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A Deep Dive into UX. In this class you will learn the fundamentals of engaging with the user, concept development & prototyping.
Mon, Dec 15, 2014 @ 09:00 AM   $1300   Noble Desktop, 594 Broadway, Ste 1202
 
     
 
 
              

  
 
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EVENT DETAILS
A Deep Dive into UX

In this class you will learn the fundamentals of engaging with the user, concept development and prototyping. You will also practice how to critically analyze and communicate your findings to the team and a real-world client. This intensive class prepares you to understand the basics of user experience practice through various methodologies and real-world projects.

Objectives:

Understand the practice of User Experience
Broaden your skills with User Research, Prototyping and Testing methodologies
Learn and analyze existing Processes to build your own toolkit
Practice creating a design recommendation for a business owner/client
Projects:

User Engagement: conducting user interviews, creating user personas and user scenarios
Concept Development: building user flows, sketching and wireframing
Iterative Process: prototyping and testing
Client Engagement: aligning with business goals and creating design recommendations
Course developed in collaboration with Paper + Equator.

Instructor Bios:
Subalekha has been running Paper + Equator, a design consultancy in Brooklyn for the past four years. She is a user experience designer and researcher who has worked with startups and larger firms around the world in concept development, and has helped craft the design and user experience for their products. She has previously taught at Parsons the New School for Design.

Having lived and worked in Paris and Tokyo before coming to New York, Cathline Marshall draws on her background in web design and human factors in her teaching at Noble Desktop. She is an adjunct professor at New York University, and also teaches web design principles at Pace University in New York, and usability at Human Factors International. In addition, she runs a boutique graphic/web design studio, Studio K&M, based in Brooklyn. On Twitter she shares usability tips.

WHAT YOU'LL LEARN

SECTION 1

Intersection of Design. Technology. Business.
Through critical analysis understand how user experience as a field sits in the intersection of different areas of the product.
Collaboratively work through examples from different digital markets: Publishing, eCommerce and Entertainment. Examples of products we will review include Spotify and Etsy.
Through roleplaying exercises, understand how to represent and empathize with different stakeholders representing business, technology and design interests of a product.

SECTION 2

Knowing Your User
Learn how to structure and conduct user interviews to better identity the needs and current behaviors of the user.
Create user personas from the interviews to represent the goals and behaviors of the users within the system.
Understand how to engage the user to work through assumptions and preconceived notions that arise during the process.

SECTION 3

Imagining a System
Develop user scenarios to show when and how the user engages with the system. Take the written narrative to the next level through sketching and improvising using techniques such as storyboarding and bodystorming.
Think through the different features of the system by building user flows.
Leverage the user scenarios and user flows during team communication to build alignment with business and technology needs.

SECTION 4

Sketching & Concept Development
Practice a sketching session for an existing website or mobile application of your choice. Start with sketching on a whiteboard or your notebook.
Use the tool Balasamiq to build wireframes from the sketches.
Learn to link multiple wireframes together to create an interaction flow which can be used as a tool for communication, prototyping and testing.

SECTION 5

Prototyping & Testing
Learn the power of prototyping and testing an idea. Understand different methods of prototyping and their levels of fidelity.
Discuss the motivation behind the prototyping, such as newly discovered user goals, business needs and improved functionality.
Practice prototyping with the wireframes from the previous session by adding or modifying a feature.
Clearly list the assumptions and test your concepts. Work on multiple iterations of the prototype based on the test results.

SECTION 6

Team Engagement
Apply skills learned in first 5 sections and work with a real world client for a mobile app under construction.
Participate in team meeting to understand business needs and technical constraints. Conduct user research after class to understand user behavior and opportunities.

SECTION 7

Redesign vs. New Feature Addition
Outline the design problem that needs to be solved based on user research and team meeting.
Critically analyze the situation and decide if the mobile app requires new features or redesign of one or more existing features to solve the problem.
Build out your idea for the features through user scenario and user flows.

SECTION 8

Design Recommendation
Develop your concept through sketches and wireframes.
Prototype and test the feature recommendation. Iterate on it, if necessary.
Build your case by highlighting your process, starting with the design problem, user scenarios leading up to the solution along with the test results.
Present the design recommendation to the business owner. Get Approval.
 
 
 
 
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