02/10/2023 - 06/11/2023 / (Week 2 - Week 7)
Naura / 0356798 / Interactive Spatial Design
DST60504 / Application Design 1
Weekly updates
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WEEK 3 - 09/10/23
During the third week of the course, we learned about usability in user interface and user experience from Sir. He emphasized the importance of considering this aspect when designing interfaces to ensure users can easily navigate and utilize the product.
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Fig 1.1 My notes taken from the lecture
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At the end of his presentation, our lecturer encouraged us to form a group of 6-7 people to research the way-finding system at Taylor's University. Our task was to learn about the student's needs in a wayfinding app and identify common problems users encounter when using the wayfinding system. We were excited to take on this challenge and work together to improve the user experience for everyone at the university.
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| Fig 1.2 The outcome of our discussion |
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WEEK 4 - 16/10/23
In week 4 of our course, the focus shifted to the essential topic of User Interface (UI) design principles. Throughout the lesson, we delved into the fundamental principles and concepts that underpin effective UI design, equipping us with valuable knowledge and skills to create user-friendly and visually appealing interfaces.
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| Fig 2.1 What I noted during the lesson |
Following the lecture, we assembled in the groups we had formed the previous week to collaborate on the wayfinding app project. During this productive session, we focused on brainstorming and refining ideas for the app's functionality and user experience. Simultaneously, we made substantial progress on designing the application layout using Figma, laying the foundation for our upcoming development tasks.
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WEEK 5 - 23/10/23
At the beginning of the week, we had a presentation centred on the enhanced wayfinding system for Taylor's students. My group took the lead and presented first to combat any pre-presentation jitters. I couldn't be more proud of our group's performance—we executed the presentation admirably. Each team member skillfully introduced the concept, articulating all the key points we aimed to convey. Personally, I had missed the time when we were allocating specific parts to each group member, which led me to handle the conclusion. Crafting a memorable closing statement proved challenging, but I did my best to leave a lasting impression.
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Fig 3.1 Our final layout for the improved navigation app
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Following the presentations from all three groups, our lecturer provided concise feedback for each group, offering valuable insights and constructive criticism. This feedback session allowed us to reflect on our performances and refine our presentation skills further. Additionally, the lecturer offered a glimpse into what we can expect for our upcoming assignment, setting the stage for our next challenge.
Then, the lecturer shifted gears and delved into the topic of user documentation, imparting essential knowledge and skills in this area. This instruction was pivotal in helping us understand the significance of user-friendly documentation in the context of design and development projects.
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| Fig 3.2 My notes on UI documentation |
Later in the day, at around 2:30, we had the exciting opportunity to visit the Vortex VR lab. During this visit, the team at the lab provided us with a comprehensive introduction to their work and the technology they employ. It was a fascinating insight into the world of virtual reality.
As part of the visit, some of us had the chance to experience VR firsthand. We engaged in immersive scenarios, such as rescuing a kitten from a building and battling zombies, showcasing VR's immense potential for various applications. Additionally, there was a creative space where we could use VR to paint and create art in a virtual environment, highlighting the versatility of this cutting-edge technology. The visit inspired us and opened our minds to the possibilities of incorporating VR into our design and development endeavours.
One of my coursemates, Raymond, playing Propagation
Takato, playing Rescue Kitty
The concept of a Virtual Reality (VR) lab fascinates me, especially considering its potential impact on society in the future. I believe VR labs represent a significant leap in technology and education, offering immersive experiences that go beyond traditional learning methods.
In my view, VR labs could revolutionize the way we learn and interact with information. Imagine being able to walk through historical events, explore the human body in a medical class, or even simulate complex physical phenomena in real time. This immersive approach can enhance understanding, retention, and engagement in ways that traditional textbooks or lectures cannot.
However, I am also mindful of the challenges. There is a risk of widening the digital divide, as not everyone may have access to such advanced technology. Moreover, over-reliance on virtual environments could impact social skills and physical activity levels.
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WEEK 6 - 30/10/23
Today, Mr. Yusri provided an informative briefing on our Assignment 2 and the Final project, which we will be integrating with our Spatial Design and 3D Modelling class. He emphasized that each part of the assignment and the final project has distinct goals that we need to concentrate on. This approach is designed to help us achieve good marks and, more importantly, to ensure the execution of high-quality work. Mr. Yusri's guidance is crucial in helping us understand the different facets of our projects and how they interconnect, paving the way for a comprehensive learning and application experience in both UI design and 3D modelling.
Furthermore, we delved into the intricacies of creating an effective user journey, a crucial component in the design of digital applications. The lecture highlighted the differentiation in user experiences based on the nature of the app:
- User Experience (UX): This is specifically tailored for technological apps. UX focuses on optimizing the user's interaction with the application, ensuring that it is intuitive, efficient, and satisfying.
- Customer Experience (CX): Pertinent to e-commerce or retail apps, CX encompasses the broader journey of a customer with the brand, not just the app itself. It includes every interaction, from initial discovery and purchase to post-purchase service.
- Learner Experience (LX): This is a specialized category for educational apps, where the focus is on how effectively the app facilitates learning and engagement for the user.
The lecture also outlined the essential procedures in crafting a User Journey:
- Targeting a Specific User/Market: Understanding and focusing on a particular user group or market segment is crucial.
- Creating Scenarios and Catering to the User: Developing scenarios that users might encounter and designing solutions that cater to their needs and preferences.
- Achieving Objectives or Goals: Ensuring that the user journey aligns with and meets the predetermined objectives or goals of the app.
Furthermore, different phases of the journey teach customers how to navigate through the application, enhancing their overall experience.
Another key topic covered during the lecture was Card Sorting, a fundamental method used to understand how users categorize and group information, which is essential in creating an intuitive information architecture. Card sorting can be divided into:
- Open vs. Closed Card Sorting:
- Open Card Sorting: Participants organize topics into categories that make sense to them, and they label these categories themselves.
- Closed Card Sorting: Participants sort topics into pre-defined categories.
- Moderated vs. Unmoderated Card Sorting:
- Moderated Card Sorting: Conducted with a researcher guiding the process, allowing for immediate questions and clarifications.
- Unmoderated Card Sorting: Participants complete the sorting independently, typically using online tools.
Understanding these aspects of user journey creation and card sorting techniques equips us with the tools to design more user-centred and effective digital applications.
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WEEK 7 - 06/11/23
In today's class, we gained valuable insights into the concept and creation of user personas, a fundamental element in user-centred design and one of the key information we have to include in our assignment. Here's a summary of what we learned:
- Representation of Target Audience: A user persona is a fictional character that embodies the characteristics of a segment of the target audience. It's based on real data and facts, forming a realistic representation.
- Specific, Not General: Each persona represents a specific type of user within the target audience, not all possible users.
- Humanizing Data: Personas add a human element to the data collection and design process, making it easier to relate to and understand the users.
- Improves Product Accuracy: By focusing on a well-defined persona, the accuracy and relevance of the product to its intended users are significantly enhanced.
- Target Age Group: Often, target audiences are in the 16-25 age range, but this can vary based on the product.
- Types of Research:
- Qualitative Research: Involves detailed, written data that can be analyzed through themes and keywords.
- Quantitative Research: Focuses on numerical data and statistics.
For our Assignment 2 and the final project, we have received a significant task that involves conducting comprehensive user research to create user personas. The requirement is to develop between 6 to 10 distinct personas, each representing a unique user within our chosen area of study. My focus for this project is on arts and culture, with a specific emphasis on Greek myths as the central theme.
To gather authentic and detailed insights, I have decided to involve my friends who are. or have been, avid fans of the Percy Jackson series. This group is particularly relevant because their interest in Percy Jackson, a series deeply rooted in Greek mythology, aligns closely with my project's theme. By engaging with these individuals, I aim to gain a deeper understanding of their experiences, preferences, and expectations, which are crucial in crafting realistic and relevant personas.
Their personal experiences, as enthusiasts of a mythology-themed literary series, will provide a rich source of information. This will include their motivations, the specific aspects of Greek mythology that intrigue them, and how these elements could be effectively translated into a user experience that resonates with a similar audience.
After discussing user personas, Sir Yusri informed us that this would be our last formal class before we moved into the consultation phase. He then inquired if there was any additional topic or any software we wished to learn about before the end of our class. One of my classmates in particular expressed their interest in Adobe Photoshop, and Sir Yusri proceeded to teach us the basics of this software. He covered not only the fundamentals but also introduced us to generative AI in Photoshop as well.
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