Google UX cert. week 2

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The main principles of UCD are:

- Early involvement of end-users. - A clear understanding of the context of use and user needs. - Regular collection, analysis, and incorporation of user feedback. - Employing a user-centric approach to product development and delivery procedures. - Utilizing an iterative design process with a continual goal to improve user experience.

Design Thinking:

A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test.

Responsive web design:

A design approach that allows a website to change automatically depending on the size of the device

Specialist:

A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design

T-shaped designer:

A designer who specializes in one kind of user experience (e.g., interaction, visual, motion) and has a breadth of knowledge in other areas

Product:

A good, service, or feature

Startup:

A new business that wants to develop a unique product or service and bring it to market

Prototype and Test

After you have an idea of how to solve the problem, you're ready to enter the prototype phase, where your goal is to produce an early model of a product that demonstrates its functionality and can be used for testing. The test phase is critical to developing the right solution to address your user's problem, and an organized approach to testing can help you create exceptional user experiences. Prototyping and testing are interconnected, which means that you'll test your designs at each stage of prototype development rather than waiting to test until after the working prototype is complete. If the design is too polished the first time you present it to users, you might not get as much feedback. Think about ways to include testing throughout the design process, so that you're iterating your designs based on user feedback instead of other reasons. For example, you might test the concepts behind your design by presenting users with a simple sketch, wireframe, or a sitemap. Taking what you learned, you might iterate on that design to a more detailed design on paper (known as a low-fidelity prototype) and conduct another round of user testing. At some point, you'll iterate the design again into a working, interactive model using a software program (also known as a high-fidelity prototype) and test that as well. You might also consider testing more than one prototype at the same time to get feedback on multiple solutions, or testing the same prototype on multiple platforms, such as a laptop, tablet, and smartphone. The goal of testing prototypes is to continue to refine the prototype as you gain insight into whether the design for your product or service is easy to use and solves the user's problem.At some point, you'll finalize a prototype, and then you'll provide it to developers, who will then turn your design into a product.

Ideate

After you land on a user problem and establish why it's an important one to solve, it's time for the ideate phase. - THE GOAL OF IDEATION IS TO COME UP WITH AS MANY DESIGN SOLUTIONS AS POSSIBLE — don't settle for your first solution because the most obvious solution is NOT always the right one. Ideation involves : [ collaborative brainstorming with other members of your team to generate as many solutions as possible to a problem ] This could include : marketing, engineering, product management, or any other stakeholders for the product or service. - DURING BRAINSTORMING SESSIONS , YOU SHOULD EXPLORE ALL POSSIBLE SOLUTIONS. Don't focus on whether something is a "good" or "bad" idea, just collect AS MANY AS YOU CAN. The important thing here is to KEEP THE PROCESS JUDGMENT FREE. After brainstorming, you'll then ANALYZE your POTENTIAL SOLUTIONS and start to make CHOICES about which ones are the BEST OPTIONS to pursue as PROTOTYPE. You might return to user or competitive research to help you narrow down your ideas, and you might also create user flows to illustrate how the user will interact with your solution.

Responsive web design

Allows the website to change automatically depending on the size of the device

Voice control

Allows users to navigate and interact with the buttons and screens on their devices using only their voice

Switch device:

An assistive technology device that replaces the need to use a computer keyboard or a mouse

Prototype:

An early model of a product that demonstrates functionality

Insight:

An observation that helps you understand the user or their needs from a new perspective

Wireframe

An outline or a sketch of a product or a screen

User:

Any person who uses a product

Assistive Technology (AT)

Any product, equipment and systems that enhance learning, working, and daily living for people with DISABILITY

Assistive technology:

Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities.

Specify [ User Needs ]

Based on your research you will narrow down which end user problem is the most important to solve. CF/ Specify user and business requirements: Here, you establish why the product is beneficial for both the users and the business, and find metrics to measure what success looks like to the company and the users.

What do user-centered design and design thinking have in common?

Empathy Empathy is key for UX designers. The ability to feel for your users and understand their behaviors as well as the challenges they face is a crucial part of any design process. So, whether you are using UCD to create a stellar mobile app or design thinking to revamp employee training, you'll need to have great awareness of the population you are designing for and what their needs are. Problem-solving Both UCD and DT view problems as opportunities for improvement. Each method takes an optimistic approach to problem-solving and uses structure, action, and design to take the issue at hand and turn it into a positive experience for both the company and their users. Iteration The process for both UCD and DT is a cyclical one that relies on learning from mistakes and incorporating user feedback into future designs. At the end of each cycle, designers assess what went well, what needs work, and how to use past failure to generate new and improved solutions. Collaboration Each design method works best when a team of people across organizational silos work together. Both approaches are optimized when designers, high level executives, developers, accountants, customer-facing employees, researchers, etc., all work together towards a common goal.

Evaluate

Evaluate your user design against your end user need CF/ Evaluate designs: Finally, you conduct usability testing (preferably with actual users) to test the effectiveness of preliminary designs, and determine what is working well and what needs improvement

Gathering insights of inclusive design, and people with different needs and capabilities and applying it in. Way it will befit :

Everyone, whether they have disability or not

Inclusive design

Finding solutions 2 meet different needs Making design choices that takes into accountability different identifiers like, Ability race, economic, status, Age and gender Inclusive design includes Researchers and designers usually excluded Populations in the process Solve for one, fits for many.

People with hearing disabilities also uses

Google live transcribe ; as it capture speech and sound and makes u able to see them as text on screen

With Google meeting room hardware, you can make it easier to follow what's being said in a meeting by turning on captions, which show text of the conversation. Note: If you record a video meeting, you don't record captions. They don't appear when you play the recording.

Google meet [caption] feature

Content layout

In the world of UX design, layouts refer to the way that information is organized on the screen. For example, when designing for desktop or laptop computers, you have the advantage of working with a familiar, standardized size: landscape (horizontal) mode. The screen is wide, content can be laid out in columns, and there's much more flexibility to design. In contrast, mobile phone content is usually laid out in portrait (vertical) mode, which is ideal for scrolling. In addition, mobile phones often allow users the option to use landscape (horizontal) mode by rotating their device. Implementing this in your designs requires more work from you as a designer, but provides users with a wider range of options. Consider the layout of content on a couple more platforms: tablets combine both the desktop and mobile phone user experience, which means you can incorporate aspects of desktop and mobile phone content layouts in your designs. Smartwatches tend to have compact square or rectangular screens, offering very little digital real estate to lay out content.

Information architecture:

The framework of a website or how it's organized, categorized, and structured

Ideate:

The phase of Design Thinking that involves brainstorming all potential solutions to the user's problem

Test:

The phase of Design Thinking that involves facilitating and observing user tests with your design prototypes

Empathize:

The phase of Design Thinking that involves getting to know your user through research

Define:

The phase of Design Thinking that involves leveraging the insights gained during the empathize phase to identify the problem you'll solve with your design

Universal design:

The process of creating one product for users with the widest range of abilities and in the widest range of situations

Ideation:

The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them Inclusive design: Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender

When we talk about inclusive design, what we looking is we looking to

Their different experiences and their NEEDS because of their different CABABILITIES

Functionality

There are a lot of reasons why users might choose one platform over another, but functionality and the kind of tasks they want to complete is a huge driver. Your designs for each platform will likely vary based on how and when you expect users to need the product.

Motion designers:

Think about what it feels like for a user to move through a product

UX engineers:

Translate the design's intent into a functioning experience

UX research:

Understand users and learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals

3 ways to put users first in your designs

Universal design Inclusive design Equity focused design

What are the differences between user-centered design and design thinking?

User-centered design focuses on fostering deep empathy with the population you are designing for. The goal is to create solutions with users' needs and feedback at the forefront of all design decisions. User-centered design is a great approach when you want to design a highly desirable product for a specific audience.In the UCD process, the user is the focus from first ideation to development and release. Check out these great examples of user-centered design. While design thinking also requires great knowledge of the user, it also takes technological feasibility and business goals into consideration. This is a method that can be applied to more than just product development. Design thinking utilizes abductive reasoning to identify and solve complex problems that may affect product design or organizational policies, processes, and function. Check out these

Google Live Transcribe

You can use Live Transcribe on your Android device to capture speech and sound and see them as text on your screen.

Consider cases users with different capabilities

You will gain valuable insight

Speech to text

a user composes text by speaking into their phone or computer.

The main goal of UCD is :

to create a product that is highly desirable and functional to the user.

What is user-centered design (UCD)?

user-centered design is an approach to design that puts users' needs front and center, and follows an iterative design process that focuses on the user's needs every step of the way.

Interaction

you need to consider the way users interact with each platform and how those interactions might affect your design decisions. It's also critical to consider accessibility when developing your designs at each point. Different groups of people will interact with your product in different ways, like using a screen reader, closed captioning, or a switch device. To get started, it's helpful to try using some of these technologies yourself, in order to understand how people with disabilities might interact with your product on different platforms.

User-Centered Design (UCD)

- Understand - Specify - Design - Evaluate

UX researchers:

A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product

Digital Literacy:

A user's level of ability related to using digital information and technologies

Call-to-action (CTA):

A visual prompt that tells the user to take action, like to click a button

When u talk about accessibility we are talking about how to make a product accessible with people with different

ABILITIES

Assistive Technology (AT)

COLOR MODIFICATION VOICE CONTROL SCREEN READERS ALTERNATIVE TEXT

Inner captions

Captions telephone calls using live transcriber

UX writers:

Create the language that appears throughout a digital product, like websites or mobile apps

Framework:

Creates the basic structure that focuses and supports the problem you're trying to solve

User behave differently depending on their

DEVICE

Design

Design solution the end user problem Ideas for what the product might look like and actually start building the project. CF/ Create design solutions: Step three is all about storyboarding, journey mapping, wireframing, designing mockups and user flows, testing out different UI elements, as well as determining effective information architecture to design a product that solves users' problems.

What is design thinking?

Design thinking is a creative approach to innovation and problem-solving that takes design perspectives and processes and applies them to problems that designers don't typically encounter. According to IDEO, design thinking looks for solutions to "wicked" (or complex) problems that are feasible (technologically possible), desirable (to the end user), and viable (cost-effective to the business). Design thinking is a non-traditional approach to problem solving and can be applied to a variety of industries to help strengthen their services, products, policies, or design processes. It can be used to develop solutions for end-users but can also help organizations reinforce innovation, boost creativity, and implement new strategies and concepts for better overall function.

Design thinking is an iterative process consisting of five steps:

Design thinking is an iterative process consisting of five steps: Empathize: Develop an understanding of the challenges the system/users are facing through observation (ie. interviews, surveys, etc.). Define: Analyze data and clearly articulate the problem you want to solve. Ideate: Brainstorm a large quantity of diverse ideas that could serve as potential solutions to the problem. Prototype: Build a simulation of your ideas as prototypes to test as possible solutions. Test: Share and test the prototype with end-users for assessment then implement feedback into rapid iteration.

Freelancers:

Designers who work for themselves and market their services to businesses to find customers

Equity-focused design:

Designing for groups that have been historically underrepresented or ignored when building products

Iteration

Doing something again by building on previous versions & making tweaks

Iteration:

Doing something again, by building on previous versions and making tweaks

Empathize

During the empathize phase, your primary goal is to : LEARN MORE ABOUT THE USER, WANTS, and NEEDS, and THE ENVIRONMENT OR CONTEXT in which they'll experience your design. The most important part of the empathize phase is to STEP AWAY FEOM YOUR ASSUMPTIONS AND GUESSES and let your research findings INFORM your DECISION MAKING-in later design phases. Your user research might include [ user surveys, interviews, and observation sessions, and you might also need to conduct some research on the competitors' products to determine how your user frames competitors' products ]

UX program managers:

Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish

Assets:

Everything from the text and images to the design specifications, like font style, color, size, and spacing

Bias:

Favoring or having prejudice against something based on limited information

Color modification:

Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode

Interaction designers:

Focus on designing the experience of a product and how it functions

Visual designers

Focus on how the product or technology looks

The Design Thinking framework is only one type of framework that UX designers use to organize their approach to designs, often based on the product they're designing and the organization they're working for. No matter which frameworks you use in your career, they all have a few core principles in common:

Focus on the user. Create solutions that address the user's problems. Collaborate with teammates across departments. Validate your designs. Iterate as needed to design the right user experience.

People with hearing disabilities in real live conversations they use

Google meet captions

User experience:

How a person, the user, feels about interacting with, or experiencing, a product

When they started to design for accessibility

It was much easier to be consumed

people with disabilities have been advocating for year for

Larger and less text, less content

Production designers:

Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to engineering team

Platform

Medium that users experience your product phones, tablets, computers, mobile web, mobile app, wearable, TV, smart displays

Diversify your network start to get to know the people who are different from you, learn from them, ask them what their experiences are like with different tech, learning these experiences is what gonna make you see

OPPORTUNITIES FOR GREAT DESIGN IN YOUR PRODUCTS

Captioning [subtitles] is the most valuable thing for

People with hearing disability

Apprenticeships:

Provides on-the-job training to help people develop real skills

Equality:

Providing the same amount of opportunity and support

User-centered design:

Puts the user front-and-center

Iterate:

Revise the original design to create a new and improved version

key considerations when designing for different platforms

Screen size Interaction Content layout Functionality

Speech to text:

Software that allows users to compose text by speaking into their device

Screen reader:

Software that reads aloud any on-screen text, interactive elements, or alternative text

Advertising agencies:

Teams of creatives hired by clients to build marketing campaigns

Alternative text (alt text):

Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers

Screen size

The first consideration when designing for various platforms is : - adjusting design elements and features to fit different screen sizes. For example, you have a lot of screen space when you design for desktop and laptop computers. But when you design for smaller screens, like mobile phones, you have to carefully decide which parts of the design you'll prioritize including in the limited space. This means making every word, icon, and image count!

Brand Identity:

The visual appearance and voice of a company

Understand :

Understand how the user experience the product or similar products CF / Understand the user and context of use: This first step is all about researching your users' behaviors, problems, and goals as well as how they might interact with your product.

Define

You 'll analyze your research findings from the empathize phase and determine which user problems are THE MOST IMPORTANT ONE TO SOLVE, and WHY. This will drive you toward a CLEAR GOAL for the design of the product. The most important outcome of this phase is a CLEAR PROBLEM STATEMENT , which is [ a description of the user's need that your designs will address ] . You might also develop a VALUE PROPOSITION , [ which is a summary of WHY your user would or should use the product or service that you're designing. ]

Design thinking framework

empathize, define, ideate, prototype, test

Switch

is an assistive technology device that replaces the need to use a computer keyboard or a mouse.

AT covers a wide range of devices, like :

prosthetics, pointing devices, electric wheelchairs, power lifts, eye gaze head trackers, and a whole lot more.

Color modification also helps anyone who might experience eye strain when viewing screens in

the dark or midday, when the sun is creating an intense glare.

Universal design

the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design 1 size fits all


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