使用者經驗設計與評量

臺北科技大學 115-1 學期課程,課號 364712。

課程大綱

As the internet has grown and become pervasive in our lives, the world has gotten smaller. More and more, as consumers, we can share our experiences. For a company, great experiences can be a competitive advantage. They can keep your customers loyal and turn them into your biggest cheerleaders. On the flip side, terrible experiences can stop you in your tracks very quickly. No one wants to be that company being talked about for all the wrong reasons. Building great user experiences requires listening and empathy. In this course, you’ll learn the tools and techniques to make your design/products delightful for users. This course is an introduction to User Experience with a focus on Space, Product, and Interaction Design. Students create a complete UX brief, from ideation to annotated wireframes that could be handed off to a developer to be built. They will also learn to conduct the research necessary and create all the supporting documentation required to defend their design decisions. There is a large focus on how to dissect and analyze common design patterns. This class is an interdisciplinary integration course. The majority of students are design college students looking to transition their skills into digital, or product managers looking to improve their design skills. Other students often include engineers who want to learn how to make their design/products more usable and entrepreneurs looking to build out the user experience for their idea. Overall, this course will cover the fundamentals of user experience design and provide the students with insights into the measurement of user research. The real-life processes, challenges, considerations, tools, team works, models, and case studies of user research are introduced in this course by lecturing, discussing, and practicing methods. Students are expecting to learn user experience principles, to designing, evaluating, implementing, and measuring user experience in both qualitative and quantitative methods in the aspect of interaction design, space design, and product design individually 本課程主要將由設計學院互動設計王聖銘老師授課,並將邀請國內使用者經驗研究與服務設計的研究學者與業界專家,透過專題演講的方式協同授課。王聖銘老師兼具建築與城鄉規劃、互動技術及資訊科學跨領域的背景,目前研究的主軸為人機互動、服務設計以及使用者經驗科學性驗證。課程中將包含使用者經驗設計的基礎,以及使用者研究量測的內涵及方法。本課程中,將透過課堂上課、討論、以及實習的方式,介紹使用者研究的實際案例、評估模式、團隊合作方法、設計與評估工具、實踐思維、挑戰、以及實際執行的程序。預期學生將於本課程中,透過分組獲得使用者經驗在互動設計、空間設計以及產品設計上,有關使用者研究的設計、評估、施行、以及質化與量化分析量測評估的知識與方法。本課程也將協助修課之博碩士班學生,組織、整理並撰寫可投稿研討會或期刊之論文。

課程進度

Unit 1: Principles and Process(第一單元:原理與步驟) Introduction to UX(使用者經驗概論) Describe the field of UX and how it relates to other disciplines Outline the stages in the UX process Identify the structure and purpose of various design deliverables User Research and Personas(使用者研究與人物誌整理) Write a questionnaire Interview users in context Identify User Centered Design techniques Create effective personas to define the users one is trying to reach UX Analysis(使用者經驗分析) Ask questions that discover key business needs Describe the benefits to an MVP approach Given a goal, identify the tasks for a user to complete that goal and draw the user flow Given a problem and a determined feature set, use a competitive audit to determine if there are different ways to implement the feature Prioritize features based on essentialness and level of effort Unit 2: UX Toolkit and Measurement(第二單元:使用者經驗分析與量測工具) Creating Wireframes and Prototypes(架構與雛型的建構) Identify and describe tools for wireframing, prototyping, advanced drawing, and creating clickable drawings Create wireframes, clickable drawings, and prototypes Usability Principles and Testing(易用性評估原理與測試) Evaluate user experience of given websites and products, using Jakob Nielsen's 5 Principles of Usability(易用性的五大原則) Define each type of usability test and determine when to use each Run a usability test using best practices User Experience Measurement(使用者經驗量測) Measuring user experience by participant observation Eye tracking basic, applications and implementation on user experience analysis Using Electroencephalography (EEG) in a usability test of a survey Scientific data analysis and big data analysis Unit 3: Practices for Design Patterns(第三單元:設計實務)註:依修課學生之研究領域選擇 Interaction Design in Spatial Planning(空間規劃之互動設計) Product Service System User Survey(產品設計系統使用者調查) Service Design of Interaction Technology(互動技術之服務設計) Social Network Experiences Design and Evaluation(社群網絡之經驗設計與評估)

評量方式

Participation 10% Project-based Learning I Taiwan Design Week Observation and Evaluation 20% Project-based Learning II HCI x UI/UX with Responsible AI 20% Term Project and Paper with Tangible MVP 35% Outcome-Based Education (OBE) learning report 15%

教材

【遵守智慧財產權觀念,請使用正版教科書,不得使用非法影印教科書】 使用外文原文書:是 1. Research Based Web Design & Usability Guidelines, U.S. Department of Health and Human Services, Available as free PDF from http://usability.gov/guidelines/guidelines_book.pdf 2. Moggridge, B, Designing interactions, MIT press, (2007). (Chapter "Designing Interactions" pp. 647-662) 3. As We May Think, Vannevar Bush, The Atlantic Monthly, July 1945 4. Rich Gold, The Plenitude: Creativity, Innovation, and Making Stuff (Simplicity: Design, Technology, Business, Life) (Chapter 2: The Four Creative Hats I've Worn, pp 5-31) 5. Jon Kolko (2011), Exposing the Magic of Design: A Practitioner's Guide to the Methods and Theory of Synthesi 6. Jon Kolko (2010), Thoughts on Interaction Design 7. Dunne, A, & F Raby, Design Noir: The secret life of electronic objects, Birkhauser, 2001. (Sec 2 "Hertzian Space" pp. 15-43). Dunne, A, & F Raby, Design Noir: The secret life of electronic objects, Birkhauser, 2001. (Sec 5 "The Secret Life of Electronic Objects" pp. 75-90). 8. Rittel, Horst, and Melvin Webber; "Dilemmas in a General Theory of Planning," pp. 155-169, Policy Sciences, Vol. 4, Elsevier Scientific Publishing Company, Inc., Amsterdam, 1973. [Reprinted in N. Cross (ed.), Developments in Design Methodology, J. Wiley & Sons, Chichester, 1984, pp. 135-144.] 9. Billinghurst, M., Kato, H. and Poupyrev, I. (2001). MagicBook: Transitioning between Reality and Virtuality. 10. Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 10) 11. Physical Computing: Sensing and Controlling the Physical World with Computers by Tom Igoe and Dan O'Sullivan (2004). (SELECTIONS) 12. Past, Present, and Future of User Interface Software Tools, Brad Myers, Scott E. Hudson, Randy Pausch, ACM Transactions on Computer-Human Interaction, March 2000, pp. 3 - 28. 13. Stacey Kuznetsov and Eric Paulos, Rise of the Expert Amateur: DIY Projects, Communities, and Cultures, ACM NordiCHI, Reykjavik, Iceland, October 2010 14. Voyagers and Voyeurs: Supporting Asynchronous Collaborative Information Visualization, Jeffrey Heer, Fernanda Viegas, Martin Wattenberg, CHI 2007: ACM Conference on Human Factors in Computing Systems, pp. 1029 - 1038. 15. John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI '07). ACM, New York, NY, USA, 493-502. 16. Tracee Vetting Wolf, Jennifer A. Rode, Jeremy Sussman, and Wendy A. Kellogg. 2006. Dispelling "design" as the black art of CHI. In Proceedings of the SIGCHI conference on Human Factors in computing systems (CHI '06), Rebecca Grinter, Thomas Rodden, Paul Aoki, Ed Cutrell, Robin Jeffries, and Gary Olson (Eds.). ACM, New York, NY, USA, 521-530 17. Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design - William Lidwell (SELECTIONS ) 18. Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 19) 19. Paul Dourish, Where the Action Is (chapters 1 & 2) 20. Norman, D. Emotional Design: Why We Love (Or Hate) Everyday Things. Basic Books, 2004. (SELECIONS)