Principles Of User Experience

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Welcome to IFN591 Week 2:
Real-World Partners &
UX Frameworks
Agenda
1. Assessment Task 1 Q&A
2. Meet our real-world partners
3. Choose assignment project and form teams
4. Define the project scope
5. Intellectual Property (IP)
6. UX Frameworks
Bernd Ploderer and Tara Capel 7. Summary and next steps
IFN591 Principles Of User Experience
Assessment task 1
Assignment 1: User Experience Research Proposal
(review on Blackboard)

Weight 30%
Assessment Type Presentation

Description
The aim of this assessment is to prepare a detailed proposal to study
people and technologies in a real-world context. Based on established
user experience methods and theories, the proposal will contain a
research plan, research instruments (e.g., interview guide, diary
instructions), and ethics documents (participant information sheet,
consent form). The proposal will be presented during the workshop.
Relates to unit
learning outcomes
1, 4, 5
Individual/group Group
Due date (indicative) Week 5
Meet our real-world partner
Take notes &
ask
questions
Take a piece of paper and fold it twice.
Take note of insights and questions:
1. What
interests you in this topic?
2. What
target audience are you interested in working
with?
For example, members of groups, culturally and linguistically
diverse students, students with significant commitments,
students transitioning in/out of university.
3. What might interesting opportunities or challenges to
explore?
4. What
questions do you have?
Assignment Project: Digital Self-care in Everyday Life
Background:
Digital self-care is the intersection of digital technologies and self-care:
“purposeful engagement with digital technologies that promotes holistic
health and well-being of the self”

Real-world partners: Berni Cooper and Nicole Border,
QUT Student Services and Wellbeing
specific ALDRENCE_
istyou w. age range

Aim: To better understand self-care practices with digital technologies and
to explore opportunities for digital technology design.
Our
target audience are QUT students. We are interested in the full
diversity of student experiences, including:
Members of groups such as student clubs, sports teams, eSports,
faith groups, pride groups
Culturally and linguistically diverse students, exchange students,
and international students
Students with significant commitments, e.g., care commitments
(parents, or caring for a family member) or professional
commitments (e.g., athletes, students who work full-time)
Students transitioning in or out of university like, e.g., students in
their first year/last year, mature age students
Assessment Tasks:
1. Prepare a UX research proposal
2. Conduct qualitative research
to better
understand
QUT students’
experiences
with digital self-care
practices
in their everyday life and to
identify interesting design
opportunities.
3. Use the findings as inspiration to
redesign the QUT Wellbeing App.
Choose an assignment
project
Zoom: change your name to include your
preferred target audience
1. Members of
groups
2. CALD
3. Significant
commitments
4. Transitioning in
or out of
university
make the
apps useful apple it *QUT Health wall-being strategy *
Es’t worth investment?/ canintegration makerecommendation
what would make an apps-bettir or with spending?
6 were sure they are were
Is map whole experiences.
Activity 1: Choose your project (15 minutes)
Discuss the project with our real-world partner and fellow students
and expand your notes
1. What interests you in this project?
2. What are interesting opportunities or questions to explore?
3. What target audience are your interested in working with? Do you
have access to potential participants?
4. What questions do you have?
https://www.pexels.com/photo/two-woman-chatting-1311518/
Activity 2: Team Formation (5 minutes) (online)
1) Form a team of 3 students with the
same target audience
1. Members of groups
2. CALD
3. Significant commitments
4. Transitioning in or out of
university
2) When you have formed a team:
1. Leave the breakout room
2. Use Chat to state your names and
project to get a team number
from Tara
3. Self-enrol via Canvas – People –
IFN591 Assignment Group 1 tab
(ensure you enrol in the correct
group number)
4. Update your Zoom name to
include team number and your
personal name (e.g., Team 2 Tara)
(for breakout rooms)
5. Organise regular meetings, divide
workloads and monitor them
https://www.pexels.com/photo/two-woman-chatting-1311518/
Activity 2: Team Formation (5 minutes) (oncampus)
1) Form a team of 3 students with
the same target audience
1. Members of groups
2. CALD
3. Significant commitments
4. Transitioning in or out of
university
2) When you have formed a team:
1. See Tara to get a team number
2. Find a table
3. Self-enrol via Canvas – People
– IFN591 Assignment Group 1
tab (ensure you enrol in the
correct group number)
4. Organise regular meetings,
divide workloads and monitor
them
https://www.pexels.com/photo/two-woman-chatting-1311518/
2-minute break – have a stretch 🙂
Stand up and stretch your arms out behind you.
Clasp your hands together and gently lift your arms.
You should feel your shoulders and chest stretching.
Hold both arms above your head.
Link your hands with your palms facing upwards.
Reach as high as possible.
You should feel your shoulders stretching.
https://www.bupa.co.uk/newsroom/ourviews/desk-stretches
Define the project
scope
Activity 3: Define the scope of your chosen project (5
minutes)
1) What is the specific aim of your research?
2) Why is it
important? Do you have any literature,
websites, real-world partner comments to support your
aim and its importance?
3) Target group: who do you ideally seek to invite to your
study? Describe all relevant characteristics that
participants need to have to be part of your study.
4) Recruitment plan: how you will identify potential
participants? How will you approach them to invite
them to your study (in person, via email, …)?
https://www.pexels.com/photo/two-woman-chatting-1311518/
Intellectual Property (IP)
Confidentialit
y
Please treat information from real-world partners
confidentially and do not share it with others
outside IFN591.
Photo by Andrea Piacquadio from Pexels
Intellectual Property (IP)
IP refers to creations of the mind, such as
inventions, literary and artistic works, designs, and
symbols, names and images used in commerce. IP
rights are legal rights which exist in relation to
creators of IP.
Photo by Andrea Piacquadio from Pexels
Intellectual Property (IP)
The project partners share their IP (e.g., business
ideas, prototypes) with you, and conversely you
are asked to share your IP (from your assignments)
with them.
Hence, you are asked to sign an agreement to
license or assign IP to the industry partner, so that
the industry partner is able to use the IP for its
future business activities with certainty.
Photo by Andrea Piacquadio from Pexels
Homework: Sign IP agreement
Download the relevant IP agreement from the
project application in InPlace.
Review the document
, fill in your details on page
4, complete page 6.
Upload the PDF version of the signed Agreement
(all pages) to your InPlace project application.
This is required for all projects
Ask questions in workshop or on Slack before
you sign and submit
Photo by Andrea Piacquadio from Pexels
User experience
frameworks
User Experience Honeycomb
Four Pleasures

User Experience Honeycomb by Peter Morville
Focuses on information and tasks http://
semanticstudios.com/user_experience_design/
Four Pleasures, by Patrick Jordan
Focuses on the pleasurable aspects of our interactions with products
(i) physio-pleasure
(ii) socio-pleasure
(iii) psycho-pleasure
(iv) ideo-pleasure (cognitive)
Means of framing a designers thinking about pleasure, highlighting
that there are different kinds and that a good design has the right
balance.
http://changingminds.org/explanations/emotions/happiness/four_pleasures.htm https://
blogs.aalto.fi/stratusreader/2011/05/15/patrick-jordan-chapter-%E2%80%9Cthe-fourpleasures%E2%80%9D-in-designing-pleasurable-products-2000/
Four Pleasures, by Patrick Jordan

physio-pleasure socio-pleasure psycho-pleasure ideo-pleasure (cognitive)
Pleasure
concerned with
the body and
senses
Derived from
relationships
with others
Mental reactions
and getting things
done
People’s taste, values &
aspirations
Look and feel
Touch, taste, smell
Tactile Pleasure –
Telephone
handset, Remote
control
Olfactory Pleasure –
Smell inside a new car
Products that facilitates
social interaction:
Mobile phones, SMS,
Tweets, social networks,
etc.
Products that
represents your image
in social contexts
“getting a job
done”, “feeling
satisfied”
Functional, utilitarian
and usability oriented
E.g. being able to
use the word
processor easily and
producing the
required documents
could lead to psycho
pleasure.
Taste: for specific
colour, shape, style or
pattern
Value: philosophical or
religious; ethics; love for
environment (e.g. hybrid
cars)
Aspirations: what people
hope to become or want to
see themselves as; e.g. good
career, wealthy.

Summary and next steps
Summary
You will work with a real-world
partner
for your assignments to
study and enhance the user
experience of their digital product.
The first step in your assignment is to
define the
project scope for your
particular project: aim, importance,
and target users
User experience frameworks
help you structure interview
questions, observations, etc. for
your UX research proposal as well
as your analysis and findings in
assignments 2 and 3
Next Steps
By next week, complete the following assignment steps:
1. Finalize your project scope
2. Submit signed IP agreement
3. Write a short summary of your chosen UX framework and
why you have chosen this framework
4. In preparation for next week, think about interview questions
you might ask your participants to learn more about their
current experiences. Use the UX framework to expand your
questions.
Next week you will learn
about UX research for
your assessment: Say, do,
make methods
See you next week