Whether teaching or learning UX Design, activities often sink in deeper than lectures. And game-like activities with a lesson included both engage and instruct. This book contains fun and challenging activities to help participants learn core concepts in user experience, from sketching, to photo safaris that encourage field observation, to creating an experience model for your daily bus ride, etc. It is structured as 50% activity and 50% explanation.
About the Author
Carolyn Chandler was recently named one of Crain’s Chicago Business Tech 50. She’s been working in the field of User Experience Design for 14 years, and is Director of User Experience for Chicago agency Manifest Digital. She's also a connector for the community: she teaches UX design at Starter League, helped launch Chicago's chapter of the Interaction Design Association, and directed the Chicago edition of Hackathon for Social Good, an event in which programmers and designers donate time to work on projects that benefit nonprofit organizations.
Anna van Slee has been a player in the toy and game industry for 6 years. As a leader of the Youth Brands team at Manifest Digital, she directs the Hasbro account, innovating multi-platform solutions for such hit global brands as Transformers, My Little Pony, Tonka's Chuck & Friends, Playskool and Furby. Anna is a Committee Member for the Chicago Toy & Game Group. She directs playCHIC, the unique toy- and game-inspired fashion show. In 2012, she co-founded Otherdoor Entertainment - a unique invention company focused on native multiplatform brand and product development. In her free time, Anna practices tae kwon do and eats lots of ice cream - never at the same time.
Table of ContentsChapter 1: What this is, and why you should play (intro)
Chapter 2: Get out in the field (observing others, interviewing people, immersing in the lives of others)
Chapter 3: Capture the spark (forming insights from what you've seen, generating ideas, creating personas, sketching, mood boards)
Chapter 4: Pick a killer concept (conceptual design, using insights to choose good ideas, picking the right channels/technologies)
Chapter 5: Show and tell (creating a vision for your solution, conceptual design, task flows, site maps)
Chapter 6: Make it solid (defining the details, thinking about things like fluidity in your design/responsiveness)
Chapter 7: Think like a designer (last thoughts on the process)