DT Unit3
DT Unit3
(CO3)
Story mapping is a visual exercise to capture the journey a customer takes with the
product including activities and tasks they perform with the system to achieve certain
goals or objectives. Personas can be mapped with storytelling. Steps:
• Define your target users with personas– To envision users’ likely experiences and
gain empathic insights. Personas are based on user research but tell a story about your
insights.
• Example: Rick, a 47-year-old manager struggling with his work–family-life balance.
He even works on his train commutes. Feeling drained, he wants better control of his
life.
Give your design the supporting role – Show it improving your persona’s/user’s life and
how easy it is to use.
• Example: Consider how many steps Rick needs to use your app and if voice-controlled
devices at home might influence its suggestions.
Work with the setting –When and where users use your design is vital for building
empathy.
• For Rick, it’s the home, train and workplace. But what about (e.g.) busy professionals
working from home?
Tailor the look/feel – A design’s appearance is vital regardless of its functional benefits, so
design the most appropriate (e.g.) layout, colors, typography.
• For example:
• Rick prioritizes an at-a-glance, easy-to-use design, but soothing colors would
complement larger fonts, etc.
Thought Leadership
Highlight the conflict that was resolved. Integrate the key data points or the reasons why the
approach works into a larger narrative to make those reasons stand out and the data points more
memorable.
Performance Reviews
Showcase the impact through a concise, powerful story. It helps in getting valuable
feedback and also detail of the challenges you overcame helps in solution designing making a
difference for users—and maybe even the business at large.
Research Readouts
Make one user the protagonist of your story—walking your colleagues through particular
challenges they face and why those challenges are relevant. Storytelling can illuminate research
insights and user testing results in new ways, helping as you ideate on how to implement user
feedback or work to align various stakeholders.
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Personas mapping with storytelling (CO3)
Future Vision
Create a character based on a persona to explain your vision. Consider the example
of a busy, stressed-out parent who doesn’t have time for household chores. In the
future vision, this parent is thriving, healthy, happy and able to spend quality time
with their kids. That’s a powerful image that makes the case for your product: an app
that lets users schedule household service providers.
Design Value
Share the story of how a particular user’s experience has improved because of a
design change. What attribute to the impact of design—and a powerful way to
explain why users love a new feature.
Project review
Craft a story about what your team accomplished at the close of a design project.
Share how a persona’s goals were accomplished thanks to the work you did.
Assessing the final results with stakeholders and gaining the feedback you need to
move forward will be effective.
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Ways to engage audience (CO3)
3. Build trust
To gain trust, it should go both ways. Take example of Zappos, which offers free shipping both
ways, a policy that could have easily been abused. However, the company trusted their
customers by default, which encouraged them to order shoes online. This mutual trust
ultimately created the foundation for Zappos’ success.
The Opposite Test: Listen to your competitors and how they describe their product. Then, use
adjectives and descriptions that are the opposite of what they’re saying.
The Elevator Pitch: It’s important to be brief. You should be able to explain anything in 30
seconds.
By mastering these skills, you’ll be able to get closer to changing hearts and minds.
But don’t feel discouraged if you don’t get it right the first time. Failure is a better teacher than
success.
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Successful Campaigns (CO3)
Example :
https://www.studysmarter.co.uk/explanations/mar
keting/marketing-campaign-examples/dove-real-
beauty-campaign/
• Testing is, quite simply, the process of testing your prototype on real users.
• During the test phase, you’ll see how your target users interact with your prototype,
and gather valuable feedback.
• You’ll learn where your prototype succeeds and where it needs to be improved.
• The insights gathered during the testing phase will enable you to iterate on your
prototype.
https://www.nngroup.com/articles/usability-testing-101/
https://www.nngroup.com/articles/usability-testing-101/
• Remote moderated usability tests work very similarly to in-person studies. The facilitator
still interacts with the participant and asks her to perform tasks. However, the facilitator
and participant are in different physical locations. Usually, moderated tests can be
performed using screen-sharing software like Skype or GoToMeeting.
• Remote unmoderated remote usability tests do not have the same facilitator–participant
interaction as an in-person or moderated tests. The researcher uses a dedicated online
remote-testing tool to set up written tasks for the participant. Then, the participant
completes those tasks alone on her own time. The testing tool delivers the task
instructions and any follow-up questions. After the participant completes her test, the
researcher receives a recording of the session, along with metrics like task success.
• To really understand what people do, we can’t just ask them, we have to observe them.
The observation provides accurate information about people, their tasks, habits, their
needs and pain points.
• Observation means looking, listening, and thinking carefully about what we’re seeing and
hearing, so we can find out specific details.
• Observation helps us to find out extensive information about mood, body language, pace,
interaction style, user habits, and timing and gives us a full picture user’s point of view.
• The goal is to observe participants’ natural behavior, without interrupting them or
affecting their behavior.
• Regular observation sessions provide useful feedback to us which can be used for
constant product improvement. They also help us to create and adjust personas.
Guerrilla Interviews: meet people at public spaces such as parks and coffee shops and engage
in quick conversations related to your research topic
• It is usually done in public spaces and does not require a rigorous recruitment
process, although it does require its own type of planning.
• Especially when facing pushback from stakeholders regarding the cost of user
research or the benefits of user-centered design, guerrilla research can prove the
value of research with minimal investment.
•If you have no research budget, it’s better than no testing at all.
•Not a lot of time spent with participants, so you’re restricted to a small part of
the flow.
•It may be more difficult to convince stakeholders about the insights you
generate.
•The people you chat with may not be the types of people that will use your
product.
• User feedback is any information collected from users or customers about their
experience using your product or service.
• This user feedback can be either proactive, that is, you solicit it from users, or reactive,
meaning that your users sent you the feedback unprompted.
• Feedback can come from many different channels and in many different forms.
• Types of feedback include things like bug reports, support requests or suggestions about
how your product can be improved.
• Channels include live chat, in product surveys, email, phone and more.
• After collecting feedback, it’s then used by various teams to improve the user or
customer experience.
Reactive
Reactive user feedback is that which comes unsolicited from your users or customers. Some
of the most common examples are things like bug reports or support requests. For example,
a user tells you that they keep getting logged out of your product. Or the new feature that
you just released isn’t working the way that it’s supposed to. Because this type of feedback
is often an indication that your user is having a negative experience or is even unable to use
your product, you should respond and resolve it quickly.
Ongoing
This is an important category of feedback that many companies don’t handle particularly
well. In addition to the categories above, you can collect ongoing feedback by making it easy
for your users to provide constructive input on the product experience at any time. By
providing feedback channels right inside your product experience, you show your users that
you really value their input. For example, provide an easy way for users to make feature
requests while using your app.
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How to Collect User Feedback (CO3)
Data Analyses
At the end of usability testing you will have collected several types of data depending on
the metrics you identified in your test plan. When analyzing the data you’ve collected, read
through the notes carefully looking for patterns and be sure to add a description of each of
the problems. Looks for trends and keep a count of problems that occurred across
participants.
• This framework or process requires different techniques and tools than your overall
“business as usual” and product design efforts.
• To help with this approach, there are many software tools and applications that you
can utilize during the design thinking process.
• Here are some popular software tools for design thinking that you can evaluate
yourself to see if digital tools can help you.
1. Sprintbase
2. Miro
3. MURAL
4. Shape by IDEO
5. Smaply
6. Digsite
7. Batterii
8. Stormboard
9. Google Docs, Sheets, & Slides
10. Conceptboard
11. Google Jamboard
12. Shape
13. FigJam
• Alpha Testing is a type of acceptance testing; performed to identify all possible issues
and bugs before releasing the final product to the end users.
• Alpha testing is carried out by the testers who are internal employees of the
organization.
• The main goal is to identify the tasks that a typical user might perform and test them.
• To put it as simple as possible, this kind of testing is called alpha only because it is done
early on, near the end of the development of the software, and before beta testing.
• The main focus of alpha testing is to simulate real users by using a black box and white
box techniques.
• Beta testing reduces product failure risks and provides increased quality of the
product through customer validation.
•Alpha Testing is performed by the Testers within the organization whereas Beta Testing is
performed by the end users.
•Alpha Testing is performed at Developer’s site whereas Beta Testing is performed at Client’s
location.
•Reliability and Security testing are not performed in-depth in Alpha Testing while Reliability,
Security and Robustness are checked during Beta Testing.
•Alpha Testing involves both Whitebox and Blackbox testing whereas Beta Testing mainly
involves Blackbox testing.
•Alpha Testing requires testing environment while Beta Testing doesn’t require testing
environment.
•Alpha Testing requires long execution cycle whereas Beta Testing requires only few weeks of
execution.
•Critical issues and bugs are addressed and fixed immediately in Alpha Testing whereas issues
and bugs are collected from the end users and further implemented in Beta Testing.
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Taguchi methods (CO3)
• Taguchi methods are statistical methods, sometimes called robust design methods,
developed by Genichi Taguchi to improve the quality of manufactured goods, and more
recently also applied to engineering, biotechnology, marketing and advertising.
• Professional statisticians have welcomed the goals and improvements brought about by
Taguchi methods,[editorializing] particularly by Taguchi's development of designs for
studying variation, but have criticized the inefficiency of some of Taguchi's
proposals.[5][citation needed]
• Defect classification is a vital step for determining if goods should pass or fail
inspection. And considering the quantity and severity of different types of defects
found helps you make an informed shipping decision.
• Knowing what types of defects you are dealing with allows you to make informed
decisions about every product batch.
• Depending on the severity and number of the defects, you may accept the items or
return them to be reworked.
• Alternatively, you could destroy the products and ask the manufacturer to produce
replacements.
• The defect does not affect the product’s marketability and functionality and only has a
minimal impact on its appearance.
• A minor defect is typically so tiny and insignificant that the end-user might not even
notice it.
• And even if they do, they are not likely to return the item, request a refund, or decide
against buying it.
Major Defects
• Major defects are a different beast altogether.
• They are considered much more serious than minor ones.
• Not only do major defects cause items to depart significantly from the buyer specs,
but they could also negatively impact the appearance, performance, and/or function
of the faulty products.
• What’s more, consumers are highly likely to notice major defects and return the item,
ask for a refund, and even submit a complaint to your customer service department.
Critical Defects
• Critical effects are called “critical” for a reason.
• They are the most serious defect type and typically render the product completely
unusable.
• Oftentimes, items with critical defects can also be a health and safety hazard to your
staff, your customers, and even third parties.
• And if your products are a risk to people’s health, that means you are at risk of
potential lawsuits and product recalls — to say nothing of the consequences for your
brand’s reputation.
• In the sampling methods, samples which are not arbitrary are typically called
convenience samples.
The random sampling method uses some manner of a random choice. In this method, all
the suitable individuals have the possibility of choosing the sample from the whole sample
space. It is a time consuming and expensive method. The advantage of using probability
sampling is that it ensures the sample that should represent the population. There are
four major types of this sampling method, they are:
Clustered Sampling
• Cluster sampling is similar to stratified sampling, besides the population is
divided into a large number of subgroups (for example, hundreds of thousands of
strata or subgroups).
• After that, some of these subgroups are chosen at random and simple random
samples are then gathered within these subgroups. These subgroups are known
as clusters.
• It is basically utilized to lessen the cost of data compilation.
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