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WEEKLY LESSONS LEARNED

User Interface/User Experience Design and Programming (USERDES)

Name of Student: Gonzaga, Ma. Angela D.

Date: 09/09/22

Title of the Lesson: UX Foundations and UX Design 4

Summary: (Approximately 400 words and Maximum of Two Paragraphs)

It's crucial to consider your design, the context of use, and how each device
might be best suited for particular tasks when beginning your multidevice project.
Consider your experience as a single trip where gadgets assist your consumers in
achieving their objectives. It can be really difficult to design for many devices.
However, there are a few various approaches you might utilize, based on the
requirements of your particular project, the requirements of your consumers, and the
form factors you're working with. I include desktop computers, mobile phones,
tablets, watches, TVs, and voice-activated interfaces among other things when I say
"device." Design for people first is one of the most important ideas to take into
account before beginning any multidevice project. When designing for devices, it is
crucial to comprehend the tasks and objectives of your users. We can think about the
experience from a more strategic approach and help us make better decisions from a
user experience perspective by taking the ecosystem as a whole into account and
knowing how devices interact with one another. Last but not least, we aim to
guarantee a cogent experience. It should be simple to use, feel like it works together,
and be easy to understand. The consumer shouldn't have to make assumptions about
how our product functions on different devices. To make sure the experience is clear
and easy, each platform should adhere to standard interaction paradigms. Although it
should not be exactly the same, your experience should have a consistent identity
across all of your devices.

When you have a preconceived notion of how things should be, it might be
challenging to consider other possibilities. It resembles having a song stuck in your
brain in certain ways. Even if the song is excellent, you probably won't want to listen
to it nonstop. You probably want some diversity instead. The same is true of interface
design. Perhaps you've already thought about how your interface should look. It's
possible that you've already developed and tested a version. It's challenging to
consider alternatives and get this version out of your head. But it's crucial to avoid
being sucked into your present design. Even if it's working well, you can discover that
not all of your consumers' issues are addressed by it. Letting go of your existing
design for a period is necessary to discover other designs that might address these
issues. That is the ideation process. The range of potential ideas from which you could
draw to improve your interface is widened through ideation. You then refine a group
of these ideas and utilize them as the foundation for your new design. The ideation
approach liberates you from needing to concentrate on the limitations of your current
design or the way things are currently done in order to think about solutions to your
users' problems.

Lessons Learned: (At least 1000 words and a Maximum of Four Paragraphs)

The lesson I gave learned in these courses is that when starting a multidevice
project, it's critical to take into account your design, the context of use, and how each
device may be best suited for particular tasks. Think of your experience as a single
journey where gadgets help your customers accomplish their goals. Designing for a
wide range of devices can be very challenging. Nevertheless, there are a few different
strategies you may use, depending on the demands of your specific project, the
demands of your customers, and the form factors you're working with. Design for
people first is one of the most crucial concepts to take into account before beginning
any multidevice project, and I include desktop computers, mobile phones, tablets,
watches, TVs, and voice-activated interfaces among other things when I say "device.".

Understanding the duties and goals of your consumers is essential when


designing for devices. By considering the ecosystem as a whole and understanding
how devices interact with one another, we can approach the experience with a more
strategic mindset and help us make better decisions from a user experience viewpoint.
Last but not least, we want to ensure that you have a positive experience. It should be
straightforward to understand, simple to use, and have a cohesive feel. The consumer
shouldn't have to guess how our product will work on various devices. Each platform
should follow accepted interaction paradigms to guarantee a clear and simple
experience.

It could be difficult to think of different options when you have an idea of how
things should be. In some ways, it's like getting a song stuck in your head. You won't
want to listen to the song continually, even if it is amazing. Instead, you probably
prefer some variety. In the same way, interface design is true. Maybe you've already
considered the design of your interface. You might have previously created and
evaluated a version. It's difficult to think of alternatives and to stop thinking about this
particular version. However, it's imperative to resist being hooked into your current
design.
Even if it's performing well, you might find that it doesn't completely resolve
all of your customers' problems. For a while, you must let go of your current design in
order to look for alternatives that might solve these problems. That is how ideas are
generated. Ideation broadens the pool of potential suggestions from which you could
draw to enhance your interface. After further developing a selection of these concepts,
you use them as the framework for your new design. You are freed by the ideation
technique from having to focus on the drawbacks of your current design or how things
are currently carried out in order to come up with answers to your users' problems.

Actions Taken or Realizations: (At least 250 words and a Maximum of Two
Paragraphs)

I’ve realized that to make sure you're following accepted platform behavior, it's
helpful to become familiar with the platform's elements and interactions. Ideation
increases the range of potential directions your design might go in the future. The
design charrette technique unleashes the collective team's imagination before
providing it with guidelines to produce design options that are realistic and allow you
the chance to please your users. The team will probably really like the chance to think
creatively and beyond the typical confines of the software development process after
they get over their initial apprehension of conducting design work.

If you harness that creativity, you might discover that you begin to think of
ideas that are fresh, intriguing, and likely to impress your clients. Your team may not
want to engage in this type of creative activity, or you may even believe that your
design concepts are superior to those of the other team members. But I believe it's
worthwhile to try ideation exercises with each team. The length of a design charrette
is no more than two hours. It engages everyone on the team in finding answers to the
issues you outlined. And in my experience, it always sparks the creation of
unexpected new ideas.

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