2015년 4월 29일 수요일

[Research&Study] differences between real user & persona

When we did user research, 
We ask their behavior in real situation and find out their needs and goal.
So we used to make a form to compile user's apply
like this 

But after we find out real user's problem and set some functions according to user needs, 

WHAT IS NEXT STEP?

Of course, There is no exact answer in this question.
But to follow design thinking process, 
maybe next step is making PERSONA 
like this



WAIT! I've seen before .




OMG, WHY WE HAVE TO DO THIS AGAIN?
We already find out user's need and goal. 
why we have to make fake person? we already get some idea from real person !! 


BECAUSE OF THIS FOLLOWING REASONS

1. Think objectively
If you make persona, you can assume many kinds of situations and personalities.
then you will have a lot of cases. so you can think many cases(users) and your idea will be more objective.

2. Assumptions- Fictional, fake characters and profile, 
but can based on user interview result
Persona is fake character. but we need to narrow down the number of characters.
It is not only you cannot make whole persona all over the world but also You can lose a destination and fall in a different way. so we have to make persona based on our user interview results like 'user story'(the word 'user story' is used many steps in UX, in my words it is real user interview before make persona)

3. Make your product user-oriented

4. Imagine context, story
Persona is fake person. So you need to imagine being like him(or her).
In this process, you will find invisible problems that couldn't find out at 'user story'
And you can change your perspective from you to user. then it will be good to make user-oriented product. In addition you can find out your keywords, key visuals and even promotion idea to your product

5. interview Personas are good with tight schedules 
and an overall estimated budget, and more flexible.!





Conclusion

Extension from user interview = persona



2015년 4월 24일 금요일

[Research&Study] What is difference between marketing&design?

WHAT IS SERVICE DESIGN_MARKETING OR DESIGN?
[this is service design thinking _ stickdorn/scheneider]


Even a brief review of the main ideas within marketing has shown to what extent they have diffused through contemporary design, in particular service design.
Indeed it is perhaps hard to identify two distinct fields, such is the close correspondence between them but there are some important differences, shaped in part by the influence of the social sciences within marketing and by educational backgrounds of many service designer in art and design schools.


It probably does not matter whether service design is part of marketing, or vice versa.
The ways ideas spread and how organisations in different market sectors are organised are likely to shape how service design plays out in different firms.

What does matter is that understanding value and the nature of relations between people and other people, between people and things, people and organisations, and organisations of different kinds, are now understood to be central to designing services.

The field of services marketing has been concerned with such questions for several decades and has contributed some important concepts.
But marketing on its own is just one element of any organisation's effort to innovate in services. It is a multidisciplinary approach combining marketing with other specialisms that serves to create value as services are designed and enacted in the interaction between individuals and organisations


sources from [this is service design thinking _ stickdorn/scheneider]
_______________________________________________________________________________________________


This question is very interesting to me, as someone who studied both marketing and design. It can be also compared with business and design. I've been thinking a difference in these two areas.

In my opinion, business is related with real real real reality. It cannot exist just brave idea. In the business world, no matter how good ideas can be lost.
Because it must have a lot of considerations such as profit structure, investors' needs and market environments, etc.
As compared with the real business, design is a quite nice approach to be creative.
Designers called people who related with their project "stakeholders". But they do not measure all stakeholders in reality. The idea of the designer is always difficult to be objective because it starts from the individual. Therefore, it is difficult to achieve the satisfaction of all stakeholders. This is not that design research is lacking. Design is created for an individual's experience. That's why they do not have to worry about all the stakeholders and real real real reality.

I think all inventions started from design and appear in the world from business.
We just remember that they exist for user to make better life.

2015년 4월 20일 월요일

[Project_SAVEnergy(HED)] User research using by 'USER STORY'





USER STORY


MAKING BACKGROUND


We proceed with the research to determine what the main functions of MUST and who the user of this. MUST is the name of this project(SAVEnergy) newly created. This is an abbreviation of Make,Use,Save and Transform energy. 

Our team proceeded user research by in depth interview. While doing research, I felt a difficulty in organizing the research content. And also it was difficult to share the response of the user among the team members. Because we didn’t have any form to compile the output of user interview.



THE FUNCTION OF USER STORY


“user story” form is to research user’s behavior and their goal using in-depth interview. In-depth user interviews are the most common form of qualitative research. More extensive research can include field studies, observing users’ behaviour and asking them about their goals and attitudes. In addition, you can do usability testing to observe user behaviours. So I made this form to organize and analyze user’s mind.

User story shows who is the most important user. So we can define our user and main service to care about user’s need.




MAKING AND USING




This form is ‘user story’

We needed to write down user’s basic information such as age and job.
And we had to check their outdoor activity. Because it is important that we know about user’s real activity behavior in real situation. And we asked their frequency how much they are involved in the activity. Next we asked about their real behavior from prepare point to finish point. We asked what things they are ready before starting the activity. And asked a series of steps that any action during the activity. Then ask them to tell us the worst experience and the most good experience during the process. Thankfully, they gave us a lot of talk in addition to our questions. 

They gave us information about what the functions they need in activity and what the value is important to them. So I made their journey to flow diagram. We wrote their experience in the order. And also wrote their good and bad experience. Based on them, we were able to identify their goals and needs.




EVALUATION OF THE USER STORY


First of all, there was no difficulty in each of the team members to conduct a research interviewed because as a standardized format. After each interviewed, when the collected responses it was easy to clean up. And it was easy to see at a glance. We did not have to clean off because of this format. So we could focus more on analysis. During the interview we could proceed without forgetting our destination. 

But, there were also unsatisfactory things. In-depth interviews carried out with constant interaction between the questioner and respondent than been preparing more questions. Even if the answers out of the question, there is a need for a space to receive and record them. This format has not detailed questions. This is because in order not to narrow the width of the answer. However, we thought that we narrow the width of the questions themselves. So unexpected and extensive enough to come out the answer, it is necessary to prepare it.







2015년 4월 19일 일요일

[Research & Study] How to compile & analyze user research [Affinity Modeling]

 ‘Affinity’ dictionary meaning

1.a natural liking for or attraction to a person, thing, idea, etc.

2.a person, thing, idea, etc., for which such a natural liking or attractionis felt.

3.relationship by marriage or by ties other than those of blood

(distinguished from consanguinity).

4.inherent likeness or agreement; close resemblance or connection.

5.Biology. the phylogenetic relationship between two organisms orgroups of organisms resulting in a resemblance in general plan orstructure, or in the essential structural parts.

6.Chemistry. the force by which atoms are held together in chemicalcompounds.




‘Affinity’ meaning in UX
(Affinity diagram)


The affinity diagram is a effective tool used to organize ideas and data. It is one of the Seven Management and Planning Tools. People have been grouping data into groups based on natural relationships for thousands of years; however, the term affinity diagram was devised by Jiro Kawakita in the 1960s and is sometimes referred to as the KJ Method.

The tool is commonly used within project management and allows large numbers of ideas stemming from brainstorming to be sorted into groups, based on their natural relationships, for review and analysis. It is also frequently used in contextual inquiry as a way to organize notes and insights from field interviews. It can also be used for organizing other freeform comments, such as open-ended survey responses, support call logs, or other qualitative data.


- Affinity diagram making steps

1. Record each idea on cards or notes. Ideas should be at least a noun and verb, preferably a phrase

2. Look for ideas that seem to be related.

3. Sort cards into groups until all cards have been used.

4. Write titles or headers for each group that summarize the essence of the group, preferable at a slightly higher level of abstraction.


 


Before




After




2015년 4월 12일 일요일

[Project_SAVEnergy(HED)] Research about wearable device(wrist)



Research - Comparison of Fitness tracker bands

http://blog.naver.com/dlwlfl51/220328294026



 Nike Fuelband
 Xiaomi Mi Band
Fitbit Flex
Withings Puls
 Withings Active 
Pop
Misfit Shine 
Jawbone UP 
move


 

 
 
 
 
 
 Smart-
Rating
 90
69 
92 
99 
 Not yet
 97
100 
 Type
 Wristband
 Wristband
 Wristband
 Clip
 Wristband
 Wristband
 Clip
Compatibility 
iOS
OS X
Windows 
 Android
iOS
Android
Windows Phone
OS X
Windows 
Android
iOS 
 Android
iOS 
iOS
Android
Windows Phone
Windows 
Android
iOS 
 Water-Resistance
Water-Resistant
Water-Resistant 
Water-Resistant
Water-Resistant
Water-Resistant
Water-Proof 
Water-Resistant
 Features
 Activity
 Activity
Sleep
 Activity
Sleep
 Activity
Sleep
 Activity
Sleep
 Activity
Sleep
Activity
Sleep
 Additional 
Features
 Goal Setting
Online Portal
Proprietary Unit Measurements
Social Integration
Alarm Clock
Reminders
Social Integration 
 Alarm Clock
Goal Setting
Online Portal
Reminders
 Goal Setting
Online Portal
Alarm Clock
Clock
Goal Setting 
 Goal Setting
Online Portal
 Expert Coaching
Goal Setting
Reminders
Social Integration 

The Smart Rating is designed to help you find the best fitness tracker at a glance. It's based on these attributes: 
Expert Review: 50.5%, Features: 32.6%, Ease of Use: 9.7%, Mobility: 7.2%

What is the difference between a waterproof and water resistant watch?

:
A water resistant watch will withstand getting wet in the bathroom, 
but nothing more than that. Water proof watches can withstand being 
submersed to rated depths.


6 wearable devices for tracking your fitness

http://www.insweb.com/news-features/fitness-tracking-devices.html



Fitbit
Fitbit
The Fitbit brand is the maker of three wearable products that can help you track your daily activity. Zip ($59.95), a lightweight device that clips on to your clothing, can monitor your daily steps, distance and calories burned; it then wirelessly sends that information to your computer and smartphone so that you can analyze your daily progress on the Fitbit mobile app. The One ($99.95) offers all of the same functions as Zip, as well as a nighttime sleep tracker to measure your sleep cycles and monitor how often you wake up. The latest product, Flex ($99.95), is a wearable wristband that monitors your activity and sleep cycles, sending your stats to your online account.

Nike+ FuelBand

The Nike+ FuelBand ($149) is an interactive fitness tracker that helps you set and stick to your exercise goals. Each day, you can establish a fitness goal, then wear the wristband to follow your progress and see how many calories you burned. You can sync the device with the Nike+ app, and connect with your friends for friendly competition to see who can gain the most “NikeFuel.” 

BodyMedia FIT

The BodyMedia FIT armbands may look familiar: They’re worn by the contestants on NBC’s “The Biggest Loser.” The devices can collect more than 5,000 pieces of information each minute, including tracking calories burned, steps taken, and sleep quality. The armband has four sets of sensors that count how many calories you’re burning. 

You can use an online “activity manager” to log your food intake, which is converted into calories to let you know how well you’re meeting your weight loss or fitness goals. The armband is $99 for the basic version or $119 for a version with wireless capabilities; the online activity manager is a $6.95 a month, and can be used as a desktop app or on the iOS, Android, or Panasonic Viera platforms.

Amiigo

This company has raised nearly $500,000 through a crowdfunding campaign on IndieGoGo in support of an innovative fitness-tracking device. The Amiigo consists of a wrist bracelet and shoe clip, which you can attach to your body to track physical activity. Unlike other fitness trackers, the Amiigo device can determine exactly what you’re doing, whether that’s running on a trail or treadmill, swimming or doing bicep curls. While you work out, the gadget monitors your heart rate and tracks your blood oxygen levels to figure out you’re responding to the exercise, and it tracks your fitness over time. The Amiigo will be available in June 2013 at a starting price of $99.

Jawbone UP

Available in eight colors, Jawbone’s UP armband is one of the most attractive fitness tracking devices on the market. The tool can track your physical activity (distance, calories, intensity and so forth) and sleep cycles on a desktop or mobile app, and you can make note of what you’ve eaten to get an automatic calorie count. If you spend too long sitting on the couch, the UP band will give you an “idle alert” to encourage you to get moving. The band sells for $129.99.

Fitbug Orb

This tiny device — available in white, black or hot pink— clips onto a wristband or your clothing for all-day activity monitoring. It also can monitor your sleeping activity. The device wirelessly connects to an app that lets you read the stats on your smartphone. The Orb won’t ship until May or June 2013. The device will be available for $24.99 with a “flexi” plan, charging you $3.99 a month for online access; a version that includes a 12-month online membership costs $49.99. 



[Project_SAVEnergy(HED)] 1. Set the target


Our team(HED) are going to make wrist to saving energy. So we have to choose our target.

The target of most existing wearable devices is for active people who in cities.
However, out target is for the people in countryside.

Urban users need functions such as distance and calories tracking, GPS, etc.

But We thought suburb users have another needs to different functions.

We don't know what it be, But we assume that these kind of people want to be safe and essential functions like save electricity or sharing their locations.


Our main target is people 

who need to save energy 

for night activities.

we gonna make the wrist which has the function of self-generator and using the energy to lighting for any situation in the night.






2015년 4월 10일 금요일

[research & study] STEPS FOR MAKING PERSONA

1. Conduct research


The first step is to conduct user research to understand the target audience’s mindsets, motivations and behaviours.
For an existing product, this might involve observing or talking with current users about both their problems and positive experiences using your product. For a new or existing product, you could do user research with people who are roughly like your prospective users in order to understand their needs.
In-depth user interviews are the most common form of qualitative research. More extensive research can include field studies, observing users’ behaviour and asking them about their goals and attitudes. In addition, you can do usability testing to observe user behaviours.

2. Identify the behavioural variables


When analysing the research, the goal is to find patterns that enable you to group similar people together into types of users, by identifying behavioural variables. Behaviour variables are aspects of behaviour and attitude that differ between participants. Task frequency, mental models, and goals are all common types of variables.
When conducting research it is good to start with some key variables to ask questions about, and then add to these based on the insights that come of the interviews.
Behavioural variables identified in post-it notes. Behavioural variables identified in post-it notes.
Behavioural variables identified in post-it notes.
How behavioural variables can look in polished documentation.
How behavioural variables can look in polished documentation.

3. Cluster the behaviours


Once you’ve identified a list of behavioural variables they can be laid out on a set of sliders, with opposing behaviours placed on either end. Go through the research notes and mark out where each participant would sit on each slider based on their responses.  This will normally result clusters of participants developing at different points along the sliders.

Research participants (A,B,C…) mapped out on behavioural variables.
Research participants (A,B,C…) mapped out on behavioural variables.

4. Identity trends


Analyse the grouping of the behaviours across on the sliders, identifying trends where the same participants are grouped together across multiple variables. These grouping trends across all the sliders will then form the basis of each persona.
The numbers of participants in your research will have direct result on how clear the trends become. The more participants you include, the larger the clusters will become, making each trend stronger.
Behavioural variables with participants trends identified.
Behavioural variables with participants trends identified.

5. Create a persona for each of the trends


Add personal details to create a realistic picture of a user, focusing on specific user needs. Note down tasks that persona is most likely to perform and how they would approach them. Think about how the attributes in the clusters influence user behaviour.

6. Prioritise personas


Prioritize the personas on the basis of business needs. The idea is to ensure that the primary persona you use during design is a clear and correct representation of your primary user population, not an edge case.

7. Create scenarios and tell stories


Take the key tasks that your product supports and then create the scenario that your personas would likely be in when they engage in these tasks. Tell a story to describe how each persona would be thinking and how they would behave in the situation.
Storytelling narratives are a powerful communication tool that can be used to create empathy with your users and what they would be going through.

8. Create persona documentation


When writing personas, include the following information:
  • Name and a picture of the persona (this allows them to be easily identified)
  • Any relevant demographic description
  • Goals
  • Needs
  • Behaviours
  • Abilities
This is an example of a persona template (here’s the .ppt version):
A basic persona template
A basic persona template
These are some examples of what the polished documents can look like:
Examples of polished persona documents Examples of polished persona documents
Examples of polished persona documents
Pictures for each persona can be sourced from the web easily enough (Google images, Flickr, Getty images).
You should avoid using real names or details, whether from your research participants or people you know. This can either cause issues with the confidentially of your research participants, or just simply bias/taint the objectivity of your personas based on team members own personal opinions.


______________________________________________________________________________
I have to make persona template to research our user for HED's project. 

The surprising thing is create a persona in the middle of time. 
Before searching this steps I thought that the first thing we have to start is making persona. 
To conduct user research, we have to conduct overall research and identify user's behaviours.

And after doing some research, we can make persona based on information. the another astonishing thing is making scenarios and story telling is almost final step. wow..

2015년 4월 8일 수요일

[Research] The exact meaning of User Interface

The User Interface is the Means, Not the Ends


Designers pride themselves on the interfaces they design. It’s natural to think what one is working on is important. But sometimes designers can get so lost in the interface they forget that it’s for the user, not them. The interface can easily seem like the ends to the designers who are working on it. But for the user, the interface is the means, not the ends.

The User Interface is a Tool for Delivering Information

People use tools to do the things they can’t do without the tool. Users use interfaces to get information. Without the interface, the information has no way of getting to the user. The interface organizes the information into an understandable and consumable format. The information delivered from the interface to the user is one experience. And consuming the information is another. Therefore, there are actually two user experiences in the entire interaction.

Delivery Experience (motivates users)

The first is the delivery experience. The interface’s physical responsibility is to deliver the information to the user. However, its mental responsibility is to motivate the user to use the interface. What’s important is not just delivering the information in a quick, easy and efficient, but also appealing to the user’s emotions. Delivering the information in a beautiful and appealing way can motivate the user to use the interface even more. Therefore, the makings of a successful delivery experience isefficiency and emotional appeal.

Consumption Experience (satisfies users)

The second is the consumption experience. The information that the interface delivers is responsible for this experience. The goal for the consumption experience is to satisfy users. How much satisfaction the user gets will depend on theinformation quality. If the information the interface delivers isn’t high-quality, users will leave unsatisfied whether the interface is efficient and emotionally appealing or not. The interface is not the ends for users. The information is. Therefore, high-quality information is very important for a successful consumption experience.
High-quality information is:
  • accurate
  • up-to-date
  • relevant
  • useful
  • complete
  • easy to understand

A Successful User Experience Motivates and Satisfies Users

The interface and information both play a role in the user experience. One motivates users, while the other satisfies them. One is the means, while the other is the ends. It is not one or the other that the designer must care about. It is both. A successful means and ends means a successful user experience in the end. If designers continue to see the interface as the ends, users might use the interface, but they will never leave satisfied. A high amount of usage does not necessarily equal a high amount of user satisfaction. They are two different things. But both need the designer’s full attention.


sources from : http://uxmovement.com/