Week 1: Introduction to UX design
Design terms:
Assets: Everything from the text and images to the design
specifications, like font style, color, size, and spacing
Empathy: The ability to understand someone else’s feelings or
thoughts in a situation
Information architecture: The framework of a website or how it’s
organized, categorized, and structured
Prototype: An early model of a product that demonstrates the
functionality
Wireframe: An outline or a sketch of a product or a screen
Types of UX designers:
Generalist: A designer with a broad number of responsibilities
Specialist: A designer who dives deep into one particular type of user
experience, like interaction design, visual design, or motion design
Graphic designers: Create visuals that tell a story or message
Interaction designers: Focus on designing the experience of a
product and how it functions
Motion designers: Think about what it feels like for a user to move
through a product
A product development cycle:
Characteristics of good user experience:
Usable: easy to use
Equitable: consider diverse user groups
Useful: solve a problem
Enjoyable: positive user experience
Week 2: Common terms, tools, frameworks in UX
design
Types of design frameworks:
1. User-centered design process
2. Five elements of design:
Strategy: user needs & business objectives
scope: type of product
Structure: how users interact with the product
Skeleton: how the design works under the hood
Surface: how the product looks to the user
3. Design thinking process:
4. Lean UX:
think-make-check (it’s a loop)
5. Double diamond:
Best practice for design across platforms:
Here platforms could be desktop computers, laptops, mobile
phones, tablets, wearables (like smartwatches), TVs, smart displays,
etc.
Four Cs:
Consistency: stay consistent with the brand identify
Continuity: maintain the progress across platforms
Context: where & when the user interacts with the product
Complementary: it’ll be better if the design on each platform can
contribute something new to the user experience
Week 3: Design sprints
Design sprint: a time-bound process with five phases typically
spread over a week. The process is:
Understand the design challenge
Ideate solutions
Decide which solutions to build
Prototype a few solutions
Test those prototypes
After a design print, the team should do a collaborative critique:
What went well?
Which tools saved you the most time and effort?
When did you feel the most satisfaction?
What helped you make your best contribution to the team
during this sprint?
What could be improved:
What went wrong that caught you off guard?
Which problems came up the most often?
When do you think we experienced the biggest challenge as a
team?
Did the team overestimate or underestimate the work required
to complete the design?
Did an external factor derail your productivity?
And most importantly, does the final design actually solve the
user problem?
Lessons learned:
What did you discover during the sprint that you’re still
wondering about?
How could the current process hold the team back from
creating better solutions?
Week 4: Building a professional presence
What a portfolio website should include:
1. Name and personal logo (optional)
2. Navigation menu
3. Work samples
4. About me
5. Contact information
6. Color schemes (select a small set of colors that work well
together)
Other tips:
1. Create a personal logo
2. Make the most of fonts and colors
3. Keep your voice consistent across platforms
4. Use graphics, animations, and photography
Week 1: Integrating research into the design process
Research in different stages of a product cycle
Three types of research in a product cycle:
1. foundational research: find out the users’ problems and what
to build
methods: Interviews, Surveys, Focus groups, Competitive audit,
Field studies, Diary studies
2. design research: find out how to build it
methods: usability study, Cafe or guerrilla studies, Card sorting,
Intercepts
3. post-launch research: measure success
methods: A/B testing, Usability studies, Surveys, Logs analysis
Types of research
Primary research (you conduct the research):
pros: direct suggestions from users; customized questions
cons: expensive, both time and money
Secondary research (previous research conducted by someone
else):
pros: large sample size; inexpensive
cons: no in-depth information
Qualitative research(observations and conversations):
applications: understand user needs, answer “why” questions
Quantitative research(counting or measuring):
applications: answer questions like “how much/many”
Week 2: Empathizing with users and defining pain
points
Interviews
1. How to find participants: social network, existing user base,
hallway testing, recruiting agencies
2. How to select participants: use a screener survey to find
representative samples
3. Tips for interviews: build rapport with interviewees; ask open-
ended questions; take notes of compelling quotes
Empathy maps: a map consisting of 4 sections: “says,” “thinks,”
“does,” and “feels” to help empathize with users.
An example of empathy maps for a dog walker product user named
Makayla
Personas: fictional users whose goals and characteristics represent
the needs of a larger group of users.
The course recommends a persona template to include a user
picture, demographic information, goals, frustrations, a user
summary, and a representative quote.
A persona created by Google’s template.
Week 3: Creating user stories and user journey maps
User stories: a fictional one-sentence story told from the persona’s
point of view to inspire and inform design decisions
The course recommends a user story template to include “who,”
“what,” and “why.”
A user story created by Google’s template
User journey maps: a table includes all the steps required for a
user to complete a task, the associated emotions, and improvement
opportunities.
A user journey map created by Google’s template
Accessibility: Designing for accessibility is about considering all
users’ journeys, keeping their permanent, temporary, or situational
disabilities in mind
An example of different types of accessibility
Week 4: Defining user problems
User problem statement: help users find and define pain points.
Hypothesis statement: an educated guess about what you think
the solution to a design problem might be.
Value propositions: a summary of why a consumer should use a
product or service.
Step 1. Describe your product’s features and benefits.
Step 2. Explain the value of the product.
Step 3. Connect these features and benefits with the needs of your
users.
Step 4. Review your official value proposition list.
The value proposition of a dogwalker product
Week 5: Ideating design solutions
Design ideation: the process of generating a broad set of ideas on
a given topic without judging or evaluating them, steps:
1. Empathize with your user (empathy maps, personas, user
stories, and user journey maps)
2. Define the problem.
3. Establish a creative environment.
4. Set a time limit.
5. Assemble a diverse team.
6. Think outside the box.
Competitive audit: an overview of your competitors’ strengths
and weaknesses
Four aspects: first impressions, interaction, visual design, content
competitive audit: first impression
competitive audit: interaction
competitive audit: visual design
competitive audit: content
“How might we” (HMW): a design thinking activity used to
translate problems into opportunities for design.
Tips for HMW, use a concert ticket tracking system as an example.
1. Amp up the good: How might we make keeping track of tickets
a fun competition among friends?
2. Explore the opposite: How might we create a way to lose
tickets?
3. Change the status quo: How might we make a non-paper
concert ticket?
4. Break the point-of-view into pieces: How might we keep the
customer’s ticket from getting lost? How might we make a lost
ticket easier for the security team to handle?
5. Remove the bad: How might we make way for concertgoers to
enter a venue without needing a ticket?
6. Go after the adjective: How might we make the entry to a
concert venue less stressful for ticket holders?
7. Question an assumption: How might we remove the security
check process at a concert?
8. Create an analogy: How might we make going through
security like playing a video game?
9. Identify unexpected resources that can assist: How might
facial recognition software help manage concert entry?
Crazy Eight: brainstorm 8 ideas in 8 minutes.
Crazy Eight for dogwalker solutions
Best practices:
Do a creative warm-up exercise: Get you in the mindset to
sketch.
Make sure your problem is well defined: one problem
statement at a time.
Don’t judge your ideas: sketch any and every idea you have
until your paper is full, no matter how crazy it might seem.
Don’t judge other people’s ideas: Keep an open mind
when others are presenting their sketches.
Include a diverse group: it’s best that your group
represents a variety of work roles, experiences, abilities,
genders, and backgrounds.
Ideate in a comfortable environment: it’s always great to
get out of your normal workspace for creative exercises.
Don’t be afraid of sketching: you don’t need to be an artist,
as long as you clearly communicate your ideas.