究構築而成的 ### Problem Statements A clear description of the user's needs that should be addressed #### Why Do We Need a Problem Statement? - Allows deeper understanding of users - Untold needs - Implicit constraints - Defines deliverable - Helps define the goals and benchmarks for success for your team (coming next) #### Problem Statements vs. User Stories User stories: What users think they need Problem statements: What you (the UX designers) think the users need ## Ideating Solutions 構思解法 [腦力激盪](https://zh.wikipedia.org/wiki/%E8%85%A6%E5%8A%9B%E6%BF%80%E7%9B%AA%E6%B3%95)和the Crazy 8. [競爭力分析](http://lex66688.blogspot.com/2016/09/uxcompetitive-audit.html) 和特殊價值定位. 精煉和選擇最好的解法 From Problems to Solutions - Crazy 8 ### Value Proposition A simple statement that summarizes why a customer would choose a product/service over its competitors ### Consumer Goals Customers buy a product because of its expected instrumentality to achieve a certain goal - Explicit goals - Category specific - E.g., moisturizing our skin, reliability of a car, - Implicit goals - More general - Operate on a psychological level - E.g. energizing, being sensible, fun, status… ### Audit(相似產品調研) Step - Outline Audit Goals - To compare the purchasing experience of each competitor’s app as a new and returning user - List Competitors - Determine Aspects to Compare - General information - UX - First impressions - Interaction - Visual design - Content - Determine Aspects to Compare - Research - (General Information) - (Interaction) - (Visual Design) - (Content) - Lightning Demos - A structured “show and tell” group session to present competitive audit results to gather ideas and inspiration ### Why Is Competitive Audit Important? - Inform market status - How users solve their problems currently? - Product life cycle? - Marketing strategy (e.g., SEO/ASO keywords)? - Business model? - Reveal opportunities for improvement - What’s the gap between market and user needs? - Usability problems in existing products? - Inspire new ideas - Something good to borrow from? - Provide evidence for your hypotheses ## Wireframes and Low-Fidelity Prototypes Storyboarding(分鏡), wireframing(線框稿) and Lo-fi prototyping(低保真原型) ### Low-fi Prototyping - Storyboarding - Big picture storyboards - Focus on what the user needs, their context, and why the product will be useful to the user - Based on the user journey map you already have - Close-up storyboards - Concentrate on the product and how it works - Based on the user flows - Actions, screens, decisions - Happy path (solid) vs. edge cases (dotted) - Wireframing - Information architecture - Psychology behind UI - Lo-fi prototyping ### Benefits of Wireframes - Inform the element to include in your design - Catch problems early - Get stakeholders to focus on structure rather than details - Save time and effort - Iterate quickly ### Information Architecture (IA) - Organization of content that help users understand where they are in a product and where the information they want is - When users can find what they're looking for, quickly and intuitively, you have a good IA #### 8 Principles of IA 1. Object principle: You should view your content as “living” and as something that changes and grows over time 2. Choice principle: People think they want to have many choices, but they actually need fewer choices that are well-organized 3. Disclosure principle: Information should not be unexpected or unnecessary 4. Exemplar principle: Humans put things into categories and group different concepts together 5. Front door principle: People will usually arrive at a homepage from another website 6. Multiple classification principle: People have different ways of searching for information 7. Focused navigation principle: There must be a strategy and logic behind the way navigation menus are designed 8. Growth principle: The amount of content in a design will grow over time ### Gestalt Principles Principles describing how humans group similar elements, recognize patterns, and simplify complex images when we perceive objects - Similarity 看起來相似的東西有相似的功能 - Proximity 相近位置的東西有相近的功能 - Common Region 在封閉區域中的元件會被組合綁定 ## Usability Study Low-fi Prototype. 7 Key Elements of a good plan. ### 7 Key Elements of a Good Plan 1. Project background 2. Research goals 3. Detailed research questions 4. Key performance indicators (KPIs) 5. Methodology 6. Participants 7. Script & interview questions ## Hi-Fidelity Prototypes Improved Low-fi Prototypes. Creating Mockups. Getting feedback from design critic sessions. Hi-fi prototyping & usability tests. ### Outline: - Creating mockups (from wirefarm to mockup) - Design systems - Visual design principles - Getting feedback from design critic sessions - Hi-fi prototyping & usability tests ### Key Elements in Mockups - Typography - Colors - Iconography - Layouts - Content - Text, images… - Usually specified in a design system - A series of reusable elements and guidelines that allow teams to design and develop a product following predetermined standards - Examples: - Google’s Material Design - Shopify’s Design System Polaris - Apple Human Interface Guidelines ### Importance of Typography - Creates hierarchy - Increases legibility, readability, and comprehensibility - Communicates brand identity ## Design for Execution Part 1: Acquisition and Activation 獲得與啟動 A cognitive model for human brain. Optimizing context or touchpoints. Optimizing decision interface. Design for Acquisition & Activation - A cognitive model of human brain - Optimizing context or touchpoints - Optimizing decision interface 3 Principles of Persuasive Decision Interfaces - Tangibility - To trigger heuristics - Must have tangible and perceptible signals - Immediacy - System 1 prefers immediate rewards - Certainty - System 1 prefers the safe, certain choice AIDA Formula in Copywriting: - Attention: grab users’ attention to the product - Context (tangibility) - A “twist”? (curiosity) - Interest: get users to know the product or features - User problems - Your solutions? - Desire: make your audience want it - Benefits? - Social proof? (certainty) - Action: call to action - Immediacy - What to lose without action? ## Design for Execution Part 2: Retention and Growth 保留和成長 Design for retention and Growth. Know the reason why we are addicted to social media. Why Are You Addicted to Facebook/Instagram/YouTube…? - Information hunting - Mindless scrolling for “the next interesting thing” - Evolution supported! - How primitive mans hunt? - Persistence hunting - But how exactly is the “addiction” is formed? Rewards - Bio fact: dopamine are released (by nucleus accumbens) at the time people want to get rewards - Rewards must align with user goals - So, dopamine can triggers actions in the next cycle - Rewards must be dynamic - If you don’t get it this time, you want it more - E.g., gambling 3 Types of Dynamic Rewards - Hunting - Social - Self-satisfaction Input/Investment - Goal 1: for the next triggers - Increase action frequency - Goal 2: to make users like your product - The more people input, the more they like you - Commit and consistency - Rationalization - Input after rewards - Reciprocation Design - Design for retention - Design for growth