Transcripts
1. Introduction to the course: What's going on, guys? My name is Sharif. Somebody's showing you. Why? Design thinking, Help solve difficult problems. Now, in this course, we're gonna be looking at how design thinking will help you build robust products such as digital or tangible products. Okay, now, again, my name is Sheriff York. I am a digital product. You want UX designer? I designed APS, software, websites, Web applications, you name it. Have a background in web design three d animation game design in motion graphics. I have a lot of my background, but it's bear with me. Okay. In this course, you're gonna understand what design thinking is how to apply it and went to apply. Okay, So with that being said, I look forward to showing you guys the ropes and showing you what design thinking means to me and what it means to you. Alright, guys, I look forward to this course. Thanks
2. What is design thinking: the function of design is leading designed function. Okay, I like toe have quotes, so you'll notice that. Ah, lot of my courses. I'm gonna have a quote somewhere within around the keynote presentations. Okay. So, design thinking a human centered approach to solving problems while keeping the needs of the user that hand. Okay, some of things that will you look at is discover defined, develop and deliver. Now, you can honestly, google design thinking, and you're gonna find a ton of different resource Is that defined is anything because a lot of people want to define it in their own. Specifically, there's actually no right way of doing design thinking, right. It's just a way of solving difficult problems, right? That's this user experience. We're solving problems or problem solvers. Okay. Design thinking offers various methodologies to solve those problems. Okay, I'm trying to explain this in simplest way possible. So from design anything from my perspective, it's helping solve these problems while keeping the users at hand. Right? Keeping them up front. Right? You're defining these problems through these methodologies that will help that right? They will help you to find the problem. So when it comes to products, whether it's a digital product or a tangible product, you want to use design thinking to help you build that product, right? So all throughout this process, you're keeping the user at hand. You're keeping them up front. You're solving it. Do a user center approach. Okay, so let's just dive into that one. Being discovered. Discover is the beginning where you want to research the users. You want to understand who they are, right? You want to learn about the users through multiple studies, being some list list a few out here research, You know, of course, research. So interviews, right? It's one of the methodologies interviews, contextual enquiries or, in other words, it's like an observation where you actually go out and I actually watched people in their natural habitat. And you you get data on that, you start taking notes, you start asking questions, right? So that's like, that's kind of like an observation. You think about, um, Animal planet. You know how when those guys go out there and a trial with world, they actually watch animals. They document them. It's just like that. You're actually watching people in their natural habitat. You're gathering data. You're gathering qualitative and quantitative data on these specific users and what they what they're doing on the job or whatever they're doing working with the actual product, right? The whole goal here is to understand where they're coming from, what they're doing, understand their pain points, understand their goals and eventually solve that problem, fix the problem and make a better product to make a better end product so that that product could make more money, right? You're trying to make more money from the company, right? So we look at define, define the research at hand, understand the why and the how create a strategy around that. Okay, So define is more about actually taking an information from the discover phase and creating a strategy around that right? That such as, you know, you start creating persona, you start creating user flows, you start creating these different structural maps, toe, understand that research they will look at develop develop is like you're taking all that information from the southern define, and you're actually building it into the actual prototype or the actual mock ups of, for instance and app, right, or could be a service. So you're actually creating the look and the feel off. I love the product percent. Okay, so build, explore, collaborate and create a low in prototype based off the last two in this instance is so that's developed and then deliver, build, expand and deliver a world class product to the masses. Okay, so delivers more of the last part. Okay, And again, Like I said, if you do some research, you Google design thinking you're gonna find a ton of different resources. They're all different, All pretty much the same. They might have some different wording here and there, but there it's design thinking. It's just about the methodologies. OK, now deliver is when you actually take the final files. The final brand, the color that look and feel, the experience and you deliver it, whether it beats the developers, whether it be showcasing it to your stakeholders. And this could also mean actually understanding the final product and its life cycle. Right? What updates need to happen that's part of deliver so safer if an APP is already in production and it has 10,000 concurrent users who use it every single day. Do you understand the life cycle off that product. Can you send an update to the APP store toe update? That app, right? Was the process. What are you gonna do to help deliver those assets to make that update? Ok, All right. So that concludes the introduction to design thinking. We're gonna look at the next section in the next video. Thank you so much, guys. Also you guys in the next video.
3. Discovery phase: Hey, guys. We're gonna continue on the Discover phase. We try to understand the product, the client, the problems and the users, right? Remember what we talked about the Discover phase. We have to do some research in this phase, and we'll get to that in the next slide as well. But we also don't just want to talk about our users or understand the users, right? We're not just looking at only the users of the product or potential product, right? We're also looking at our client safe. Your client is looking for a website or web application, mobile app. Whatever the case may be, you also look, you also want to understand where the client is coming from, what they want, their needs and their business use case. Okay, So this is where we actually set up a client. Stakeholder meat. Okay, maybe there's other stakeholders who also worked with a client. They also have a say in the product. So this is where we want to empathize with not just the users, but with the client as well. Someone meant that all method rule lots of tongue twisters, some of the methodologies within a discover phase, our interviews, competitive analysis, contextual inquiry, interviews, interviews, user experience. Research method is used to discover the attitudes, beliefs and experiences of users and potential users of a product. Competitive analysis is used to understand the differences of your competitors. Okay. Contextual inquiry. A semi structure interview method to obtain information about the context of use, where uses our first as a set of standard questions and then observed and questioned while they work in their own environments. Okay, we talked about that as well. It's really just an observation, right? You're going out into the field and you're actually watching, observing their the users in their natural habits up competitive analysis. You want toe. Find other competitors who are very similar to your product, and you want to find those differences. Maybe there's similarities to and how you can fit within the market, right? You want to create a chart that list out those multiple differences right, and it's good to have several other competitive companies that are competing with you. How can you do better? Right? That's what you're looking for. And again, I will want to eatery on the client, meet the client. Stakeholder meats are very important as well. You want to empathize? Not with just the users but also with the client as well. Surveys help get feedback for your product or service. It's a good starting point for the user research and to find your target users. Okay. Literature review the evaluation of a topic to show that you have enough knowledge within a particular subject of the product you are researching. Okay, so I made a point at the bottom to like the These methodologies don't represent all the items. There's still several more, but these are like the high fidelity methodologies that you want to use within the Discover phase. Now, another item to look at is when to use these methods. It really depends. Okay, maybe you are using an existing product. You're working on an existing product where it has several 1,000,000 users already. Do you really need to look at the interviews that you really need to look at competitive analysis? Do you really need to go and observe the users? So the next thing is when to use these methodologies Now it really depends because you could be working on existing product or you can work on a new product. A new product you for sure. Go ahead and use these new methods, right. Go ahead and use the Discover face to really understand the users or potential users. Right? Asked the client. What kind of users do you do you have, or what kind of user was supposed to be using this product? Asked them and go find out who these users are and understand them when you're working on an existing product, say the product has several 1,000,000 users. Well, that's okay. Maybe an interview may be a little too far. Fetch right? Or maybe it it may be useful to do an interview with some existing users may be competitive analysis. Maybe there's some new competitors out there, So now you can create another competitive analysis chart. So we understand those, um, pain points or understand the different features that those competitors are using and you compare right? Maybe there may be some observations that you want to look at. For instance, uber uber research, the U. S. Is on a store in the research area. They also go out and actually observe the drivers and the users who are actually using Yeah , right. You also have the primary users who are the drivers. You have the secondary users who are the people who are the writers, right? So that I should go out and observe those users who are using the app and everything. So you also want Oh, look at that too from an existing at perspective. Go! So that concludes the discovery phase will move on to the next section.
4. How we define the research: All right. Welcome back. Guys were at the defining phase. We synthesize the information and try to get a just what are users want and need. So, first off, when you as a problem solver, you want to be empathetic, right? Not just with your users, not just with the clients. You also be want to be empathetic with your team that other designers on your team, these stakeholders on your team, your developers that you're gonna work with. Okay, everybody has a different say within the product. Everybody has a different background. That's what I believe. Everybody has a different background. So you just get a just of what they're trying to say, right? So being empathetic helps with understanding everyone, right? Don't make this just about you. When you are being empathetic, you are taken in various ideas, thoughts and suggestions from everyone. Your users consists of a wide variety of customers that we use your product. Your team consists of a lot of workers from various backgrounds. Right point, in case you may have more knowledge and working experience. Yet you may have come from two vastly different places. OK, That's why it's important to be empathetic with everyone. Some of the methodologies within this phase include persona development, user flow, Happy Path, Customer Journey, Mountain so persona Ah ha pathetic or visitation of your target user. Thes personas represent your target audience on which you create information such as their pain points, goals, motivations, demographics and cycle graphics. Personas will help you define your user right by creating ah, hypothetical representation of that user. Right? So these personas consists of an image. The consists of an adjective to really describe who they are, and then they consist of the pain, points, motivations, their personality. You know all these different points as well as their cycle graphics. Right? So you want to include all of that so that your persona can represent that end target user , right? That's what you're defining, or building this product for this end user. Now, when you are creating this persona, base your persona off of the initial research from the discovery phase, right? The interviews, the contextual inquiry observations, right, These surveys, all that information, all that data and all those points based your persona offer that information OK, user, flow your flow or call the U X or wire. You y I X flow etcetera. These are deliverables that air visualizations, right? They basically show the happy path off the users path within the product. Right? It's an initial happy path, OK, It's what you visualize what you're persona is going through, right? Thean user, what are they going through? What's their happy path and you want when you're creating a user flow, you want to start from an initial entry point and you want to have an exit. Okay, maybe it doesn't have an accent. Okay, maybe this is some type of product. That's a service. Okay, maybe it does have an exit. Maybe it's a check out experience, right? You're buying something. Think of Amazon. You're buying a product and you have a check out. Right? So that's your end or exit. Okay. Entry can be your phone. You're using your phone, your in the car and you're using your phone and you click on the app. That's your entry point. Okay? There's multiple and various different times of entry points. You wanted to find that customer. Journeyman tree maps tried to capture the experience of a user during the interaction with the products. Okay, They are a visual trip of the user across the solution. Customer journey, maps outline every different step. You can kind of think of it as the user flow, right, What we just talked about. But the journey map outlines all the different opportunities within each different phase. Okay, so pain points and goals. Understanding the users pain points and goes leads to a better product affinity mapping. Putting together a semi organized mapping of the research points helps understand the users thoughts and frustrations. Okay, I would honestly do the discovery phase, which is interviews, surveys, contextual enquiries, and then do an infinity map to understand and synthesize all those data points from that those initial research points. Okay, so funny mapping really helps when you really need to take all that information from the research and surveys and put it all into one, um, board or mapping. Okay. So, finicky mapping works like this. You take all those research points, the quotes from the pain points in the observations and whatever people say that they did in the interviews and stuff like that, you take all the information, put it into infinity map, which includes posted notes, right. You could probably you probably won't use colorful posted notes put on a board on the wall , and it's a very collaborative effort to make sure that you're doing this with the team. So you take all those points, you put it into colorful notes and you post it on the board and you organize it into different structures. Okay, where you can actually organize it into different themes. Okay, whether it be your painful in. So would that be your goals with the motivations, anything like that? Task analysis. Putting together a structured list of items to determine the most crucial goals of the user , and there's some more so storyboard creating the users journey through a story driven illustration. So what that means is you're creating the users journey from point A to point B. You could do appoint a tow Z right. You're creating their journey through illustrations, right? People like to look at pictures, so it's easy to draw out there. Process. You know, we like to see that visualized okay, and this is part of, like the best way to visualize their journey. Okay, it's kind of like mapping out the user journey or the customer dream. AP But in this case, you're using illustrations, brainstorm and figure out challenges. Brainstorm, collaborate and figure out challenges here. Understand the synthesized data and create charts. Second Hope identified a problem statement Identify a problem and how you will solve it. Okay, What we like to do is create a problem and solution statement, and we kind of, like, start this in the beginning. Just that it will help us outline and define the problem at hand. Go so definitely create, like a problem statement and a solution statement. Ah, problem being what is the problem at hand and how you saw that? Probably. You saw how you solve that problem. That's when you would define it in the solution statement. Okay. All right. So that concludes this video. I'll see you guys in the next video.
5. Developing the strategy for the designs in the develop phase: I was going. Eyes were at the developed days. We try to understand the product, the clients, the problem and the users. We develop a strategy to understand the problem here. You want to look at items holistic me, you know, kind of like understanding all of the different interconnected parts, understand the different aspects of the product and gain insights from the initial research that apply what we learned into the potential design inside. No, because they're probably gonna kill me because I keep saying problem. Okay, But it's OK because we are product. You want UX design. Okay, so it's fine. All right. 88 prototyping here. We actually get creative during this phase. Some of the methodologies brainstorm and experimental brainstorm. And don't be. Don't be scared to share ideas and be experiments, right? This phase is very collaborative. You want to work the team if you are working on if you're single really singularly really working on a product yourself, right? It's okay. You don't have to be collaborative. But still, this means you want to create designs and get feedback from the client or from others. Right? Have you know this is the part we wanna show empathy towards others, understand where others are coming from and get their feedback and understand it. You know, I mean collaboration and sketch sessions be open and feedback German to sketch lessons. Don't be afraid to push ideas again, going back so that collaboration you want to understand where the people come from. Start id'ing, different ideas and throughout different designs that you think they were and just be creative, right? Just be open the open ended and don't be afraid to throw. Throw in ideas. Be wild with to go Sketching lo fi designers were all with the intent of the drawing, not looking pretty. OK, get your ideas across. So if you're if you don't know how to draw, that's okay. You kind of just want to get the idea across. Kind of just it's like destroying boxes if you're if you're working on a mobile app or website. Little distraught box and drawn different boxes to make and make sure that they look like buttons right, That's literally when it all it is. This is kind of low fi designed. You're not really looking to really make something look pretty. You're just trying to the idea across quick design sessions collaborated Quick design sessions with your team or self quick and easy sketches again, just quick and easy. Make sure that they're not pretty. Right. We'll jump into that later with mid fidelity and high fidelity designs. Okay, but if you can draw, that's okay. You're just try to get that idea. Cross prototype and give feedback. Take wire frame images in site maps and put them together and put eyes on it. I know what that means. Because when you're creating these designs thes wide frames these low fidelity items make sure that you get feedback on. Okay, Get some other other eyes on. It doesn't have to be from another designer to Okay, you may have somebody who doesn't necessarily know design, but they've seen other APS that work, so they may have a different idea that you may not even know. Okay, Quick design session. Collaborate on quick design sessions with your team or so quick and easy sketches again. I want to be open. We're gonna be able to quickly sketch up these different designs. You also want a time this session to so that you don't get carried away prototype. Get feedback, take wire frame images and site maps and put them together and put eyes on it. That means it's just get feedback from other people. Get feedback from your team. Get feedback from individuals who are in designers. It's it's really helpful toe get eyes from other individuals who just don't have a design. I maybe they seen an app that looks a lot better, and I have a different idea of how things work so they can suggest that to you. Interaction, design, create test animations or illustrate possible interactive states. That makes sense from a US perspective. So creating animations, creating buttons that have different states. If you hover your mouse over the button, it changes color. If you click on a chase is coming. If you press it with your finger, a change is calling. It's an interactive state. If you click on an element and it has a drop down menu, that's interaction, so you want to illustrate these interactions as best as possible. That being said, you kind of wanted illustrated one state being it's static. The next image is it opens up. Anyone displaying like, How does that work? You click on it. Do you use slime? Do you slide your finger on it and it drops down. Has a contracting state work, girl. So it's the last minute methodologies as well. May infinitely designed constructing medium fidelity allows for a full wire frame with no bells and whistles. No brand and color. Okay. So made for that low mid fidelity offers a better looking feel. Visually, you can actually see the elements on the page more clearly. It's not low fidelity Smith does. So you're you can actually see the elements more clearly. However you don't want all for the color. Okay, this is kind like the phase where you just didn't take in effect. The color, the brand that the tone and voice, right? There's no colors, nothing. It just it's black and white. Okay, so this is this is a good phase toe. Take low fidelity and make admit filling. Okay. High fidelity is when you actually produce the full design, the color and feel the brand. And this is what you want to present in front of the your stakeholders as a final design. Okay. Usability testing. Understand? If your design dysfunctional, present your designs in front of the user and get feedback. OK, Usability testing offers various methodologies that all for robust feedback from your users . Okay. You want toe do usability testing to really get a just of what works? What didn't work and how you could fix it. Okay, here's some usability testing methodologies. So determined how your product fits before launching, but this really helps so efficiently run on moderated and moderated tests with potential users to gain the upper edge before, after and after launching her product. Okay, Some of these methods include a B testing. Well, the testing card sort lab, usability testing on moderated usability, testing and phone interviews. Okay, so these usability testing's they can happen. They can happen at different. Um, it's like different points. Different parts of the process. Okay, normally, it happens dirt towards the end of the, uh, discover phase or the defined face. Right? So you want toe put down an A B tests to figure out what which, which to different designs work for the end user, maybe inversion. Any works in version B just doesn't want to figure out why. Did users like Version A and why do you just don't like where should be even compare. Okay, um, you know, there's different variations of usability testing. There's actually a ton more of methodologies that define easily test. Uh, but these are just a few. Okay, So that being said, this concludes this video. I'll see you guys in the next one.
6. Delivering a final workable design: Hey, guys, we're at the deliver fees. We want to deliver a working in tow. N problem. This means is an existing product. Is it a new product? You want to be able to understand every different faster off your product. All of the different designs that the jurors stakeholders did the business stakeholders did The CEO, they go thumbs up on the design. They love it. Now is the point where you want to take all those designs consented to the developers. Okay, so where they can actually code it and put it into the app itself or the application? Whatever the case may be into this software, some of the methodologies include finally adoration it producing high fidelity designs. You should make sure that details are looked at in terms of spacing, padding, distance and margin, understand brand requirements, have an understanding of the brain and working with the color of the field tone and brand collaboration between dev and designer. Understand your dead teams. Constraints empathize not only to your user but your team as well. Now, when it comes to understanding your deaf team constraints, that's really important because if you create a design that is so complex they just can't build it. That's gonna be a waste time because they can't build it. So you want to be able to understand your developers constraints, Understand how much knowledge do they have? Do they understand newer, um, newer code that's being put in? Do they understand that? Because sometimes the newer code is implemented in the world, we can build it. However. Still, if the developer doesn't know how to do it, they can't build it. So we may create a design that makes sense to us but just can't be built by the developers . So you got to be on the toe to toe, you know, lower or, you know, subsided to a lower level, right? Not just creating such a high fidelity design, but creating a design that they could work with. I said it's really important to understand the constraints, so this is really, really important toe. Get your developer involved early on, uh, ensuring success, understanding the product goals. It's vision. The team and its users know where it needs to go, providing materials and deliverables. Make sure the materials you are giving to your dead team right or workable files that work . Try to look over your design before sending them out. Because when you're looking at sending out updates, the APP store you may. You may think that you you stand everything. Maybe everything looks fine. Try to look over through more times, have somebody else look over to gonna That's really important. Understanding the product. Lifecycle. Understand the product itself, how it functions and what changes need to go in at later dates. So these are very important steps to really the fine the end of the process, Right? Because you're taking all those designs, all that information you're creating this high fidelity design. How did you get that set of developers and also husband? How does it function within the product Life cycle? That's really important. Okay. All right, guys, that clues. This section wants the next one in the next video. Thank you, guys.
7. Conclusion: Agnes. Welcome back. We are coming towards the end of this course, and I hope that so far you guys have a better understanding of how the user experience design process works, which is basically the design, thinking, design, thinking process. So I hope that after this you can move this forward and start building products of your own . So let's go ahead and conclude this putting the user first. We don't just design. We learn and understand using first research design tests. Okay, remember, user experience is a very, very iterative process. Some final thoughts. It's just the beginning of a product. UX designer. That's all this is being pathetic. Understand your users through research, empathy, brainstorming and having an understanding of the client goals. Don't be afraid to explore. Create maps to understand the problem, for this should be fun. That's what user experiences about its should be fun. It should be about understanding the end users and building into end products. All right, so that concludes this course. And I hope that you guys had a great time. I certainly did. Oh, thank you so much for your time and hope that you did learn something. Okay. Please check out my other courses. We're only just getting started. Thanks, guys, but