Chapter 5 Summary (February 24, 2020)
Chapter 5 is all about the third of the four phases of UX: conceptual design. This is where you sketch out designs of what you would like to explore.
While reading, I came across a figure that shows how one’s designs goes through a process in order to get to the final product:

It also talked about creating scenarios in this early part of conception. The book describes them as being contextual descriptions of how a user interacts with an aspect of a product or service that allows a person to consider the user’s world in more detail, and visualize what it might be like to use a working model of your design,
One way to achieve this is through storyboarding. It’s kinda similar to when someone is involved in the pre-production phase of a movie, but its function works differently here. In the movie world, storyboarding is a series of sketches that plays out from scene to scene. In the world of user experience design, it helps to show and emphasize how that product could work for its intended audience. Much like the film world, the storyboard helps to push the narrative along. Henceforth, the scenarios SHOULD be the driving force in order to push those narratives along.
you’re able to quickly determine if your ideas will work quickly and inexpensively you can focus on one aspect at a time you’ll be able to relinquish ideas that aren’t working, as you’ve invested little time in them it helps you to consider several options, as many solutions might work at this stage it brings your client along for the journey of the design process before any visual design hits the table.
They also talked about skeuomorphism, which refers to design elements that deliberately make new objects look older and more familiar, leaning heavily on realism. It also gave tips on how to make use of the conceptional storyboard stage.
A common design problem is the gap between a user’s perception of how a product works and a designer’s assumptions of the user’s knowledge, given their level of familiarity with it. We refer to the user’s perception of how a product works as the mental model.
Also, starting with this chapter, I added some more highlighted colors to the class e-book whenever examples in the book (blue) showed up. For the section of the chapter where the author talk about her experiences with the digital recipe/scrapbook app. The reason I chose to highlight this is that having a prime example and using her model approach will be a guide in incorporating some of the ideas and applying them to the problem that our group is trying to solve with the InSite website.
While reading, I came across a figure that shows how one’s designs goes through a process in order to get to the final product:

It also talked about creating scenarios in this early part of conception. The book describes them as being contextual descriptions of how a user interacts with an aspect of a product or service that allows a person to consider the user’s world in more detail, and visualize what it might be like to use a working model of your design,
One way to achieve this is through storyboarding. It’s kinda similar to when someone is involved in the pre-production phase of a movie, but its function works differently here. In the movie world, storyboarding is a series of sketches that plays out from scene to scene. In the world of user experience design, it helps to show and emphasize how that product could work for its intended audience. Much like the film world, the storyboard helps to push the narrative along. Henceforth, the scenarios SHOULD be the driving force in order to push those narratives along.
you’re able to quickly determine if your ideas will work quickly and inexpensively you can focus on one aspect at a time you’ll be able to relinquish ideas that aren’t working, as you’ve invested little time in them it helps you to consider several options, as many solutions might work at this stage it brings your client along for the journey of the design process before any visual design hits the table.
They also talked about skeuomorphism, which refers to design elements that deliberately make new objects look older and more familiar, leaning heavily on realism. It also gave tips on how to make use of the conceptional storyboard stage.
A common design problem is the gap between a user’s perception of how a product works and a designer’s assumptions of the user’s knowledge, given their level of familiarity with it. We refer to the user’s perception of how a product works as the mental model.
Also, starting with this chapter, I added some more highlighted colors to the class e-book whenever examples in the book (blue) showed up. For the section of the chapter where the author talk about her experiences with the digital recipe/scrapbook app. The reason I chose to highlight this is that having a prime example and using her model approach will be a guide in incorporating some of the ideas and applying them to the problem that our group is trying to solve with the InSite website.
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