The design thinking process
Five stages:
•1. Empathize: Understand the user’s needs through research.
•2. Define: Frame the core problem based on insights.
*•3. Ideate: Brainstorm and generate creative solutions.
•4. Prototype: Build simplified models to test ideas.
•5. Test: Evaluate the prototype and gather feedback for improvements.
intergrate the needs of people, the possibilitires of tech, and the requirments for bussiness success.
Possible UX Artefacts that you can create: User Interviews, Surveys, Persona Profiles, Empathy Maps, Journey Maps, Contextual Inquiries
*Ideation Techniques
Once you have identified the user you will start to generate ideas and come up with solutions for them.
(My users are people who want to buy tickets for local indie films in smaller theatres.)
Brainstorming: •A group activity where participants generate ideas without judgment. Focus on quantity over quality.
Mind Mapping: •Visual tool for organizing ideas, starting from a central concept and branching out.
Sketching: •Quick drawings that capture ideas visually, helping designers think through solutions.
Crazy 8’s:•Rapid sketching technique where participants sketch 8 ideas in 8 minutes to push creative boundaries.
SCAMPER: •Ideation technique that encourages thinking by questioning and improving existing products or ideas (Substitute, Combine, Adapt, Modify, etc.).
Possible UX Artefacts that you can create: Problem Statements, Affinity Diagrams, Customer Journey Maps (Refined from Empathize stage), User Needs Statements, Experience Maps, Service Blueprints
Moving from Ideation to Conceptual Design
Synthesis: •Take the ideas generated during ideation and start grouping, evaluating, and refining them.
Conceptual Design: •Translate high-potential ideas into tangible design concepts that reflect the user’s needs and goals.
Key Elements:•Defining key features and functionalities.•Creating user flow diagrams.•Rough sketches or wireframes to visualize the product at a high level.
Objective: •Begin turning abstract ideas into actionable design directions.
Possible UX Artefacts that you can create: Brainstorming Sessions, Mind Maps, Crazy 8’s Sketches, SCAMPER Lists, Concept Sketches, Storyboards
Developing Low-Fidelity PrototypesLow-Fidelity
Prototypes: •Basic, quick-to-create representations of ideas (e.g., paper sketches, simple wireframes).
Purpose:•Test ideas early without investing too much time or resources.•Focus on layout, structure, and navigation rather than detailed aesthetics.
Common Formats:•Paper prototypes.•Wireframes (digital or hand-drawn).•Basic clickable prototypes with minimal functionality.
Possible UX Artefacts that you can create: Low - Fidelity Wireframes (paper prototypes, sketches)
Refining Prototypes into High-Fi
High-Fidelity Prototypes: •More detailed representations that closely mimic the final product in terms of visuals, interactivity, and content.
When to Transition: •Move to high-fidelity prototypes after validating concepts through low-fidelity testing.
Key Components:•Detailed UI elements (colors, typography, images).•Interactive components (clickable buttons, hover states).•Realistic content and navigation flows.
Goal: •Test user interactions with a product that feels closer to the end solution.
Possible UX Artefacts that you can create: Click - Through Prototypes (using tools like Figma or Sketch), Interactive Wireframes, Rough UI Mockups, Paper Prototypes
Tools for Prototyping (overview)
Figma: •Cloud-based tool for designing interfaces and creating interactive prototypes. (Most standard) Share your prototype using Figma and gain feedback for your product.
Adobe XD: •Design and prototype tool for web and mobile applications. (Have experience with this tool)
Sketch: •Design tool for macOS used for wireframing, UI, and UX design.
InVision: •Prototyping and collaboration platform that integrates with design tools like Sketch.
Axure RP: •Powerful prototyping tool, particularly for more complex, interactive prototypes.
Marvel: •Web-based design and prototyping tool that’s easy to use for quick mockups and wireframes.
Challenges in Prototyping and Iteration
Time Constraints: •Balancing speed and quality in prototype development.
Feedback Overload: •Too many conflicting inputs from stakeholders or users.
Technical Feasibility: •Ideas in high-fidelity prototypes may not always be easy to implement technically.
Iteration Fatigue: •Repeated changes and iterations can lead to designer burnout or lack of focus.
Maintaining Consistency: •Ensuring design elements stay cohesive through multiple iterations.
Free resource kits fr UX design mush
https://www.uxlibrary.org/more/free-resources
Friday session:
Touch point - everytime a user takes action while using our app.
Make it short and easy to use for the user
Avanti refund website takes 15 touch points to finish, this is a bad example
Odeon ss
Main screen showing all the actions that the user can take. Also, showing popular films.
Location button which will also be featured in my product.
Miro https://miro.com/app/board/uXjVLNkdhC8=/
Templates for artifacts
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