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CONTENIDO

Microsoft_DEV241x Introduction to Design Thinking....................................................................2


What you will learn in this course.......................................................................................................2
Why is a user-centered approach necessary?.....................................................................................2
1. Industy Design teams.......................................................................................................................4
What is a fully formed UX team?.........................................................................................................4
What is Needfinding............................................................................................................................6
Question 1...........................................................................................................................................6
Choosing a Problem Space...................................................................................................................7
Question 1.....................................................................................................................................7
Question 2.....................................................................................................................................8
Selecting your target customer and target user(s)..............................................................................8

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Microsoft_DEV241x Introduction to Design Thinking

What you will learn in this course


Our goal is to enable graduates of this course to take their idea from concept to prototype, and
communicate your idea to potential investors.

After completing this course, graduates will be able to

1. Describe the benefits of practicing user-centered design


2. Diagram a high-level process flow for completing a design project
3. Understand some of the core principles that guide how and why we design
4. Understand core terminology related to UX design and design thinking
5. Describe some of the sub-disciplines which make up UX design teams
6. Understand some common techniques for practicing UX design
7. Include direct experience creating simple UX design artifacts in their CV
8. Lead an iterative user centered design process to create a prototype which will contain few usability
defects.
9. Be a more effective partner with UX design and research
10. Continue learning about UX design through links to reference documents

Why is a user-centered approach necessary?


At some point, a user will choose to use your software or a competitor's software. Even if
you're developing an in-house application with a captive audience, if you don't focus on
supporting users in reaching their goals efficiently, they will waste valuable resources in
completing necessary work, resulting in excess costs and decreased morale, and they will likely
find external workarounds to accomplish their work. This is often referred to as the
democratization of IT, which might be a euphemism for workers sidestepping low usability
systems and bringing their preferred systems into the workplace. If you're developing a
consumer application or service then you've likely got dozens if not hundreds of competitors
just a click away.

There is an argument to be made for exploring technical breakthroughs with little regard
for convenience. Sometimes being first to market with a groundbreaking technology is the
correct business strategy. The issue is that, in order to reach the masses of people beyond
technology enthusiasts, even a groundbreaking technology needs to enable interactions that
meet customers' expectations for solutions and convenience.

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Image credit: Rogers, E. M. (1995). Diffusion of innovations, Fourth edition. New York: The Free
Press.

A related chart shows how this adoption curve relates to the maturity of the technology, and
explicitly demonstrates user experience as a key differentiator.

From Norman (1998: The Invisible Computer), modified from Christensen, C. M. (1997) The
innovator’s dilemma: When new technologies cause great firms to fail.

In a market where customers want solutions and convenience, you need to understand what
problems they need to solve as well as what convenience means to them. This involves
understanding the way they think about the job they’re hiring the software to do, and also
understanding the context they’re trying to do that job in.

One cautionary tale from the industrial design field describes the manual override for the
escape hatch of the Soyuz space shuttle. The return flight from Salyut space station in 1971

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encountered the perfect storm of failures, leaving the cosmonauts exposed on re-entry to the
earth’s atmosphere. The facility for manual control of the hatch required protracted effort.
Cosmonauts had proven they could complete the task based on ergonomic assessments made
on the earth’s surface. The context of use for accomplishing the task was actually the rapidly
decompressing environment of a capsule re-entering the atmosphere. The physical condition of
the cosmonauts made completion of the task impossible, and all three lives were lost. Although
lives might not be at stake if your software design fails, a user will simply abandon your
application if it isn’t workable in their current context.

Module 1 | Discovery

Introduction
Welcome to Module 1

 Learn about Needfinding and why it's important


 Understand the goals of Needfinding and how to identify a successful Needfinding session
 Get the techniques and skills we need to perform your first Needfinding exercise
 Select a target area for your project
 Use your newfound Needfinding prowess to learn more about potential users in your target area

Industy Design teams

What is a fully formed UX team?

In this course, you'll be flying solo through the entire design process. However, in industry a UX design
team will have many members tackling specific tasks. Let's see what that looks like.

In a startup, a UX design and research practitioner may need to fill multiple roles. In more mature
organizations, each of the following roles can emerge as fully formed disciplines, each of which offers a
critical contribution to a UX design effort.

User Researcher

The fundamental skill for user centered design is being able to accurately observe user interactions,
extract actionable insights from those observations, and assign priority and severity estimations for user
experience defects. Ancillary skills practiced by this discipline include familiarity with several methods
for gathering data, the ability to choose the right method for any given research question, a strong
foundation in statistics to ensure what they report is likely to be true, and great communication skills to
ensure that what they're gathering is a picture of the user's mental model and not a projection of their
own mental model.

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Information Architect

This role looks at the classes of information necessary to provide an information system that meets the
user's needs for navigability and search. As an architect, they deliver blueprints for information spaces
within which customers will accomplish their work. They will identify and mitigate redundancies and
omissions in the way the various information spaces interact with each other and the user.

Interaction Designer

This role analyzes way the user interacts with the information system; interaction design includes both
the sequence and mode of interaction (e.g. when and how a user might interact with an interface).
Interaction designers will evaluate if the way the system presents information to the user and accepts
input from the user supports users in reaching their goal. Generally, interaction designers are prepared
to generate low fidelity prototypes from paper through slideware and dedicated WYSIWIG interaction
design software like Axure, InVision, or Adobe Experience Design.

Motion Designer

A specialized subset of interaction design that focuses on the animation of micro-interactions and
transitions in the user interface. This specialty emerged due to the complexity of animation design from
a conceptual and technical standpoint.

Visual Designer

This role specializes in defining the pixel perfect layout of information on the display. They ensure the
layout reinforces the information architecture by having a clear information hierarchy on each layout.
This role is responsible for deciding the spacing around each element, the grid within which the
elements are placed, the typeface used by the display, the color theme used throughout the display, as
well as the any graphics or icons used in the display.

Front End Developer/Prototyper

The Prototyper is a coding role that will explore the feasibility of building information systems by
creating prototypes. Prototypes could be anything from paper to compiled binary applications;
prototypes exist for the sole purpose of answering research questions. A front-end developer and
prototyper will be responsibility for higher fidelity prototyping in an interpreted or compiled
programming language. The Front-End Developer is a coding role with a passion and attentiveness to
pixel perfect placement of UI elements and high-fidelity expressions of micro-interactions and motion
animation. This is a different focus than developers of other layers in the information system. Front end
developers ensure a design is technically feasible, so their input to the design team is critical.

Content Strategist

This role is responsible for ensuring that the content your application presents to users and receives
from users is relevant and timely. Often these roles oversee localization roles and UI text roles. These
roles often establish rules for governance of how and when new content is published and old content is
archived or removed.

Localization

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Localization roles convert strings from a source human language into one or more target human
languages.

UI text writer

UI text roles are responsible with coming up with the specific phrasing for system interaction controls,
including navigational aids, titles, headings, and error messages. Designers benefit from working with
content roles to ensure that the data allows for presentation with multiple typefaces, reading directions,
and text widths.

Product Manager

Product Manager, or Product Owner, is a role responsible for establishing business viability and target
market demographics, determining the relative priority of various functionality, describing key
performance indicators to indicate if a given opportunity or need has been met, and in many systems,
they hold sign-off accountability for shipping completed software. The best product owners are fierce
and prioritizing and must be willing to say no to stakeholder requests which don't meet the priority
threshold for design and engineering.

What is Needfinding

Needfinding- what exactly is it?

Before we jump into the wonderful world of needfinding, it's important to understand what it is and
why it is so vital to the design process. Any designer will tell you that Design Thinking is an iterative
process, where each step builds on the insights gained from the previous one. This means that a good
needfinding phase is critical to success, as it will serve as a foundation for the rest the work we do in this
class.

On the surface, the concept of needfinding seems perfectly simple to define. It's all in the name, right?
It's just a matter of finding exactly what our target user needs. Unfortunately, needfinding is more
complex in practice because it's actually quite difficult to.

Question 1
1/1 punto (calificado)

In order to create products which users are enthusiastic about, you must do the following: (check all
that apply)

understand user needs

understand user goals

understand user context

develop the app as you believe it should work without being distracted by outside perspectives

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iterate with user input to validate that the interactions you're designing work for the user

correcto

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Choosing a Problem Space

Selecting a Problem Space


Business viability + eXperience desirability + Technical feasibility. BXT

For a successful product offering in digital information systems, you'll need an equal balance of Business
viability, User eXperience (UX) desirability, and Technical feasibility. We call it the BXT model.

These are the three essential pillars of a successful product. If any one of the components is
underdeveloped, your product will eventually fail. Failures in technical feasibility or business viability will
lead to an unsustainable income or an unsupportable service. Failures in UX will lead to a lack of user
success, which will undermine customer loyalty and adoption. The competitor who ignores this will be
left behind.

It is beyond the scope of this course to address business viability or technical feasibility. In mature
organizations, there will be individuals in the business analyst or product owner role whose
responsibility usually involves investigating the business opportunity. If the UX designer does not have
collaborators in this role, it is worth investing some time understanding the business model and
validating that a market exists. Since this course on design exists within a larger course on technical
skills, you will likely be able to assess the technical feasibility of any solution you set out to engineer. Be
careful though; your awareness of the technical limitations might prevent you from finding
breakthrough user experiences since your frame of reference can be constrained by what you know is
possible. This would be an argument in favor of having the designer and the developer be separate
people.

Our goal is to expose the learner to concepts and techniques within user experience design, as well as to
reinforce that great user experience which is technically infeasible or financially unprofitable will not
make a successful product.

Video
The first step in the design thinking process is to choose your target user. This is especially important
because, as this is user-centric design, your entire design will revolve around your user. So, choosing the
right one is imperative. >> Usually in a larger group, you'll have access to resources from marketing and
business analysis that can help you choose a target user that's populous enough that if you succeed,
then you'll have a financial success as well. In this particular project, I want to emphasize the importance
of choosing a user or a user type, primarily to avoid trying to design for everybody. If you try and make a

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solution for everybody, you'll be distracted along the way by all the possible what ifs and all the possible
outliers. And if you get distracted by outliers too much, the product you design will not actually work as
well as you would like to for any single use case or user. So, choosing a user's the first part of that. >> It
can also be helpful to, instead of choosing a user, choose a focus area such us health care, energy,
commuter travel or the home. These are just some examples, but if you have something you are
passionate about, I encourage you to go for it.

Question 1
1/1 punto (calificado)

BXT stands for

Behavioral Examination Tuning

Behavioral, Expressive, Technical

Business viability, Experience desirability, and Technical


feasibility correcto

Business viability, Excellence, and Timing framework

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Question 2
1/1 punto (calificado)

True or False: User experience designers never need to understand the


business model.

True

False correcto

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Choosing a Target User

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Selecting your target customer and target user(s)

Selecting target customers and users should be informed by real market conditions. Gathering the hard
data surrounding how a specific value proposition matches up with market demands is critical to
success. If you have business partners in marketing, ensure you're including them in plans for the
product you're designing. Incorporate their data regarding the potential markets for services like you'll
be designing. If they have demographic data, include that too. The more your target user can be
identified now, the easier it will be later to design for them.

Don't neglect the fact that in some cases you have multiple customers along a value chain between you
and the end users. In the case of cell phones, a design must not only please the user, but it must also
satisfy the needs of the carrier and the manufacturer of the device. In the case of Enterprise software, a
design must please the user but also the Business Analysts and the Chief Technology Officer who will be
making the purchase decision.

A lot of people get stuck selecting a target user, rationalizing that they want their users to be every living
person. This is a trap which will force you to lose sight of crafting a specific experience for a specific
target user. It is best practice to define the target user in such a way as to limit the tendency to backslide
into design for everybody or design for yourself. In January of 2016, Microsoft reported an installed base
of over 200 million active devices, yet all of Windows 10 was designed for three target users. The OXO
line of kitchenware was designed for people with arthritis. Their ease of use and quality design have led
to a successful premium product in a commodified market. The Travelpro Company was the first to
market with wheeled luggage suitable for air travel. It was purpose built for commercial flight crews.
Now it is almost impossible to find luggage without wheels and handles.

These examples illustrate what UX professionals may refer to as "carry over". By delivering a premium
end-to-end experience for that target user, that user will become a passionate advocate for your
product in speaking with their social and professional networks.

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Illustration of a social network from
https://en.wikipedia.org/wiki/Social_network#/media/File:Social_Red.jpg

One critical point about your target user: they must verifiably exist. A technophobic Luddite with a
visceral distaste for computing who will purchase a bleeding edge computing device so they can tinker
with it is going to be difficult to find. A person with an income at or below poverty level is not likely to be
able to afford a high-speed data plan for a cell phone. Make sure your target user exists.

Question 1
1/1 punto (calificado)

True or False. It is best practice to guess who our target user will be and
then release a product to measure its success.

True

False correcto

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Question 2
1/1 punto (calificado)

Carryover in the context of user experience design means:

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A mathematical calculation based on lower significance digits changing
the order of magnitude in addition and multiplication operations.

Word of mouth marketing from one user to others based on satisfying the
needs of that target user exclusively. correcto

A workflow process that allocates technical debt amongst multiple


members of the development team.

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Investigating User Needs

Qualitative Research Techniques


In order to find out what people really need, it is best not to ask them. We are notoriously
sloppy when recounting our personal experiences. We are frequently not capable of proposing
a solution to a persistent problem we're encountering; if we knew a solution, it wouldn't be a
problem! A quote mistakenly attributed to Henry Ford stated "if I asked people what they
wanted, they would have said faster horses." Although Henry never said it, his son Edsel never
denied it. Its lasting power, in spite of its shadowy provenance, is due to a fundamental truth
about human perception and awareness. In many cases we're not capable of knowing we're
having a problem due to habits and assumptions about the way things are and need to be. Your
target users might have no frame of reference to understand what is technically possible, and
so their requests for technical solutions will be limited to their understanding of known
possibilities.

User Interviews
Customer interviews are focused discussions with one customer about their practice and
beliefs. Generally, these sessions last from 30 minutes to an hour each. The most reliable data
you'll get from a user interview is attitudinal: what the user believes.

Contextual Inquiry
Contextual Inquiry is a method of gathering data on user's work practices and attitudes in the
context of their own environment. In a contextual inquiry, the researcher goes into the context
which the users will be working with the software you'll be designing in order to observe the
user's environment, actions, and inquire after their beliefs. This method is best used very early
in the discovery phase since it is subject to a lot of randomization due to the distractions in the
user's environment. These distractions are in fact crucial data for the researcher to document,

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for they can make the difference between a design solution which works in the user's context
and one which does not. Contextual inquiry benefits from a higher number of participants since
there are so many unique quirks about each user's context. Sessions generally last from one to
two hours. The most reliable data you'll gather will be behavioral, social, environmental, and
attitudinal.

Stakeholder Interviews
Stakeholder interviews are necessary to establish the needs and beliefs of your business
partners. Many practitioners use these interviews to collect business requirements, but beware
of user experience suggestions masquerading as business requirements. Business requirements
should be limited to performance against specific business metrics. If your stakeholders will
have sign-off authority on your design, use this session to understand their key performance
indicators for the final product. Stakeholders will be your partners in creating a solution, so
make certain you establish a strong framework of mutual respect and clear communication.
Stakeholders often will know of business policy and technical details which will constrain your
design solutions; it's prudent to establish these early on so that you can either avoid them or
plan for the heavier work of updating those policies and/or systems to ensure a better user
experience. Generally, these sessions last from 30 minutes to an hour each. The most reliable
data you'll get from a stakeholder interview is key performance indicators or attributes of a
successful design.

Customer Interviews
In some situations, the user is not the customer. The customer is the one who exchanges
resources for your solution. Since your engineering effort will be unsustainable without
resources, for example money, it is wise to include customers in your original user needs
research. In the event that the customer is not a user of the system, customer interviews can be
approached as a hybrid user/stakeholder interview. You will collect metrics for success as well
as beliefs about success.

Focus Groups
This research method is very popular in assessing group opinion about a specific stimulus
pattern. These are very common in establishing brand propositions or reviewing potential
marketing strategies. Extreme care must be taken to ensure that no group member dominates
the discussion and that each group member participates fully and without restraint for what
the others in the group believe. This technique is not common in the initial portion of a design
effort, but is very common in the branding and visual finish phase of a project. They generally
last from 30 minutes to a couple of hours. They are most reliable in establishing beliefs,
attitudes, and subjective preferences, but are at risk of collecting no useful data without expert
moderation.

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Usability Testing
Observing users interacting with a design is an accurate way of establishing user's habits and
practices. Behavior is a more powerful predictor of future usage than belief. Usability testing is
the way user experience researchers establish what users do. Testing can be run against a fully
shipped experience, perhaps the previous version of what you're working on, or a competitor's
experience.Testing can be done on a very low fidelity hand drawn paper prototype, or a fully
functional code base, or at any stage in between by using prototyping tools. These sessions
generally last from 30 to 90 minutes, and the key takeaway is proven user behavior. We'll look
at this in greater depth in Module 3 of this course.

There are specific techniques you can use to retrieve actionable insights from an encounter
with your users. How you conduct a research session will influence the quality of the data you
collect.

You can increase your odds of collecting actionable data by taking painstaking care not to inject
your own beliefs and assumptions into the discussion. This list is applicable to all data gathering
with humans.

1. Make participants feel comfortable.


1. Respect their boundaries. Let them know they can end the session at any time. Let them know if
there's any question they're not comfortable answering that they can pass on answering it.
Adhere to the schedule for the appointment meticulously. Make sure they're hydrated and
physically at ease. Let them know the purpose of the session is to understand their beliefs, and
there is no reason to fear giving a wrong answer as long as it accurately reflects their belief or
attitude.
2. Don't correct or judge them. Any correction or judgement will change the dynamic of the
conversation and shut down the flow of necessary data from them to you.
3. Don't explain things to them unless they've asked for an explanation, and then only after
responding to the initial request with "what do you believe the right answer should be?"
Remember you're gathering critical data about user's mental models here. Any explanation will
change the dynamic of the conversation and shut down the flow of necessary data from them to
you.
2. Listen actively
1. Probe for clarification when you don't understand something they've said or done.
2. Do not make assumptions about their intent: ask them.

3. Avoid leading questions

1. Check all of your questions for hidden assumptions in the way they are framed. Questions that
lead with "when did you stop…" or "don't you think…", or even "do you believe…" are encoding

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an implicit assumption that the user started or thought something. Questions which end with
"you agree, right?" are forcing the user to evaluate and accept a conclusion they did not arrive
at themselves.

4. Avoid dead end questions unless you need to move on to another research topic.

1. Dead end questions are generally answerable with a single fact. Yes, no, date, or number are
appropriate answers for dead end questions, and when you ask them you're not allowing the
user to expound on their beliefs and assumptions. Only use them when you've gathered enough
information on the current topic and you want to change the topic.

5. Avoid compound questions


1. The difficulty with compound question is knowing which part of the question the user
responded to. "When you commute by bus, do you prefer to look at your phone or read a
book?" is limiting the user's options, even if the user has previously told you they commute by
bus, have a phone, and read books. If your intent is to establish priority, a cleaner way to get
that would be to ask, "of all the activities you've said you do on the bus, which one is the most
important to you?" Beware of questions that contain a pivotal "or" in the middle, as you're
limiting the possibilities and requiring an answer that is more complex.
6. Take copious notes.
1. Become adept at rapid note taking in a non-obtrusive way. Many researchers gain consent to
create an audio recording so they can review the session later and codify their insights and
observations. If you have a colleague willing to help, you could take a note taker along on the
research session.

Video
As you begin designing, it can be easy to forget that every decision you make needs to be informed by
user feedback and other forms of user research. This will keep you grounded and will keep you focused,
and keep you away from those deadly what ifs and dead ends that you might get without user feedback.

>> To quote Eric Ries and some of the other proponents of lean design, the Lean UX, lean thinking, the
building that you're working in is a fact-free environment. There are no facts in the building where
you're coding your application. So, what you need to do is you need to get out of the building. And this
course in this module, we'll talk about different techniques you can use to get the most out of your
experience interacting with end users to do primary research.

Question 1
0/1 punto (calificado)

True or False: The best way to find out what people want is to ask them.

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True incorrecto

False correcto

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Question 2
0/1 punto (calificado)

What considerations are important in data gathering with human subjects?


Check all that apply.

Ensure your subject comfortable. correcto

Don't judge them, correct them, or instruction them. correcto

Follow up on any observation or utterance that seems surprising or


predictable to understand why they did it. correcto

Phrase your questions such that open-ended responses are possible,


unless you want to move on to another topic. correcto

If the subject does something stupid, tell them so.

If the subject makes a mistake, correct them and instruct them the
correct way to do the task.

incorrecto
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Quantitative research techniques 2


In addition to the qualitative research, a design researcher should also gather any quantitative
data that can measure the performance of an existing design or reaction to a fixed stimulus.

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Customer Support issues tracking
If your design is intended to replace a currently shipping experience, you might have access to
the tracking of calls, chat sessions, e-mail threads, or forum activity regarding the current
design. Customer support centers are costly to maintain, and each response from a paid
employee will erode or erase your profit margin on that one sale or subscription. Support issue
tracking can be a gold mine of problematic areas of the existing design, and they can be easily
quantified by duration and frequency of a specific resolution. You will likely find many of the
top support issues are a combination of bugs and unsupported scenarios. Many other top
support issues might be a result of user confusion. Support issues arising from user confusion
are issues which user experience design can prevent.

Instrumentation

Most modern services and applications have some way of tracking what workflows the user is
using. This data can be aggregated into Sankey diagrams or other visuals to indicate how users
are using the software. If your goal is to increase sales for example, you would do well to report
how many users are entering the sales workflow, as well as where they are exiting it. Those exit
points will highlight the barrier between the current design and the sale.

Usage metrics will tell you what users are doing, but never why they are doing it. If it is unclear
why users are reaching breakdowns in interacting with the software you're designing, the data
from instrumentation can be used in a research protocol for a qualitative study to gain insight
into why users are making the choices they are making.

One prominent UX influencer is Jared Spool of User Interface Engineering. Jared had a client
who wanted to improve sales. His team secured the usage data for the existing solution and
found a huge percentage of users were abandoning the sale after being shown a log in screen.
Jared's team moved the log-in screen to the tail end of the workflow instead of the beginning.
The client gained $300 million annually as soon as the redesign was released.

Surveys
If you're interested in people's attitudes rather than their behavior, a survey will allow you to
quantify the attitudes of a large population. Surveys will almost never teach you something new
about user intent; instead they are excellent tools for confirming or refuting a hypothesis.
Surveys are difficult to create in an unbiased manner, and often fall prey to retrieving useless
information due to confounding factors in how the questions were asked, as well as the order
the questions were asked in. All of the considerations for qualitative research protocols are
amplified with a survey because you won't be there to help the user understand anything that
confuses them about the survey. As with quantitative data collection methods, make sure to
pilot any survey you're considering running with a small audience to ensure the results you're
collecting will produce actionable insights.

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Question
0/1 punto (calificado)

Telemetry is:

easy to implement poorly.

difficult to implement in a way that allows for actionable insight into user
behavior.

never going to tell you why a user acted the way they did.

easy to implement in a way that supports actionable insight into user


behavior.

incorrecto
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Question 2
0/1 punto (calificado)

Surveys are:

a great way to learn new things about user attitudes. incorrecto

a great way to learn about user behavior.

a great way to confirm or refute a specific hypothesis about user


attitudes.

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Investigating Existing Solutions


Chances are there have been other attempts to solve the problem which your design effort is
seeking to solve. It would be foolish to not research how they solve the problem, and

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understand what are the advantages and disadvantages of the solution they chose. These
attempts may be made business competitors, in which case you'll also want to understand the
business model and target market of the competitor, or it may the a previously shipped version
of the same code base you're working on. In either case, it would be prudent to investigate
these other solutions and document your findings in a competitive/comparative evaluation
matrix. You can evaluate everything from business model, target markets, features provided,
layouts, to interaction styles. The more you are informed about previous success and failures in
solving the problem you're working to solve, the more likely you are to make a solution that
exceeds what's gone before.

Question 1
1/1 punto (calificado)

Investigating existing solutions is:

unnecessary because what you're creating is so groundbreaking nobody has tried it yet.

an important step in understanding other ways of solving a problem. correcto

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Module 1 Project

Project 1- Needfinding
It's time to take what you've learned about needfinding and apply it to practical use. This
assignment will take you out into the real world to interface with real potential users in order to
gain insight about your target space. You are only required to perform contextual inquiry with
one user, but in reality, this is not nearly a large enough sample size. When you perform
needfinding for your own project, I encourage you to interview as many users as you can;
learning about more diverse perspectives will give you a broader and more realistic
understanding of your target domain.

Project Overview
There are 3 tasks for you to complete in this lab. They are:

1. Choosing a Problem Space


2. Performing a Contextual Inquiry & User Interview

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3. Lab writeup

Part 1- Choosing a Problem Space


The first step to creating a successful application is to choose the focus area in which you'd like
to work. This may be easy for some of you who are already passionate about a certain subject
or demographic, but for others it might be the most difficult part of this class. The most
important thing to remember at this phase is to avoid being too specific with your choice. A
little specificity can be helpful in getting started, but the entire purpose of needfinding is to
learn from your potential user. If you enter project 1 with the problem space "Helping
millennials organize their shoe collection," you've already made too many assumptions and are
limiting yourself to a very specific type of project. If user inquiry reveals that in fact millennials
don't care about the organization of their shoes, you're pretty much dead in the water.

That's why it's best to keep things more general at this stage. If you're having a hard time
selecting a target area, I've included some examples below. Feel free to use any of them, or to
choose your own if you're inspired to do so.

The Home
Every person you ask will have a different definition of what "home" means to them. This is
because the home plays host to pastimes and occupations that are as diverse and personal as
the people who inhabit them. For many people around the globe, "home" might not even refer
to a house or place of residence. Such a wealth of differing perspectives could provide you with
some great new insight about what users do and what they might need.

Health Care
Health is a subject area that is universal to all humans, regardless of culture or creed. We all
want to lead healthy, happy lives, so it's pretty likely that whomever you talk to will have some
ideas about health care. It's also such a nebulous concept that you could take it in nearly any
direction and still end up helping people.

Finance
Finance is perhaps less of a humanitarian field than health care, but it's just as universal. With
the advent of the internet transactions and cryptocurrencies like Bitcoin, the way that we look
at money is always changing. How do people around you save money? How do they spend it?
What role does money play in their lives?

Travel/Commuting
People move from point A to point B every day of their lives. Whether you're driving to work,
flying to another country, or simply walking to your refrigerator, transportation is an integral
part of human existence. Think about how people get from one place to another. Do they walk?
Run? Drive? What about people with disabilities that restrict their transportation options?
What are the benefits and drawbacks of travel? In our increasingly globalized world, our travel
needs can only increase. Perhaps you can be the one to create the standards of tomorrow.

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Part 2- Contextual Interview
After selecting a target area that interests you, it's now time to learn more about it. You will do
so by performing a contextual inquiry with your user, then conducting an interview.

Before your contextual inquiry, you must first choose the person you would like to observe.
They don't necessarily be the specific target user of your application, but make sure that they
are in some way knowledgeable about your chosen problem area. Consider finding an "extreme
user," someone who is deeply entrenched in your problem area. For example, if you are
interested in the Public Transportation space, try speaking to a bus driver or a professional chef
if you're focused on the kitchen.

Next, arrange a time (between 1-2 hours) where you can observe them. I highly recommend
scheduling this observation while your user is operating within your problem space whether it's
watching a chef cooking, a commuter commuting, or a student studying. This will give you the
most data as you can learn from nonverbal cues as well. Make sure that you record what they
are doing, how they are doing it, and why they do it. Feel free to record a video of them doing it
(always ask for consent first) or just take notes as you go along.

Finally, you should finish up your observation with a brief (at most 1 hour) interview. Be sure to
take a look at the "User Interview Tips" for some helpful best-practices while you do so. Use
this time to ask questions about what you observed during your contextual inquiry. Ask for
clarification if you didn't understand why they did something. Focus on things that surprised
you about their actions. The most valuable insights come from identifying contradictions in
words and actions; this is how you can truly understand your user beyond what they expressly
tell you. Make sure to take notes or make a recording during the interview as well- the insights
you glean from here will be the foundation of the Module 2 Project.

Part 3- Lab Writeup


All that's left to do now is present the results of your needfinding expedition.

LAB WRITEUP 1
Esta tarea tiene varios pasos. En el primer paso, dará una respuesta a la pregunta o planteamiento del
ejercicio. Los otros pasos aparecen debajo del campo Su Repuesta.

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