scholarly journals Minimal Coding, Iterative Prototyping, and Playtesting: A Novice Design Thinking Approach to Gamifying the User Experience

2021 ◽  
Vol 4 (1) ◽  
Author(s):  
A Miller ◽  
Karen Nourse Reed

This case study details the methodologies we used to create a gamified library orientation experience through an iterative design process involving the phases of empathize, define, ideate, prototype, and test. For libraries with staff skilled in basic HTML and graphic design, gamified experiences are possible when they approach them with a design-thinking mindset. In designing the gamified orientation experience, we used a minimal amount of coding and conducted usability testing with playtesters prior to launch. We describe a sequence of issues we encountered during playtests, and we discuss remedies we took to balance storyline, content, educational objectives, and gameplay.

2021 ◽  
Vol 26 ◽  
pp. 709-728

Art of animation as an analysis of movement is based on the theory that the vision remains on the eye after the disappearance of the actual image, and this scientific theory is the same that the film industry was built upon. Recently, various techniques and ideas have entered the print design process as a means of expressing a phenomenon subject to the human will to change and elevate our aesthetic awareness and feelings, which rise in various forms of designs that reveal themselves in design work and are embodied in animation films. The design artwork falls within a group of intertwined elements fused with each other, reflecting the peculiarity of this work, as it is innovation and creating new and interesting things, so that the design is suitable for the desired purpose and beautifully. Perhaps the simplest type of optical illusion that can clarify to us the idea of the impression of the existence of an image that does not actually exist is represented in the decree paper. Key words: Design thinking, Typography, Animation films


2021 ◽  
Author(s):  
Anika Kozlowski

Sustainable fashion has developed as a response to the growing prominence and awareness of the negative environmental and social impacts of fashion apparel throughout its life cycle. Responses to these wide-scale impacts have focused on piecemeal strategies that lack a cohesive perspective. The notion of design thinking and a holistic viewpoint are increasingly being seen as valued strategies for developing a sustainable fashion system. Fashion designers generally lack the tools to enable change and are caught within a system that cannot fulfill the potential of design-driven solutions for sustainability. Transformations to the design process, business practices, consumer behaviours and supply-chain sustainability are needed. This dissertation presents a series of manuscripts investigating a re-conceptualization of fashion design for system sustainability. Concepts put forth in the first manuscript, Theorizing the Fashion System provide context for a design focus. This study reviews existing theories of fashion production and consumption, for the purpose of establishing a theoretical framework to support subsequent research and tool design. The second manuscript Tools for Sustainable Fashion Design: An Analysis of their Fitness for Purpose examines existing design tools developed specifically for sustainable fashion designers. This research led to the creation and proposal of two conceptual frameworks: an innovation framework and five-dimensional model of sustainable fashion. Using the frameworks to analyze the tools and sustainable strategies within the tools resulted in the identification of three tool archetypes: 1) Universal, 2) Participatory and 3) Assessment. The third manuscript investigates and analyzes current design practices of sustainable fashion micro and small enterprises (MSE) and available sustainable design tools. The fourth manuscript, The reDesign Canvas: Fashion Design as a Tool for Sustainability, is a qualitative in-depth case study with a small fashion start-up. Utilizing observations in the field, interviews and design sessions, this study was able to identify leverage points within the design process to integrate sustainable strategies. The data collected informed the development of a sustainable fashion design tool, the reDesign Canvas. This framework was tested and refined with the case study. This work aims to contribute a reconceptualization of the fashion design process to provide designers with the tools necessary to achieve a sustainable fashion system.


Author(s):  
Kata Kapusy ◽  
Emma Lógó

User experience (UX) has been a hot topic and should be an integral part of the design process – from the early concept to the final product. This article introduces a UX evaluation methodology that helps collect the pragmatic and hedonic attributes of an application in the onboarding process. Moreover, the presented method helps not just to understand the UX (including customers’ unconscious need, desire, and pain points) but also to make the development points clear and straightforward to everyone in the product management team. We focus on a social media platform – Snapchat.


2021 ◽  
pp. 262-273
Author(s):  
Afonso Carvalhido ◽  
Rita Novo ◽  
Pedro Miguel Faria ◽  
Ana Curralo

2020 ◽  
Author(s):  
Deógenes Silva Junior ◽  
Roberto Pereira

In collaborative software design scenarios, Consolidation is a key process for contributions from diverse participants to be understood, reviewed, and integrated into a coherent set of design objects. However, this process is complex because it acts at different times and objects throughout a design process, and few works in literature are devoted to addressing this process and its inherent complexity. This paper presents an exploratory case study to investigate Consolidation in a Design Thinking-inspired process. As results, remarks about dimensions of Consolidation, activities where Consolidation occurred and strategies used were identified, which can be a source for designing technical features for supporting Consolidation practices.


2020 ◽  
Vol 14 (1) ◽  
pp. 11
Author(s):  
Evi Dwi Wahyuni ◽  
Muhammad Irfan

Teknik Informatika merupakan salah satu program studi yang ada di Universitas Muhammadiyah Malang. Program studi Teknik Informatika memiliki bagian civitas akademika yaitu staff administrasi. Masalah yang sering dihadapi staff administrasi jurusan Teknik Informatika adalah menjawab pertanyaan mahasiswa terkait keberadaan dosen. Hal seperti itu dapat mengganggu kinerja dan fokus kerja staff administrasi. Untuk mengatasi masalah tersebut, staff administrasi jurusan Teknik Informatika memerlukan sebuah sistem informasi keberadaan dosen. Sebelum membangun sebuah sistem informasi dibutuhkan sebuah perancangan prototype interface web. Penelitian ini menggunakan perancangan User Experience Design Process untuk meningkatkan kepuasan pengguna dalam berinteraksi dengan produk dan pada tahap akhir dilalukan evaluasi Usability Testing untuk uji kebergunaan produk. Hasil dari penelitian ini berupa rancangan prototype interface sistem informasi keberadaan dosen dan hasil dari evaluasi pengolahan data kuesioner terdapat beberapa pertanyaan yang memiliki nilai skala rendah, oleh karena itu diberikan rekomendasi perbaikan interface dari prototype tersebut untuk pengembangan selanjutnya. Secara umum perbaikan interface terletak pada bagian informasi status keberadaan dosen, simbol icon pada interface web dan desain warna web pada prototype interface. Saran rekomendasi perbaikan dapat digunakan dalam pengembangan lebih lanjut prototype interface ke tahap implementasi coding.


Author(s):  
Yohannes Kurniawan ◽  
Gabriel Henry Prasetya ◽  
Fransiscus Malvin ◽  
Stephen Dharmawan ◽  
Norizan Anwar ◽  
...  

Author(s):  
Julia KRAMER ◽  
Julia KONG ◽  
Brooke STATON ◽  
Pierce GORDON

In this case study, we present a project of Reflex Design Collective, an experimental social equity design consultancy based in Oakland, California. Since founding Reflex Design Collective four years ago, we have reimagined the role of “designers” to transform relationships structured by oppression. To illustrate this reimagination, we present a case study of our work as ecosystem-shifters. In 2017, we facilitated a co-design innovation summit where unhoused Oakland residents led collaborative efforts to alleviate the burdens of homelessness, with city staff and housed residents serving as allies instead of experts. Our approach to design facilitation differs from a typical design thinking process by pairing our clients with those on the front-lines of social inequity in a collaborative design process. Specifically, we elevate the importance of democratized design teams, contextualized design challenges, and ongoing reflection in a design process. We highlight successes of our design facilitation approach in the Oakland homelessness summit, including outcomes and areas for improvement. We then draw higher-level key learnings from our work that are translatable to designers and managers at large. We believe our approach to equity design will provide managers and designers an alternative mindset aimed to amplify the voices of marginalized groups and stakeholders.


2019 ◽  
Vol 11 (24) ◽  
pp. 7191
Author(s):  
Jih-Sheng Lo ◽  
Chi-Hung Lo ◽  
Shyh-Chour Huang ◽  
Wei-Chen Wang

According to a study by the Department of Statistics, Ministry of Health and Welfare, Taiwan, a total of 15,145 people had a voice function impairment or speech function impairment, and a total of 122,533 people had a hearing impairment by the second quarter (Q2) of 2018. Hearing and speech are the most commonly used sensory functions for communication. Therefore, a person will suffer unimaginable difficulties with the loss of both functions during her/his life. The problems that a handicapped student might encounter during school are often neglected. The way a teacher teaches during a class and how a student interacts with others should be highlighted. The deficiency in assistive devices for hearing- and speech-impaired people is due to several factors. In fact, there is insufficient information and not enough researchers. The translation of language by foreign assistive devices is more rigorous; however, domestic resources for assistive devices for hearing- and speech-impaired people are limited. No relevant information on learning through assistive devices is available. The subject examined in this study was a hearing-impaired student in her junior year, who lost speech capability after an ear stroke. This study examined the problems that she encountered during her learning in a class with average students. After a literature review and the investigation of the case study, user experience and design thinking approaches were implemented for the development of an assistive device. A class learning assistive system, which is based on a simple innovative design and a highly flexible combination of elements, was created. After a series of experimental verifications and improvements, the results indicated that this learning assistive system could effectively enhance the research subject’s confidence and autonomy during learning in class.


2020 ◽  
Vol 12 (15) ◽  
pp. 6228
Author(s):  
Erik Aranburu ◽  
Ganix Lasa ◽  
Jon Kepa Gerrikagoitia ◽  
Maitane Mazmela

In the absence of user experience evaluation tools for industrial human–machine interfaces (HMI), a specific tool called eXperience Capturer (XC) has been created. It is a multi-method user-centred tool that evaluates the pragmatic and experiential aspects of employees’ interaction with industrial HMIs during the three phases of experience. In this article, a case study is shown where the XC tool is used in an industrial HMI design process. The results show that evaluation using the XC tool facilitates the creation of a new design that improves the experience of employees during interaction, increasing their autonomy, competence, closeness to the system, safety and stimulation.


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