Menu Close

709 Project B: User Experience Prototyping and Storytelling

In this team project, you are to develop a design concept that solves a problem. You will use research and exploration to develop a “How Might We” question. Based on this question, additional research, testing and iterative development, your team will devise a solution – after which you will use a “design thinking” process to solve the problem.

Source: https://www.andrebrown.design/my-process

Your object is to create a single team project/solution that meets the objects as stated on the class syllabus (below):

1. Students will learn to prepare and interpret descriptive documents (site maps, wireframes and simple flow charts) for the purpose of planning a new project.

2. Students will learn to prepare and interpret descriptive documents to revise an existing project.

3. Students will develop original, creative solutions to the interactive presentation of information.

In this team project, you are to develop a design concept that solves a problem. You will use research and exploration to develop a “How Might We” question. Based on this question, additional research, testing and iterative development, your team will devise a solution – after which you will use a “design thinking” process to solve the problem.

Your object is to create a single team project/solution that meets the objects as stated on the class syllabus (below):

1. Students will learn to prepare and interpret descriptive documents (site maps, wireframes and simple flow charts) for the purpose of planning a new project.

2. Students will learn to prepare and interpret descriptive documents to revise an existing project.

3. Students will develop original, creative solutions to the interactive presentation of information.


DELIVERABLES

+ DESIGN DOCUMENT

+ POSTER (18″ x 24″ HIGH-RESOLUTION PDF)

+ VIDEO NARRATIVE (1920 X 1080p HD)


Project B: Part 1:
Exploration and Research – The Foundation of Design Solutions

The early stages of any contemporary design thinking process typically includes exploration and research. This is critical before any intelligent and informed design can be started.

Not all projects require the same research plan. Many times, a design challenge will be framed using a HOW MIGHT WE QUESTION and STATEMENT. Once this is determined and the fundamental scope of the project is understood, a research plan can be plotted. It is also important to understand that this is an organic process, additional methods can be added if the need arises.

I suggest students use the UX Hex Deck to layout an initial plan. The required UX Sketchbook has a brief description of each method. Note that there are many more methods and techniques that researchers implement. Resources will be provided illustrating these.

You can find lots of information on UX research by Googling or visiting site such as the Nielsen Norman Group (https://www.nngroup.com/) or the Interaction Design Foundation (https://www.interaction-design.org/).


Project B: Part 2:
Affinitize Data, Visualize, and Define Design

Part 2 includes the affinitization, filtering out insights, and data visualization process – which includes the visualization of your research in the form of:

+ sketches
+ mind maps
+ experience maps
+ personas
+ flow charts
+ data visualization of survey and interview results

It is extremely important to understand that UX Designers and Visual Designers are tasked with the responsibility of “visualizing” data and research results.

It is always interesting to see how young designers create new interesting ways to display research data and information with clarity and beauty.

This also breaches into the visualizations of your initial design solution in the form of:

+ style guides
+ mood boards
+ low, med and hi-fi sketches and mock-ups

These are all required elements needed in order to start development on a functioning prototype in a program such as FIGMA. The professor will provide a host of samples in the class drop box and these will discussed in class.


Project B: Part 3:
Visual Development, Prototyping and Testing

Part 3 is the stage at which your efforts take shape in the form of a functioning prototype. Visual development and aesthetics can also start to be addressed on a parallel track. But in the prototyping phase, your team should focus on developing wireframes (that evolve from sketches), and then migrate these into a low to fidelity rapid prototype which can be reviewed and tested. As the visual design develops and after low-fi prototypes are tested, you can merge the comps and “current” prototypes to transition into a high-fidelity (final) working prototype.

+ Refined visualization of research and maps
+ low-fi wireframing
+ med-fi wireframing
+ Visual comp designs and mock-ups
+ Testing, observation and results documentation
+ High-fi prototyping

This project is divided into three distinct assignments. Part 1 is the VISUAL INTERFACE. After the teams have been determined in the preflight stage, and an idea has been solidified, your team will start delvelopment on the planning, scope, taxonomy, site mappping, wireframing and user interface visual development.


Project B: Part 4:
User Experience Narrative Video

This project is divided into four distinct sections. Part 4 is the USER EXPERIENCE NARRATIVE VIDEO. After the teams have developed the final high-fidelity prototype, you are ready to use this prototype in a real-world user situation. Your team is responsible for creating the user story (narrative), planning and storyboarding, documenting with video and ultimately, editing a final version that showcases your final ITGM709 project.

IMPORTANT: As stated in the earlier project parts – 1, 2, and 3 have elements that can be developed in unison. Your project story, location scouting and planning can and should be taking place at your earliest possible opportunity. You will gain valuable insight early on with research that can kickstart your story and the planning. Do not wait until the high-fidelity prototype is completed to start you part 4 planning and logistics.

+ Keep these items in mind:
+ Storyboards and script
+ Schedule HD cameras and lighting kits from the cage
+ Scouting locations
+ Actors and students
+ Scheduling and logistics
+ Props, clothes and art direction
+ Create a video production plan
+ Music and sound
+ Compositing UI on device or shoot
+ Production team (recruit student in Film and/or sound)

DELIVERABLES

DESIGN DOCUMENT:
The design document is the cornerstone of your team’s final presentation. This should include the entirety of your effort. You should present your “How Might We?” statement and your design thinking process. Include all research findings, UX methods and visualizations that are appropriate.

POSTER (18″ x 24″ HIGH-RESOLUTION PDF):
All projects must contain a “one-sheet” poster that illustrates the concept and process. There are many of these on the walls on Montgomery Hall in the ITGM classrooms. Make sure the poster is proof-read and well presented.

VIDEO NARRATIVE (1920 X 1080p HD):
The video will be the crown jewel and show in narrative form, your concept and solution – and the human engagement (UX). Make an effort to show the resolve and human emotion involved. The writing, filming, editing, and post production is critical. You are free to recruit and collaborate with students in other departments (i.e. film) if special skills are needed.