Background: the project was conducted within the scope of the course Experimental Interaction Design - NordPlus 2018. The course is a yearly event, organised under the collaboration of 5 Nordic universities, to teach students different working methods being used in Interaction Design. During the period of 2 weeks, students studied and practiced a number of concepts related to IxD, including: Google Design Sprint, UX evaluation technique, Experience-Driven Design approach, storyboarding, prototyping, and others.
- Chi Pham, Aalto University, Finland
- Alisa Ananjeva, Aalborg University, Denmark
- Gyða Björg Sigurðardóttir, Reykjavik University, Iceland
- Maria Jäärats, Estonia Academy of Arts, Estonia
My roles: ideation, sketching, storyboarding, interviewing users, designing high-fi prototypes
The challenge: smartphone users often do not give feedbacks when running into a problem with the application they were using. Either the option to give feedbacks was not well presented, or users do not find values if giving their feedbacks (i.e. "it does nothing to me, I don't think they will fix it anyways."). On another hand, when the users actually has a chance to give feedback, the critical timing was over and it would be challenging to find a way to address the issue properly.
The goal of the application is summarised as: to improve user experience through instant feedback.
Google Design Sprint framework
Day 1: Map
Tasks & technique: define problem statement, sprint goals, sprint questions, ask the experts, How Might We voting
Sprint questions (*):
1. How do we get users to give feedback? - FOCUS QUESTION 1
2. How can we better time the invitation to give feedback? - FOCUS QUESTION 2
3. How should we analyse feedback to make it more relevant to developers and product owners?4. How can we engage users in the long term?
(*) Due to the scope of the project, the team decided to focus only on the first two questions in the first Sprint.
Day 2: Sketch
Tasks & technique: explore ideas, lightning demos, crazy 8, divide and swarm
Day 3: Decide
Tasks & technique: making storyboards, sticky decision
Day 4: Prototype
Tasks & technique: make a low-fidelity prototype, prepare interview script, scout interview location, recruit users for testing
Day 5: Test
Tasks & technique: interview users, analyse results, evaluate the sprint goal decide the focus for the next sprint
Experience-driven design approach to improve the prototype
Tasks & technique: define UX goal, create high-level storyboard, evaluate users, create high-fidelity prototypes based on user feedback, evaluate the high-fidelity prototype using AttrakDiff2