disrupting tertiary user-centered design

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Disrupting Tertiary User-Centered Design Course with Design Thinking 2.0 Eunice Sari UX Indonesia, Indonesia Ellya Zulaikha Industrial Design Department Institut Teknologi Sepuluh Nopember, Indonesia EduCHI Symposium 2021 | 15 May 2021

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Disrupting Tertiary User-Centered Design Course with Design Thinking 2.0

Eunice SariUX Indonesia, Indonesia

Ellya ZulaikhaIndustrial Design Department

Institut Teknologi Sepuluh Nopember,

Indonesia

EduCHI Symposium 2021 | 15 May 2021

Design Thinking: State-of-the-Art

7 Steps of Design Thinking (Herbet Simon, 1969)

Define Research Ideate Prototype Choose Implement Learn

Complex problems that have no definite answers

● https://hbr.org/2008/05/strategy-as-a-wicked-problem● https://ssir.org/books/excerpts/entry/wicked_problems_problems

_worth_solving

Wicked Problems (Horst Rittel, 1973)

Design Thinking Process (Stanford, 2005)

Agile process of the

implementation of

Design Thinking in

product design and

development.

Collaboration with ITS Surabaya, East Java, Indonesia

Java IslandEast Java Province

Case Study: Design Research Course @ITS

The Study: Evaluation, Intervention, Reflection

1. Existing UX Design Research Course Evaluation (Cohort 1) and Reflection

2. Intervention with Design Thinking 2.0 Cohort 2 (ongoing)

3. Reflection and Refinement in the Cohort 2 and upcoming Cohort 3 (ongoing)

1. Students and teachers had

limited/no opportunities to

conduct field research in

order to get an authentic

experience and build their

empathy

2. Students relied on the

literature study (secondary

research) or interviews of the

irrelevant people

Design Thinking 2.0 Intervention

1. Conduct more structured competitive

analysis

2. Design and develop detailed

scenario-based role-play based on

the secondary research and

assumption

3. Generate detailed questions to ask to

the prospective target audience

4. Conduct online interviews and build

empathy with the prospective target

audience

DT 2.0 Intervention: Conception - Understand

Mapping data online using

Miro and Mural tools based

on the limited and

(sometimes) not the most

accurate data due to lack

of empathic interaction

with the prospective target

audience.

1. Improved online data mapping because

the students receive more data based

on their improved agile and contextual

online interactions with their

prospective target audience and

stakeholders.

2. The authentic and detailed results from

the contextual scenario-based

interviews provided more accurate

insight to move on the Ideation stage

within a short period.

3. Create detailed Customer Journey Map,

Empathy Mapping, Need Analysis

DT 2.0 Intervention: Conception - Map and Ideate

Design Thinking 2.0 Intervention

Empathy Mapping

User Journey Mapping

Affinity Mapping

User Need Analysis

Design Requirements

1. The students were lack of skills

and resources to develop a

high-fidelity prototype without

any constant support from the

school, because they could not

attend the face-to-face studio

session and build their skills

with their lecturers, mentors,

and other teams.

2. Some students were only able

to do reverse engineering from

existing props work.

1. The students were assessed not

only based on their final products

but also the agile and iterative

process of prototyping

2. The process of prototyping

consists of low, mid, and high

fidelity prototypes.

3. The school is currently working

with dedicated ongoing ongoing

mentoring scheme with the

industry and nurture the culture

of peer collaboration to build

competencies

DT 2.0 Intervention: Prototype

Design Thinking 2.0 Intervention

Agile and Iterative Design and Development

1. Low-Fidelities

2. Mid-Fidelities

3. High-Fidelities

The student were not

able to test the

prototypes because

the prototypes require

tangible interaction.

1. Instruct students to develop three (3) design alternatives for low, mid and high fidelity prototypes

2. Provide a clear guidance on how students can still get appropriate and useful feedback from at least three (3) prospective users

3. Consider any feedback at different stages as valuable to improve the next iteration of the products and services

DT 2.0 Intervention: Pre-Release (Test, Learn, Reflect)

Design Thinking 2.0 Intervention

1. Likes

2. Criticism

3. Questions

4. Ideas

Iterative User

Testing at

Different Stages of

Design and

Development

DT 2.0 Intervention: Release and Post-Release

● Release and Post-Release steps

were not explored as considered

irrelevant.

● School only required students to

consider user needs/desire,

technology feasibility, and

business viability in their design

● Regular testing mechanism gives a

sense of urgency and limitation

● Authentic user feedback provides

relevant critiques and justification

to design concepts to support the

assumption on user needs/desire,

technology feasibility, and

business viability in their design

Design Thinking 2.0 Intervention

Conclusions ● Design Thinking 2.0 helped the design students to understand the importance of understanding the needs of the users and customers when designing a solution for them.

● Design Thinking 2.0 provides a framework to systematically conduct the design process in an agile manner from the Understanding until the Post-Release Stages.

● We are still trialing the framework in a rigid education environment and we have made a significant progress since we started last year.

Contact | Q&A

Eunice SariUX Indonesia, Indonesia

Ellya ZulaikhaIndustrial Design Department

Institut Teknologi Sepuluh Nopember, Indonesia

EduCHI Symposium 2021 | 15 May 2021

[email protected] [email protected]