a user experience model for online graduate design education

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MA DESIGN 2.0 UX: Integrated Professional Program Development for Relevance, Reach & Growth Designing an advanced graduatelevel professional learning environment that blends facetoface and online student engagement MA Design 2.0: Integrated User Experience Michael Eckersley, PhD

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Research and design development are reported on an improved and expansive model for graduate-level professional design education. The model proposes a comprehensive learning experience for blended groups of face-to-face and online learners. The current state of enterprise application software for online education was studied and followed by focused user research of online learners and graduate-level designers. A needs-
clustering technique was employed to assess and group salient student needs. From these insights, design teams explored ways of coordinating and delivering a high quality learning experience to graduate designers.

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Page 1: A User Experience Model For Online Graduate Design Education

MA DESIGN 2.0 UX: Integrated Professional Program Development for Relevance, Reach & Growth

Designing  an  advanced  graduate-­level  professional  learning  environment  that  blends  face-­to-­face  and  online  student  engagement

MA Design 2.0: Integrated User Experience

Michael Eckersley, PhD

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Executive SummaryTable  of  Contents Page

1.  Introduction  &  Background   (Michael  Eckersley)

3

2.  Research  Summary  &  Question(Noah  Albro)

9

3.  Method  (Amanda  Boyd)  12

4.  Research  &  Design  Development   4a.  Onboarding,  Communications  &  Student  Support  (Chin,  Zhang,  Boyd)

 21 !22

4b.  Live  Engagement  &  Compelling  Delivery  (Albro,  Armstrong,  Sorrick)

30

4c.  Community  Network  &  Content  Library  (Lanzer,  Kelly)

 33

4d.  Professional  Network  &  External  Community  (Magario,  Lin)

39

5.  Conclusions  &  Recommendations 47

Research and design development are reported on an improved and expansive model for graduate-level professional design education. The model proposes a comprehensive learning experience for blended groups of face-to-face and online learners. The current state of enterprise application software for online education was studied and followed by focused user research of online learners and graduate-level designers. A needs-clustering technique was employed to assess and group salient student needs. From these insights, design teams explored ways of coordinating and delivering a high quality learning experience to graduate designers.

MA Design 2.0: Integrated User Experience

Amanda Boyd Daniel Chin Taylor Zhang Rachel Lin Rebecca Magario

Jordan Kelly Sarah Lanzer Noah Albro Liz Armstrong Melissa Sorrick

Contributing Authors:

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1. Intro, Background Michael  Eckersley Q: What is your definition of design?

Eames: A plan for arranging elements in such a

way as to best accomplish a particular purpose.

Q: What are the boundaries of design?

Eames: What are the boundaries of problems?

Q: Does the creation of design admit constraint?

Eames: Design depends largely on constraints.

Q: What constraints?

Eames: The sum of all constraints. Here is one of

the few effective keys to the design problem: the

ability of the designer to recognize as many of the

constraints as possible (and) his willingness and

enthusiasm for working within these constraints

—the constraints of price, size, strength, balance,

surface, time, etc.; each problem has its own

peculiar list.

Q: To whom does design address itself: to the

greatest number (the masses)? The specialists…

the enlightened amateur…a privileged social

class?

Eames: To the need.

An  interview  with   Charles  Eames,  1969

MA Design 2.0: Integrated User Experience

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On Design !

• "Everyone designs who devises courses of action aimed at changing existing situations into preferred ones." –Herbert Simon

(4-stage design process model)

"Design  is  only  secondarily  about  pretty  lumpy  objects,  and  primarily  about  a  whole  approach  to  doing  business,  serving  customers,  and  providing  value."  "Design...  has  become  central  to  enterprise  strategy."      

                                                                                                   –Tom  Peters

• Design is all about looking carefully at qualities of human experience, understanding the challenges and opportunities involved, and making things that point to future new value and solutions.

MA Design 2.0: Integrated User Experience

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On a Human-Centered Focus How design builds value on the basis of human experienceAssessing  Stakeholder  Motives,  

Needs,  Desires:  !• Student  motivation  

• Program  motivation  

• Institutional  motivation

MA Design 2.0: Integrated User Experience

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Designing a lively, high-functioning service experience is demanding work

• Services are "living" systems, core to the enterprise

• Service development is never done • Services must be curated, improved,

reinvented • Quality is performance-based, and

ultimately assessed qualitatively, subjectively

• Service expectations vary widely, and perceived gaps–however minor– proliferate and grow in significance

MA Design 2.0: Integrated User Experience

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Student consumers are being empowered, and they have no patience for poor (thin) educational experiences

Entertainment Education

Esthetic

Absorption

Immersion

ActivePartic-­ipation

PassivePartic-­ipation

–Pine  &  Gilmore  (1998)

Escapist

MA Design 2.0: Integrated User Experience

• Human-centered design principles, methods and practices came about as an answer to poorly designed, hard-to-use software.

• The current state of rigid, complicated, unreliable and distracting online course software is ripe for innovation

• Education is a consumer service experience, and consumers (students and faculty) cannot fail to notice if the service has been compromised through poor design. They have a right to expect better.

high touch

“thick”

experience quality

low touch

“thin”

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Our assessment (so far) of current online course application software

Our  observation  of  online  course  sessions  and  our  demoing  of  various  online  software  leaves  an  impression  of  being  "underwater"  con@ined  in  scuba  gear.  Sure,  we  can  breath,  we  can  (kind  of)  see  and  talk  hear  each  other,  but  the  foreignness  perception  is  pervasive  and  limits  the  quality  of  our  interaction.  Fluency  at  higher  order  forms  of  thinking  (Bloom),  creativity  and  social  interaction  (Goffman)  is  a  real  challenge  when  the  medium  is  such  a  distraction.  Gained  mastery  will  probably  come,  but  it's  a  steep  learning  curve.

• The technology is always present, rarely recedes into the background. The stiffness and non-intuitive UI is frequently a conscious social and cognitive distraction

• Service failures are not uncommon, making reliability an issue

• Overpopulated MOOCs bleed students

• The economics of online courses can lead to expedient choices and weak, “zombie” offerings

• The faculty learning curve is steep in bending the technology beyond the most basic functionality. Nevertheless, determined effort is likely to yield functional competency

• Teachers are expected to adapt their courses and teaching to the technology's limitations rather than expect the technology to fit human requirements in the classroom

MA Design 2.0: Integrated User Experience

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2. Research Questions Noah  Albro

1. Is it possible build a vital, high functioning graduate program ecology that meshes Edwards and Lawrence campus students together with a ratio of online students?

!2. Is it possible to take a standard online course software platform, or optimize a Google Coursebuilder configuration and place it at the core of such a graduate design program–without suffering a loss of coherence or student engagement?

Creating a value ecology

MA Design 2.0: Integrated User Experience

"Always  design  a  thing  by  considering  it  in  its  next  

larger  context..."  -­‐  Eliel  Saarinen

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On Systems

We began by studying systems and engaged in preliminary research to determine the current state of how people learn online and the online education industry. !• Service Safari • Tools for online teaching and

collaborative work

• Online education resource research

MA Design 2.0: Integrated User Experience

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We interviewed people who had taken online classes before and gathered their impressions and insights. !• What worked?

• What lacked?

• What was their motivation?

On The Student Experience

MA Design 2.0: Integrated User Experience

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3. Method Amanda  Boyd

MA Design 2.0: Integrated User Experience

The population of graduate level design students in blended online and offline programs is, so far, small to non-existent. So we set out to study each group independentlygraduate level design students and current online students) independently.

Understanding Audience Requirements

Online Student Requirements

Following this work we constructed a picture of this composite audience.

Designers’ Graduate Program Requirements

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We  used  insights  gathered  about  designers  to  develop  a  list  of  requirements  that  should  be  present  in  an  advanced  online  learning  experience  in  Design.

Designers’ Graduate Program Requirements

• Access to high-value, empowering knowledge

• New professional competencies, skills

• Professional credentials

• Access to a group of likeminded peers

• Access to knowledgeable mentors

• Assurance of program value

• Assurance of program applicability to career goals

• Prospect of career marketability

MA Design 2.0: Integrated User Experience

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We interviewed designers to understand their behaviors and requirements. !• What do they need, want, desire

in a professional education? • How do they act, talk, present

themselves (their behaviors)? • What would be their

requirements in a blended online learning experience?

Our Target Users

Persona Development

MA Design 2.0: Integrated User Experience

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• 25 y/o single female • Lives in midsize Midwestern American city,

and wants to stay there • Art Director at a modest design and brand

comms firm • Smart, curious, discriminating, but socially

skilled • Realizes her education and skills are not

keeping pace with changing industry tends, competencies, market demands

• Shopping around for the best available graduate design option

• Connected to the local AIGA design community, has an active online presence with LinkedIn

• Writes a blog on her design, decorating, photography, cooking interests

Persona 1: "Jia"

MA Design 2.0: Integrated User Experience

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• 30 y/o tech project manager for a vertical software product co. in Midwest US

• Married w/ two small children • Strong ego; good copywriter; can’t draw • B.S. Marketing Management, Minor in English • Attended a few design-related conferences;

seeks a design competency that leverages his marketing background to help him get ahead

• Restless; wants career transition, but concerned it may not go smoothly

• Comes from conservative Christian bg, btu sees himself as a Creative: a music lover; plays with

• Friends in a band on the weekend • Occasionally browses design-related websites:

DMI, Design Taxi, mashables, AIGA, HOW Design

Persona 2: "Brian"

MA Design 2.0: Integrated User Experience

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• 23 y/o undergrad design student at a small liberal arts university in the Dallas area

• Graduating near top of class with a BFA in Media Design this Spring

• Strong student portfolio; decent technical skills; weak communication and presentation skills

• Idealistic about design; knows little about business or markets

• Anxious about his future; little professional experience, but has an Internship lined up for summer

• Fashion savvy: black thick-framed glasses, Baldwin jeans, Nixon watch - up on current styles

Persona 3: "Ian"

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We  used  the  insights  that  we  gathered  about  the  current  online  students  to  develop  a  list  of  requirements  that  should  be  present  in  an  online  education  experience

Current or Recent Online Student Requirements

• Flexible scheduling

• Affordability: cost-benefit

• Collaborative group activity

• Live content and group interaction

• Timely personalized help, feedback

• Relatable content by learning style: visual, aural, verbal, social

• Option for doing independent work

• Accessible technology

MA Design 2.0: Integrated User Experience

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MA Design 2.0: Integrated User Experience

User Modes & Requirements Matrix

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MA Design 2.0: Integrated User Experience

User Modes & Requirements Matrix

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MA Design 2.0: Integrated User Experience

User Modes & Requirements Matrix

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4. Research Results

A. Improved Onboarding, Communications & Student Support

B. Ensured Live Engagement & Compelling Delivery of Content

C. Foster a Community Network and Connected Content Library

D. Build a Professional Alumni Network & External Community

MA Design 2.0: Integrated User Experience

Solve For Four (4) Actionable User Needs:

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4A. Improved Onboarding, Communications & Student Support !Daniel  Chin,  Taylor  Zhang,  Amanda  Boyd

• What is the current state experience?

- Personal Journeys

- The Good & The Bad

• How can the current experience be improved?

• Prescribed experience

• Creating a scenario

MA Design 2.0: Integrated User Experience

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What is the current student onboard experience? Taylor's  International  Journey

MA Design 2.0: Integrated User Experience

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What is the current student onboarding experience? Daniel's  Local  Journey

MA Design 2.0: Integrated User Experience

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program assessment

Application process

Sem 1 Sem 2 Sem 3 Sem 4 Sem 5 Sem 6 Sem 7 Sem 8...... Graduation

1.)  The  application  requirements,  specidically  the  GRE,  seem  irrelevant  to  the  course  of  study.    The  portfolio  request  may  have  led  to  the  incorrect  assumptions  related  to  point  2.    2.)  At  the  beginning  of  the  program  I  was  disappointed  at  the  amount  of  book  study  and  pure  theory.    Coming  from  a  BFA,  most  of  our  work  was  the  application  of  theory  and  in  the  beginning  I  wasn't  aware  of  the  drastic  difference  between  the  nature  of  Fine  Arts  programs  vs.  that  of  Arts  programs.    I  assumed,  incorrectly,  that  most  design  programs  were  similar  in  format.    I  do  wish  there  were  more  emphasis  on  the  real  world  application  of  learned  theory,  but  I'm  one  of  the  people  who  learn  by  doing.    3.)  I  wish  there  would  have  been  more  structure  surrounding  thesis  material  preparation.  Perhaps  scheduled  peer  collaboration/reviews.    It's  easy  to  feel  like  you're  out  on  an  island  during  that  time.

Neg

ativ

e Ex

perie

nces

Posi

tive

Expe

rienc

es

1.)  I  was  pleased  to  learn  that  KU  was  now  offering  a  Master's  program  relevant  to  my  current  line  of  work  and  interests,  and  that  I  would  be  able  to  attend  while  continuing  to  be    employed.      Initially  an  IxD  major,  I  later  switched  to  DM  as  I  began  to  see  strategy  was  more  in  line  with  my  goals,  although  it  seems  as  if  there  is  little  difference  between  the  two  program  requirements  other  than  the  focus  of  the  thesis.  2.)  Initially  I  was  discouraged  by  the  coursework  (reason  below)  but  over  time  I  began  to  see  value  in  the  material.  

What do program graduates report? A  Design  Management  graduate's  journey

MA Design 2.0: Integrated User Experience

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program assessment

Application process

Sem 1 Sem 2 Sem 3 Sem 4 Sem 5 Sem 6 Sem 7 Sem 8...... Graduation

My  only  negative  is  the  application  process.  It  seemed  very  disorganized.  We  were  expected  to  have  all  these  items  prepared  then  in  anticipation  of  acceptance  and    it  seemed  as  though  there  was  no  sense  of  urgency.  I  didn't  dind  out  that  I  was  accepted  until  it  was  almost  too  late  to  get  into  classes.

Neg

ativ

e Ex

perie

nces

Posi

tive

Expe

rienc

es

The  course  descriptions  were  true  to  the  actual  course  work.  I  enjoyed  the  classes  and  have  been  able  to  apply  what  I  have  learned  almost  immediately.  

✔ ✔ ✔

What do program graduates report? A  Design  Management  graduate's  journey

MA Design 2.0: Integrated User Experience

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Daniel's Experience Journey

Target and solve the causes of negative service interactions

MA Design 2.0: Integrated User Experience

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A Prescribed Onboarding Experience

MA Design 2.0: Integrated User Experience

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A Prescribed Onboarding Experience Scenario

"Jia's" Journey

https://www.youtube.com/watch?feature=player_embedded&v=rOVSI9Uq7JA

MA Design 2.0: Integrated User Experience

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4B. Ensured Live Engagement, Compelling Delivery of Content

!• Opportunity for Independent Work

• Live Meetings and Discussion

• Rich Content and Multi-modal Delivery

• Immersion in Advanced, Empowering Knowledge

MA Design 2.0: Integrated User Experience

Melissa  Sorrick,  Noah  Albro,   Liz  Armstrong

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Combined Physical & Online Sessions

MA Design 2.0: Integrated User Experience

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• Screen/video sharing

• Planning, diagramming, sketching

• Document Collaboration

• Presenting: SlideShare

• Project, task Management

A Student Collaborative Teaming Scenario

Watch  how  graduate  design  students  might  study  and  work  collaboratively  in  a  blended  online/ofdline  program.

Key Features

http://www.youtube.com/watch?v=Rh_s1Z1_oD8

MA Design 2.0: Integrated User Experience

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4C. Foster a Community Network and Connected Content Library

• Powerful program content and applications that are current, relevant and engaging to students

• Opportunity for learning from outside sources

• Information sharing to other classmates

• Outlets for students to expand on information

• Communication between students and teachers

MA Design 2.0: Integrated User Experience

Jordan  Kelly,  Sarah  Lanzer

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4C. Community Network and Content Library:

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4C. Community Network and Content Library:

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4C. Community Network and Content Library:

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Scenario:  “JIA”  COMES  HOME  Saturday  morning  after  giving  herself  a  break  after  a  long  week  of  work  and  clients.  The  night  before  she  attended  an  event  within  the  surrounding  area.  She   posts  some  pictures  and  her  thoughts  about  the  event  on  the  class  blog.  Then  she  pulls  up  the  lecture  from  the  beginning  of  the  week.  While  listening  she  is  simultaneously  checking  out  the  links  that  were  posted  by  other  students  on  the  twitter  feed.    After  the  lecture  ends,  she  reads  Brian’s  post  on  the  discussion  board.  She  comments  from  her  own  point  of  view  and  also  gives  Brian  some  helpful  pointers.  She  spends  the  next  couple  of  hours  searching  the  web  and  dinds  two  great  articles  on  design  that  she  thinks  will  be  very  benedicial  to  the  students  and  relate  well  to  the  speaker  of  the  week’s  topic.  

MA Design 2.0: Integrated User Experience

4C. Community Network and Content Library:

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Scenario:  “BRIAN”  COMES  HOME    from  school,  and  opens  his  computer.  He  enjoys  watching  the  weekly  lectures  live  because  he  is  able  to  engage  with  the  speaker  and  ask  questions.  Once  the   lecture  is  over,  he  sits  down  the  have  dinner  with  his  family.  After  he  logs  back  onto  the  class  site.  This  response  allows  him  to  understand  the  relationship  between  his  current  position  within  the  workplace  and  his  desired  position.  

Scenario:  “IAN”  COMES  HOME    from  studio  and  grabs  his  computer  to  complete  his  online  class  assignment  before  heading  out  with  his  friends  for  the  night.  He  opens  his  computer  and  logs  onto  the  class  network.  He  then  opens  the  lecture  of  the  week  that  was  recorded  a  few  days  before.  He  listens  as  he  glances  at  classmates’  blogs.  He  dinds  the  lectures  interesting  but  usually  struggles  to  dit  them  in  every  week  with  his  busy  schedule.  Which  is  why  most  of  them  are  spent  multi  tasking.  He  quickly  types  up  a  response  to  show  his  understanding  and  knowledge  of  what  the  speaker  was  teaching  and  posts  it  to  the  discussion  board.  

MA Design 2.0: Integrated User Experience

4C. Community Network and Content Library:

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How professional networks work

4D. Professional Alumni Network & External Community !Rebecca  Magario,  Rachel  Lin

MA Design 2.0: Integrated User Experience

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MA Design 2.0: Integrated User Experience

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• Creating opportunities for people to meet and connect (events, conferences, traveling, volunteering, clubs, workshops, etc.)

• Utilizing public social media, such as Facebook and LinkedIn to disseminate pertinent information. As well as, focusing on improving School web platform to maximize the flow of information.

• Promote professional online/corporate contributions from successful people, students and alumni for learning opportunities.

• Recruitments (LinkedIn, Symposia, etc.)

Ways to facilitate the growth of a community

MA Design 2.0: Integrated User Experience

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Using existing social media and LinkedIn platform to build on current existing professional network model

Current network at KU: informal and small in scale

MA Design 2.0: Integrated User Experience

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A convergence of platforms to a specific student-centered interface

The School could thrive on a platform that facilitates the growth of a community where students, graduates, faculty and professionals connect and share information

MA Design 2.0: Integrated User Experience

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5. Conclusions & Recommendations

MA Design 2.0: Integrated User Experience

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• Invite 3-5 online guest students to a forthcoming KU MA Design course, and beta test different software configurations to improve communication and collaborative work

• Work with Admins to redesign the entire MA Design student onboarding experience.

• Build and test a prototype alumni and professional community network channel

• Test launch a series of events: open-houses, symposia through the KU Center for Design Research

MA Design 2.0: Integrated User Experience

5. Conclusions & Recommendations

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MA DESIGN 2.0 UX: Integrated Professional Program Development for Relevance, Reach & Growth

Designing  an  advanced  graduate-­level  professional  learning  environment  that  blends  face-­to-­face  and  online  student  engagement

MA Design 2.0: Integrated User Experience

Michael Eckersley, PhDAmanda  Boyd   Daniel  Chin Taylor  Zhang Rachel  Lin Rebecca  Magario

Jordan  Kelly Sarah  Lanzer Noah  Albro Liz  Armstrong Melissa  Sorrick

Contributing  Authors:

Thanks!