# data[].attributes.custom_properties.iYkZafow
A few years ago, I almost got charged for something I didn’t need on the SG Bike app due to its unclear UI, and I wasn’t alone in this experience. The app’s design made it hard to disable auto-renewal, which was hidden as a text button, and top-up options were listed with the highest amount first, leading to accidental charges. These dark UX patterns, intended to manipulate users into spending more or staying subscribed, caused confusion and frustration for many, including myself. This experience highlights how such design choices can exploit users and lead to widespread dissatisfaction.

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We can maybe apply the 7 principles of IxD, in order to create better designs to improve user experience. This can help users achieve more intuitive experiences, by maybe adding micro-interactions for more response interface.

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I was surprised by how deeply intertwined IA and SEO were. By having a well-structured site, it also helps search engines understand and identify content more effectively.

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I was surprised by how deeply intertwined IA and SEO were. By having a well-structured site, it also helps search engines understand and identify content more effectively.

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I learnt about the importance of effective information architecture, and how it not only helps organize content, but also helps to anticipate user needs and create logical pathways that can align with users.

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I was surprised by how prevalent dark web UX was. By misleading users to perform actions that are unwanted, this takes advantages of user habits to manipulate them into performing actions that benefit the company.

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I learnt about the importance of intuitive navigation and clear information presentation, and how the interface should be able to guide users effectively through their tasks. Users should be able to have clear pathways to perform or undo actions, which helps them to explore the interface easily

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I'm genuinely surprised by how widespread and subtle the usage of Dark UX patterns has become. It's eye-opening to see how design can be intentionally manipulated to mislead users or push them into actions they might not otherwise take. This highlights the ethical responsibilities designers must uphold in their professional practise.

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I've learnt that Navigation Design helps users move through the content structure. Interface Design enables users to perform actions within the product and Information Design communicates ideas clearly, supporting effective navigation and user interface.

# data[].attributes.custom_properties.QIEb_ApU
From the Card Sorting activity, I learned how users naturally group and categorise information. This provided some insights on how content can be structured to improve navigation in ways that align with the users' mentality. This also highlighted how user-centric design can be created by organising content effectively to enhance the user experience.

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Good information architecture is important as it organises content logically, making it easy for users to navigate and find information, it enhances usability, improves user experience, and supports overall effectiveness of a product.

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I find it fascinating how the 5 dimensions of interaction design (Words, Visuals, Space, Time and Behaviours) combine to shape user interactions with a product.

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Interaction Design is about creating intuitive and meaningful engagement between users and products. Designers must ensure that interfaces are easy to use, visually appealing, and able to effectively guide users to achieve their goals. The focus is on usability, user behaviours and user experience.

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UX Designers and Product Managers need to work closely together to set goals, understand users, decide what features to include, design how the product will look, and test it. They have to ensure the product meets both user needs and business goals.

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To effectively manage digital products, it involves a clear vision and strategy, focus on user needs, prioritising features and tasks based on value, coordination and collaboration across various teams, making data driven decisions and continuously improving the product.

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The card sorting session helped me understand how it organizes website or app content by letting users group and label items, making navigation intuitive. It also highlighted that people have different perspectives on where specific cards belong, emphasizing the importance of considering diverse viewpoints.

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When communicating and delivering information design, there are subtle differences between UI on mobile/screens and conversational chatbots, as discussed in class. It's also interesting how information design connects with other UX approaches, like Law UX to enhance clarity and user experience.

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I have learned that interaction design should be driven by user goals and aim to create a natural, conversational experience. I also studied the 7 Principles of IXD and will consider using other sensory inputs, beyond touch, for intuitive experiences in future projects, especially with AI technology.

# data[].attributes.custom_properties.izYauJHk
In managing digital products, UX Designers collaborate closely with Product Managers to align on business goals and user needs. They regularly gather user research insights, identify opportunities for new features, and maintain open communication during sprints to validate ideas quickly.

# data[].attributes.custom_properties.izYauJHk
I learned that the business model canvas help start-ups in making decisions, understanding costs, and identifying obstacles.

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I've learned that user segmentation defines profiles, tasks, and pain points, aligning the team with business goals and speeding up the iterative process of identifying user needs.

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I've learnt that Agile activity benefits product development by being flexible, this allow for quick improvements, speedy delivery and staying aligned with user needs. It also reduces risks, and encourages teamwork.

# data[].attributes.custom_properties.QIEb_ApU
I deal with a lot of content in my work. So I can identify with the role of a Content Designer. Creating, structuring and optimising contents to meet business goals and user needs are quite similar to my job scope.

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I've learnt that a Content Inventory is a list of all the content on a website or within a digital product, while Content Audit is an analysis of the content's quality, relevance, accuracy and its performance to identify its effectiveness, and whether the content should be improved or removed.

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I find that Value Mapping is a powerful tool, as it helps to align what a product or service offers with customer needs. In turn it identifies the gaps and prioritise the areas for development, at the same time guiding strategic decisions.

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I've learnt that Feature Hypothesis can be used in product development as a prediction on how a feature will impact the user behaviour, it can help guide design decisions and also validate assumptions with data. 

# data[].attributes.body
dark UX finds out what additional/premium features user wants and businesses take this opportunity to make it a paid feature. this helps align user needs and business goals. however this cannot be over done and business must be able to receive enough trust from users without being too overwhelming

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card sorting exercise helps to gather insights of how people think, feedback gathered can help with categorising items which majority of users in a more intuitive manner to make sure user goals are met effectively. card sorting outcomes can show how different groups of categories when viewed from a different point of view

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Using Proto Personas, Value Proposition Canvas and Lean  Survey Canvas, we are able to understand user needs in order to design suitable product for them.

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Utilising the lean survey canvas to validate user needs of our target user groups, we are able to understand the design purpose of our project through research.

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We can apply both Content Inventory & Content Audit to both to scope content requirements as well as analyse content needs in order to design the best user experience for users

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We conduct Content Inventory & Content Audit when designing for digital content so that we can provide the best personalised experience for users

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By using a value proposition canvas to create a matching value map based on a brand's identified customer profiles, we are able to better understand which products and services best match their customer's needs.

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A value map describes the features of a specific value proposition in your business model in a more structured and detailed way. It breaks down into: Pain Relievers, Gain Creators and Products & Services

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The scrum guide to facilitate sprints in SMEs andlarge organisations 

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Understanding Agile & Scrum cycle in product teams. Agile methodology encourages rapid iterative development. Scrum is a widely adopted agile methodology.

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The scrum guide to facilitate sprints in SMEs andlarge organisations 

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The drawing of the cake activity and how different groups handled the feedback information. Some were quick to narrow down the type of cake to draw based on clues but eventually lose ground slower teams who used the clues given more effectively.

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Challenges in Product Management: 1) Getting consensus on product direction and strategic priorities with leadership. 2) Finding the problem-solution fit and product-market fit; sometimes the external landscape evolves too fast. 3) Listening to the customers closely; what they say could be not what they mean.

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Don Norman’s 7 Principles of IxD: Discoverability, Feedback, Conceptual Model, Affordance, Signifiers, Mapping, Constraints

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We often take for granted our perceived knowledge of how things work and in turn, believe that other users would know what we know. A good example would be in instances of hidden affordances. Not everyone would know or expect a feature to interact. Those who don't would only find out by trial and error.

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Interaction design is not just about making us more efficient at work. We use our devices in all aspects in everyday life, including play and entertainment. It’s not just about the visual appearance of an interface. Interaction design is about designing for the behavior ofpeople and the products they use.

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Closed and open card sorting to learn from users how structure and build web content.

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How different users perceive organisational structure of online content.

# data[].attributes.custom_properties.izYauJHk
The role of an information architect consists of several tasks: creating a content inventory,defining user personas, revealing theinteractive flow and hierarchy, creating a UIroadmap diagram, and labelling all therelevant parts with user-facing names.

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Information design is critical in conveying our message to users. An interesting example shared in class was the difference between 'No Smoking, safety first' and 'No Safety, smoking first.' As designers, it's essential to adhere to the Laws of UX.

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Dark UX" is how subtle and deceptive design tactics can be, often tricking users into actions that benefit the company more than the user. Designers should avoid taking advantage of user habits of interacting digital products to manipulate them into performing certain actions.

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User Flows helps us design the navigation paths users will take when interacting with the product. Since users may follow different routes, it's normal to have various scenarios starting from different points. However, they typically lead to the same final goal."

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When managing digital products, UX Designers work closely with Product Managers to ensure that they are aligned on both the business goals and the users need. They continuously gather insights from user research,  to identify opportunities for new features, and they maintain open communication during sprints to quickly validate ideas with mockups or other techniques.

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The 3 laws of UX: Law of Common Region, Proximity and Similarity

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Dark UX and this has been going on for some time and that there actually laws in place to counter this

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In theory of what Navigation, Interface and Information Design are and understanding the design principals behind them.

# data[].attributes.body
In terms of communicating and delivering information design definitions there are slight differentiation in terms of the objecives between the UI on mobiles and screens vs via conversational chatbots which was shared briefly in class. It is also interesting how information design also ties back with other UX approaches such as from Law UX to enhance the user experiences with clarity.

# data[].attributes.custom_properties.izYauJHk
I have learned that interaction design centers on how users engage with digital interfaces, aiming to create engaging and intuitive experiences. This involves understanding user behavior, designing interfaces, providing feedback, ensuring usability, and maintaining consistency in design.

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That some websites we found unappealing were actually suitable for the targeted audience. Different types of users perceive things differently; hence, design preferences vary widely among user groups.

# data[].attributes.custom_properties.izYauJHk
During the card sorting session i understand how it can help organize website or app content by having users group and label items, making navigation intuitive and user-friendly. Different people have different views on what they feel selective card belongs too. there would also be an element where people felt that it should belong to this specifically catergory

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Having user stories helps teams in clarifying the  needs, improving team communication, prioritizing features, guiding iterative development, enhancing the testing, adapting to changes, and keeping the focus on user perspectives.  This would be a good start when unsure on where and how you should start. This can help when unsure on how the user flow should start.

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Asking more detailed and numerous questions is crucial for gaining a deeper understanding of customer wants and needs. Which can help reduce mistakes. By embracing feedback from stakeholders can facilitate improvements and revisions, helping to minimize additional effort.

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This is the first time I've heard of the Van Westendorp Price Sensitivity Meter, where i get to understand how it was a great tool to identify the best pricing strategies for organizations. I have also better understand on lean survey canvas. Due to our project target audience , the lean survey canvas might not work. Hence we would have to use another approach. However it was a great draft for us when planning out questions. 

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The dark web ux pattern is misleading to users and is quite unethical. They hide accountability and allow illegal activities and exploitation to thrive under the cover of anonymity. Designers should be more responsible in their design and let the company know on such unethical act. 

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I imagine that the tension between achieving business goals and maintaining user trust is a challenge. While it’s understandable that businesses want to maximize conversions or retain users, employing deceptive dark UX tactics compromises on the long-term relationship with users. Building trust is far more sustainable and can lead to greater loyalty and user retention over time. 

# data[].attributes.custom_properties.QIEb_ApU
I was very interested in the topic of dark patterns back when I was in university and did multiple presentations on the topic, even to my non-UX friends, to raise awareness and caution them to be careful when navigating the web. To move away from utilising dark patterns, companies should hire designers who take ethical responsibility for their designs, since a design reflects a designer's character. Also, give designers a chance to practice design leadership - raising and addressing ethical issues in everyday practice. (points taken from research paper titled "The Dark (Patterns) Side of UX Design")

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Interaction design is not limited to what happens within the screen, it can ease users in navigating and finding what they need from the interface easily. To feel more connected to the software on a personal level is a UX i never thought of

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User stories can help stakeholders and team members to align with product plans and needs to make sure every one is on the same page. This is also essential to enable cross collaboration with other departments who may need to work on or hand over of the project.

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Never come out with a solution without proper research, do not assume what customers want and need based without prior research. Always analyse questions before asking users to ensure their needs and work around it. Solutions must always be flexible as user needs are ever changing.

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I feel that it's incredibly short-sighted of businesses to implement dark UX, for it takes years to attain customers' trust and only a second for that to crumble away. Figma's pricing design is an example of this. While I love the tool, I'm hugely distrustful of their billing system ever since I incurred the cost of an unwanted 9 seats... for inviting colleagues to my Figjam file T_T I didn't even know until I got "scolded" by the Finance team.

But sometimes it's really a fine line between inconveniencing users and dark UX, and I wonder how to tell them apart. Perhaps like ethics, if you're ashamed to speak of it, it means that you're probably doing something wrong?

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There are also dark patterns used in game design to manipulate gamers which I felt interesting to share: https://www.darkpattern.games/

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It's good to know that laws like the EU's Digital Services Act (DSA) and California's Consumer Privacy Law protect users from dark UX practices by imposing penalties on companies that employ them. I wonder when similar regulations will be implemented in Singapore, and how UX designers can effectively handle conflicts with stakeholders pushing for such practices. It's crucial to understand strategies for communicating the importance of user-centric design to stakeholders to avoid immoral shortcuts that take advantage of users for the company's benefit.

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The ellipsis (...) following a menu item, such as "App Store...", indicates that additional steps or options are required before completing the action. 

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I can apply this process when designing a product and understand who we are designing for. 

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I learnt the importance of identifying  user segment based on their pains , gains and job . This could help help us understanding  their problem and provide a  solution which helps bringing revenue

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That Dark UX is utilized by even some of the largest companies in the world. I wonder if it was implemented as a way to align the business goals of the organization together with the product goals? And also in the case of a designer, how do we navigate around it when the product requirements/management has the mind to implement it?

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I didn't notice actually that the ... indicated that there would be an extra step before the intended action is executed.

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The dark UX pattern which even fortune 500 companies are using. It has to be regulated and is there a way designers can say no to higher management for this implementation to make it go away in future? https://www.fastcompany.com/3060553/why-dark-patterns-wont-go-away

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The adding of ... indicates an extra step before the action is executed. 

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Navigation, User Interface and Information. The simplicity of letting users have an option to return to their previous choices. Prevention is better than cure. Similarly, a good user interface and sufficient information will enable users to complete the objective with ease.

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Every user has their best and usual way of navigating through a digital product. What we need to do is to know what the user will expect and organise the information in a straightforward and easily maintainable structure for further development enhancement.

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The importance of having a well organised and thoughtout sitemap. As this will enable every interaction to be smooth and SEO optimisation.

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The micro animation is something i can work towards in to make the entire experience smoother and intuitive.

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It is great seeing how we adapt and derive from the methodology of creating a physical product to digital products. I look forward to the future of making our decisions even easier.

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The 5 dimensions of interaction designs and how each of them contributes to a better user experience. 

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Be ready to adapt to changes and accommodate design requirements to developers' output without sacrificing necessary user experience for the product.

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Each company product team has it's own way of running the sprint and storypoints can be broken down into e.g 1 point for each day.

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The creation of user story to align on developers understanding and planning ahead of every sprint to ensure everyone is working on the same goal.

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Natalie

I find it interesting and the importance of how a well-organised sitemap helps in both intuitive user experience, but also in terms of site ranking on search engine optimisation.

For websites with medium to large content, often use the footer component to reflect the sitemap details. Therefore, similar to what was shared in class whereby really understanding users expect information to be organised, helps in terms of accessibility of information. Also, considerations for scalability of the structure, preventing it to be cluttered and bloated helps in terms of maintenance and management of the structure.

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During the card sorting session (closed + open), I can gain insight into users mental models. It's surprising to find that some people think similarly while others think differently. This activity serves as a valuable research tool, providing guidance on designing or refining a website or app to make it more intuitive and user-friendly. Additionally, it helps ensure better alignment with users mental models, improving navigation and usability.

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I really enjoyed the class activities where we experienced both open and closed card sorting. This helps me to have a solid understanding of how we naturally group information and the impact of it to the usability of a digital product.

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I'm surprised by the example of the new property website's content structure, categorized based on user profiles. The UX seems more intuitive than the previous one, and I never thought it could be achieved that way. It serves as a reminder for me to think outside the box and experiment more with the card sorting method to uncover intuitive and user-friendly content structures that enable users to achieve their goals efficiently.

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The navigation is designed not to group similar content together, but to cater to different user segments. So that user can navigate easily.

# data[].attributes.custom_properties.izYauJHk
I learnt that, users from the same demographic may have different mental models. The card sorting activity helps me to understand the navigation structure and information architecture design.

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A good information architecture is extremely crucial especially for a website with lots of content, like LearnX. I'd love to conduct a card sorting exercise with my colleagues to see how they might restructure the information in the website in a way that makes most logical sense.

# data[].attributes.custom_properties.izYauJHk
More about card sorting as a research tool - it can be used to quickly get a sensing of how people tend to group/categorise cards, which can be used to assess the clarity of the existing categories on a website.

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The example given at the start of the class reminded me of this article which explains why Japanese websites tend to look so different. A user's culture shapes the way they perceive information, hence it's important to understand who you're designing for and what's their mental models like.

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It is interesting to see when all visuals are stripped away and only text is left represented in the form of cards, the wording used actually affects how user perceives the intended usage of said card. (eg. Shop and Store) 

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I learnt more about card sorting and how we can actually use existing user mental models and build out a navigational tool with categories and groups  that is perhaps more intuitive than what we assume would be the best way. 

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On a practical level, understanding the size of sites and recommendations where a flat or deep site mapping is was useful and applicable. 

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I wondered how much context should be given to the users before they begin the card sorting experiment. How much do we reveal to give users sufficient context and understanding to provide a valuable feedback on the categories without influencing their decisions? Setting up for card sorting is also quite an art.

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Different people have different mental modals, and card sorting helps us as the product designers to understand that better and inform our navigation and information architecture design

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A deep IA can be overcome with shortcuts, search and even AI. 

# data[].attributes.custom_properties.izYauJHk
I learned about the types of card sorting and their respective use cases. Card sorting is a good way to gather insights on how users categorise different pages and features. I also learnt what makes good information architecture and how the optimal information architecture is dependent on the sizes of sites.

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It is interesting to learn how mental models affect user interaction with the information architecture (IA) of digital products and how crucial it is for designing effective and user-friendly interfaces. 

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Mental models represent the way users perceive, understand, and interact with a system based on their previous experiences and knowledge.

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Before this class, I viewed interaction design as solely focused on how users interact with a product's mechanics – how the page displays after clicks, button changes, and various states. Now, I understand it goes beyond the motion (UI) aspect. Interaction design also involves understanding user behaviour to create a natural conversation-like experience and building relationship with the users, which falls under the user experience (UX).

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Dimensions of Ixd which covers: words, visual representation, physical objects/space, time, and behaviour. The notice from the community center to the residents is a good example of building relationships through the use of text and tones underlying it. 

# data[].attributes.custom_properties.izYauJHk
I have learnt about how interaction design are defined based on users goals driven and the importance of designing interaction is to make user feel like natural conversation experience.  Also, I have learnt the theory about the 7 Principles of IXD and definitely will bear in mind for future projects and considerations of what other body senses could be implemented to allow user to achieve intuitive experiences apart from touch/clicking gestures given the technology of ai.

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The context scenarios can describe the nature of interactions between the products and user. 

# data[].attributes.custom_properties.izYauJHk
I learned about the five dimensions of interaction design. Interaction design focuses on natural conversations with users. A good example is the “Notice about food donation,” where the wording can convey different tones, such as formal or informal. When there is a lot of information to convey, as designers, we must understand our target users and design in a way that ensures they grasp the important messages.

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Interaction design should feel like a natural conversation between the user and the product.

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Don Norman’s 7 Principles of IxD. These are so simple in principle, yet are rarely implemented well in most products, whether digital or physical. I also enjoyed learning about how much thought goes into making a seemingly simple micro-interaction, and how to execute this design in Figma.

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Contextual scenarios are helpful to get audience to visualise and empathise during presentations. They can also be created as storyboards for easier understanding.

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The little differences made when creating micro animations leads to quite different results.

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I learnt about the 5 dimensions of interaction designs and how physical and online spaces could combine to create a better experience.

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Asking myself, does this seem like a natural conversation flow.

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So many times in design i think i tend to mainly focus on clicking and hover, perhaps due to the amount of websites i have experience in over apps. But there's a whole world out there in terms of gestures and even voice for today's devices which is especially exciting. 

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For some reason, I thought interaction design was just about animations and motion. It was quite interesting to hear a definition and perspective that Inter-action design spans across multiple disciplines and is really about a "dialogue" with the user through the interface design, and animations is just one aspect of it. Words, visuals, physical objects, timely feedbacks etc also a part of interaction design.

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Xiaoyu

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The difference between affordance and signifier. Affordances are clues that point to how we interact with something, while signifier indicates the state of the same through feedback/visual cues. 

# data[].attributes.custom_properties.izYauJHk
I learned about interaction design which I always thought was just about animation and prototyping, but in reality it is so much more than that - it is everything to do with how a product communicates both implicitly and explicitly with its users. 

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5 dimensions of interaction design. Physical objects/space is the most interesting one for me because I've mostly been designing enterprise dashboards where users will usually be on their laptop/desktops in the office, so it's an aspect that I've never considered much. But with consumer-facing apps such as Healthy365, this would be a very important consideration.  

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Nicholas

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Applying the 7 principles of IxD is essential to my work and using them I’d be able to better create and explain my design with user interactions and behaviors in mind.

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The 4th and 5th dimensions of Time and Behavior as part of the dimensions of interactions. 

# data[].attributes.custom_properties.izYauJHk
I learnt about the 7 principles of IxD, although I have been practising these principles in my work, I never fully studied and understood them fully. 

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I was surprised by the wide range of things that a product manager has to know, as they ideally have to have an understanding of technology, business, and design.

# data[].attributes.custom_properties.izYauJHk
About user stories and acceptance criteria. They are used to align the product team on the users' needs and whether it would be feasible to develop it.

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The Agile mindset. "No matter what the frameworks, diagrams or processes are, they will always be right, as long as the agile mindset is right."

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Plans can’t keep up with changes. "If the plan doesn't work, change the plan, not the goal."

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The purpose of the user story and how it works in the acceptance criteria. Initially, I saw the user story only as part of the design process for communicating with stakeholders about how a feature provides value to the user. Now I realize that it can also be used in backlog refinement as the card in an established acceptance criteria, fostering communication with engineers in a product team.

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The job scope and role of a Content Designer. Didn't know that they are actually involved early in the UX design process which is not limited to text content only, but also images included in the digital products.

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Content inventory and content audit. Never heard of these in any of the online courses I have taken part before. It's beneficial to learn and apply it to any project in making informed decisions if the contents are critical or redundant to keep, update, or remove.

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Feature hypothesis statement and MoSCoW that ensure everyone is aligned with the critical enhancement/product that creates highest impact with lowest effort.

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Feature hypothesis which consists of users, users outcome, business outcomes, and features that keep  various stakeholders aligned to achieve the greatest success in launching any enhancements or a product.

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I think it is essential a product team have to recognise that is not necessarily to follow a strict plan because digital products and trends are constantly changing fast and the team have to be aware and onboard of, to be flexible to switch around to manage the uncertainties and iterative process.

UX Designers are in charge of writing the user stories and acceptance criteria which is essential as it serves as part of handoff to the developers and QA team. This is information will also be critical to the customer enterprise team to know the expectations of the features to relay accurately to the customers of upcoming features and necessary preparation of documents.

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I have learnt how to formulate the hypothesis statement accurately, it did help in terms of alignment expectations within internal product team. In general, I think that scope is definitely a negotiation process within the team to get alignment that it is not about the feature to build, but empathising with the needs of users is essential to resolve feature conflicts to business goals.

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A content inventory is the overview of all the pages/navigation in website or app. it will help us by organizing all our existing content, finding any gaps or duplicates. This help us easier to manage, update, and optimize our content effectively.

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I have learnt the importance of user segmentation that sets the product direction in terms the of defining the profile, their key tasks, pains and gains. It will definitely help in terms of the team to filter and align to the business goals. Since defining the user needs might be an iterative process so this helps the team to recognise faster too.

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The feature hypothesis will help us by keeping us focused on our goals, guiding us in designing relevant features, and ensuring everyone involved understands and agrees on what we're trying to achieve.

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The Lean Survey Canva help us to craft questions that directly relate to the goals, avoiding confusion and getting precise answers.It help us to focus on the insight we need or validating our hypotheses rather than writing questions.

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I learnt about effective digital product management relies on a balance of flexibility and structure. There must be alignment between UX designers and product managers, with cross-functional collaboration on business outcomes and user need, and maintaining open channels of communication.

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I learnt about the Van Westendorp survey and how it was a powerful tool for organisations to determine optimal pricing strategies for organisations. This can help greatly in making pricing decisions that align with the customers.

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Learn more about the feature hypothesis is very useful to help teams understand the reason behind product decisions. This can help make sure that the team’s objectives is aligned with the goal.

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I learnt about understanding both functional and content requirements are important for product design. This helps ensure that the product not only works well but meets the user needs.

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I learnt more about the role of a Content Designer, which I always thought was someone who focuses on writing content and that they wouldn't be as involved in the UX.

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Before proposing features willy nilly, having a feature hypothesis will help us to articulate why we actually need the feature and in a broader scope help us to see how it aligns with the business goal. 

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That we could use AI to practise for interviews. Have always thought of AI / GPT as more of a Q&A.

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First time hearing about the Van Westendorp survey method which helps us to know which price point is acceptable for our users. 

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What is the one thing you've learnt from this Agile activity?

Through the activity, I learnt that moving quickly and getting the product out to the customer is a key step in the process. Obtaining quick validation through testing and user feedback, we are able to unlock value for our user fast and also quickly improve upon our product for the next release.

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Instead of worrying if design is perfect and polished enough for users, my team and I should place our energy into unlocking value for the user and focus on pushing out features that users need so that we can quickly validate and improve.

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Each member of the development team (including designers) are actually constantly playing 4 roles during a sprint. Here's an article that explains this really well: https://uxdesign.cc/designers-four-roles-in-agile-b782cbf97c1e 

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A product is never complete, there are always new features to add and things to improve. So it's important to get your work out there to real users to unlock value for them fast. 

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Why do we need NOT necessarily follow a strict plan?

As the time and cost for maintaining a team/squad is limited, the focus would be to accomplish the user goals in the user stories.

How do UX designer fit in scrum?

I learnt that the UX designer in essence actually works 1 sprint before the development team so that they are able to propose and prepare designs for user stories which would be developed by the engineers in the upcoming sprint. This time also allows the designers to do the research/testing/iterations needed.

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Thank you for taking charge of your learning! If you have further questions, feel free to post here!

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I learnt that the UX designer must be aligned with the Product Managers in terms of the business outcomes and user needs, but can share research findings, frustrations and quickly test hypotheses and validate them during the sprint period. They can share these findings with the Product manager to clarify the technical aspect of the feature.

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What is the one thing you've learned from this Agile activity?

Through this fun Agile activity by drawing and selling cakes, I learned that we should not be afraid to make mistakes and show draft/incomplete work to the users/stakeholders. By embracing early feedback with the draft and skeleton works from the users/stakeholders, we can validate areas for improvement earlier and make adjustments before any significant investment. This approach will allow us to have the flexibility to change and minimize cost and effort.

How is the activity connected to the first two elements of UX?

This activity requires us to understand the needs of the users and the objectives of designing the product. (Strategy)

Through the validation process, we can continuously refine the product's scope by ensuring the product we're building meets user needs and aligns with the project goals from time to time. This agile approach allows us to identify and prioritize the most valuable features while potentially eliminating less critical elements based on user feedback. (Scope)

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The job scope of a content designer is very interesting, it encompasses the job of a UX designer and content writer, and more. 

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I learnt that scope can be split up into functional requirements and content requirements. Functional requirements refers to the product features, while content requirements refer to the content such as images, videos, and text that populate the features. I also learnt that in the value map, more than one pain reliever can relieve the same user pain, and likewise for gain creators. 

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Asking the right questions is crucial because the wrong questions can lead to solutions that don't meet customer needs.

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I learnt the importance of asking the right and many question to understand what the customer want and need. 

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At the very start of understanding user requirements, we must begin validating whether our iterations are correct or incorrect. This prevents us from putting a lot of effort into developing products in the wrong direction.

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Sometimes, we might think that the solutions we have in mind are the best for our customers. However, this mindset can lead to the wrong product direction without truly understanding what customers want. 

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Agile activities help us validate our iterations to meet user requirements. We have learned the importance of feedback. This feedback ensures that each iteration is closely aligned with user needs and expectations, allowing for quick adjustments and improvements.

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Our $5 drawings during class activity :)

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Sharing with stakeholders for visibility allows to check on my work progress, reducing the number of amendments and ensuring I'm moving in the right direction.

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There are no right or wrong questions, and never be afraid of rejection (eg. getting a $0 from the cake drawing). Rejection is simply a signal to explore other approaches to find the right answer.

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I learned that I don't have to "perfect" my ideas or designs on the first few tries. (It's okay if they look raw or are just drafts.)

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During the Agile class activity, I learned the importance of always asking questions to get answers from customers and clients. Asking questions helps gather valuable information, reduces implementation risks, and increases visibility for stakeholders.

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I think that this method could be applied on all work in general as it is about getting in the right direction and not spend time working on things that might not be right in the first place.

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I learnt that Agile is about asking questions and get validation early to maximise the resources.

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I think as a creative, very often I want to get the perfect design out, or at least the best quality that i know i can give. Very often that comes with a significant amount of time spent on it. I think this lesson was valuable in changing my perspective of getting things that may not be 100% yet out quickly to gather feedback and keep things moving, rather than to finish a full "ideal" product but to have the stakeholders change their mind by then since change can happen so rapidly with so many other influences users are often exposed to.

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I learnt that customers needs and goals can change, and the agile framework allows the team to get things out quickly to satisfy their needs before they change. 

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Agile connects to the other two elements of UX as a mindset to guide the implementation of the stategy and scope. Specifically through iterative development and cross-functional collaboration.

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I learned about the Agile framework that encourages flexibility in the process of product development. It helps product managers and developers to adapt easily to changing needs of clients/users and facilitates close collaboration to achieve the project goals while maximising resources. 

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28 May 2024

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I can apply this methodology by sharing my work progress early to increase visibility to the stakeholders to ensure the direction i am going is right

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Agility matters and it is what agile brings to the table

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Agile is about failing fast and failing early to learn and validate what the user needs. It is to ship out what user needs now instead of releasing in the future.