Foodies – App to Order Food

Hi everyone, this time I want to show my design for #AdobeXDUIKit contest on twitter. The contest was to design a food order app using Restaurant icons from Ana Miminoshvili . This is my first adobe XD contest haha. I did this contest to give myself a design challenge. I know there’re still things to be improved from my design. However for now, I just want to post this 😀

 

This is a clickable prototype of 2 screens. Feel free to try and give some comment 🙂

 

Continue Reading

Cognitive Designer – Don Norman

I want to write about UX and this is just baby steps. I hope I can get better in writing. For now, it just several points about the video I watched yesterday. It’s nice and concise 🙂

 

 

Several points from this video:

  • Cognitive designer is a new kind of designer that includes all the other kind designers.
  • We’re trying to make tech work well with people. We take what we understand about the human being, human cognition, and apply that to making tech, services, systems better for people.
  • Applying cognition for the benefits of people. A bridge between tech, people, and human capabilities.
Continue Reading

Innovation: Physical World and Conventional Industries

Back in the 1990s and early 2000s, the high-tech frontier was on the web. Scaling a website from hundreds of users to millions is technically challenging, but it doesn’t necessarily require a huge team or a ton of physical infrastructure. That’s why companies like Google and Facebook grew from nothing to billion-dollar companies.

 

In contrast, the next generation of innovations is likely to be more tied to the physical world and to conventional industries: apartment sharing, self-driving cars, retail stores, health care innovations, and so forth.

source: http://www.vox.com/new-money/2016/12/28/13889840/amazon-innovation-google-apple

Continue Reading

Affective Forecasting

Affective forecasting

is the process of predicting how future events will influence emotional well-being. People often use affective forecasting when making decisions. For example, people make choices about who to marry, where to live, and what to buy based on their affective forecasts about what will bring happiness. Unfortunately, affective forecasting is prone to error, which can lead to decisional regret (e.g., divorce, buyer’s remorse, etc.). Thus, psychology and behavioral economics research has focused on understanding and improving affective forecasting in order to help people make decisions more effectively.

Source: www.affectiveforecasting.com

Also known as hedonic forecasting or hedonic forecasting mechanism.

Continue Reading

Adobe Experience Design (XD) Finally Arrived for Windows

Yes, as you have read on the title, Adobe XD finally arrived for windows device 🎉🎉🎉 I was browsing this morning when I stumbled on something about this awaited software (which actually has arrived 2 days ago *cmiiw). 

Finally arrived!!

Wait no more (fortunately I have finished my task), I went to Adobe XD page and downloaded it right away and did my first trial. Well, the installation process was quite fast and the app is light in my laptop. The software interface is so simple, which is nice since the canvas will be filled with many elements of app design. At first, I was a bit confused about how to use it, but thanks to YouTube, I could learn how to use it quickly.
Here’s the YouTube video which helped me to use it~

Adobe Experience Design: Interactive Wireframing

Though all the hoopla around XD has involved finsished designs, let’s not forget XD can be a great tool for creating interactive wireframes and Rapid Prototyping.

Thank you~

I was excited and so happy, I made my first wireframe with this app and also try the interactive prototype 😆😆😆

My first wireframe with Adobe XD

Yaaay!!! Can’t wait to explore this app 😆😆😆

Continue Reading

Why Storytelling?

As a person who works in UX field, I know that storytelling is important. However, I did not really understand why they said storytelling is important until I found this article in HBR (https://hbr.org/2003/06/storytelling-that-moves-people)

A big part of a CEO’s job is to motivate people to reach certain goals. To do that, he or she must engage their emotions, and the key to their hearts is story. There are two ways to persuade people. The first is by using conventional rhetoric, which is what most executives are trained in. It’s an intellectual process, and in the business world it usually consists of a PowerPoint slide presentation in which you say, “Here is our company’s biggest challenge, and here is what we need to do to prosper.” And you build your case by giving statistics and facts and quotes from authorities. But there are two problems with rhetoric. First, the people you’re talking to have their own set of authorities, statistics, and experiences. While you’re trying to persuade them, they are arguing with you in their heads. Second, if you do succeed in persuading them, you’ve done so only on an intellectual basis. That’s not good enough, because people are not inspired to act by reason alone.

The other way to persuade people—and ultimately a much more powerful way—is by uniting an idea with an emotion. The best way to do that is by telling a compelling story. In a story, you not only weave a lot of information into the telling but you also arouse your listener’s emotions and energy. Persuading with a story is hard. Any intelligent person can sit down and make lists. It takes rationality but little creativity to design an argument using conventional rhetoric. But it demands vivid insight and storytelling skill to present an idea that packs enough emotional power to be memorable. If you can harness imagination and the principles of a well-told story, then you get people rising to their feet amid thunderous applause instead of yawning and ignoring you.

So What is a story?

Essentially, a story expresses how and why life changes. It begins with a situation in which life is relatively in balance: You come to work day after day, week after week, and everything’s fine. You expect it will go on that way. But then there’s an event—in screenwriting, we call it the “inciting incident”—that throws life out of balance. You get a new job, or the boss dies of a heart attack, or a big customer threatens to leave. The story goes on to describe how, in an effort to restore balance, the protagonist’s subjective expectations crash into an uncooperative objective reality. A good storyteller describes what it’s like to deal with these opposing forces, calling on the protagonist to dig deeper, work with scarce resources, make difficult decisions, take action despite risks, and ultimately discover the truth. All great storytellers since the dawn of time—from the ancient Greeks through Shakespeare and up to the present day—have dealt with this fundamental conflict between subjective expectation and cruel reality.

Continue Reading

Eacular – Application To Learn English For Teenage with Hearing Impairment (Prototype)

DP4204 Interactive Product Design Assignment

Duration: 2 months (8 meetings)

Team members: Ratriana Aminy, Karina Oktavia, Bethari Maria P, Vidia Anindhita, Arum Adiningtyas, Fitri Indah Cahyani

About The Course 

DP4204 Interactive Product Design is an elective course from Product Design faculty. The course is taught by Mr. Slamet Riyadi. In this course, we will learn how to create successful interaction between user and product through meaningful communication. We learn about the elements, approaches, law, and characteristics of good interaction. We also learn about usability and user experience and its stages and tools to create good UX.

The course is divided into two parts. The first part is we learn the theories and concepts I wrote above. The second part is a workshop where students are grouped to work on the 2 months assignment. In the middle of the 2 months working on an assignment, each group present their work progress and get input from class members. We also have final presentation of our design. Overall, this course is very useful and interesting since it provides good portions of both concepts and practice.


Introduction

In this assignment, we were asked to create design solution for people with disabilities using steps we learned in this course. We chose to create design solution for people with hearing impairment. People with hearing impairment have harder times in learning than normal people in general. For learning language, especially foreign language, they have even more difficulty in understanding words since they communicate with sign language which has fewer words than spoken language. In addition, sign language for foreign languages, such as English, has different pronunciation or sign than how it was written (not like our Bahasa Indonesia where most of the vocabularies can be read as it is).

We focused our users to people with disabilities who were teenagers since they had high interest in learning. Based on an initial study, teenage with hearing impairment realized that learning foreign language is important, especially English. They like to browse the internet, play games, but most of the websites and games are using English. In order to understand the websites and games, they need to understand English. They wanted to learn many things that not only things they learned at school, but also things from the internet which could increase their skill.

Research

Firstly, we did research in order to gain user insight and gather user’s problem.

User Insight

We gain user insight by doing an interview with students in Special Needs School. The insight was used to know more about their condition so we could imagine being in their shoes more accurately. By imagine being in their shoes, it supposed to help us create a solution that has high empathy for its users. Here is the user’s insight that we gained.

User’s Problem

After gained user insight, we imagined ourselves as our users and gathered user’s problems by brainstorming in order to get as much problem as we could. Below are user’s problem we had gathered. The box with red background are the problems which are specifically about learning English.

The problem we aimed to solve are:

  1. Help user to understand English syntax
  2. Help user to understand English grammar
  3. Create a learning solution that is fun and not conventional (such as learning in class)

Persona

Based on user’s insights and problems we created a persona. This persona helped us to keep our user in mind while designing for user.

Design

Based on the insight and problems we had gathered in research phase, we designed our solution to solved the problems. Our proposed solution is Eacular, an app to learn language like Duolingo adjusted to our users. The app was designed like Duolingo since Duolingo was one of the best mobile app for learning language. Besides it is one of the best apps for learning language, Duolingo is fun to use and make it easier for people to learn language than to enroll in a language class or courses. That also helps our user whose facility to learn language is more limited than normal people. The choice of designed application for mobile phone was based on user insight which they often to use mobile phone, just like many teenagers nowadays.

Touch Point

Below is the touch point or user flow of our application. Steps in blue box are the main feature of our application which is learning English. The other features are dictionary, profile, and setting. In profile, user can see their badges collected from finishing a lesson. The badges were used to motivate user to learn more.

Pain Point

The pain points of using the app for users were user not only learn the vocabularies and their meanings, but they also need to learn about lip reading and sign language of the foreign language which need to be presented in a motion picture. The user needs to learn about lip reading so they can understand what other people who cannot use sign language saying (such as people in television, video, or live situation). To accommodate those needs, the app provides motion graphic for lip reading and sign language for each vocabulary.

Interface Design

Here is the prototype of our app. Before getting into learning, user can choose level and topic. Then, in its main feature, user will learn about vocabularies, lip reading, its sign language, English grammar, review the lesson, and get a score.

Conclusion

We designed a language learning application for teens with hearing impairment based on steps we learned in Interactive Product Design class. Though the interfaces are not perfected yet, the application can answer the problem we aimed to solve which are helping user to understand English syntax and grammar and creating a learning solution that is fun and not conventional.

For myself, this assignment is challenging in a good way because of the topic given. It reminds me that in doing design, I need to put a great care to the users who have their own uniqueness. By doing this assignment with the steps given, I learned that in designing things, I need to look both of the big picture (such as the user insight) and the details (such as the pain point, the need to learn lip reading). I also became more aware of how a person interacts with a system, their needs, and emotions.

Thank you for reading and if you have any thoughts about this post, please leave me a comment 🙂

 

 

Continue Reading