UED by xiangpeng

VIEWS: 15 PAGES: 25

									overview
 introduction
 project goals
 the quarter at a glance
introduction
project goals
the quarter at a glance
                           teach encourage sponsor
      studen
      IxD                  evaluate
          VisDe
      t
    UER UED
         F2E
                                Customer

plan conceptualize design build




                 introduction
Who are we?
     DEVTOOLS
Who will you be?
         Interaction Designer (IxD)




concept mapping   wireframes        information architecture




                     introduction
Front-end Engineer (F2E)




developer technology interface building




              introduction
introduction
project goals
the quarter at a glance
            SHORT TERM        MID TERM       LONG TERM


        meaningful        develop
Studentsclass             strong
                                          qualify for a
                                          great career tra
        experience        design skills

         usability        promote &       hiring for
         issues           refine          internships
         solved           technology      & college grad



                     capstone goals
introduction
capstone goals
the quarter at a
glance
Rough Timeline

  Project
 Assigned                                 Design Review                            Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11




                                    the quarter at a glance
Rough Timeline

  Project
 Assigned                           On-campus Design Review                        Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11
                                    initial study of the domain and the
    GOALS/DELIVE                    user population
      RABLES                        problem domain research
                                    team project scope proposal
                                    wireframing/prototyping architecture
                                    plans


                                    the quarter at a glance
Rough Timeline

  Project
 Assigned                           On-campus Design Review                        Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11
    GOALS/DELIVE                    enumeration and description of
      RABLES                        personas
                                    user stories/use cases fleshed out
                                    concept maps
                                    paper prototyping



                                    the quarter at a glance
Rough Timeline

  Project
 Assigned                           On-campus Design Review                        Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11
    GOALS/DELIVE                    paper prototypes transformed into
      RABLES                        higher fidelity
                                    team critiquing sessions




                                    the quarter at a glance
Rough Timeline

  Project
 Assigned                           On-campus Design Review                        Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11
                                    design walkthrough with customer
    GOALS/DELIVE                    team
      RABLES                        user testing plan
                                    high fidelity prototype in
                                    HTML/CSS/YUI technology




                                    the quarter at a glance
Rough Timeline

  Project
 Assigned                           On-campus Design Review                        Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11
    GOALS/DELIVE                    final sprint of designing
      RABLES                        polish up web prototype for project
                                    day
                                    last minute concerns




                                    the quarter at a glance
Rough Timeline

  Project
 Assigned                           On-campus Design Review                        Project Day
            Conference Call 1   Conference Call 2   Conference Call 3   Conference Call 4


       1         2              3          4             5              6           7       8
                                    9          10               11
      PROJECT
         DAY
                                    poster board session of project(s)
     ITINERARY
                                    usability study results
                                    prizes awarded to winning team



                                    the quarter at a glance
   Trac Wiki
 Communication
Students                  Customer

requirements gathering    project guide

sketches and wireframes   problem domain specifications

visual designs            feedback

links to prototypes       interaction design resources

research                  links to any prototypes

documentation
CSC 484 Score Card                                                      TEAM

                                                                        DATE


  Deliverables
                                                                                POOR                GREAT
     Crisp and legible concept drawings and wireframes                           1     2   3    4     5
      Thoroughly documented work (high level and low level details)              1     2   3    4     5

      Logical design decisions evident through artifacts                         1     2   3    4     5
      Proficiency in using color, shapes, and spacing in designs                 1     2   3    4     5
      Designs are highly usable and “engineerable” with Y! technology            1     2   3    4     5

                                                                               POINTS               / 25
  Meetings
                                                                                POOR                GREAT
      Team is prepared with a clear and succinct meeting agenda                  1     2   3    4     5
      Design lead/team liaison paces the discussion fluidly                      1     2   3    4     5

      Discussions are insightful, and decisions are easily actionable            1     2   3    4     5
      Clear trajectory for project success painted from discussion               1     2   3    4     5

                                                                               POINTS               / 20
 Overall Performance
                                                                                POOR                GREAT
      Team demonstrates a strong sense of User-Centered Design process           1     2   3    4     5
      Team goes above and beyond being punctual and professional                 1     2   3    4     5
       A promising understanding of good design and engineering practices        1     2   3    4     5

                                                                               POINTS               / 15
  Feedback
                                                                               TOTAL SCORE

                                                                                               / 60

								
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