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Phases

  • Desk Research, Field Research, Findings
    Research of existing Applications. What does already exist? Analysis and testing of the found examples. Questioning and Observation of WG-Residents. Understanding their motivation and behavior. Identification of usage-patterns. Photographic documentation. Definition of a problem and collection of user-needs.

  • Personas
    Definition of five WG-Residents and their stories.

  • Brainstorming, Mind Mapping, Sketching, etc.
    Take one or more of the above methods to rethink the scenario. Be "wild" and come back with innovative and striking solutions of which you hadn't thought of before.

  • Wireframe Screen Flow Diagram, Mood board
    Draw individual screen wireframes that are connected with each other to show the flow in your application. Traditionally, the mood board is a big collage consisting of photos, apps, texts, illustrations and other materials that show the look and feel. The mood board shows links between the things and supports the imagination of new ways.

  • Design GUI
    Using the mood board, a skin for the application is developed. Software: Photoshop, Illustrator, Sketch, Adobe XD, etc.

  • Click-Dummy
    A clickable mockup of the final UI. Software: Framer, Origami, Invision, Principle, Flinto, Adobe XD, etc.

  • User-test
    The click dummy is tested with three test users that solve a typical exercise. They are filmed and asked to think aloud while using the app.

  • Prototyping
    Implementation of the final application in HTML, CSS, and JS in order to deliver a functional prototype. 

Deliverables

See the IAD documentation guidelines for the standard material.

  • Documentation
  • Prototype
  • Film / Screencast
  • Film / User-test
  • Images
  • Text
  • Click-Dummy

All deliverables have to be uploaded to the Filer by Monday 11.6 at 09.00.

Schedule

Week 1

Tuesday 8.5

Wednesday 9.5

Thursday 10.5

Friday 11.5

Morning

Kick-Off
JS, JG - 4.K14 (09.30-12.00)
Desk Research,
Field Research, Findings
Findings, PersonasMentoring
Findings, Personas

JG - 4.K14 (09.00-12.00)

Afternoon

Desk Research, Field ResearchMentoring
Desk Research, Field Research, Findings
JS - 4.K14 (13.00-17.00)
Brainstorming, Mind Mapping,
Sketching, etc.

Week 2

Tuesday 15.5

Wednesday 16.5

Thursday 17.5

Friday 18.5

Morning

Brainstorming, Mind Mapping, Sketching, etc.

Wireframe Screen Flow Diagram, Mood boardWireframe Screen Flow Diagram,
Design GUI
Mentoring
Design GUI

JS - 4.K14 (09.00-12.00)

Afternoon

Input Prototyping/Click-Dummy
JG - 4.K14 (13.00-14.00)

Mentoring
Brainstorming, Mind Mapping, Sketching, etc.

JG - 4.K14 (14.00-17.00)

Mentoring
Wireframe Screen Flow Diagram, Mood board
JS - 4.K14 (13.00-17.00)
Design GUI, Click-Dummy

Week 3

Tuesday 22.5

Wednesday 23.5

Thursday 24.5

Friday 25.5

Morning

Design GUI, Click-Dummy
 

Mentoring
Design GUI, Click-Dummy

JS - ? (09.00-12.00)
Input Prototyping
JG, 4.T06 (09.00-13.00)
Prototyping

Afternoon

Mentoring
Design GUI, Click-Dummy

JG - 4.K14 (13.00-17.00)

Design GUI, Click-DummyPrototypingPrototyping

Week 4

Tuesday 29.5

Wednesday 30.5

Thursday 31.5

Friday 1.6

Morning

User-test Click-Dummy; Thinking Aloud MethodeEvaluation User-test

Support Diploma Exhibition
Click-Dummy IterationPrototyping

Afternoon

Mentoring User-test
JG - 4.T06 (13.00-17.00)

Support Diploma Exhibition

Mentoring
Click-Dummy

JS - 4.T06 (13.00-17.00)

Week 5

Tuesday 5.6

Wednesday 6.6

Thursday 7.6

Friday 8.6

Morning

Prototyping

PrototypingDokumentation, Click-Dummy, Prototyping, Film/Screencast, Bilder/Screens, TextDokumentation, High-FIdelity-Prototyping, Film/Screencast, Bilder/Screens, Text

Afternoon

Mentoring Prototyping
JS, 4.T06 (13.00-17.00)
Mentoring Prototyping
JG, 4.T06 (13.00-17.00)
Final Presentation
JS, JG - 4.T06 (13.00-16.00)

JS: Jürgen Späth, JG: Joël Gähwiler