Sunday, April 22, 2007

Experience the experience in creating an experience

A fun experience… a great experience… a bad experience…a traumatic experience…These verbs placed in front of the key term to describe that “experience”. But, what is the perfect definition of this word? It is something abstract, and is hard to quantify. Even describing it is a little difficult. The individual has to personally experience it to truly understand its essence. Because of this, I see this module as interesting, yet challenging. It is interesting as this is something very different from other NM modules. In this module we put ourselves in the shoes of real designers, where we have the rooms to unleash our creativity. But the tough part comes when we have to create the experience for users when this experience is supposedly difficult to describe.

Bad design assignment
The very first assignment on a bad design was interesting. It opened our eyes to make us look out for bad products and explain why it is so. After this appetizer, numerous theories were thrown at us to teach us how designers gather information about user experience. Something that is fresh to me is the User Persona and the 4-Pleasure Analysis. By creating a persona of our target audience, we analyzed their needs and thus create a product that satisfies them. However, I am baffled on how to create a persona that encompasses most of the characteristics that our target users have? As every individual comes from diverse background and culture, their likings will be very much dependent on these elements.

Hell assignment
This assignment was a hell lot of fun. It taught us how to conduct enthnography to gather information about users. By observation the environment and how users interact with the product, we managed to find out things that we never know before. The fun part of this project was the creation of a video for class presentation. Not to mention how we managed to capture the class’s attention by giving a “mini lecture” about feng shui and our out-of-the-world dome-shaped LT. It made me realize that designing a product does not always comprise of science. Culture and belief systems may also play a part in the overall process.

Final project
The experience of this final project was a mixture of fun and frustration. There were many unexpected changes made along the way and this led us back to the drawing board many times. From the brainstorming session of designing a design idea, researching target users, paper prototype, usability test to the creation of the final product, we met a number of hurdles. One of the greatest difficulties was the technical aspect in creating a website. We had many good ideas, but some had to be scraped away as there were problems creating it. In addition, time constraint had made the whole creation process rather stressful.

On the final note, this enriching module allowed us to see the creation process in a different light. It highlights the importance of creating a user-centric product. We often read about articles that address this point, but we only comprehend this idea when we are the designers to experience the experience in creating an experience (What a mouthful! Haha!). The final project was the stage that made me understand this. It was inevitable to have the tendency to create something that the designers want, rather than what users really want. But the paper prototype and usability test would bring us back to earth, to sit down and redefine our product. Discouraging, no doubt, but users are the kings. Otherwise products will be labelled as a bad design, and all the time and effort will be down the drain. Being the last project of my whole university life, it is a good way to end it.

Friday, April 20, 2007

User Research Smoke & Mirrors: Non-Scientific User Research isn’t a Bad Thing

Instead of attaining enlightment, my mind is swarmed with question marks. So does that mean that scientific research and numbers are damned lies? And does that also mean that non-scientific methodologies are the key to user experience design?

I have to admit that non-scientific methods that we had learnt in class such as card sorting, paper prototype, user persona and usability test are important in making that great experience for users. This is what I didn’t realize until I take this module. Since we are designing things for our target audience, comments should be gotten from them. More often than not, suggestions given by the users are more valuable and enlightening than what numbers can give.

Design itself is subjective. This particular design may look like a piece of trash to some, but can be an art to others. The experience in using the design cannot be quantified, unless someone wants to quantify users’ thoughts about the design, be it “trash” or “art”.

Now this is what confuses me. “User experience design” is a slippery slope. What does it actually mean? For the article, it seems to me that it is referring to Human-Computer Interface. Can the same thing be applied to other user experience designs? But how about designs in architecture? It consists of a synergy of arts and science. A scientific research such as the quality of the soil, the materials needed for the building, the auspiciousness of the venue (fengshui) has to be done before going into the non-scientific aspect in creating a priceless experience for users, which is something inspirational and cultural based. So can we say that scientific research is useless?

Bringing it back to the Human-Computer Interface topic, it will be ridiculous to come out with a result that says “Design A is 5% more usable than Design B”. However, I do not fault the usefulness of scientific research in user design experience. For companies that design websites for clients, it may be useful to have fact-based recommendation rather than mere conjunction or opinions. After all, clients like to have facts and figures presented to them. This website mentions about quantifying user experience using an Objective Analysis Tool. As user experience is made up of four elements namely branding, usability, functionality and content, scores are given to each element to rate the design. http://www.sitepoint.com/article/quantify-user-experience

Rather than bashing scientific research, a holistic approach should be used. Supposed all the non-scientific methodologies had been done and the website has been successfully created, how will it be judged? By simply asking a few people who might give comments like “It’s great!” or “Wow cool!” doesn’t mean anything. Somehow the importance of numerical figures cannot be overlooked, especially for businesses and organisations. I believe that every design comprises the beauty of arts and science.

Monday, February 19, 2007

Nightmare Assignment

A “nightmare” assignment with a “nightmare” task: improving learning experience in Lecture Theatres.

Before we began brainstorming, we “dissected” the above task to better understand how to approach the problem.

Improving: to make better and to enhance.
Learning: the acquisition of data, information, knowledge, understanding and wisdom.
Experience: an event someone or something has gone through. Here it refers to the experience of knowledge acquisition, which can be influenced by environment, time, place, other people’s interpretation and previous experience.
Lecture Theatres: it is defined as large formal spaces, tiered and with most seats fixed for about 100 students or more, where the focus is on an individual instructor in the front.

Although lecturers’ teaching style and students’ learning attitude play a huge part in creating good learning experience, it is difficult to change human behaviour. Thus we decided to delve into changing the environment, which can attain maximum results within the shortest time (provided there is enough money). Environment usually has the strongest influence to moods and behaviour. Given the excellent learning environment, learning experience will be improved, hence experiential learning is the key for our assignment.

To make the assignment more interesting, we analysed the environmental setting based on the art of feng shui. This concept has become popular in the past few years, and it has often been integrated with architectural design to harmonize energy both inside buildings and in the surroundings.

Methodology
We were taught several approaches to experience design, but we feel that ethnography is more appropriate as it is an observation of behaviour and surroundings together with research. Given more time, we would have conducted surveys and interviews to gain a deeper understanding on how both lecturers and students feel towards the learning environment in LTs.

Observations
We did some observations of the selected LTs in campus, and we believe that these are not the only problematic ones around.

LT 34
We sat in a lecture in School of Computing to observe the internal environment. Although temperature and lighting was fine, the structure of the LT was a problem. There are pillars at the side of the LT which make it awkward, not to mention that it act as blockages from viewing the presentation slides. Apart from these environmental factors, human factors such as lecturer’s style and students’ attitude are another problem. Many students were either playing games or chatting on Instant Messaging during lecture.

LT 26
It is one of the few “ancient” looking LTs left in campus. Old wooden tables and chairs that make creaking sound and the still air diminishes good learning experience. Not to mention that it gives a claustrophobic feeling. Imaging someone who sits in the middle wants to visit the washroom, and the only way to get out will be asking the whole row to stand up. Troublesome!

LT 32
A long and winding road leading towards the lone LT situated at the top of the hill. The approximate 5 minutes (or longer) walk from the long stretch of road to the flight of stairs will make students tired even before lesson begins.

LT 9 and 10
Another long flight of stairs to climb before attending lessons after walking from AS3.

Findings
Basically, there are four aspects of feng shui:
Environment – Internal and External.
Internal – warmth of the room, smell, the lightness or darkenss, interior design and decorations.
External – landscaping, the surrounding buildings, features that can affect the building such as large body of water .
Building – architecture and design of building Eg: the shape and floor plan within the building aspect.
People – how people are best aligned in the building. Feng shui is about the placement of people and furniture, their interaction with one another to create different circumstances.
Time – Feng shui is based on the Chinese Oracle of Yi Jing (book of change) which states that all things undergo change.

According to the feng shui master, NUS is situated on a piece of good land which is a great place for studies, and also brings the international recognition it has today. Described as “crouching tiger, hidden dragon”, where the silent female tiger makes students docile while Kent Vale was described as the hidden dragon. In addition, the two stretches of roads—Ayer Raja Expressway and Pasir Panjang Road towards Clementi resemble “two arms embracing the school”, whereby “qi” (energy) is kept within the campus.

Harmonics of colour combination is important in affecting mood. It was said that colours such as blue or green will enhance harmony and aptitude for learning. Hence walls of LTs should be of these colours. Red should be avoided as it will increase aggressiveness.

Sounds also have an impact on mood. Playing soothing music before lectures will soothe the mind and increase the power of concentration.

It is found that circular structures reflect the shape of the universe or heaven, where circular movement of “qi” will be encouraged. This will bring us to our suggestion for making the million dollar baby…or LT, rather…

Suggestions
Harnessing the concept of feng shui and the importance of technology, we suggested that a dome-shape LT will improve learning experience.


This inspiration was drawn from Singapore’s Omni-theatre at Singapore Science Centre. When students are involved in immersive and engaging lectures, they will tend to remember and grasp the concepts better. Often learners are forced to create their own mental images to understand situations they cannot view directly. In many instances the result has been a misconception that takes on a reality of its own inside the students’ mind. Thus this will be invaluable for teaching abstract concepts such as that are hard to relate in just using powerpoint slides. The whole point here is to create a larger than life and priceless learning experience.

However, the drawback is that such a dream LT is extremely expensive to build and maintain. Furthermore, only seats closest to the middle of the LT are able to experience the full effect of the immersive view.

Besides using technology, the internal and external environment, as mentioned above, is vital for creating a good learning experience.

Reflections
Theresa's group mentioned that the timing of the lecture is just as important. Indeed, 8am and 6pm lectures are usually the unpopular slots. Early lectures at 8am are sleep-inducing, while 6pm lectures tend to make students lose focus due to tiredness or hunger. Hence it is important that lecturers try to make the delivery of lectures more interesting.
Shuan's group made a good effort in expanding the scope of reserach to SMU. Although different study environment (external and nternal environment) may bring about different learning experience, it all boils down to human factors: teachers and students.
Although feng shui is often regarded as a belief system, rather then being as such, it is very much a scientific concept which has parallels with quantum physics regarding time and space. According to an article from Campus Observer, a renowned feng shui master has rendered his service during the construction of our very own Kent Ridge Guild House. Even for Singapore's very own Suntec City, the architecture has been designed to capture the values of feng shui.
It is interesting to listen to the class's suggestions to improving learning experience. If there is more time, a more thorough research would have been conducted. On the whole, the learning experience for me has been fabulous. The most important thing is having fun while learning something new each time.

Saturday, January 27, 2007

Four-pleasure analysis

Name: Miko Chan
Age: 21 years old
Occupation: Student








Profile
Miko Chan stays with her family in an estate at Bukit Timah area. Being the only child, her parents dote on her and try their best to fulfill her material wants and needs. Always having the latest electronic gadgets and branded goods, Miko is often envied by her peers.

She is bubbly and chats freely about any thing under the sun. Her sociable and friendly nature makes her popular among her friends, and this explains why she has so many social gatherings to attend. She enjoys cheese cakes and coffee, hence she will not miss going to TCC and Secret Recipe.

As a final year business student in a local university, she believes that having the right image leaves a lasting good first impression. A self-proclaimed fashion whore, she loves dressing up and likes experimenting with fashion trends and colours. To keep herself up to date, she buys magazines such as Style and Cleo. Miko likes to go shopping every weekend at Orchard Road. She has a fetish for shoes and she can’t walk by a shoe shop without looking in. To her, every girl needs to have shoes of different colours to match the clothes.

Despite being a mature lady on the outside, she is still like a little girl at heart. Apart from shopping, she also loves singing and listening to English, Chinese and Japanese songs. During her journey to school, she will be seen listening to her MP3 player. Miko will always be the one organising a KTV outing to sing her heart out with her friends. She is also a fan of Taiwanese idol drama. Gone were the days of F4, she is now crazy over a Taiwan boyband Fahrenheit. To keep herself in shape, she will go for a swim at least twice a week. Miko also has her quiet side. During her free time, she loves reading novels and non-fiction books to keep her occupied, excluding those boring, big and bulky textbooks.

Her old loves
Her current "squeezes"

A young and confident lady won't have lack of suitors. However, she has yet to find a guy that she really fancies. Although she is on a "look-out", she constantly reminds herself that choosing a boyfriend is just like choosing a job. Not to be blinded by the "appearance", there must be "prospects" too!

“Work hard, play hard” is Miko’s motto. She will put in her effort for the last semester and hopes to get a job in an investment bank after she graduates.

Four-pleasure framework
Physio-pleasure
She likes to swim to maintain her slim figure. --> need
As she places importance in image, she will change her hairstyle once in a while to look different. --> appreciation

Socio-pleasure
She loves meeting up with friends to keep in touch with them. Her sociable nature often makes her the centre of attention. --> appreciation
She is trendy and loves dolling up herself to look good. By doing so it gives her self-confidence. --> need

Psycho-pleasure
Stress if part and parcel of a student. Thus she need to balance her life with her hobbies such as shopping, swimming, singing, watching TV and reading, etc. --> need

Ideo-pleasure
Miko is someone who dares to try out new things and experiment with fashion to make something that is of her unique style. --> appreciation
She likes bright and warm colours to represent her bubbly personality.
As an aspiring successful career woman, she believes that hard work pays off. --> need
Miko is a free-thinker. She holds her own set of beliefs, which is that females should depend on themselves to carve out a bright future. --> need
She has a dream, which is to be her own boss in future. --> appreciation

Physio: Maintaining figure; relaxation.
Socio: Companionship; socialise with friends; self-confidence.
Psycho: Stres-relief.
Ideo: Daring; independent; knows what she wants.

Product benefits specification

  • Phone must be aesthetically pleasing, with unusual colours to and unique stylish design. It can act as a fashion accesory for Miko.
  • Sleek and light weight, so that it can be cradled nicely on the palm.
  • Personalisation must be one of the features, so that Miko can change the ringtone, message tone, wallpaper and handphone accessories
  • In-built camera for her to take pictures during social gatherings.
  • Mp3 and FM, so that she can listen to her favourite songs while on the go.
  • Bluetooth and infra-red for sending and receiving songs.
  • Long battery life to enable Miko to chat with her friends.

  • The perfect phone for Miko will be...

    Samsung SGH-E500



    This phone is specially designed for the new-age ladies. A clamshell phone with unique colours such as shades of mocha, dark beige, sandy gold-brown and white. Such cool colours will be what Miko is looking for, a functional phone and a splendid fashion icon.

    The outside screen acts as a personal compact mirror for quick lipstick check-ups. This is most suitable for Miko as she is very image-conscious.

    The phone also has a 1.3 Megapixel Camera (Flash, 4x Digital Zoom) and Music Player: MP3/AAC/AAC+, thus fulfilling Miko's love for music and taking pictures.

    What is most interesting is that the phone has femme-based applications. There are beauty tools (including Makeover Kit and Kid Predictor), and Woman’s Life (Fragrance Type, Bio-Rhythm, Height & Weight Ratio, Calories, Pink Schedule and Shopping Life) for all the checks and balances that keep mind, body and soul intact.

    Not to mention that the phone has 6 hours talktime for her to chat as long as she wish.

    Other specifications
    • Tri-band (900/1800/1900 MHz)
    • GPRS Class 10 / EDGE
    • Main screen: 262144 Color TFT Screen(176x220)
    • Sub screen: 65536 Color OLED Screen (80x64)
    • Video Recording(5x Zoom) / Messaging
    • User Memory : 80MB
    • Bluetooth support
    • 64 Poly Ringtones
    • Speaker Phone

    Thursday, January 18, 2007

    Emotion and design

    The theme that I had selected is telephone. Telephone has an amazing history from the day it was invented by Alexander Graham Bell in 1875, and we can see its evolution in design and functions. Moreover, it is a necessity in our daily lives.

    1. Vintage phone


    According to the Internet, this French style phone was made in 1978 with heavy metal and brass coloured finish.

    Visceral design
    It gives an overall exotic feel due to its unique design.

    Behavioral design
    Beautiful design, looks like a piece of art.

    As it is made of metal, the user needs to clean the phone often to keep the shine. Apart from that, the rotary dial plate may make it inconvenient for users as making a call will take a much longer time as compared to normal phone. Imagine dialing 1800-XXXXXXX.

    Reflective design
    It could probably be something that portrays self-image. The phone will only look good if it complements the decoration of the house, otherwise, it will appear very much like a mismatch.

    2. Novelty phone


    Visceral design
    It is attractive and appealing to Mickey Mouse’s fans. A great collectors' items choice.

    Behavioral design
    Apart from its cute appearance, it is also a cordless phone. Hence it will be more convenient to use since users can move around. More privacy, so to speak. The only thing is that cordless phones need to be re-charged after 2 to 3 hours of continuous usage.

    Reflective design
    Users’ priority would probably be the appearance. It is a timeless piece of item, and a reminiscent of those childhood days.

    3. IP video phone


    Visceral design
    It has a high tech feel, with a stylish and sleek exterior design.

    Behavioral design
    Has rich functionality such as 3-way conference, able to zoom, capture, save and send the image and many more.

    It may post difficulty for users at first, especially for those who had not used such phones before.

    Reflective design
    The user is probably someone who likes to be in the forefront of technology advancement.

    Maybe users will only adopt some of the features, as the other party needs to have a phone with such features to enable images to be transmitted. Otherwise, I think buying a normal phone at a cheaper price will be a better choice.

    Monday, January 15, 2007

    Bad design

    Bad designs...are everywhere, that is only if we observe our surroundings carefully.

    If anyone of you care to recall the mental map on how you'll attend Reddy's NM4210 lecture every Tuesday. It will probably be walk/ run to the seminar room, push the handle down to open the door, look for an empty seat and settle down. All these seems like a breeze, but what if simple jobs such as opening the door is made a challenge?

    You got me. It is right here in NUS, the world-class invention of the amazing doorknob. Here's presenting a very short video clip to effectively explain what I meant by the the usual and unusual way of opening a door.



    Here are some pictures to illustrate my point in case the video takes eons to stream or it fails to work.


    The above picture shows the usual way of opening a door. Everyone knows that.


    Opps! By doing the same action the door can't be opened.


    That's right. The door will only be opened if you simply push it.

    It is our reflex to push down the handle to open the door. However, this particular handle does not allow us to do so. By doing the same action, we will be locking ourselves out of the room. Chanting "open sesame" will not do the magic. It will only be opened if we lift up the handle and push the door. I really wonder why is the doorknob invented like this? If we speculate that it is to lock the door, it wouldn't be the case, since there is a keyhole for security guards to lock it from outside.

    I asked SL's reaction on this product, and this is what she said about her feelings towards this invention,
    "Why do they design it this way when it defeats the conventional way of thinking...and it has sort of become a reflex to push the door knob downwards... "

    How about the lesson learnt from this?
    "It's better to stick to conventions sometimes while creating things in an innovative manner, else it might backfire. The person who designed this had too much free time I think. Unless it's meant to have added security, it is a bad invention. "

    Impression of this product?

    "Why go to such lengths to create such a product that is not user-friendly? "

    Exactly. User-friendly is the key to every product. I had personally seen many students having problems opening the door due to the weird design. Such doors are available at the seminar rooms in Faculty of Arts and Social Sciences AS4 and AS1. The fact that several classmates shared same sentiments as me could verify that this invention is really problematic.

    I feel that a user-friendly product is more important than the design. Otherwise it will just be a white elephant. Afterall, designing is all about how it works...