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Design thinking, a term that influences all UX/UI designers who want to excel in this field. This short critical reflection will explain the reasons why this is such an important topic in the daily lives of everyone in the world.

Here I'll explain the 4 main reasons why this methodology is a ‘must’ for any designer. These are empathy with the user, testing and iterative prototyping, interdisciplinary collaboration and adaptability to digital transformation.

Since a digital product is developed for a human and not a robot, it is imperative to define some visual rules that allow for a good browsing experience for all users, from developers to stakeholders to the end user. That's why it's important to define the human as the main actor in the interface you want to develop, thus creating empathy (p. 73) with the user.

Another very important aspect of this concept is the interaction of prototypes. As stated in the book, ‘it's a never-ending story: Prototyping means to iterate, iterate, and iterate still again.’ (page 109). This means that we shouldn't and can't fall in love with a prototype; if it's good, there's always room for improvement and developing a product that's better and more ‘user-friendly’.

Interdisciplinary collaboration, here the ideas are produced by the collective of people who help develop the interface, this not only allows the ideas to be diversified, which allows a conclusion to be reached more quickly, but also creates a feeling of responsibility when the final product is reached (p. 145). Of course, all the members of this team have to be specialists in a particular area that is relevant to the proper development of the application.

Adaptability to digital transformation is something that influences the success of the company launching the product. This is the factor that leads the company to be competitive and relevant in the digital market. As with prototypes, there are also iterations, as there needs to be constant adaptation to the various factors that make a product successful (p. 282).

In essence, Design Thinking is about emphasising the human, but not neglecting the machine. This methodology tells us that today our user is a human, but tomorrow they could be a robot (p. 277).

It's important to keep improving and adapting the product so that it doesn't cease to be relevant in the eyes of the user. And we mustn't forget that the digital market is extremely competitive, hence the need to constantly iterate our application.

Referências

Communication as Design By Container: Communication MonographsYear: 2024DOI: 10.1080\/03637750701196383URL: https://www.tandfonline.com/doi/abs/10.1080/03637750701196383

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Branding today moves from fixed and recognizable symbols to the more adaptive and user-centered identity, which enables connection with audiences on a deeper level. Designing Brand Identity focuses on basic constituents such as coherence, flexibility, and authenticity that help brands be relevant by changing cultural and technological landscapes. What's more, those elements make it clear that strong brands have to be united by one central idea that helps them keep their essence but be adaptable at the same time.

The book Smart Brands and Identities develops this by looking at how brands across "smart" ecosystems operate as an interactive and teaching instrument. That is, smart brands are in excess of traditional roles through creating a culture of participation whereby active users are able to create their experience. The adaptability of smart brands involves active, dynamic visual identities responsive to data and user feedback, which render these marks more meaningful and engaging in digitally immersive contexts. At the same time, this approach has also been framed not as one of brand recognition but rather as connection-to empower consumers to engage more directly, aligning with broader goals of sustainable and ethical branding practice.

Taken together, the views suggest the coming out of traditional branding into a highly dynamic model of branding, very much participatory and subject to change. Otherwise, brands would not be viewed as dead symbols but responsive systems to bridge the distance between technology and life-supportive values. This is an approach in evolution that promises the future of branding increasingly to create interactive and sustainable experiences reflecting both brand values and consumer needs.

Referências:

Alina Wheeler - Brand Identity Design

Catarina Lelis - Smart Brands and Identities: building friendly bridges between Design and Smartness

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Journey maps are the analysis of ecosystems that offer an excellent opportunity to reflect on how organisations and actors interact throughout complex processes of innovation, product development and service provision. Both concepts help to visualise and understand the interdependencies, value flows and interactions between the various agents involved at a given moment, whether it's the customer experience or the development of a new technological solution within an innovative ecosystem.

On the other hand, according to the article, ‘Mapping, analysing and designing innovation ecosystems’, ecosystems take a broader view, considering the collaboration between multiple organisations, individuals, suppliers, government and other entities that contribute to the creation of value within an interconnected system.

These two concepts highlight how they both help to describe complex flows of value and interactions. In a journey map, the stages of a customer's interaction with a company are identified, thus making clear the moments of satisfaction or frustration, as well as the intervening opportunities that improve the experience. However, the customer experience is only one piece of the puzzle; the value it generates results from a series of interactions between different actors in the ecosystem. This can include the company providing the service, external suppliers, digital platforms, and even other customers or communities.

Due to the increasing complexity of markets and the interdependence between actors, organisations cannot act in isolation to deliver something. They need to orchestrate co-operation networks that form innovation ecosystems, where value is co-created and shared. The challenge of orchestrating these ecosystems lies in aligning the interests and capabilities of the various players, thus ensuring that their contributions are complementary and synchronised with the systems' value propositions.

On the other hand, innovation ecosystems also influence how customer journeys evolve. The introduction of new technologies or services within an ecosystem can significantly change user expectations and behaviour, requiring organisations to adjust their interaction and service strategies. The ability of an ecosystem to generate and capture value therefore depends not only on technological innovations, but also on the ability to provide user experiences that are consistent and provide value throughout the customer journey.

In short, journey maps and ecosystems complement each other in analysing the complex interactions that define the success of products and services. They provide a detailed, customer-orientated view. Ecosystems offer strategic support that shapes these interactions. Together, they help companies better understand how their methods of innovation and service delivery can be aligned to deliver value in an effective and coordinated way.

Referencias:

Madis Talmar, Walrave, B., Podoynitsyna, K. S., Holmström, J., & Georges, A. (2018). Mapping, analyzing and designing innovation ecosystems: The Ecosystem Pie Model. Long Range Planning, ₅₃(4), 101850–101850. https://doi.org/10.1016/j.lrp.2018.09.002

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When you start developing a product, it is imperative to identify the group of users that the product will influence. A first approach to carrying out this analysis is to identify the user archetype or to define one or more persona(s) that identify with the desired target audience. The ideal scenario would be to use both methods in order to get to know the target audience as well as possible.

Their behaviour, objectives and the factors that characterise them will be purchased. It's important to remember that this critical reflection only deals with user archetypes; it's imperative to use other methods, such as personas, to better identify the target audience for a product that a company wants to put on the market.

User archetypes are nothing more or less than a representation of a particular user segment. For a company, it's essential to know what the main archetype of its users is. This allows you to understand the objectives, behaviours and motivations of your target audience, so that the final product meets what the user is looking for.

These users are divided into 15 archetypes: Direct User, Indirect User, Intermediary User, Governing User, Dependent User, Parallel User, Complementary User, Serial User, Substitute User, Terminal User, Ambient User, Conglomerate User, Autonomous User, Oblique User and Generator User.

This critical reflection will focus mainly on the archetypes of Direct and Indirect User.

All these users behave very differently, and identifying these behaviours makes it possible to create a user-centred product that is easy to use and meets their expectations.

The direct user is an individual who interacts directly with the developed product and uses it in order to achieve their goals. This behaviour can be observed in an interaction between a user and a mobile phone where the user uses the product directly in order to achieve a certain goal, such as making a call.

In comparison, if we look at a product developed for an indirect user, we can observe a completely different behaviour: they are dependent on the direct user and have limited access to the information provided by the product. A car journey is a scenario where this happens, the direct user is the driver, who interacts directly with the vehicle and the indirect user is the passenger who is dependent on the direct user to get from point A to point B.

As mentioned earlier, there are many more archetypes of users who could be the ideal target audience for a product. In this case, these are the most common users for a product, i.e. those who use it directly to achieve their goals and those who achieve their goals through third parties. This depends solely on the product, not the person, since a person can be the direct user of a product and at the same time be an indirect user of another product.

Referencias:

Rethinking Users: The Design Guide to User Ecosystem Thinking (leitura recomendada pela Professora Catarina Lélis)

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The elevator pitch is a short yet powerful speech that conveys to others some key concept or proposal within 30 seconds to two minutes—roughly the duration of an elevator ride. Since it involves clarity, conciseness, and persuasiveness, careful crafting, and creativity in finding a way to emotionally connect with an audience are required. Following the concepts from the attached resources, this reflection focuses on the main rules and techniques used in the framing and delivery of an effective elevator pitch.

The most important concept of an elevator pitch is that it has to have a focused message. According to Peter Coughter, a good pitch is not about sharing facts or ideas; it's about creating an emotional connection with the audience. It's the chance to present oneself as a "gift" by showing one's passion, honesty, and ability to connect. The pitch should resonate with the values and feelings of the audience, establishing a relationship of trust and openness. Achieving this requires understanding the audience deeply—who they are, what they care about, and what they expect. Such understanding transforms a pitch from a mechanical delivery into a dynamic, personalized interaction.

Pitching is at its best when it's well-planned. That would include the goal-setting stage and building a speech with which to address the audience and satisfy their expectations. Coughter points out the starting point: what will your audience do, feel, or believe after listening to your pitch? Defining these goals, you must then create a strong storyline within your pitch. Three main parts make up the pitch: the hook, core, and closure. Hook: Grabs attention with an interesting statement or question. Core: Provides main message supported by evidence or anecdotes. Closure: Reinforces the desired outcome and leaves a lasting impression.

Rehearsal is important to internalize the content and polish delivery. As noted in "The Art of the Pitch," through practice, presenters will be able to communicate in a natural and confident way and avoid the memorized robotic style.

Practicing with the team is just as important to ensure cohesion and smooth transitions in group pitches. The appearance of spontaneity—a quality highly praised in all effective presentations—actually comes from much preparation. And that sums up with the advice to keep it simple and focus on the main points by following the "ruthless exclusion" principle for anything that does not contribute to the goal.

An elevator pitch should be a good balance between professionalism and the inclusion of your personality. Speakers must be genuine, first and foremost, while maintaining good body language, tone, and pace. Telling a story can really connect people and make a message more personal, hence more memorable. Humor or some exciting question can also help listeners or audience members feel at one with the pitch. In the case of any visual aids, they have to complement the message rather than steal the show away from the speaker.

Referências

The Art of the Pitch. (n.d.). https://vace.uky.edu/sites/vace/files/The%20Art%20of%20the%20Pitch_%20Persuasion%20and%20Presentation%20Skills%20that%20Win%20Business%20by%20Peter%20Coughter.pdf

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Prototyping is an important aspect of design and development; it connects ideas with real products. Indeed, both documents have shown that good design must be tested with improvements, showing the relation on a continuous basis between ideas and real-life work.

The document entitled The Design Process shows that iteration is important. Prototyping isn't about just making an early model; it's about going on a cycle to explore different ideas, then focusing on the best ones.

This duality allows designers to explore possibilities (divergence) and refine solutions (convergence). As such, this becomes a cyclical process that fits in with models of repeated divergence and convergence. This oscillation reflects the real-world complexity in solving problems, where often the solutions reshape our notion of the problem itself. In this respect, prototyping becomes a medium for hypothesis testing, gathering feedback, and incorporating modifications, which in turn is essential to reinforce its iterative and non-linear nature.

The Mental Models document describes user-centered prototyping. It underlines the need for the match of mental models-that is, how users comprehend a system-with the designer's model. For example, Adobe Photoshop's "Variations" shows how interface design that supports the natural user's expectation can increase the usability of the tool significantly. In this case, prototyping reduces puzzlement and, hence, makes a complex system more comprehensible and easier to use. The fact that these three are different-mental, implementation, and represented-shows that clarity is needed at the prototyping stages. The over-reliance on the implementation models, critiqued in the Mental Models document, produces a system that is technically correct but may not appeal to the users. Prototyping with the base of a user-centered design avoids this flaw and hence provides solutions keeping the user's goals upfront rather than the technicality involved.
prototyping reflects the balance between structure and creativity.

The Design Process document has mentioned why strict and straightforward frameworks, such as the waterfall model, may be considered bad. It says such methods are generally not "messy" in the process of showing design. In contrast, Agile or iterative prototyping frameworks embrace uncertainty and support adaptive learning that adjusts through the processes. Such methods involve little analysis, designing, and testing in most cycles. This is to ensure that prototypes are evolving through the real time feedback that makes them grow stronger and more creative.

The documents also show the problems of making prototypes in complicated systems. Old ideas from the mechanical age, talked about in the Mental Models document, can harm interactions in today’s digital world if they are not changed properly. Prototypes need to go beyond old ways of thinking and use the special features of modern technology, like dynamic visualization tools or AI-driven simulations. This would mean that prototyping is a meeting point of analysis and synthesis, outstanding in their position as an integral component of any good design process. Promotion of iteration for research and matchmaking between the models and the needs of users reduces risks while boosting creativity. Prototyping, according to the two documents, concentrates on adaptability to the users and is, therefore, the main idea in the creation of useful and meaningful designs.

Referências

How do you design - by Hugh Dubberly

About Face - Cap2 Mental Models

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Designing for the web has to do with so many aspects, requiring at least a fairly good understanding of how people think, see, and interact. A very important component of this involves considering usability issues and then incorporating design concepts that link utility with usability. Key related concepts such as affordances and Norman's model of human action indicate key areas where web designers should pay attention.

The principle of affordances, first explained by James Gibson, but changed by Donald Norman, underlines that good design by default shows what it is for and how to use it. In web design, this would mean creating interfaces in which elements like buttons, links, and sliders clearly denote what they are for. By showing them explicitly, affordances reduce the number of user efforts because one immediately sees what can be done. A button, for instance, that shows the reaction to the hover of the cursor itself will provide an exceptional indication about its clickability-usability, amalgamated with feedback mechanisms. This clarity is not that easily achievable because, in digital space, some of these affordances are more difficult to perceive in comparison with their physical presentation.

Norman's model of human action further illustrates this in the emphasis on the execution-evaluation cycle in user interactions.

This model suggests seven stages: setting a goal, planning steps, doing them, seeing results, understanding feedback, and checking whether the goal was reached. In this respect, to assist them in the given process, web designers have to ensure clear signals, logical connections between control and action, and strong feedback systems. A well-designed form, on the other hand, shows transparently what went wrong and helps with troubleshooting, which builds user confidence and expedites things.

One of the key challenges of web design is to minimize the execution and evaluation gaps of a particular task. The execution gap refers to knowing how to do something; the evaluation gap means knowing whether it worked. Designers need to minimize these gaps as much as possible. By using commonly recognizable icons and keeping the layout the same from page to page, for instance, the user can more accurately predict what will occur and more easily understand how the system is reacting.

Poor designs of user interface usually fail to create a congruence between user expectations and the real world. Such incongruence occurs when a system does not offer any appropriate feedback, or when perceived affordances conflict with the real functionality. To achieve this, there is a need for iterative testing and user-centered design. The observation of real usage can help in uncovering various barriers to intuitive use of a product, thus creating possibilities to refine one's creation to diverse users. The approach to web design is not about crafting beautiful pages but creating an experience that is easy and fluid in use. That is, a balance between the possible in terms of technology and the perceived and conceptual. Designers will continually go back to concepts such as affordances and the action model as the tools and technologies change, so that the product will be easy to use, effective, and enjoyable for all users.

Referências

The design of everyday things - By Don Norman

Affordances and Design by Victor Kaptelinin

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Interface design is the core of user interaction, linking users with digital experiences. This is where a very careful balance has to be maintained among visual aesthetics, usability, and functionality in the realm of interfaces so as to make them engaging but yet efficient. At the very heart of this subject lies the user-centered approach, which makes sure that design decisions are visually appealing, functional, and intuitive.

Usability is perhaps the most basic aspect of interface design and can be considered the very foundation of successful interaction design. An interface should allow the user to easily use it and quickly understand it, without much mental exertion. Principles guiding user action include those such as affordances and signifiers. Affordances ensure that objects suggest their functionality, such as the button shape inviting to click on it, while signifiers provide cues to make such functionality explicit with labels or icons. Put together, these features make for clarity and predictability that allow users to navigate through with minimal friction.

Equally important will be the idea of modularity and systematization in design, as put forth by the atomic design methodology. By atomizing the interfaces into atoms, molecules, and organisms, the resulting components are reusable and provide consistency across many platforms. This systematic methodology simplifies development and facilitates better collaboration; it also keeps the interfaces open toward constant changes in the dimensions of the digital landscape. Modularity definitely comes under creating scalable designs that work equally well on various devices and screen sizes, thus making your designs accessible and responsive.

Also, microinteractions have turned interface design on its head. These are minor animated, task-oriented motions which afford more meaning to feedback loops: the real-time manner in which the system responds to our acts. A well-designed microinteraction can make great and interesting user experiences when someone performs, for instance, a progress bar or a little animation upon pressing a button. This would reduce the ambiguities in system states and facilitate fun and engagement.

Another leading trend is the emphasis on flat design that embraces minimalistic two-dimensional elements, with an underlying sense of simplicity and usability. While avoiding skeuomorphic excess, this design methodology employs clean typography, bold colors, and spacing intentionally to build intuitive and visually cohesive interfaces. Flat design reduces visual noise and ensures that the interface focuses on the most important functionality, making it perfect for devices with small screens.

The tricky thing in designing interfaces is to know how to balance innovation with familiarity. Too much innovation may estrange users used to conventions, while too much respect for tradition kills creativity. Thus, designers should be very sensitive to these boundaries, iteratively refining based on user testing and real-world feedback.

Fundamentally, the process of designing an interface is not just about making things look good; it's a deep interplay between psychology, technology, and creativity aimed at improving user interaction. Interface design keeps evolving with clarity, modularity, and user-centeredness at its core, creating meaningful and delightful experiences.

Referências

Interaction design best practices - Mastering words, visuals, space

Atomic Design - by Brad Frost

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The infographic has become a key tool in synthesizing such complex information into an easier pattern that human cognitive resources can handle. The relation of infographics to short-term memory really epitomizes how much thoughtfulness is required in designing to maximize comprehension and retention.

One should work within the strict limitation of the short-term memory that is able to retain only 3-4 chunks of information at any given time, by structuring the visual carefully using chunking and grouping. Infographics present information as a visually integral unit of information that creates minimal cognitive load. Such techniques as grouping of the related elements facilitate comprehending and avoid confusion. The incomplete but suggesting the whole visual element the viewer often perceives as the whole, which facilitates the effective information processing.

One of the greatest strengths of infographics is how they merge text and visuals together. It's this sort of duality that plays into findings that what's seen and done, rather than read, is what's remembered. The best infographic utilizes visual hierarchy so critical information pops in the minds of viewers before it makes its way into working memory. By directing attention to essential data through elements such as color contrast and focal points, designers can facilitate rapid absorption and retention.

With such strengths, poorly designed infographics create stumbling blocks in the retention of information, making it confusing rather than crystal clear. Confusion increases when visual clutter, heavy embellishments, or misuse of chart elements raise cognitive overhead and distract from the message. Then, unnecessary decoration masks necessary data and makes the end user work harder for their interpretation. In contrast, design prioritization-where everything seen visually is in direct support of the conveyed data-reduces distractions and amplifies focus.

Chunking information in the infographic follows the limits of working memory but also has some advantages over long-term memory encoding. Infographics extend from the known through their usage of frameworks of organized knowledge by adding to that which is known. This therefore allows for better recall and deepens the understanding of the material.

Infographics can do wonders in situations involving swift decision-making. They can synthesize large volumes of information into one visual narrative; hence, they have become indispensible tools in some pressure-filled situations. By showing the information step by step, the designers avoid cognitive overload and correctly guide the user's attention through in a sequence of the contents. They balance the level of information with the capacity of the human brain.

In fact, designing infographics requires an accurate understanding of the targeted audience and the context in which the information will be consumed. An infographic designed for a particular circle of professionals can be complex, while an infographic that targets the general audience would be required to be simplistic in approach and crystal clear in its intent. And in each case, it remains the same-to transform complex data into actionable knowledge.

Where infographic design meets short-term memory, the magic of visual communication unfolds. Compliant with all cognitive premises, infographics give way to storytelling, moving from their merely decorative role to firm aids for learning and decision-making. If well designed, they will respect the confines of short-term memory while nurturing long-term recall and engagement.º

Referências

Fostering and assessing infographic design for learning: the development of infographic design criteria. (2017). Journal of Visual Literacy. https://doi.org/10.1080//1051144X.2017.1331680

Lonsdale, M., & Lonsdale, D. (2019). Design2Inform: Information visualisation - White Rose Research Online. Whiterose.ac.uk. https://eprints.whiterose.ac.uk/141931/10/Lonsdale%26Lonsdale_2019_Design2Inform_InformationVisualisation.pdf

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