From the course: User Experience (UX) for Non-Designers

Stage two: Conceptualize - Adobe XD Tutorial

From the course: User Experience (UX) for Non-Designers

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Stage two: Conceptualize

- [Instructor] Now that we have a clear idea of who our users are, and how they might use the project, and all of that information is folded into a creative brief, or other document, you would think this is a great place to flame up the computer and get designing. Not quite. In fact, a computer is usually the last stop. The primary media for conceptualizing is good old pen and paper. Why? Any building from a house to a skyscraper starts with an architectural plan designed to develop the structure of the project. When it comes to UX design, this process is sometimes referred to as information architecture, and there are a number of techniques that you can use to build that structure. You might want to use a technique called card sorting, which usually uses Post-it notes on a wall to establish the grouping and organization of the information. Card sorting involves breaking down information into individual units, and asking users to group them into discrete categories. You then analyze the data across users to find patterns in wayfinding and categorization. For example, a card may have a label reading more information about hotels. If that card is at the top of a number of different sorts, around hotels, you may have found your starting point for the hotel category. Another technique is to create a user flow diagram. Once you have the categories in place, and a rough idea of where they will be, you might start wondering how our user will move through the various screens or categories. Again, you can use Post-it notes or sketches to represent the various screens you may need, and then using arrows or string show how our user gets from, well, here to there. If you are really stuck on a digital workflow, many prototyping applications, such as Adobe XD or UXPN shown here, contain a user flow feature. Another common technique is to create a paper prototype. Paper prototyping involves creating a minimal version of your interface, using easily movable and replaceable interface elements, which are created from pieces of paper that are hand drawn and glued together. And they roughly show the screen interface. Paper prototyping is ideal for mocking up mobile device screens and computer screens. Even though the design is really basic, it is possible to show various different kinds of interactions. In some instances, these rudimentary prototypes are subjected to, as you may have guessed, rigorous user testing. And why would that be? It is a low cost way of discovering major and minor issues with your concept. Now imagine finding them when the project is about to be published, there's a pretty heavy financial price on that one. Though I have skimmed over only three techniques, I can't stress enough the importance of conceptualizing. This is where the research data you have gathered comes somewhat to life as you and the rest of the members of the team grappled with the question the research data poses, how do we present the data in a comprehensive and logical manner that meets the needs of the people that will use the project?

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