Dt&i Lab
Dt&i Lab
DEPARTMENT OF CSE(AI)
List of Experiments
1) Design a mind map of design thinking
2) Thirty circle Exercise ---ideation
3) Prepared a toothpick bridge (mock-up model)
4) Prepared a marble maze (mock up model)
5) Build a wind power car (mock up model)
6) Make a hydraulic elevator (mock up models)
7) Construct empathy maps for a given case study-1
8) Develop customer journey map for a given case
9) Make a paper prototype for user testing (mock-up model)
10) Design and development of cell phone wallet (mock-up model)
11) Design thinking using sprint base software
12) Construct empathy maps for a given case study-2
Introduction
Design thinking is a methodology that designers use to brainstorm and solve
complex problems related to designing and design engineering. It is also
beneficial for designers to find innovative, desirable, and never-thought-before
solutions for customers and clients.
Design thinking is used extensively in the area of healthcare and wellness,
agriculture, food security, education, financial services, and environmental
sustainability, to name a few. Design thinking has helped in the digital space,
contributed to the development of physical products, spurred social innovation
projects and much more.
The iterative design process helps the designers to involve clients and customers
in meaningful ways. It is not just a strategy to come up with feasible solutions to
a problem, but also a method to think of unimaginable solutions and then trying
to make them not just feasible, but also viable.
Design thinking is a blend of logic, powerful imagination, systematic
reasoning, and intuition to bring to the table the ideas that promise to solve the
problems of the clients with desirable outcomes. It helps to bring creativity with
business insights.
Design thinking is a five-step process, where each step focuses on a specific goal.
Each of the steps is independent of the next step but is borne out of the previous
step. Design thinkers are expected not to think of the following steps when
working on one step.
For example, it is not recommended to think of solutions, when the problem is
being defined. The problem definition must be written in detail without missing
any point, even if it makes finding a solution difficult. In this tutorial, we will
understand the importance of design thinking, its impact of strategy development
and we will then explore each of the steps of design thinking.
Definition
The idea of using design as a way of solving complex problems in a simplified
manner in sciences originated in the book, ‘The Sciences of the Artificial’,
authored by Herbert A. Simon in 1969. The same purpose was achieved for
design engineering by the book ‘Experiences in Visual Thinking’, authored by
Robert McKim in 1973.
In 1987, Peter Rowe’s book titled, “Design Thinking” described methods and
approaches that planners, designers, and architects use. The work of Robert
McKim was consolidated by Rolf Faste at Stanford University during 1980s to
1990s and then, David M. Kelly adapted design thinking for business interests.
David M. Kelly founded IDEO in 1991.
Most of the industries trying to solve customers’ problems and address their needs
are failing just because they look at the problems outside in. However, many
problems can be solved in a better manner if we look at them inside out.
According to an article in Forbes, a large number of problems faced by
organizations worldwide are multi-faceted and are a part of increasingly complex
business models. The expansion of global transactions, growth of international
partnerships and decentralized base of human resources are leading to challenges
that require a global outlook and hence, a different outlook to solve the problems.
Strategy of Innovation
Design thinking is also considered to be a strategy for innovation. It leads to
dramatic improvements in innovation. This is why design thinking forms the core
of effective strategy development and seamless organizational change. Anything
that involves human interaction, from products, services, processes etc., can be
improved through design thinking. It all depends on the designer’s way to create,
manage, lead, and innovate.
Business
Information Technology
The IT industry makes a lot of products that require trials and proof of concepts.
The industry needs to empathize with its users and not simply deploy
technologies. IT is not only about technology or products, but also its processes.
The developers, analysts, consultants, and managers have to brainstorm on
possible ideas for solving the problems of the clients. This is where design
thinking helps a lot.
Education
The education sector can make the best use of design thinking by taking feedback
from students on their requirements, goals and challenges they are facing in the
classroom. By working on their feedback, the instructors can come up with
solutions to address their challenges.
For example, Michael Schurr, a 2nd grade instructor from New York, realized that
his students would be more comfortable with bulletin boards lowered. He also
found the idea of creating comfortable semi-private space for working students
as it provided them space to study. As a result, his students became more engaged
and felt free to move.
Healthcare
Conclusion
The concept of design thinking can be applied across diverse disciplines. From
education, law, and medicine to ICT, business management, human resource
management and design itself, design thinking principles enable and empower a
professional to approach the problem statement in a step-by-step manner and take
into account all the necessary factors for arriving at the best solution.
Design thinking has its foundation in the concept of analysis and synthesis.
Analysis teaches a thinker how to break down the big problem statement into
smaller parts and problem statements. Each elementary problem statement is then
studied and attempted for solution. Synthesis is done to put all the suggested
solutions together to form a coherent big final solution.
During analysis, divergent thinking is applied and multiple solutions are thought
for each of the elementary problem statements. The suggested solutions need not
be feasible or viable. The main aim of divergent thinking is to bring up as many
ideas as possible to the table.
Divergent thinking is followed by convergent thinking, where the suggested ideas
are tested on the grounds of feasibility, viability, and innovation. Synthesis takes
the help of convergent thinking to come up with the final best possible solution.
The entire flow of design thinking is generally broken down into five
components. These components are −
• Empathize or Understand
• Define
• Ideate
• Prototype
• Test or Verify
In Empathize stage, the design thinker puts himself or herself into the shoes of
the end user and tries to understand the needs of the customer. A lot of interview,
field visits, etc. are required for gathering the information on the requirements.
This phase has the customer directly involved in the design thinking process.
Once the requirements are clear, the Define stage helps to frame the problem
definition. Problem shaping occurs in this phase itself.
In the Ideate phase, a design thinker brainstorms on the ideas suggested by others
and also brings forward his/her own ideas. The ideas are not tested on the grounds
of feasibility or viability.
The influx of ideas is represented as a mind map or as a storyboard or a document.
In the Prototype phase, a design thinker focuses on testing the ideas on the
grounds of feasibility and viability. The unfeasible ideas are discarded and the
feasible ones are converted to prototypes. The process of prototyping helps the
design thinker to understand the issues related to an idea, which were never
thought before. This helps the team of design thinkers to come up with the best
prototype and decide the best solution at hand. Moreover, the customer is directly
involved in this phase and its feedback is critical for the design thinkers.
In the Test phase, the prototype or the model is presented to the customer and the
customer experiences it completely on a full scale. The feedback from the end
user decides whether the solution suggested by the design thinkers has been
fruitful or not. If the end user does not approve of the solution, then the entire
process has to be iterated. The concept of iteration is hence central to the process
of design thinking.
Design thinking not only helps to come up with innovative solutions, but also
helps to address the exact problems faced by the customer and target the customer’s
requirements in the best possible manner.
Experiment-1
Date: –––––––––––––
AIM
Design a mind map of design thinking
Description
The design thinking process is a creative one that welcomes ambiguity and
uncertainty. It is about taking a holistic view of a problem and considering all
aspects of it. Design mindset applied to a life situation aids the people concerned
in looking at the bigger picture, being informative, and acting accordingly.
Empathize: In this stage, you or the team understands the perspective of the
target audience, consumer, or customer. You identify or address a problem that
exists. Design thinkers are thus encouraged to put aside assumptions and
objectively consider possibilities about the target customers and the needs they
wish to address. It is usually done by observations and qualitative interviews.
Tools such as empathy maps are used to consolidate information and capture what
people think, say, and feel about a problem or need.
Define: At this stage, the team puts together information gathered in the first
stage. They define problem statements that should be in human-centric terms
rather than as business targets. For instance, the target for a pre-cooked meal
product could be to benefit busy moms who have meals ready for their families
in no time.
Ideate: When a problem is defined, the team can then brainstorm as to how the
needs can be addressed. The team puts together all possible ideas and then starts
to investigate or test them. It is a creative, freeing phase that allows the team to
think out of the box.
Prototype: The team identifies which are possible solutions for the problem
identified. It is a scaled-down version of systems and products which they can
present to the target customer group and get their feedback as well.
Mind maps always start from a central point, which is the main topic, and branch
out into subcomponents. Here’s an example of a simple mind map:
How to Do Design Thinking Process with Mind Maps
There are several steps in the design thinking process, and each of them requires
ideas and feedback to be collated and brainstormed over. They need to be shared
between team members, presented to target groups, and solutions to be mapped
to the problem.
The software provides 12 structure of mind maps, 33 themes, and 700 plus clip
chart images. You can create empathy maps or ideas of a brainstorming session
in the form of radial mind maps, bubble or timeline, sector, or fishbone maps.
Mind Mapping Technique Tips
Here are some tips for mind mapping in design thinking:
VIVA QUESTIONS
1) What are the 3 elements of design thinking?
Ans.
One exercise to get your inventive brain warmed up is the ‘Thirty Circles’
exercise.
Don’t panic, this is an unbelievably simple practice and you can do it on your
own or in a group.
Step one is to draw or print out thirty, same-sized circles on a large piece of paper
- A4 is perfect.
(If you’re drawing them, you could use the bottom of a shot glass to trace out the
circles).
Step two is to take a pen and turn each circle into something using your
imagination. Give yourself no more than 3 minutes to complete the task.
For example, one circle could be an image of planet earth. Another could be an
orange. Or a bicycle wheel. Or even a basketball. You get the idea.
The goal of the exercise is to get your brain thinking broadly and is a form of
divergent thinking.
To give you some ideas, have a look at the image above. There is also a variant
of this exercise using two circles instead of one. In this instance, you might
imagine the two wheels of a bicycle or a pair of glasses, for example.
Once you’ve completed the exercise, reflect on the number and diversity of ideas.
What did you learn? Creative warmup exercises like this one are a great way to
lower your inhibitions and avoid being critical of yourself before you’ve got
started.
VIVA QUESTIONS
Ans.
Ans.
Experiment-3
Date: –––––––––
AIM
Description
This is a cheap and easy project that only requires a small amount of
materials. The Toothpick Bridge requires a lot of thinking and a good
amount of construction.
Step 1: Gathering Your Materials
You will not need a lot of materials and they are all super cheap and easy to
find.
• Graph Paper
• Markers
• Pencil
• Bottle Cap
• Multi-Purpose Glue
• Plastic Wrap
• Toothpicks
Step 2: Drawing the Design
1. Place the two bridge pieces parallel to each other one toothpick length
from each other.
2. Place toothpicks between the two parts of the bridge.
3. Glue the toothpicks.
4. Let the Bridge dry for 12 hours.
5. Bridge Finished.
Step 10: Conclusion
VIVA QUESTIONS
1) What is a toothpick bridge?
Ans.
Step 1: Materials
This project requires some materials, easily obtainable from your local
hardware store. You will need:
Set one of the pegboard panels on top of the two long vertical spacers. Do
this with both spacers at once to keep the panel level. Make sure edges and
sides of the spacers are flush with the panel. Just running your fingers along
the edge will do the trick.
Tip: Long pieces of wood are often slighted curved. This is not a problem,
as they can be straightened when fastening them to the pegboard, but make
sure they are flush on one end to start, and straighten them as you work your
way along.
Tip: If you want your board to look extra slick and have all the screws
be flush, you can use a countersink bit to make room for the screw
heads. Now is the time to do so.
2. Put the first screw in to tack one end in place while you pre-drill the
rest. If you plan on using glue, don't put the rest of the screws in yet.
If you're skipping the glue, feel free to add screws as you go along.
2. Put the board on top of the spacers again, and drive screws in the holes
you pre-drilled. The screws should find the pre-drilled holes and line
everything up nicely!
It's normal for some glue to squeeze out; use a damp cloth to wipe it
up (your finger will also work in a pinch).
3. Repeat the whole process with the other vertical spacer.
Step 5: Place the Horizontal Spacers
1. Next, you will add horizontal spacers to your board. These provide
structural integrity and prevent the pegboard panels from bowing
inward.
2. Flip your board and put a horizontal spacer on each end and one in the
middle. Take care to place the middle spacer so it doesn't block any of
the holes.
3. If the fit is tight, the spacers will stay in place. If not, use masking tape
to keep them in place.
4. Flip the board over again and pre-drill, countersink (optional), and
screw the horizontal spacers in place.
3. Use at least three dowels to align the holes in the top panel with the
one on the bottom. It is important to make sure the dowels will stick
straight out when you're building your marble run.
4. Stick dowels through both sets of holes, and visually check that they
are vertical. Often, fixing a dowel in one spot will make others lean;
keep adjusting until they are all as close to vertical as you can get. It
doesn't have to be perfect, close is good enough.
5. Now you're ready to pre-drill and countersink (optional) the whole
panel. Don't forget to pre-drill the horizontal spacers too, including
the one in the middle, which is now hidden.
6. If you're not using glue, you can screw the panel in now. If using glue,
lift it off, apply glue, and replace it before screwing it in.
Tip: Sometimes it's helpful to use dowels again to confirm the panels
are aligned before screwing it together.
Take a moment to be proud of your board. The hardest part is done. When
you're ready, move on to the next step: make feet so your board can stand
on its own.
3. Decide which side of your marble board you want to have as the
bottom. Use the centreline on one of your feet with to centre it on the
edge of your board.
4. Instead of making the foot flush with the bottom, make it stand out,
or "proud," by 1/4 inch. This will make your board much more steady,
particularly if the floor isn't perfectly flat.
VIVA QUESTIONS
1) What inspired you to create this marble maze mock-up model?
Ans.
2) What materials did you use to construct the model? Why did you choose
these materials?
Ans.
Experiment-5
Date: ––––––––
AIM
Build a wind power car (mock up model)
Description
Wind-Powered Car
This project will show you how to create a wind-powered car with a laser
cut cardboard body, 3D printed wheels and a paper sail.
Supplies
• Cardboard
• Wooden Dowels (I used 1/4 x 12 inch)
• Cardstock
• Glue
• Paint and Paint Brushes
• Coloured Pencils/Markers
• Tinker cad
• Glow forge (or another laser cutter)
• 3D Printer and Filament
• Cricut (or scissors)
You also need to make holders for your axels so they won't wobble. These
holders will go in the holes you cut out in your second, third and fourth
layers. To make them:
1. Drag a box onto your workplane. Resize it to 3/8 by 3/8 inch and a
height of 1/8 inch.
2. Drag a cylinder hole out. Resize it to 1/4 by 1/4 inch (or whatever size
your dowel is) and a height of 1/8 inch.
3. Select both shapes and use the align tool to align the hole to the center
of the box. Then group both shapes.
4. Duplicate the holder 7 times and space them out on the workplane.
1. Click on each layer of your car body and hit the D key on your
keyboard. This will drop each layer down onto the workplane.
2. Space all your pieces out on the workplane. If you run out of room,
go into Settings and make the dimensions of your workplane larger.
3. Export your design as an .SVG file.
Upload the .SVG into the app for your Glow forge or other laser cutter and
cut your pieces out. If you would like, you can paint your pieces once cut!
Step 6: Design the Sail
Before cutting, I let my students add a number and other images to their sail.
We switched these layers from "Basic Cut" to "Pen" in order to have the
Cricut draw these items on the sail.
Cut out your sail. If you don't have a Cricut or other paper cutter, you can
always cut out your sail with a good old-fashioned pair of scissors! If you
would like, you can also color your sail with colored pencils or markers.
1. Glue one of your axel holders on top of another. Repeat these 3 more
times so that you have 4 doubled up axel holders. (I forgot to take
picture of this step - see the first Tinker cad image above instead)
2. Glue your second, third and fourth layers on top of the base layer of
your car body. (TIP: Use your axel holders as spacers)
3. Glue the axel holders on their sides in the holes. (See second Tinker
cad image above)
4. Glue on your fifth layer on top, along with any additional layers.
5. Glue your sail to your mast. (I used hot glue)
6. Glue your mast into the mast hole in your fifth layer. (I used hot glue)
7. Thread your axels through the axel holders and attach your wheels to
both sides.
VIVA QUESTIONS
Ans.
Ans.
Experiment-6
Date: –––––––––
AIM
Make a hydraulic elevator (mock up models)
Description
Mark the center and two end points on each popsicle stick (about 1/2
inch in). You will be putting a hole through these points, and you want
to them to match up with the other ones. Stack the sticks together and
tape them together with some masking tape.
Use a small drill bit and drill through the tree spots. However, it tends
to split the stick on the ends a bit, so be careful! Or just use a small
screwdriver instead- it takes a little longer, though.
Once the sticks all have holes, connect the center point of two
sticks with a small piece of wire. Do this three times. Then connect
the two ends of each pair so you have a row of 3 pairs of
overlapping sticks.
Repeat with the other half so you have two moving pieces with 6
sticks in each. On the bottom and top holes, combine the two sides
together by putting a wooden skewer through the holes. I used 2
skewers cut in half for this step. I also ended up adding a dab of
hot glue where each of the sticks were secured to keep them from
slipping out.
As you can see in the photos, I had a few of my sticks split a bit
and I taped them with some masking tape.
Next you will need to secure the bottom back skewer to the
surface you are using. I taped it down to the table to keep it in
place.
As you can see in the photos, I had a few of my sticks split a bit
and I taped them with some masking tape.
If you want to make a platform for the top of the hydraulic
elevator, just tape together 5 more jumbo sticks.
Next you will need to secure the bottom back skewer to the
surface you are using. I taped it down to the table to keep it in
place.
VIVA QUESTIONS
1) What are the main facts to be consider in the elevator design
process?
Ans.
Format
Traditional empathy maps are split into 4 quadrants (Says, Thinks, Does,
and Feels), with the user or persona in the middle. Empathy maps provide a
glance into who a user is as a whole and are not chronological or sequential.
The Says quadrant contains what the user says out loud in an interview or some
other usability study. Ideally, it contains verbatim and direct quotes from
research.
The Thinks quadrant captures what the user is thinking throughout the
experience. Ask yourself (from the qualitative research gathered): what occupies
the user’s thoughts? What matters to the user? It is possible to have the same
content in both Says and Thinks. However, pay special attention to what users
think, but may not be willing to vocalize. Try to understand why they are reluctant
to share — are they unsure, self-conscious, polite, or afraid to tell others
something?
The Does quadrant encloses the actions the user takes. From the research, what
does the user physically do? How does the user go about doing it?
The Feels quadrant is the user’s emotional state, often represented as an adjective
plus a short sentence for context. Ask yourself: what worries the user? What does
the user get excited about? How does the user feel about the experience?
• Collect data directly from the user. When empathy maps are filled
in directly by users, they can act as a secondary data source and
represent a starting point for a summary of the user session.
Moreover, the interviewer may glean feelings and thoughts from the
interviewee that otherwise would have remained hidden.
Go through the following steps to create a valid and useful empathy map:
a. What user or persona will you map? Will you map a persona or
an individual user? Always start with a 1:1 mapping (1 user/persona
per empathy map). This means that, if you have multiple personas,
there should be an empathy map for each.
2. Gather materials
Your purpose should dictate the medium you use to create an empathy map.
If you will be working with an entire team, have a large whiteboard, sticky
notes, and markers readily available. (The outcome will look somewhat like
the illustration above.) If empathy mapping alone, create a system that
works for you. The easier to share out with the rest of the team, the better.
3. Collect research
Gather the research you will be using to fuel your empathy map. Empathy
mapping is a qualitative method, so you will need qualitative inputs: user
interviews, field studies, diary studies, listening sessions, or qualitative
surveys.
4. Individually generate sticky notes for each quadrant
Once you have research inputs, you can proceed to mapping as a team. In
the beginning, everybody should read through the research individually. As
each team member digests the data, they can fill out sticky notes that align
to the four quadrants. Next, team members can add their notes to the map
on the whiteboard.
In this step, the team moves through the stickies on the board collaboratively
and clusters similar notes that belong to the same quadrant. Name your
clusters with themes that represent each group (for example, “validation
from others” or “research”). Repeat themes in each quadrant if necessary.
The activity of clustering facilitates discussion and alignment — the goal
being to arrive at a shared understanding of your user by all team members.
Once your empathy map is clustered, you can begin to vocalize and align as
a team on your findings. What outliers (or data points that did not fit in any
cluster) are there? What themes were repeated in all the quadrants? What
themes only exist in one quadrant? What gaps exist in our understanding?
If you feel that you need more detail or you have unique needs, adapt the
map by including additional quadrants (like Goals the example below) or by
increasing specificity to existing quadrants. Depending on the purpose of
your empathy map, polish and digitize the output accordingly. Be sure to
include the user, any outstanding questions, the date and version number.
Plan to circle back to the empathy map as more research is gathered or to
guide UX decisions.
Conclusion
As their name suggests, empathy maps simply help us build empathy with our
end users. When based on real data and when combined with other mapping
methods, they can:
VIVA QUESTIONS
Ans.
Ans.
Experiment-8
Date: –––––––––
AIM
Develop customer journey map for a given case
Description
A Customer Journey Map (CJM) is a very helpful tool that represents the whole
interaction with a product or service in a transparent manner. It clearly points out
the strengths and weaknesses of each stage of the interaction – particularly those
that affect the user experience. In addition to this, Customer Journey Maps also
show the possibilities for improvement. However, creating a Customer Journey
Map is a very resource-consuming process. In this article I would like to
introduce to you the approach we have taken for one of our clients. The technique
that we applied allowed us to quickly create a Customer Journey Map in a quick
and cost-effective manner.
The Challenge
We were asked to create a Customer Journey Map for one of the leading email
service providers in Poland. Our client wanted to know why users are choosing
their email service, while analyzing the context with which they were using it.
One of the challenges we had to face was to find out what element’s users admired
the most and the things that should be improved as quickly as possible. Another
thing was to identify solutions that would exceed users’ expectations and
strengthen our client’s position against competition. Unfortunately, there were
two problems – a tight deadline and budget constraints (I bet this sounds
familiar!).
1. Gathering all the information you already have about your users and
the way they use your product or service
2. Identifying information gaps and filling them by running additional
studies with real users
3. Creating user personas based on gathered information
4. Drawing your Customer Journey Map using all this knowledge
However, what should you do in case you do not have time and money for
additional user research before points 3 and 4?
Another result of our workshops was the Customer Journey Draft – the initial
release of the Customer Journey Maps. It was a graphical representation
containing a set of hypotheses about users and their interaction with the email
service at every stage of the process.
2. Online Research
Afterwards, we conducted quick, but detailed research on a about a hundred users
using UserZoom. The main goal was to verify quantitatively our hypothesis about
Personas and the Customer Journey Draft while extending our knowledge about
users. Another purpose of this study was to discover usability issues and outline
possibilities for improvements. Research also revealed some additional user
needs, which we addressed so as to exceed their basic expectations.
3. Adjusting The Customer Journey Draft
The last step of our approach was adapting the Customer Journey Draft to reflect
the research results. We rejected some hypothesis and enriched the Customer
Journey Draft with additional findings. Thanks to that, we achieved the final
version of Customer Journey Map.
Conclusion
Tight time and cost constraints triggered our innovative approach to modifying
the traditional technique of creating a Customer Journey Map. Ideally, all the
information and insights about users and their interaction with a product or
service should be supported by in-depth user research during the initial phase.
VIVA QUESTIONS
1) What are the 7 steps to map the customer journey?
Ans.
Paper Prototyping
To borrow the words of Carolyn Snyder [2], Paper prototyping is “a variation of
usability testing where representative users perform realistic tasks by interacting
with a paper version of the interface that is manipulated by a person ‘playing
computer,’ who doesn’t explain how the interface is intended to work”. The
advantage of using paper prototyping is not only that it is relatively fast and
effective, but also it provides a way to emulate complex logic without having to
write any code. Ideal then, for testing an application such as Tallis.
But as always, life is rarely that simple. For Tallis, we had the added problem that
in order to convince the relevant stakeholders (and ourselves, for that matter) that
this new UI design really was significantly more usable than the old one, and
hence worth the investment of 4 months development time, we had to compare
them side by side. This meant that both UIs (old and new) had to be mocked up
in paper, even though the first of these already existed in software (well, you
could compare a design in software with another on paper, but we’re not sure that
would tell us what we needed to know).
Building the prototype
So we set about the business of converting both UIs into paper. We already had
an outline design of our new UI on paper, in the form of PowerPoint, so the initial
plan was to re-purpose that so that the various widgets and dialogue boxes could
be rendered separately, then printed out on paper and cut out. However, this
wasn’t as trivial as it sounds - considerable time had to be spent on deciding
exactly what components would be needed, and in what form (e.g. some dialogue
boxes are unchanging, whereas others have content that changes according to
context. These need to be “templated” wherever possible, to minimise the number
of separate interface components needed for the test itself). Examples of some of
the Tallis UI components can be seen in Figure 1.
Close
Flowchart Tasks
In addition, Tallis was a large and complex application, with many different
aspects to its functionality, so it clearly was neither necessary nor desirable to
implement the whole of its breadth and depth on paper. Instead, we needed a
subset that mapped onto the tasks we intended to give our test participants – hence
the need to consider the test script itself.
Participants and test scripts
But before we could think about the test script, we needed some users. We quickly
ruled out the possibility of recruiting busy clinicians (our ideal audience), partly
because we knew their time was limited, and partly because we needed to
prioritise their involvement wherever possible in favour of more the formal
scientific work going on in the lab. Instead, we needed an audience who would
be interested in what we were doing; yet understanding that this was in some
senses a pilot of the methodology itself. We found just such an audience in UCL’s
HCI students (to whom we are very grateful for their time and enthusiasm in
taking part in this study).
Of course, there’s a big difference between HCI students and the clinical
professionals for whom this software is primarily intended. But Tallis isn’t aimed
exclusively at clinicians; (in fact, many users come from a more AI-oriented,
“knowledge engineering” background), and from a usability point of view, we
felt that many of the key problems with the existing Tallis UI would be
experienced by anyone, regardless of background. It did, of course, mean that the
participants would need to receive a brief lesson in the basics of knowledge
modelling, so that when they undertook the test, they would at least understand
the high-level principles of what they were had been asked to do, if not the precise
UI practicalities.
So, now that we had nailed down our users (metaphorically speaking – although
we did at times wonder what to do if one of them chose to leave early) we needed
to decide just how much breadth and depth to put in our prototypes. And for that,
we needed to return to the issue of tasks.
Finally, we had to prepare also a paper prototype of the existing UI, by creating a
further PowerPoint mockup (so that the look and feel would be consistent with
the first), then repeating our game of print – paper – scissors. In all, it took us
probably 3 weeks to prepare the paper prototypes, which in hindsight was
possibly a little indulgent. However, in this period we did mock-up two separate
UIs, and we did experiment with a lot of variations on the prototyping process.
And it was a highly complex UI (as visual authoring UIs tend to be, with many
components that can be arranged and manipulated on a 2D canvas).
The Test Itself
Our test involved eight participants (we did originally hope to recruit more),
which we stratified into two groups (one for each UI) and also by
gender/background. The test itself was heavily scripted, so as to minimise any
variation in our behaviour that might otherwise bias the comparison. The
experimental setup is shown in Figure 2, in which a participant can be seen
interacting with the paper prototype. Just out of shot are the moderator (the
individual running the session) and the Computer (who operated the prototype).
Similarly, the redesigned UI fared better on just about every other metric: levels
of completion (of each task), average task score, time to complete tasks, etc. But
in a way, the detailed results aren’t really that interesting for an article on paper
prototyping – what matters is the methodology we used: to what extent that was
a success, what we learnt from it, and whether we’d use it again.
UI1
2
UI2
0
1a 1b 2a 2b 2c 3a 3b 4 5
Conclusions
So, was paper prototyping a success? Almost certainly. It allowed us to explore
the differences between two complex UIs and find answers to some difficult
questions within a relatively short space of time. In fact, one of the good things
about paper prototyping is that it allows you a certain amount of opportunism –
for example, we could see by half way thru the test that participants were
struggling to find a certain menu item – so we modified the menu structure, and
thus solved the problem for later participants. Obviously, there is a judgement to
be made as to precisely when to make such changes (they can inevitably affect
the validity of the experiment in a scientific sense), but on this occasion it seemed
more important to take the opportunity to test a potential solution to a known
problem.
VIVA QUESTIONS
There are several major international players who have focused strongly on
the payment technologies of Mobile Wallets, and there are even more users in the
world who use this innovative tool daily to finalize their payments. And it is from
the users themselves that one can understand how to improve this technology.
When we talk about Mobile Wallet we mean an app for smartphones, which aims
to replace the physical wallet with a digital one. Various payment instruments
may be contained within it, but also numerous services that the user can
access close to or remotely. A Mobile Wallet can, therefore, allow you to:
• pay, for example by bringing the phone closer to a contactless POS;
• contain and enjoy discount coupons;
• virtualize loyalty cards or travel tickets;
• send money to a friend;
• contain identity documents (at least potentially).
There are several approaches to developing Mobile Wallets: there are feature-rich
wallets (such as AliPay or PayTM); those mainly specialized in payment (such
as Samsung Pay or Apple Pay); vertical ones, such as loyalty card aggregators
(e.g. Stocard) or that leverage cashback and loyalty programs (e.g. Yoyo Wallet),
or that focus on p2p transfers (e.g. Circle).
Don’t skip this section if you’re interested in creating a digital wallet. It provides
examples of basic and advanced functionality that you might need to include in
your application.
Aside from basic features, you might also want to consider adding some advanced
functionality:
• Gift cards – a feature that allows adding gift cards and using them to pay
for purchases.
The discovery stage is an essential part of app development. During this process,
companies identify their business needs, define technical requirements and match
them with technologies available on the market.
You cannot skip the discovery stage if you want to create an app with a chance
for success.
At the end of this stage, you will have the following documents on your hands:
• Market analysis
• Competitor analysis
• Functional specifications
• Product backlog
The lion’s share of the discovery stage is dedicated to UX and UI design. The
deliverables of this step include UX wireframes, UI mockups, branding elements,
illustrations, animations, etc. During the wallet app development, you will need
to identify how users will interact with your solutions and what it will look like
for the end-users.
2. Development Stage
During the development stage, the coding itself happens. Developers create the
code base of your application, integrate it with third-party solutions, and
implement custom features.
The development process of a mobile wallet starts long before coding. The project
implementation is a complicated process comprising multiple stages, each having
its crucial role in the whole process.
1. Market Research
App development usually starts with market research and competitor analysis.
During this stage, you need to decide for what industry you will develop an app,
who your target audience is, and who your competitors are.
Market research will help you conceptualize your application and find your value
proposition.
This stage is crucial for the future of your application. You need to finalize the
concept of your future apps. In simple words, you need to decide on the USP
(Unique Selling Proposition) and how to set your app apart from the existing
competitors.
If you don’t have the necessary technical knowledge, you will need to find a
development company that will create a wallet for you. Here are a few tips on
how to choose a company that will become your reliable technical partner:
During the screening process, some aspects can influence future cooperation,
such as the level of English knowledge, differences in time zones, cultures, etc.
4. Custom UX/UI Design
The interface creates the first impression of a mobile page. What users see first
when they open a new app decides whether they will use it or abandon it right
away. Thus, you need to address this part of all development with an eye for
detail. The user interface should be feature-rich, user-friendly, and attractive.
Remember that mobile wallet applications should be created with scalability and
security in mind.
After you launch the app to the market, it’s time to think about its promotion. In
most cases, marketing strategy creation starts long before the app is released to
the end-users.
The development process doesn’t stop at the previous stage. If you create an app
with a long-term outlook, you will need to continue working on it.
After getting the first user feedback, you might want to add some functionality,
improve existing features, and plan for further updates. The process of app
development is ongoing.
Conclusion
Mobile wallets are no longer just a trend they have become a need of the time.
However, to relish the benefits of this fast-evolving market, you need to ensure
flawless implementation of facts and additional features.
Do the necessary market research to build and app for mobile payment solution.
VIVA QUESTIONS
1) How did you ensure that the wallet is secure and items won't
fall out or get lost?
Ans.
2) How does this cell phone wallet differ from other products
currently on the market?
Ans.