This is an interactive and experiential research activity about Experience Design. It gives an overview of a design process and the tools that could be used during each step of a design process. Each step of the process will be backed by a practical approach, which demonstrates the key findings these tools might bring.
BY NILS WESTHOFF
JUNE 2020 | WORD COUNT: 4947
Experiences are not self-contained, they happen inside a larger context and are greatly influenced by the way individuals perceive them. They are influenced by personal differences as far-reaching as our marital status, to mundane differences like the operating system our phone runs. How we design for these differences is driven by people.
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Every good design process begins with research. To learn about and discover the context designed experiences are happening in. This phase of analysis serves two main purposes: to inspire us in preparation of idea generation and provide constraints during evaluation.
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Designers often describe their work as organizing complexity, to find clarity in chaos. During synthesis, we often manipulate data, words and pictures, to create cohesion and a sense of continuity in our work.
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After successfully defining what the right problem is to solve, it is time to embark on an ideation journey. Ideation is the process of generating a broad set of ideas to solve a previously defined problem, with no attempt to judge or evaluate them mid-session.
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No product is ever designed right the first time around. Arguably, products are never really done. The purpose of prototyping is to learn, to observe. To fail fast, in order to improve the product before it launches to the general public.
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Design and experience are everywhere, interwoven in our lives. As designers we have an opportunity to make experiences better, or make them worse. Experience designers influence the way people think about products and to some extent how they experience the world. That is the power we have as designers, and it's the power we have to wield responsibly.
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