This page will follow up process behind my project and my thesis development to get my Masters Degree in Interaction & Experience Design.
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Week 11 – Design for the Elderly
Peer Lead Workshop by Sreejith, Tarun, and Brian

This was the last workshop in this semester.
Brian started first, he explained about who are elderly and about the problems faced by them. He provided the graph about life expectancy and elderly peoples growth in the future. He also gave example of interface technologies and smart homes which are helpful for the elderly.
Second is Tarun, he introduced future technologies like Robots, wearables and VR technology for the elderly. He also gave examples of Robear, Care o bot4 and Elliq robots.
Lastly is Sreejith, he spoke about the strategies for planning a cite accessible for elderly and various other IoTs that are currently available in urban cities.
The activity
Photo 2: The idea
Our team, me, Biyi, and Neasa, is given a brief about an old couple Mary and Ramesh and the aim is to bring back good old memories from this couple and share with others. We came up the idea from kickstarter’s, then we developed it relating with out brief. It is an NFC sticker technology which these stickers could be placed anywhere and allow the user to both record and listen to previous recordings.
The sticker with the photographs would have a tagging function that could tag family members and then send them a notification letting them know that new memories have been created in which they were present. The device could hook up to any monitor and as a group the family could watch the videos and the photographs together and talk about their memories and the recordings. It’s also integrated with voice recognition too, so when Mary and Ramesh tell the device to play their favourite music or to play some memories, its will connect to their TV (similar with Alexa)
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Week 10 Workshop – Bodily Interaction in Video Games
Peer Lead Workshop by Stephen, Bernard, and Biyi

Photo 1: Example of a VR game
This week’s class was the second last of this cycle of peer lead lectures and activities. The workshop was carried out online via Zoom.
Biyi presented first, she spoke about the survey her group has sent earlier to all the colleagues asking them about their experiences with video games and gaming technologies. Then she spoke about the principles of gamification and how they apply in modern day gaming technologies. She showed some example of games being used in education and lifestyle within our society such as Nintendo Switch, RingFitness Adventure.
Second presentation was held by Bernard. He spoke about about VR and VR headset games. He spoke with reference to the Oculus VR headset and the different standards of VR games. He stated that the quality of games is really important in VR because the graphics have to be very real to make the user feel immersed in the virtual world and enjoy the experience. At a previous time in class Bernard had brought in his own VR headset asking us to each take a turn using it, he referred back to this experience in the lecture when speaking about the different responses different people have.
Lastly Stephen elaborated further on VR and how the technology has evolved what different variations of the VR exist today. He spoke about the user experience and the designers role in the VR space. He also gave example various themes in games like horror, thriller, and mystery.
The Activity
Photo 2: The brainstorming session and the idea
The workshop took place in two sessions- first we played an online game called scrambled where each player was an egg and we needed to shoot everyone to get points.
After that we grouped into 4 and were assigned a brief over mural. Our group was assigned a persona of a young woman called Dot who is feeling lonely in isolation and we had to design something to make her feel more connected with others using augmented reality technology.
After brainstorming we came up with the concept of a virtual lifestyle experience app which allows you to share everyday activities such as shopping, cooking and watching movies with your friends at home.
It also allows you to attend social events with ‘digital instructors’ or a ‘digital cooker’ at the same time as your friends, for example you could take a cocktail class or a fitness class where you could place the instructor in your environment as well as your friend’s avatars and you could see their movements in real time.
We also thought of the option of sharing a ‘digital pet’ with your friends, and as the pet could be digital it could be anything e.g. a unicorn or a dragon. The technology we imagined using would be a high AR device technology or even contact lens wearables to be really high-developed.
It was great learning about VR, games and current technology relating to game. Because of their presentation, I think gamification is important to give the user exciting mood to play a game which this can be applied to UX too. The scenarios of the activity was also good and relatable in this situation. And I think later on, it is possible to develop AR and VR in our daily activity to create more experience in living.
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Week 9 Workshop - Transmedia Interactivity for the Purpose of Marketing and Advertising
Peer Lead Workshop by Me, Tim, and Josephine

Photo 1: MITOJIM’s Logo
This time I conducted the seminar along with Tim and Josephine. We actually planned something a little different and be more physically interactive in terms of activity. But it was all changed due to the Covid-19 lockdown. From “outside activity” we had to do make a big shift to doing everything online.
The main objective of the workshop was to demonstrate the ways that various brands using many platform and format of current digital technologies to power transmedia marketing and advertising campaigns. We agreed to make a teaser of a campaign, which resulted in creating a fictional brand called MITOJIM, before move to the actual marketing launch in public. This to build the brand awareness towards the brand.
As MITOJIM, we promoted our brand and company through a social media account, on Instagram and sent out mails (above) to the class a month before seminar and workshop to provoke our classmate’s curiosity and to create an awareness of MITOJIM’s brand. It contained some riddles and direction towards what was the actual product. And it turned out quite successfully made our classmate curious about what was actually going on and what the Mitojim is.

Photo 2: The teaser to create awareness and curiosity
The presentation
I was the first to present about the history of different kinds of advertising. I spoke about ATL (Above The Line), BTL (Below The Line), and TTL (Through The Line). I also provided some study case to strengthen my presentation. Because all of them will lead on how digital technology has shaped the advertising and marketing now.
Next is Josephine, she presented the many ways in which companies can use social media platforms and various other digital channels to target or influence users or potential users. She also went through some of the ways in which Instagram could be used by savvy marketers.
Lastly, Tim spoke about transmedia marketing and how different campaigns can be run at the same time through different media. Tim also presented some case study from Dark Knight’s Movie Campaign and Air Bnb.
The Workshop
Then We conducted 2 sections of workshop.
Photo 3: Virtual Chocolate Hunt
First is MITOJIM International Chocolate Egg Hunt
The instructions given to each of the four groups was for each group to collect 2 out of the 8 chocolate flavours hidden in 16 mysterious points on the Map. Among these 16 pin-points, 8 contained the hidden chocolate flavours, while the other 8 contained “fake” flavours that led the participants who clicked on them to popular Internet memes. If, however, the group found one of the 8 chocolate flavours, they would get taken to a puzzle or quiz. If they solved it, they received a picture related to that flavour, and one member in the group was required to post the picture on their Instagram page, making sure to tag MITOJIM Chocolate in the process.
Photo 4: The Campaign Brief
The second is Creating MITOJIM Marketing Campaign
An example of one of the design briefs and story that was presented to the groups on a Mural page the participants were invited to the night before. The teams were required to create marketing campaigns based on the brief’s requirements. Every team had different digital media which they could use to promote the two flavours they collected from the first activity. In the final everyone had to present their ideas to the class
My reflection is making activity and seminar was quite challenging and fun at the same time. After seeing how great my classmate ideas, I think that we all are creative in some ways. And anything is possible in this digital era.
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Week 8 Workshop - IoT Applications for Environmental Responsibility
Photo 1: Week 8 Presentation Slide
This seminar was the first online seminar amidst the lockdown due to Covid-19. The rest of the presentations would take place in the same format later on. In this presentation, we were introduced to Zoom and Mural as the collaborative tools to conduct the activity and seminar.
At first, Mary spoke about air quality, she presented how fossil fuels increase CO2 which results in global warming and climate change. She provided some statistic about air-quality related deaths before discussing the WHO (World Health Organisation) air quality guidelines. She told us about other countries such as Germany and Netherland and how people use tech to check up on the air quality.
Next Liam spoke about IoT and its applications in sustainable farming. He explained how agriculture affects greenhouse gases in Ireland. He also spoke about organic and sustainable farming and how softwares such as OpenTeam and FarmOS help farmers plan and keep a check.
Lastly Chidi spoke about the IoT in relation to oil, gas industry. He also talked about the case in his hometown about gas spilling that harming Nigeria. Chidi then spoke about the existing systems that are used to measure oil pressure on a pipeline before describing the possible uses of IoT tech on a pipeline, e.g. pipeline surveillance using fibre optics. He added about the kind of effect it has on the people of Nigeria and how the government have been involving to solve this issue. Peer Lead Workshop by Mary, Liam, Chidi
The workshop.
The workshop took place over mural in smaller groups. I was in a group with Tim, Ryan, and Tarun.
Photo 2: The brief: Tefal product
We started brainstorming on what all technologies can a smart lunch box have and how could we make it sustainable too. Then we come up with idea of “The Hunger Box”

Photo 3: The brainstorming ideas and the result.
The Hunger Box is a modern-day lunchbox that has been built to be Smart, Connected, Durable, and Sustainable. It’s made from durable and sustainable materials that are could ensure your food temperature remain safe. It also can give you information about the nutrition of your food as well as the calories contained. Lastly, the Hunger Box could use IoT to come up with a swap feature. By being connected to the Internet, the user’s Hunger Box would be able to connect to all the user’s friends. Perhaps all of the user’s friends have their own Hunger Boxes, you could trade your lunch with someone else’s if you so wanted.
It’s the first time we were completely online for doing the activity. I admitted, it was challenging yet still fun at the same time, because we didn’t physically meet, and only through the call to brainstorm about the idea. But the unexpected part is, we got all sorted out. It is quite impressive how an hour online brainstorming can result in an excellent idea.
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Week 7 Workshop - The Role of Interactive Technology in Supporting Art and Cultural Heritage Experiences
Peer Lead Workshop by Ruta, Niamh, and Yan

Photo 1: Ruta spoke about the role of technology in supporting art
This seminar was held by Ruta, Niamh, and Yan and they presented about spoke about the role of technology in supporting art and cultural heritage experiences.
The presentation started with Ruta, she spoke about the role technology in art and museum space. How it’s changing the way art is made and displayed and overall how does it change the experience. She gave the example of Cleveland Museum of Art and Artlens Gallery.
Niamh spoke about the role of AR to support heritage and culture. From the history behind AR until the current AR technology. She also introduced Adobe Aero which is software from Adobe for building AR experiences. Then she gave some example of AR experiences and I really impressed seeing how great impacts it can be resulted.
Lastly, Yan spoke about the art and technology outside the museum space. He showed examples from Paris, Tokyo and Dubai exhibits and spoke about art exhibits that makeup use of projection mapping.
The Activity

Photo 2: The briefing pack
For the activity this week, I grouped with Harshad, Chenxi, and Chidi. Our briefing packet included fun facts about our scenario and the main brief. Our brief has a controversial history. It was about redesigning the experience of Sir Mickael Terence Wogan, better known as Terry Wogan who was an Irish TV and radio broadcaster. It mentioned that Terry fans and in general the people of Limerick were unhappy after the sculpture of him turned out to not too identical and costed so expensive (around €50.000). We were asked to redesign the Terry Wogan Statue experience, for the first time comer tourist, using technology provided on the brief.

Photo 3: Our mockup idea
The experience would be such that the user would come in and use a kiosk to take on the VR headset. As they wore the headset a graphical version of Terry would come to them and ask them to draw what they feel Terry looked like. Since the outrage within people was about the fact his statue didn’t look like him. We wanted to give people a chance to show what was their image of Terry Wogan. We decided that after the person is done with their sculpture an image of that would be displayed on the digital screen and creates a collage of them. We also thought that the best sculpture could be the design which can be used to redo the current one. We want to give public a chance to show their ideas.
For me, it was really exciting activity to learn about how technology can support art. It also can change the experience of the visitor/viewer in the art exhibit place to integrated with the history or information of the art pieces.
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My Project Idea

I always have interest with fashion but being sustainable in fashion is really strikes me. Fashion often uses to exhibit characteristics of both artistic creations, either of designers or of consumers. One of the biggest culprits in the environmental damage in the fashion industry is “fast fashion,” or clothes made cheaply to meet demands for the hot up-to-date styles. However, fast fashionis putting our future planet at risk.
For some people, keeping up to date with the latest in fashion is a natural and important part of their everyday lives. For others, looks and trends play no role at all in their lives. Still, as modern human beings, we all need to wear clothes and shoes, and we all sometimes need to access new pieces, for example when our old shoes are worn out or when our clothes break or become unfit in size.
It’s easy to forget the impact of a purchase or the power we have as a consumer. But there are small steps we can take each day to pave the path toward a more sustainable fashion in the future So, how can each of us find personal motivation to become more sustainable in relation to fashion? There can be significant differences in personal motives, but this project will look at innovating approach in technology with the notion of sharing to achieving sustainable development.
So through my design project I try to propose an interaction design solution with a notion of technology that provides people to reconnect with their wardrobe and being sustainable in fashion with one click away.




So here are 3 ideas of technology that I selected to carryon further.

Further process of this project will be discussed in my upcoming articles.
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Week 6 Workshop - Design Technology for Caring

Image: Class activity for the workshop
This week Neasa and Kruthi presented about stress resolution techniques as a way of pinpointing areas of anxiety.
They spoke about technology as a stressor and the negative impacts of technology on a person’s life but also how technology can also be used to help people destress. We were being asked to bring our headphones to do a small exercise relating to audio triggers by ASMR.
We had to listen this audio from Youtube:
youtube
It was ASMR and gave us a tingling sensation from the back of our necks down to shoulder and it can be triggered either by visual or audio. They said the result for some people might be different, some might unaffected while others are more susceptible. For me, I feel a bit uncomfortable because I can feel it was so real.
After a short break we took part in a workshop where we spread into four groups of five. We were playing a relay race game that to investigate how their sensory and cognitive functions responded to stress and pressure. Overall I thought the workshop was very well designed to help us realise how we behave when under pressure and become more aware of our stress levels. I think it might have worked better if the rules were written out and projected on the screen so that we were not confused for the rules.
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Thesis Research: Psychology of Fashion
I read an interesting book and a study from Northwestern University examined a concept called "enclothed cognition." Researchers define it in their report as "the systematic influence that clothes have on the wearer's psychological processes," meaning what clothes are saying to the person, not about the person. And how they make the individual feel.
One example is when after your bad day, some people might advise you to get dressed up and go out of house to feel better. Dr Jennifer Baumgartner explains on her book, "You Are What You Wear: What Your Clothes Reveal About You”, that "When you dress in a certain way, it helps shift your internal self. We see that when we do makeovers, and even actors say that putting on a costume facilitates the expression of character. That's just as true for everyday life."
Enclothed cognition gives scientific proof to the idea that what the individual should dress not how they feel, but how they want to feel. Which clothes make you feel powerful? Sexy? In control? Wealthy? The clothes you choose are sending a message to those around the person, but also to themselves.
In "You Are What You Wear," Dr. Baumgartner features some of the most common wardrobe and perception problems below:
Courtesy: You Are What You Wear: What Your Clothes Reveal About You
#thesis#thesis project#thesis progress#thesis development#psychology of fashion#fashion psychology#fashion
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Week 5 Workshop - Speculating Now
Peer Lead Workshop by Harshad, Ryan, Chenxi

Photo 1: Ryan, Chenxi, and Harshad was presenting their topic.
This week we had the first peer lead presentation and activity, and it was held by Harshad, Ryan, and Chenxi. The topic was “Speculating Now”. The topic was about the use of digital and modern technology we used and how it affected our life.
The presentation was divided into three sections. At first, Chenxi presented about the technology he experienced back home in China. Then Harshad spoke about the addiction of modern society on their phone. He told the idea about doing mobile phone detox which he got referenced from a YouTuber. The last part, Ryan, spoke about how social media engaged into our society, about the growth apps like Facebook and Instagram.
The Activity
We were divided into groups of 3 or 4 and had to brainstorm and design a solution of a given task. Below is the design brief my group had.

Photo 2: Brief we got.
We discussed and came up with the idea of a wearable self-protection accessory that can give a quick notification to the people to the people nearby to help if they are in danger situation. We decided to make this accessory can be linked with the emergency contact of the user and also to the police station nearby using some amount of taps. The more prolonged the taps, the more dangerous the situation might be.
There are the original product sketch and the low fidelity prototype of the product.

Photo 3: Our process, idea, and low fidelity prototype
The activity was fun and reflective, and I got many new ideas and new perspectives not only from the presentation but also from the activity. Especially when it came to brainstorming session, we had so much fun when we threw up our ideas. It was good for me to be critical and thinking outside the box.
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Thesis Research: Fast Fashion and Overconsumption

Do we need this much? Img Source: Cladwell.com
The big fast fashion stores have made clothing so affordable that it has lead to an overconsumption of unsustainable clothing. Because prices are so low, it is easy for a shopper to almost overlook the fact that they are actually spending money in these stores. €5 here, € 3.99 there, another € 10.99 there. Sometimes we believe that we are saving money by buying cheap clothing but sometimes do not realize that it all adds up in the end. Often times, someone will buy something they only wear once (even knowing that it will be only worn once) before discarding it. Enough change can be found in the cushions of a couch to go out into the fast fashion world and buy a plain T-shirt, but one may not realize that after its been washed once or twice, the dye will fade, it will shrink, or become misshapen. Once a garment comes to the end of its short lifetime, it is time for the buyer to go and replace it thus doubling the amount of money spent. This cycle repeats and eventually the same amount of money is being spent on fast fashion as it would be on more sustainable clothing with longer lifetimes.
Why Else Are We Compelled To Shop?
The allure of cheap prices and trendy clothes attract the consumer and persuade them to buy. Shoppers now have an option to buy things they want but don’t really need. Consider this scenario: you walk into Penneys thinking you are there solely for a pair of jeans, but then see huge window displays showing cool, hip, perfectly put together outfits on mannequins, giant signs advertising the clothing, a vast array of different garments and a whole section for things on sale (imagine how affordable fast fashion “On Sale” is). How could you not be tempted to pick up something else?
Big fast fashion stores are also constantly getting in new things, and their websites add several new items every day. The continuously changing inventory makes it easy for fahionistas on a budget to keep up with the latest trends, but it also causes previously purchased items to be in style for shorter periods of time. When it is felt that clothing has gone out of style it is time to go back to the store to buy more. As long as prices remain microscopic and inventory rapidly changes, fashionistas on a budget will continue to shop ‘til they drop while hardly denting their paychecks.
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Week 3 Workshop - Wearable Technology

Photo 1: One of the special fabrics that conducts electricity
In week 3, we learned about wearable technology which utilizing Arduino and some special garment that can conduct electricity. We also explored what interaction that can be made with the e-textiles. As we know, the wearable technology industry has gained lots of interest in our society like smartwatches and virtual reality devices, not forget to mention the google glass. Those are becoming more integrated into our lives nowadays.

Photo 2: Gabriela presented the material from Koba School
Our lecturer (Gabriela Avram) showed us some different types of e-textiles that currently exists to create more fashionable wearable technologies. Then we grouped in four and were given some materials to create our simple patch wearable technology to create something that would take alert the wearer about something in their environment.
We brainstormed, and we decided to focus on a wearable technology that would alert the wearer when there was environmental health damage nearby. We agreed that the wearable has a sensor and could be attached in the wearer clothes. The sensor would send an audible beeping to let the wearer know they were in danger along with a flashing LED.

Photo 3: Our storyboard
On the top picture, you can see the storyboard created for the potential scenario that someone might need our product. The scenario we came up with was if someone is travelling to a foreign country where there is hazardous gas leaking occurs. The person who concerned about their safety notifies their closest friend with the devices so that can give them feedback when they enter the dangerous area.

Photo 4: The making process

Photo 5: The result (1)

Photo 5: The result (2)
Firstly, we stitched the patch where we can put our battery in. We use the conductive thread inside the battery patch (the top was positive, and the bottom is negative) to conduct the electricity to the LED. Then we stitched the regular thread to attach the battery patch to bigger material and also to create a pattern to make it more aesthetically to the LED. We were testing a couple times to place the battery in the right way before the LED turned on. After it was on, we presented our idea and our creation to the class.

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Week 2 Workshop– Perspectivity Game

Photo 1: We had fun during the game
In week 2, we were introduced to Perspectivity Game. The game is a boardgame game that explores the climate change issues by presenting the player (in this case, I played by the team) with game mechanics that related around the trade-off between long-term sustainability and short-term economic growth.
The goal of the game is to maximize the profit of your company each round. So, we had to think and make strategies based on our budget (we were given 5 points at the start to create factory or road) The unsustainable companies cost 3 points while the sustainable companies cost 3 and both generate a profit of 1 each round.

Photo 2: The score | The “Dirty Factory” and “Clean Factory” pawns
This game has the objectives to educate and create awareness about the environment in a fun way, offers the conception of “dirty factory” and “clean factory" explicitly. “Dirty factories” bring you income, but they also give off pollution, while “clean factories” deliver the same amount of revenue but produce zero pollution.
I experienced the dynamics of the game was very interesting because as a team-player, my team was learning better about decision-making, collaboration, and dealing with conflicts. However, I also found this game revealed mostly human behaviour when it comes to reaching their target, such as mistrustful, courteous, and enthusiastic. Also, see how they care about the ecosystem rather than revenue.
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Personas
A “personas” is a fictional representation of an actual user, which is created based upon the research to incorporate the needs, goals, and observed behaviour patterns of the target audience.
Aims
Persona aims to understand patterns in the research, which synthesises the types of people we seek to design for.
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Outline
Persona is commonly presented as an in page-length or shorter description, providing a name of the person, a photograph or sketch of the person and fiction based fictional scenario describing in detail key aspects of his/her life situation, goals, and behaviour. It is more than just a deliverable — it is a way to communicate and summarise research trends and patterns to others. This fundamental understanding of users is what is essential, not the document itself.
According to Cooper (1999), he categorizes personas into three types, these are marketing personas, proto—personas, and design personas. Each has its advantages and shortcomings.
These are steps to make a persona:
Conduct user research by doing the interview: Answer the following questions: Who are the users and why are they using the system? What behaviours, assumptions, and expectations colour their view of the system?
Condense the research: Look for themes/characteristics that are specific, relevant, and universal to the system and its users.
Brainstorm: Organize elements into persona groups that represent the target users. Name or classify each group.
Refine: Combine and prioritize the rough personas. Separate them into primary, secondary, and, if necessary, complementary categories. It is good to have roughly 3-5 personas and their identified characteristics.
Make them realistic: Develop the appropriate descriptions of each personas background, motivations, and expectations. Do not include much personal information. Be relevant and serious.
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Examples
Source: https://www.interaction-design.org/literature/topics/personas

Source: www.christinanghiem.com/images/persona-01.jpg
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Comments
Persona is effective to provide a better characterization of the target audience than the characterization we obtain when relying on the opinions of a small group of users as recorded in a more participatory method of analysis. To a certain degree, it allows us to use this characterization and the profiles as a control for our architectural proposals. The strategy also allows us to reduce the number of tests of the final prototypes that have to be presented to the users, as we can test these prototypes against the profiles generated, without having to interact with users.
The biggest downfalls with using personas are not basing them on the right attributes from the start. They tend to focus on characteristics and are often created with little insight into the behaviour of the people they represent. This is why the behavioural personas is recommended unless we have a strong persona based on many iterations and a large amount of data.
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Applications
Personas are not a one-size-fits-all tool; they should be used with a specific, well-defined goal in mind. For personas to be useful, the data captured in a persona should reflect the goal for that persona and the scope of work it is meant to impact.
Whether we are developing a smartphone app or a mobile-responsive website, it’s vital to understand who will be using the product. In order to solve a real user problem, we need to have a clear problem statement in mind; in order to write this problem statement, we first need to understand our users and their needs.
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Learning
Personas are powerful tools. Done properly personas make the design process at hand less complicated — they guide the ideation processes and help designers to achieve the goal of creating a good UX for the target users. Thanks to personas, designers can work more mindfully by keeping the real user at the heart of everything they do.
In response to shorter project timelines, personas are the go-to method for rapidly identifying user needs. By using real data to develop archetypical users, teams can design for personas with the confidence that they will also meet the needs of the broader consumer base. Overall, personas are helpful throughout the entire product development phase: from deciding on which features to have in a prototype, to evaluating the end product. When combined with additional user experiences design methods, such as usability testing and task analyses, personas are vital to launching a useful and usable solution.
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Time and cost
The amount of research that goes into creating a user persona template influences the accuracy of the representation. Sometimes, the constraints of a project do not allow for any field studies. In that case, web or app analytics and competitive analysis can serve as the basis for user persona templates. By conducting research, product teams avoid creating stereotypical or entirely fictional representations of the end-use. The size of the company and the approach taken influence the time needed to create personas.
Creating personas can be much work, and finding the time and resources can be difficult. It can be done by personal or by the institution. Hiring consultants to perform some of the persona work can help, and more consulting agencies are offering persona-related services every day. The challenge will be in figuring out what services the consultant should provide, how involved and integrated the consultants should be with internal teams, and how to maintain the consistent communication successful persona efforts require.
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User personas are a fundamental part of ensuring the success of our website or app. It’s essential to make sure to choose the right design for our personas and to ensure that the information it conveys is relevant and beneficial to all teams involved in the development and design process.
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References
Nielsen, Lene, Personas. In: Soegaard, Mads and Dam, Rikke Friis (eds.). The Encyclopedia of Human-Computer Interaction, 2nd Ed. Aarhus, Denmark: The Interaction Design Foundation, 2013: http://www.interaction-design.org/encyclopedia/personas.html
Alan Cooper, The Inmates Are Running the Asylum, 1999
Nielsen, Lene (2012): Personas - User Focused Design. Springer
Mario Pérez-Montoro, Lluís Codina, in Navigation Design and SEO for Content-Intensive Websites, 2017
https://www.interaction-design.org/literature/article/personas-why-and-how-you-should-use-them
https://www.usability.gov/how-to-and-tools/methods/personas.html
https://www.interaction-design.org/literature/topics/personas
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Week 1 Workshop
At the first week, we had a group design exercise which we were split into groups to generate and present the ideas for one of the scenarios. There were 5 scenarios and we chose one which related to fashion. We were given the freedom to choose a material, colour and new innovative technology that hasn’t been invented yet for making a new winter jacket.

The scenario we chose
We did a quick brainstorming about the ideas and we classified them by what has been invented and what has not been developed (as the image below, the green post-its presented the idea that has been invented present-day).

The ideas and sketches for the jacket
These are lists of the idea we came up with for the new innovative technology jacket:
Sensor temperature that can optimize the user’s body temperature as its best.
Modular design that user could pick and choose attachments depending on the jackets to use on the day (if it's raining or windy which also come with a detachable hood that inflates on impact for cyclists.
Light-ups strips that can be used for not only for exterior design but also for safety reason when the user needs to illuminate path at night
Fitness technology that built with particular feedback, for example, a pat on the shoulder, when the user reaches specified fitness targets
User can also customize their jacket by drawing on the surface of the jacket using either images or vectors
In conclusion, we aimed this jacket can be worn on any occasion and any weather condition with technology-enhancing
I found this design-exercise is pretty exciting to activate our creative thinking and generate our ideas with others. This method of exercise can be useful for s some creative projects.
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. D E S P A I R . Deprived of hope
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M A D · A M
Use 'miss' on enough women, and one of them will eventually complain you're being pert. Use 'madam' on enough women, and one will eventually take umbrage at your implying she is of advanced years. Why is life so confusing?
#Illustration#drawing#digital art#mix media#female#madame#feminism#character#commission work#graphic design#my artwork#artwork#artists on tumblr#mythology#my thoughts#life is strange
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. Quietus . #wonder #life #above #thesky #vscocam #vscophile #squaready #liveauthentic
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