Principles Of User Experience

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Introduction to User Experience (UX)
Bernd Ploderer & Tara Capel
IFN591 Principles Of User Experience
The Queensland University of Technology (QUT) acknowledges the Turrbal and Yugara, as the First Nations
owners of the lands where QUT now stands. We pay respect to their Elders, lores, customs and creation
spirits. We recognise that these lands have always been places of teaching, research and learning.
QUT acknowledges the important role Aboriginal and Torres Strait Islander people play within the QUT
community.
Welcome from the teaching team!
Tara Capel
Lecturer
[email protected]
Bernd Ploderer
Unit Coordinator
[email protected]
Workshop 1
Outline
What is this unit about?
Key concepts
Career opportunities
Unit structure and assessment tasks
Real-world partner & assignment
project
Summary and next steps

What is this unit about?
Please raise your
hand [click Yes] if
you’ve ever had a
similar experience
https://www.youtube.com/watch?v=HtTUsOKjWyQ
Experience with Technology
Consider interactive technologies
you use.
1. Think of any that are hard,
confusing, or make you feel
stupid when you use them.
2. Which ones are enjoyable,
satisfying to use? Why?
Use the
Chat to share your
examples
This unit is about the design and evaluation of interactive
technologies for human use
Systems need to be usable, i.e., But is usability enough?
Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember how to use
This unit is about understanding and
designing for
experiences
The way people feel about a product and their pleasure and satisfaction when using
it, looking at it, holding it, opening or closing it, being around it.
Desirable experiences

satisfying enjoyable aid discovery and
learning
provocative
surprising
helpful
engaging
pleasurable
entertaining
motivating
challenging
enhancing sociability rewarding
supporting creativity emotionally fulfilling

Undesirable experiences
boring
frustrating
making one feel guilty
annoying
unpleasant
patronizing
making one feel stupid
childish
confusing
irritating
Sharp, H., Preece, J., Rogers, Y. (2019). Interaction
Design: beyond human-computer interaction. (5th
edition) New York, NY: Wiley.
https://
ebookcentral.proquest.com/lib/qut/detail.act ion?
docID=5746446
Unit Learning Outcomes & Expectations
On completion of this unit, you should be able to:
1. Apply methods and theories to study
people and technologies in real-world
contexts
2. Create
design specifications, ideas, and
prototypes
from real-world insights
3. Evaluate the usability and user experience
of interactive technology and be aware of
the strengths and limitations of the
evaluation
4. Work in a
collaborative, ethical, and honest
manner
5. Apply
communication skills to create
professional deliverables through reports,
presentations and visual media
Solving a pre-defined problem
Graphic design, Photoshop,
aesthetics
This unit is an introduction to UX
You do not require prior knowledge
on UX, design thinking, humancentred design, etc.
This unit is NOT about…
Programming and software
development
Business processes
Technology for technology’s sake
Breakout rooms
If you receive an invitation to join a Breakout Room – Click Join.
1.You can come back to the main Zoom at any time using Leave Breakout
Room
, but I will close the Breakout Rooms when it’s time to move on.
2.You can
Ask for Help to request the host to join you in a breakout room.
3.You’ll receive a pop-up message with a countdown timer when breakout
rooms are closing.
Introductions & Expectations [zoom, 5 minutes]
Work with your colleagues at your table /
breakout room
1. Introduce yourself
2. Discuss your expectations of this unit
3. Go to the (zoom) whiteboard and write
your expectations
https://www.flickr.com/photos/nearsoft/19791940580/
Key concepts
Usability & User Experience
User Experience
The way people feel about technology
and their pleasure and satisfaction when
using it, looking at it, holding it, being
with it
e.g.,
Satisfying
Enjoyable
Pleasurable
Helpful

Usability
Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember how to use
Preece et al (2015)
Human-Computer Interaction (HCI)
HCI is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for
human use and
with the study of major
phenomena surrounding them.
– ACM SIGCHI:
http://old.sigchi.org/cdg/cdg2.html

Technology-Centred
Design

Human-Centred
Design
Principles of Human-Centred Design
(also known as User-Centred Design, User Experience
Design
, Design Thinking or Usability Engineering)
Human-centred: focused on people, activities and context from the project start
Participative: involving target users as members of the design team
Empirical: evaluating usability and user experience in trial studies with end users
Iterative: designing, evaluating, and redesigning as a regular cycle until results
satisfy the user experience needs
Integrated: (agile) software development, marketing, training, websites, …
Human-Centred Design (Stanford model)
Assignment 1 Assignment 2 Assignment 3
http://longevity3.stanford.edu/designchallenge/design-thinking-process/
Human-Centred Design Process in the Real World
Assignment 1 Assignment 2 Assignment 3
Sanders EB, Stappers PJ. Co-creation and the new landscapes of design. Co-design. 2008 Mar
1;4(1):5-18
https://doi-org.ezp01.library.qut.edu.au/10.1080/15710880701875068
Career opportunities
Who does UX work?
User Experience Professionals (UX) – people who research, design, and evaluate
the user experience of products and services.
Interaction Designers – people involved in the design of all the interactive aspects
of a product
Usability Engineers – people who focus on evaluating products, using usability
methods and principles
Web and app designers and developers – people who develop and create the
visual design and/or implement code and evaluate it
Information Architects – people who come up with ideas of how to plan and
structure interactive products
HCI Specialists – mix of all above
Who works
on a UX
team?
https://www.linkedin.com/feed/update/urn:l
i:activity:6885116304198635520/
Search for UX job
opportunities
[5 minutes]
Work in groups of 4 in a breakout room
Share the screen
Go to
https://www.seek.com.au/ and
search for user experience
1. What activities will you carry out?
2. What skills are required?
3. Are we covering these in IFN591?
UX Portfolio
Rather than thinking of portfolios as a showcase
of skills—“This is what I can do”—UX designers
should take the chance to illustrate their process
and create a delightful user experience—“This is
how I use design to solve people’s problems.”
https://www.toptal.com/designers/ux/ux-portfolio-tips
Homework:
check out UX portfolio examples linked on
https://careerfoundry.com/en/blog/uxdesign/ux-portfolio-examples-inspiration/
Opportunities to
connect with UX
professionals in
Brisbane
https://www.meetup.com/Product-of-BNE/
See also https://www.meetup.com/UXBrisbane/
UX and Usability
are also important
for other IT jobs!
https://www.seek.com.au/job/51503521?type=stan
dard#searchRequestToken=369acc0d-73f4-4f59-
84c8-1899f2910206
UX’ers and Software Developers often work closely
together in an agile approach
For more information see https://www.uxpin.com/studio/blog/lean-ux-vs-agile-ux-is-there-a-difference/
https://www.nngroup.com/articles/agile-not-easy-ux/
Short break & 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
Unit structure and
assessment tasks

Make the most of classes
Workshop 1: Friday, 11.00 AM – 1.00 PM in GP-P505
Workshop 2: Friday, 2.00 PM – 4.00 PM online via Zoom
There are no separate lectures this year. Workshops will combine minilectures and hands-on activities.
Participate in class to get the best assignment outcomes!
Use our digital learning tools
Review Canvas
Syllabus
Modules: learning materials
and workshop recordings
Assessments
Join Slack to ask questions and
share resources:
https://join.slack.com/t/slackjvl1403/shared_invite/zt-1pava0f8z-
~SxqPHNnacrfkMeUilgHFg
Participation in Online Classes
Ask questions using Raise Hand,
through the Chat.
Answer quick questions through
Yes or No reactions
Be mindful that we are recording
Are you on a mobile device/tablet? Click Yes/No
Assessment Tasks
No Exams!
Assessment is based on a user
experience project with a realworld partner
Submissions via Canvas
Assignment information and
relevant documents available
on Canvas
Assignment 2
UX
Specification
Assignment 3
UX Prototype
Assignment 1
UX Research
Proposal

Assignment 1: User Experience Research Proposal
Weight
Assessment Type
30%
Presentation
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.
Description
Relates to unit learning
outcomes
Individual/group
Due date (indicative)
1, 4, 5
Group
Week 5
Assignment 2: User Experience Specification
Weight
Assessment Type
45%
Report
The aim of this assessment is to create technology design
specifications, based on findings from user experience research in a
real-world context. This assessment is based on the proposal
presented in assessment 1. Assessment 2 is presented through a
report that describes the background, methods, findings, design
specifications (for example, a persona and a journey map), a design
brief, and detailed appendices. The report will be 3000-4000 words
long, not including references and appendices.
1, 2, 3, 4, 5
Individual
Week 9
Description
Relates to unit learning
outcomes
Individual/group
Due date (indicative)
Assignment 3: User Experience Prototype
Weight
Assessment Type
25%
Presentation
The aim of this assessment is to develop an interactive technology
prototype. The design specifications presented in assessment 2 are used as a
starting point to generate a range of design ideas and sketches, which will be
refined into an interactive prototype that can be tested with target users (for
example, a paper prototype, a wireframe, or a high-fidelity prototype).
Description
Relates to unit learning
outcomes
2, 4, 5
Individual/group
Due date (indicative)
Individual
Week 13
Academic Honesty
Don’t
Pass off someone else’s work as your own
Copy the work of other students
Allow your work to be copied
Ask questions if you need support with referencing, quoting, etc.
Include an academic honesty statement with each assignment (available on
Canvas)
See the Academic Integrity website on
https://qutvirtual4.qut.edu.au/group/student/study/writing-andreferencing/academic-honesty-and-plagiarism
GenAI (e.g., ChatGPT)
Transparency: assignments need to
describe how an AI was used AND
provide a reference to the
AI.
Useful to generate ideas, questions, on
simple topics
Cannot be relied upon for truthful
information!
Follow
the instructions on
https://
guides.library.uq.edu.au/refere ncing/
chatgpt-and-generative-ai-tools
These references sound reasonable, but they do not exist!
Extensions / Late Submission
From 27 February 2023, a new 48-hour late submission period will be available for
eligible assignments.
If you’re unexpectedly unable to complete an assignment on time, you can submit up
to 48 hours after the due date with no application or supporting documentation
required.
Where special circumstances prevent you from completing your assignment before the
end of the late submission period, you can apply for a longer extension with supporting
documentation.
https://qutvirtual4.qut.edu.au/group/student/study/assignments/submitting/lateassignments-and-extensions

Participate in
class and
work week by
week to be
successful
Week Topic Contents & Activities
1 Introduction to
User Experience
(UX)
Unit and assignment
overview Career
opportunities
2 Real-World Partners Meet real-world partners; team formation
3 UX Research Methods Say, do, and make methods
4 Research Ethics Ethical principles and procedures
5 Presentations Assignment 1 presentation (in class)
6 UX Portfolio Assignment 2 overview
EASTER BREAK
7 Data Analysis Affinity diagram, thematic analysis
8 Design Specifications journey map, persona, scenario
9 Assignment Clinic Assignment 2 Report due
10 Ideation and Sketching Assignment 3 overview
11 Prototyping Low fidelity prototyping, wireframing
12 Assignment Clinic Discuss presentation content and format

13 Presentations Assignment 3 presentation (in class)
Ground Rules
Teaching team
Update Canvas by
Wednesday noon
Respond to emails
and Slack within 2
business days
Start and finish on
time
Students
Participate in class
Commit 12 hours each
week outside class to
work on assignment
Ask questions in person,
via email, on Slack
Phones on silent
Image from Be nice to each other 🙂
https://www.pexels.com/photo/adult-american-football-athlete-audience-209954/
=
Problems
If you have problems
Seek help immediately
There are many sources of help
Unit coordinator
Course coordinator
University health services http://
www.medical-centre.qut.edu.au/
Student support services https://
qutvirtual4.qut.edu.au/group/student
/health-and-wellbeing/personal-support-andcounselling
Feedback
We welcome feedback about
Learning material
Workshops
Assessments

Submit feedback
In person
By email
Via feedback surveys
Real-world partner &
assignment project
Berni Cooper and Nicole Border, Student
Services and Wellbeing, QUT
Digital Self-Care at QUT
Berni Cooper and Nicole Border,
Student Services and Wellbeing, QUT

QUT Wellbeing App
The app is available for iOS and Android to QUT
students via
https://qutvirtual4.qut.edu.au/group/
student/heal th-and-wellbeing/qut-wellbeing-app
Who has tried out the app?
Digital Self-Care at QUT
The app re-design will be the focus of assignment 3.
For assignments 1&2, the app is only a small part. The aim is to better
understand self-care practices with digital technologies, which is a facet
of wellbeing, and to explore opportunities for digital technology
design.
What is Self-Care?
Have you heard of self-care before?
What does self-care mean to you?
What are some examples of selfcare that you practice in your
everyday life?
https://www.linkedin.com/posts/queensland-health_selfcaresundaymentalwellbeing-qldhealth-activity-6931422931776405504-O5_C
What is Self-Care?
Our definition:
Self-care is “a process of purposeful
engagement in practices that
promote holistic health and wellbeing of the self” (Lee & Miller,
2013, p. 98).
Holistic health encompasses
physical, mental, emotional and
even spiritual health of a person.
https://www.verywellmind.com/self-care-strategies-overallstress-reduction-3144729
What is Self-Care?
https://www.youtube.com/watch?v=EguDLVf5x_U
What is Digital Self-Care?
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”
Examples of digital self-care often revolve
around lowering use of technology:
Reducing screen time
Turning off notifications
Technology can also support self-care and be
positively incorporated into everyday
practices.
https://www.linkedin.com/posts/queenslandhealth_selfcaresunday-screentimetips-qldhealth-activity-
6926349601167867904-8W-n
Aim and Target Audience
Aims: To (1) understand how QUT students currently use digital technology (including, but not limited to the QUT wellbeing
app) to care for their personal wellbeing and (2) to explore how we might enhance their experiences.
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
Other
We will use these target groups to form groups for assignment 1
Assessment Tasks
Assignment 1: Prepare a UX research proposal based on say, do
and make methods
Assignment 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.
Open questions include: what are people’s views around self-care?
What are people’s self-care needs? What are people’s practices
surrounding self-care to deal with life’s demands? What are
people’s current practices with technologies? How do people view
digital technology in relation to self-care? What experiences do
students have with the QUT wellbeing app?
Assignment 3: Use the findings as inspiration to
re-design the QUT
Wellbeing App
.
Real-world partner engagement
Please use Slack to ask questions
and discuss your work
Assignment channels
Workshop channels
We will have
Q&A meetings with
our real-world partners in weeks 2
& 13 to discuss and present your
assignments
Collaborative Project
Create a research partnership
between IFN591 students, IFN591
teaching team, and QUT Student
Services and Wellbeing
Continue this partnership with
interested students by:
collaborate with QUT Student
Services and Wellbeing to follow up
on the insights from the assignment
research
Explore follow-up research
https://www.pexels.com/photo/high-angle-shot-of-group-of-professionals-3183172/
Reflect on the proposed project [homework]
1. What is (digital) self-care to you?
2. What
interests you in this topic?
3. 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.
4. What might interesting opportunities or challenges to explore?
5. What
questions do you have?
Prepare questions for our real-world partner meeting next week
Summary and next steps
Summary
UX describes how we engage with
technology and how we use, feel, think,
and talk about it.
In this unit you will learn methods and
theories to study, design, and evaluate
digital technology experiences with
target users.
Assessment tasks reflect real-world UX
practice. Based on a human-centred
design process with a real-world
partner, you will
1 Prepare a UX research proposal
2 Study and define the target
experience with prospective users
3 Ideate and prototype, in order to
evaluate experiences with target users
Next Steps
Reflect on which part of the project
you want to focus on & prepare
questions
Check out UX portfolio examples
linked on
https://careerfoundry.com/en/blog/ux-design/uxportfolio-examples-inspiration/
Next week you will
meet our real-world partner &
ask questions
Learn about Intellectual Property
(IP)
Learn about user experience
frameworks