Diploma in Computer Engineering Technology Sta. Mesa Manila: Polytechnic University of The Philippines
Diploma in Computer Engineering Technology Sta. Mesa Manila: Polytechnic University of The Philippines
2. Now reflect on how your activities fell into these phases. What did you do first? What was
your instinct to do first? Did you have any particular artifacts or experiences upon which to base
your design?
B. Assume you are involved in developing a novel online experience for buying garden plants.
Although many websites exist for buying plants online, you want to produce a distinct
experience to increase the organization’s market share. Suggest ways of applying the previous
principles in this task.
C. Who are the stakeholders for an electricity smart meter for use in the home to help
households control their energy consumption?
D. Consider the product introduced in Activity A. Reflecting on the process again, what inspired
your initial design? Are there any innovative aspects to it?
E. Consider your product from Activity A. Suggest some usability criteria that could be applied
to determine its quality. Use the usability goals introduced in Chapter 1—effectiveness,
efficiency, safety, utility, learnability, and memorability. Be as specific as possible. Check the
criteria by considering exactly what to measure and how to measure its performance.
Then try to do the same thing for some of the user experience goals introduced in Lesson 1.
(These relate to whether a system is satisfying, enjoyable, motivating, rewarding, and so on.)
This in-depth activity is to design an innovative timepiece. This could be in the form of a
wristwatch, a mantelpiece clock, a sculpture for a garden or balcony, or any other kind of
timepiece you prefer. The goal is to be inventive and exploratory by following these steps:
A. Think about the interactive product that you are designing: What do you want it to do? Find
three to five potential users, and ask them what they would want. Write a list of requirements
for the clock, together with some usability criteria and user experience criteria based on the
definitions in Lesson 1.
B. Look around for similar devices and seek out other sources of inspiration that you might find
helpful. Make a note of any findings that are interesting, useful, or insightful.
C. Sketch some initial designs for the timepiece. Try to develop at least two distinct alternatives
that meet your set of requirements.
D. Evaluate the two designs by using your usability criteria and by role-playing an interaction
with your sketches. Involve potential users in the evaluation, if possible. Does it do what you
want? Is the time or other information being displayed always clear? Design is iterative, so you
may want to return to earlier elements of the process before you choose one of your
alternatives.