DIEP by Ruolin

DIEP reflective report of Module 1

D – Describe objectively what happened.

In this module, the most reflected application of the 5c model, its content includes create, collect, comprehend, conceptualize and collaborate. These aspects are the ways I often use and express in the projects I do. They are very practical and often help me a lot, especially in researching ideas.Design is purposeful. One purpose is the most direct. Designers are required to transform people’s needs into products; the other purpose is to improve overall efficiency, realize the logic of design order, and increase the feasibility of the design process. I can think about more aspects in the construction of the 5C model. This kind of logical guidance and possible deduction can give me very direct hints in the subsequent work.

In the work of project2, I conducted a lot of network data research and face-to-face user interviews, and also used Emphathy map to conduct behavioral and thinking research on the people I surveyed.Data research in the Internet age is to use a large number of network user needs to improve the precision and accuracy of design research. It is possible to mine and analyze the user’s behavior habits and personal preferences from behind the complex data, find out the problems and design goals that are more in line with user needs, and adjust the problems and design concerns in a targeted manner based on the user needs I have investigated. It is the value of data research. User research needs to output user portraits. Previously, I might directly draw up a group of people who felt right based on the conclusions of face-to-face interviews and then began to sort out the research, but this method sometimes seems one-sided and takes a lot of time. But now we can accurately find the target user group of the product through network data, data and screening, so that research becomes efficient and meaningful. And this is also the most obvious benefit of Internet data research for design. That is, user research based on users as thecore. This is the process of create, collect and comprehend in the 5c model. I did experience reasonableness and helpfulness in the process of using it. User research needs to output user portraits. Previously, I might directly draw up a group of people who felt right based on the conclusions of face-to-face interviews and then began to sort out the research, but this method sometimes seems one-sided and takes a lot of time. But now we can accurately find the target user group of the product through network data, data and screening, so that research becomes efficient and meaningful. And this is also the most obvious benefit of Internet data research for design. That is, user research based on users as the core. This is the process of create, collect and comprehend in the 5c model. I did experience reasonableness and helpfulness in the process of using it. Through the design frame of PACT, I can clearly define the question of “what kind of activities a person uses and accomplishes in what environment”. People are the ultimate perceiver of interaction, that is to say, no matter what kind of design we make, it is ultimately used by people. From this point of view, people have always been at the center of the design. Usability is the pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability and retainability.(ETS of Computer Engineers(UPM)) So I focus more on the user needs themselves, and the differences in people also determine the differences in design. But I think this does not mean that each of us needs a special design. In real life, I often see different people using the same design, so I feel that even though each of us is a different individual , But most people have similar behaviors and common behavioral goals, and interaction is more about the study of user behavior. My final design must be based on the balance of human differences, that is, what I see Those designs that look the same but are used by different people are actually a balance of differences. In this weather app I designed, users are people who need to go out frequently. They have requirements and ideas for weather forecasting and route planning services. Therefore, I must understand the differentiated behaviors of users in different weather conditions and the differences in the use of mobile phones when using different vehicles. For example, people who commute by car and people who ride on bicycles have very different requirements for the use of mobile apps. In some cases, the convenient method of use may be very different in another situation. There are also big differences in security considerations. So I designed travel weather and route guidance inspired by music players, which simplifies many tedious operations of mobile phone navigation. I hope that people can quickly receive APP route tips when it is inconvenient to use mobile phones. I also designed smart sports. The watch terminal hopes that users can receive messages smoothly even when they cannot use the APP with their mobile phones, such as sports cycling.In this project, the 5c model provided a whole set of thinking directions for my thoughts that had no clue at the beginning. From the five steps and directions of create, collect, comprehend, conceptualize and collaborate, the ideas of design and creation are more clearly displayed in front of me, reducing the time I wasted because of clueless thinking.

In project4, I made an app about conscious consumption. This mobile app was researched and designed based on the topics provided by CC Awards. The title is “Our consumerist culture means we are fast burning through the planet’s finite resources and in the past three decades alone, one third of our natural resource space has been consumed.” Bringing real happiness and causing serious damage to natural resources and the ecological environment, becoming a conscious consumer and taking appropriate actions is a long and complicated process. Using this as a guide, I designed a mobile phone game about bookkeeping and planning, hoping to guide people to make planned and conscious consumption. I named this design “pulsation”, which means the pulsation of the earth. People save and consume regularly while accumulating energy for the earth that is beating like a heart. In this process, it not only encourages people to actively plan and restrain their daily consumption, but also allows people to see that their daily efforts and every accumulation on the APP are effective in protecting the earth’s resources. People can see more clearly that everyone’s little effort in a lifetime can be rewarded and bring hope to the earth. In fact, this is also an encouraging bookkeeping and accumulation game, which may make users more willing to stick to this matter. Persist in this kind of planned and restrained consumption can see the results, and feel the impact of this kind of plan on their own economic development. I have completed the work of PACT Analysis here, hoping to have enough knowledge and understanding of users, and also use the necessary Internet research data so that it can followpeople’s real thoughts.In this project, the 5c model provided a whole set of thinking directions for my thoughts that had no clue at the beginning. From the five steps and directions of create, collect, comprehend, conceptualize and collaborate, the ideas of design and creation are more clearly displayed in front of me, reducing the time I wasted because of clueless thinking.

I – Interpret the events.

In the study and production of these few, the aspect that I have gained the most is the new way of thinking of this model. I have also thought a lot in the process of interacting design interfaces. In the process of research and design, I spend most of my time researching, thinking and simulating human behavior. In other words, when I design the interface interaction, most of the time I consider how people interact with the environment in a real scene. Everyone may have different concepts for different interfaces, but in real scenes, people actually have similar concepts for many things or processes. For example, people’s understanding of the mouse has the same concept. We hold the mouse as a coherent movement. This kind of thinking actually uses a concept that most people can understand to reduce the burden of understanding caused by interface differences. If you want to reduce the burden of understanding at the interactive level, of course, you should think about the unified cognition and understanding of most people. So I think the final interaction design may move in a unified direction, because the best result that interaction design can bring is to balance the differences in the usage habits of most people. If people have similar conceptual models for things in the real environment, and at the same time the view that “interaction design is based on the real world” is established, then the final result is to look for common commonality on the basis of facing everyone fairly. That is to say, there can only be one balance point for people’s physiological differences. But as long as human behavior is changing, interaction design will not have a unified day. But no matter how different people are, the speed of change in this world is always slower than that in a person’s lifetime. That is to say, in the time interval we can see, the changes in this world may only be so subtle, just like our house. Thousands of years have passed, but there are still doors, windows, and locks. People can still understand the use of buildings in ancient Rome, so our interaction with the environment has not changed drastically.

E – Evaluate the effectiveness and usefulness of the experience

In the production and design of 4 projects and web blogs in this semester, in addition to clear research and thinking, I also benefited a lot from the understanding and research of interaction design. For the interactive design of the interface, I think what needs to be done is to get inspiration from real life and express these behaviors in the language of the interface as high-fidelity as possible. This is also the reason why I didn’t design the interface as soon as I came up. I still need to continue to research and understand the user group, because mobile devices only help us solve the same problem in different ways, and the process of solving the problem hardly happens Essential change.

P – Plan how this information will be useful to you.

I realize that interaction design is a relatively complex and comprehensive subject. The direction of learning and definition is closely related to people’s behavior, and it is necessary to be able to predict the impact and understanding of users during the use of the product. It is necessary to explore the dialogue between products, people, culture, history and material, andeven society. This plays a vital role in understanding user needs. This is more like a work of emotional integration and requires me to have a relatively keen sense of research.

Reference

2014. User experience design. [ebook] ETS of Computer Engineers ( UPM ) . Available at: <http://oa.upm.es/34684/1/PFG_PAU_ROSELLO_VAN_SCHOOR.pdf> [Accessed 16 May 2021].

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