UX Design - Task 1 : Individual Report & Design Audit

30/08/2023 - 0/0/2023
Week 1-Week 14
Tan Pei Yun / 0345386
UX Design /Bachelor of Design in Creative Media
Task 1 : Individual Report : Exercises




Instructions 


JumpLinks 

Task 1  : Individual Report & Design Audit

Task 2 & 3  : User Journey Map - Project Presentation

Final Task :  Gypsy-Final-Prototype


Lecture Notes

Week 1 (30/08/2023) 

"The Design of Everyday Things" by Don Norman is a classic book in the field of design and usability. Originally published in 1988 under the title "The Psychology of Everyday Things" and later reissued with the updated title, the book explores the principles of good design and how they apply to everyday objects and systems.

Norman’s seven fundamental design principles can help users determine the answers to their questions, whether they are using an everyday thing or a product. In summary, here are the principles we observed:

  • Affordances : These are perceived digital actions or interactions within an interface, like clickable buttons, guiding users on how to interact.
  • Signifiers : Visual cues or design elements, such as buttons or icons, that indicate how users can interact with an interface.
  • Mapping : The arrangement of interface elements that corresponds logically to user tasks, making it easy for users to understand and use the interface.
  • Feedback : Information or cues provided by the interface to inform users about the outcomes of their actions, helping them navigate and make informed decisions.


Week 2 (06/09/2023)  : UX Design Introduction 

 

Lecture Slides in Week 2 : UX Design Introduction

Lecture Slides in Week 2 : UX Design Introduction 

User experience - how a person, user would feels about interacting with or experiencing a product. "The brand experience is not what customers get, but how it makes them feel"    

Lecture Slides in Week 2 : UI + UX

In the context of UI and UX, affordances are used to help users know what they should do without having to use pictures, labels or instructions. A great example of affordances are buttons, users know that buttons can be pushed because they resemble the buttons that they encounter and push in real life.


Week 3 (13/09/2023)  : Design Audit - Bad vs Good UX Design

Lecture Slides in Week 3 : Usable , Equitable , Enjoyable & Useful

Lecture Slides in Week 3 : Bad vs Good UX Design

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.
Good design makes things smooth and easy. Bad design makes them annoying and complicated. So, we want good design because it makes life better.

Lecture Slides in Week 3 : Usable , Equitable , Enjoyable & Useful

Usable The design should be easy to use, with intuitive navigation and straightforward interactions that help users accomplish tasks efficiently.
  • Is the design easy to understand?

  • Can the user find everything easily?

  • Can users accomplish the desired task without any hindrances?


Equitable
An equitable product is designed so that users with diverse backgrounds and abilities are able to use and enjoy it. The design should be accessible and inclusive, ensuring that all users, regardless of their abilities or disabilities, can engage with and benefit from the product.
  1. Are the needs of diverse groups considered?

  2. Is the design fulfilling the needs of historically underrepresented groups?


Enjoyable

An enjoyable product design makes the user happy. 

The design should provide an enjoyable user experience, making interactions pleasant and engaging, and possibly even delighting users with the design aesthetics and features.

  1. Does the design consider the user’s feelings?

  2. Is the design inspiring or delighting users? 

  3. Is the design keeping the user engaged?



Useful
A product is useful if it solves a user problemThe design should fulfill its intended purpose effectively, addressing the needs and goals of the users and providing value in their daily lives.

  1. Is the design solving a user problem?

  2. Does it help the user achieve a specific goal?

  3. Is the design adding value to the user’s experience?


Week 6 (04/10/2023)  : User Journey

 

Lecture Slides in Week 6 : Laws of UX Design

Wise word from Steve Jobs :,)

User Journey Maps are used to provide a holistic view of the user's experience. They typically include a timeline that traces the user's actions, thoughts, and emotions throughout their interaction. This helps identify pain points, opportunities for improvement, and moments of delight in the user's journey

User Persona
A fctional character created to embody the traits, goals, and behaviors of a specific user group. User personas help designers and teams better understand and empathize with their target audience.

Scenario
Dscribes a specific situation or context in which the user persona interacts with the product or service. It often includes details about the user's motivations, needs, and the problem they're trying to solve.

Goal
The goal is the desired outcome or objective the user persona aims to achieve when interacting with the product or service. It represents what success looks like from the user's perspective.



Week 7 (11/10/2023)  : Laws of UX design

 
Lecture Slides in Week 7 : Laws of UX Design

Hick's Law
This law states that the time it takes to make a decision increases with the number of choices. It's often summarized as "the paradox of choice." In UX design, it encourages simplifying choices to reduce decision-making time and cognitive load.

Jacob's Law
Users tend to prefer designs that are familiar to them. Therefore, it's a good practice to align your design with what users are already accustomed to, like common design patterns or layouts.

Fitt's Law
Describes the relationship between the size of a target and the speed and accuracy of hitting that target. It's often used to design clickable elements (like buttons) to be large enough and appropriately spaced to enhance user interaction.

Von Restorff Effect
This effect is also known as the "isolation effect." It suggests that when multiple similar objects or elements are present, the one that stands out (due to color, shape, size, etc.) is more likely to be remembered. In UX, this can be used to emphasize important content or actions.

Zeigarnik Effect
The Zeigarnik Effect is about incomplete or interrupted tasks. It suggests that people tend to remember uncompleted or interrupted tasks better than completed ones. This principle can be applied in UX to encourage users to complete actions or return to unfinished tasks (like abandoned shopping carts).






Task 1 : Individual Report

Exercise 1 : 

Exercise 1 , Week 2 (06/09/2023)

 



Exercise 2 : Design Audit 

Exercise 2 , Week 3 (15/09/2023)






Pull & Bear App : Design Audit Overview (18/09/2023)

 
Pull & Bear App : Design Audit Overview (18/09/2023)
Pull & Bear App : Exercise 2 : App Analysis  (18/09/2023)


Link to board : Pull&Bear-Board



Reflection
After both of these exercises, I have to come to realize the vastness of the field and the limited time available to absorb all the knowledge as a design student, there is so much to learnt and understand of the with valuable  and rich information of design, these exercises have been a significant part of my learning journey. They've taught me that design goes beyond just creating appealing interfaces; it's about understanding the functionality and user experience. These exercises have shown me that, and I've learned a lot from them. It's been like opening a new door in my design journey.



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