learningcafe unconference - mapping the journey
TRANSCRIPT
INTRODUCTION
Joyce Seitzinger / Academic Tribe • Learning Experience Design • Consultancy • Digital badges • Capability building
INTRODUCTION
• If you’re tweeting, use #lrnunconf • To find out more, #lxdesign
http://academictribe.co/learningcafejourney/
TRANSCENDING MATERIAL
“Experience is not about good industrial design, multi-touch, or fancy interfaces. It is about transcending the material. It is about creating an experience through a device.”
MARC HASSENZAHL
Meaningful
Pleasurable
Convenient
Usable
Reliable Functional
LX PYRAMID The Learner Experience Pyramid describes different levels at which learning resources, services, solutions and systems can be experienced by learners & staff. Based on CX Pyramid by Aberdeen Research after Mark Scibelli and Stephen Anderson.
FOCUS ON EXPERIENCES
FOCUS ON TASKS
Many traditional LMS & learning resource experiences
Transformational learning experiences
Has personal significance
Memorable experience worth sharing
Easy to use, works as expected
Used without difficulty
Is available & accurate
Works with inconvenience
USER EXPERIENCE DESIGN
…to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines.
The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother.
Don Norman & Jakob Nielsen
EXPERIENCE DESIGN
It is crucial to view experience as the consequence of many different systems.
Experience emerges from the intertwined works of perception, action, motivation, emotion and cognition in dialogue with the world (place, time, people and objects).
Experience Design: Technology for all the right reasons Marc Hassenzahl
SERVICE DESIGN THINKING
Service design is the intentional and thoughtful design of internal and customer-facing activities needed to deliver a service. Where experience design concerns itself only with the customer-facing aspects, service design looks also at the experience of staff.
This Is Service Design Thinking
EMPATHY FOR THE USER
“Empathy is a noun. A thing. It is an understanding you develop about another person. Empathizing is the use of that understanding – an action.”
INDI YOUNG
Reading is a creative act: it cannot happen automatically, and it cannot happen passively. Any piece of writing is therefore as intimately shaped by the reader’s imagination, their memories, their intelligence, their disposition and their state of mind, as by the writer’s.
ELEANOR CATTON: ON PURPOSE
ELEANOR CATTON
Experience design has emerged recently as a new discipline in response to the new information and communication technologies. But I will argue that there is no such thing as
experience design. Experiencing is in people and you can’t design it for someone else. You can, however, design for experiencing.
DESIGN FOR EXPERIENCE
Participatory design makes everyday people, such as users, an integral part of the design process, especially at the early front end.
http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf
LIZ SANDERS
DESIGN ACROSS DIFFERENT CONTEXTS AND SPACES
PEER LEARNING
PERSONAL LEARNING NETWORK
FORMAL LEARNING
ONLINE COURSES
SUPPORT SERVICES
MOBILE APP INTRANET
JOB AIDS
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona
CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Problem statements
RESEARCH Technology research Competitor analysis Service design blueprint
Learner & stakeholder driven design research
Gain insights and define challenges
Develop possible learning solutions through iteration
Improve and optimize final learner experience
TESTING Usability testing A/B testing User observations & interviews
General challenge
Specific challenge
Specific solution
PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture
IMPLEMENT Feedback loops A/B testing Learning analytics
IDEA GENERATION Sketching Storyboarding Scenario mapping
SIMILAR TECHNIQUES
• Journey mapping (emotional) • Scenario mapping (narrative) • Service Design Blueprint (channels)
THE TEAM
• Joyce Seitzinger • Mark Smithers
Lecturers • Annette Cook • Nicola Hardy Digital Learning Team • Spiros Soulis • Angela Nicolettou • Eloise Acuna
WHEN DO YOU USE JOURNEY MAPPING?
• For an existing product, object or service • To get an overview of all the elements
and stakeholders • To map all the touch points • To identify emotions associated with
interactions • To identify pain points
WHEN DO YOU USE JOURNEY MAPPING?
For a new product, object or service to be designed, developed and implemented: • To get a common understanding of
aspiring experience for all members of design & development team
• To identify touch points • To identify channels • To identify priorities for the development
WHY DO YOU USE JOURNEY MAPPING?
• To map all the bricks in your bricolage (even those beyond your control)
• To step away from your medium
• To design across contexts
• To facilitate conversation
• To facilitate collaboration
YOUR TURN: PROJECT BRIEF
You have been asked to design a induction process for a new employee. (Persona: 27, some industry experience, one previous job, digitally confident) Brainstorm in your group the type of experience you may want to create. (3 mins)
YOUR TURN: BEGIN MAPPING THE LEARNER CHANNEL
• For your induction solution, map just the learner channel.
• Record each action as touch point (one post-it, dedicate one colour to this channel)
• Consider the following two as starting phases: Pre-start and First Day
YOUR TURN: BEGIN MAPPING THE MANAGER CHANNEL
• For your induction solution, begin mapping the manager or team channel.
• This is a “front-of-house” channel. • Record each action as touch point. What
does the manager or team do to meet the learner needs (one post-it, dedicate another colour to this channel)
YOUR TURN: START MAPPING AN ARTEFACTS OR RESOURCES CHANNEL
• For your induction solution, set up a channel where you can capture the resources that need to be created (one post-it, dedicate another colour to this channel)
YOUR TURN: START MAPPING AN ARTEFACTS OR RESOURCES CHANNEL
• For your induction solution, set up a channel where you can capture the resources that need to be created (one post-it, dedicate another colour to this channel)
YOUR TURN: CONSIDER “BACK OF HOUSE” CHANNELS
• Which back of house channels might be needed in your journey map?
• Back of house is where things happen that the learner never sees, but which are needed for a successful solution anyway
• Consider: databases, processes that are triggers
STAY IN TOUCH
www.academictribe.co @catspyjamasnz @academictribe @lxdesign Facebook.com/academictribe Search: lxdesign [email protected]