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      <title>Silki&#39;s writing EAP 2022 by </title>
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      <language>en-us</language>
      <pubDate>2022-07-08 07:46:22 UTC</pubDate>
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         <title>Sandy&#39;s Week 1 suggestions</title>
         <author>sandythompson3</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2241838138</link>
         <description><![CDATA[<div>By myself = to be alone<br>with myself = to do with me<br><strong>I felt disappointed with myself because I failed.......<br></strong>I realised<strong> = </strong>to learn something that I had no idea about<br><strong>I realised my IELTS level was lower than I hoped/thought (or was quite low).<br><br>my classmates who do projects together </strong>(simple present tense- we use this tense for actions that are habits/repeated)<br><br>Use the continuous/progressive tense instead: <br><strong>my classmates, who are doing projects together</strong></div>]]></description>
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         <pubDate>2022-07-12 12:45:53 UTC</pubDate>
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         <title></title>
         <author>seulgeekim632</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2247531963</link>
         <description><![CDATA[<div>I've been taught to think like a UX(User Experience) Researcher, so this methodology has been familiar to me. Nevertheless, will the UX(User Experience) Design methodology encourage UX(User Experience) Designer to think of fresh ideas beyond customer preconceptions? Does the UX(User Experience) Design methodology really help UX(User Experience) Designer get away with customer stereotypes and think about fresh ideas? </div><div>&nbsp;</div><div>Through this writing assessment opportunity, I would like to define UX(User Experience) Design and focus on strategic and optimizing the user experience through reasonable doubts and criticism. In this writing period, I desire to find out what UX(User Experience) design methodology is, what tools can improve my research, and what inspires my work. We also want to verify how effective it is to plan and perform items or services during the design process, analyze data, persuade clients, and find out how well customers use the deliverables and respond.&nbsp;</div><div>&nbsp;</div><div>I have more than five years of experience as a UX(User Experience) designer, researcher, and planner, and I will continue my career after I learn Healthcare and Design at RCA. So this methodology is indispensable in my life, but how much is it going to make me a designer who does more research, design, and planning? &nbsp;</div><div>I chose this topic to get inspiration and inspiration from various aspects of UX Design technology.</div><div>&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 10:37:37 UTC</pubDate>
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         <title></title>
         <author>10014931_3</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2249926643</link>
         <description><![CDATA[<div>‘Rule of thumb for UX: More options, more problems.’ Scott Belsky from the Chief Product Officer said. Simplicity is everything when it comes to great UX. The user experience of products&nbsp; should be as straightforward as possible. Great UX design is about simplifying the user journey and this means getting rid of all and any elements that aren’t absolutely necessary.</div><div><br></div><div>In 2005, the British Design Council announced a process known as the Double Diamond. This design methodology, which is divided into four stages (discovery, definition, development, and delivery), leads designers to the various ways of thinking used.&nbsp;</div><div>According to the British Design Council, the team is the 'discovery' and 'definition' step that they skip the most when working on a project, but unfortunately the team does a good job of researching the project's goals, users' needs and motivations to show the boss and clients. When the team start a project, they need to start from the 'discovery' stage to create innovative products or services, so they can achieve an excellent user experience.&nbsp;</div><div><br></div><div>There are many design methodologies known in the world so far, and their range varies from field research areas to design, injection, and sales stages.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-26 12:41:00 UTC</pubDate>
         <guid>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2249926643</guid>
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         <title></title>
         <author>sandythompson3</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2249932570</link>
         <description><![CDATA[<div>Now you are expanding into three paragraphs.&nbsp; Think about the structure of an essay.&nbsp; We usually have an Introduction, a Body, and a conclusion.&nbsp; The body of the essay may be more than one paragraph.<br><br>Your first paragraph needs some background at the start.&nbsp; This should gently introduce your topic... some people choose to look at the history or development of the topic, some people like to introduce an area of disagreement, or theories that contrast.<br><br>Revise paragraphs - video on Thursday column week 4 class padlet. A paragraph always begins with a topic sentence. Then there are approximately 3 to 6 sentences that expand the idea of the topic sentence. These sentences use elaboration, examples, evidence and your own comments to support the idea that you put in the first (topic) sentence. &nbsp;<br><br>Then look at essay structures. The introduction should explain the topic and the aspects of the topic that you will write about. EG: Topic = User experience. Ideas to explore within the topic could be:&nbsp;<br>1. How some companies do a lot of user testing while other companies seem to dictate to the customers.<br>2. How design has changed due to user experience feedback<br>3. How under design developed since consumerism has developed.</div>]]></description>
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         <pubDate>2022-07-26 12:55:21 UTC</pubDate>
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         <title></title>
         <author>seulgeekim632</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2250993539</link>
         <description><![CDATA[<div>My RCA Student ID : 10014931</div><div>Programme name : MRes Healthcare and Design</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-28 04:59:07 UTC</pubDate>
         <guid>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2250993539</guid>
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         <title>Critical Analysis Writing 2 </title>
         <author>seulgeekim632</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2251005572</link>
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         <pubDate>2022-07-28 05:25:46 UTC</pubDate>
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         <title></title>
         <author>10014931_3</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2251129247</link>
         <description><![CDATA[<div>‘Rule of thumb for UX(user experience) : More options, more problems.’ Scott Belsky from the Chief Product Officer said. Simplicity is everything when it comes to great UX. The user experience of products&nbsp; should be as straightforward as possible. Great UX design is about simplifying the user journey and this means getting rid of all and any elements that aren’t absolutely necessary. In 2005, the British Design Council announced a process known as the Double Diamond. This design methodology, which is divided into four stages (discovery, definition, development, and delivery), leads designers to the various ways of thinking used. There are many user experience design methodologies known in the world so far, and their range varies from field research areas to design, injection, and sales stages. According to the British Design Council, the team is the 'discovery' and 'definition' step that they skip the most when working on a project, but unfortunately the team does a good job of researching the project's goals, users' needs and motivations to show the boss and clients. When the team start a project, they need to start from the 'discovery' stage to create innovative products or services, so they can achieve an excellent user experience.&nbsp;</div>]]></description>
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         <pubDate>2022-07-28 10:22:30 UTC</pubDate>
         <guid>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2251129247</guid>
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         <title></title>
         <author>seulgeekim632</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2254786941</link>
         <description><![CDATA[<div>‘Rule of thumb for UX: More options, more problems.’ Scott Belsky from the Chief Product Officer said. Simplicity is everything when it comes to great UX. The user experience of products&nbsp; should be as straightforward as possible. Great UX design is about simplifying the user journey and this means getting rid of all and any elements that aren’t absolutely necessary.</div><div><br></div><div>In 2005, the British Design Council announced a process known as the Double Diamond. This design methodology, which is divided into four stages (discovery, definition, development, and delivery), leads designers to the various ways of thinking used.&nbsp;</div><div>According to the British Design Council, the team is the 'discovery' and 'definition' step that they skip the most when working on a project, but unfortunately the team does a good job of researching the project's goals, users' needs and motivations to show the boss and clients. When the team start a project, they need to start from the 'discovery' stage to create innovative products or services, so they can achieve an excellent user experience.&nbsp;</div><div><br></div><div>There are many design methodologies known in the world so far, and their range varies from field research areas to design, injection, and sales stages.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-04 11:29:07 UTC</pubDate>
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         <title></title>
         <author>seulgeekim632</author>
         <link>https://padlet.com/seulgeekim632/fqz8f6kc4f2wowg2/wish/2254800001</link>
         <description><![CDATA[<div>User Experience is a modern field that dates from the 1900s to the 2000s, but it has been studied for about a century. (Elaborate on topic using evidence) In the early 1900s, scientific management theory was developed by Frederick Winslow Taylor(1856-1915) known as the father of scientific management, for the first time in the labor-intensive industry. His scientific management principles are classified into five principles, experiments, observation, analysis, and inference and were applied to create a cause and effect relationship. The main aim of this principle was to improve industrial efficiency, and he performed a time study to set up tasks to measure working hours with a stopwatch, eliminating unnecessary behavior from workers. He also argued that because he believed that all workers were motivated by money, qualifications should be discussed and remuneration paid according to the performance of the workers. His principles were accused of dehumanizing workers and treating their bodies only like cogs, but to date they are still widely applied in labor-intensive industries, and they are still alive in workplace culture. Taylor's study on the interaction efficiency between workers, workplaces, tools, and stakeholders had a great influence on the study of user experience. So he's called the early pioneer of user experience experts. In the first half of the 2000s, human factors and ergonomics emerged, affecting aeronautical research that was important in World War I and World War II. On the contrary, Toyota, a Japanese automaker, put its management philosophy of respect for people, and American industrial designer Henry Dreyfus (1904-1972) also published a book. (Book reference 'Designing for People') Henry Dreyfus, who is called the pioneer of today's first user experience, described industrial design as follows: “When the point of contact between the product and the people becomes a point of friction, then the [designer] has failed. On the other hand, if people are made safer, more comfortable, more eager to purchase, more efficient—or just plain happier—by contact with the product, then the designer has succeeded.” (Book reference) He explained the concept of product-to-person friction and argued that customers should move from frustration to joy when using the product. (Reference) The principles that he presented and taught are still in place today for over 60 years. Founded in the early 1970s, PARC created many users interface rules that are still in use today, such as graphical user interfaces, mouse, and computer-generated bitmap graphics. This greatly influenced Apple Macintosh to launch its first commercial graphical user interface. (Examples using experience) Psychologist Donald Norman (1935–) began to use the word ‘User Experience’ in the early 1990s when he joined Apple Macintosh, and he was named ‘User Experience Architect’ for the first time. Design levels have risen in many industries, but in fact, the speed of rapidly changing technology has overtaken design advances. New interactions with new technologies, new products, and new services in new industries are constantly emerging, and Donald Norman said the solution in this reality is human-centered design (HCD), a design philosophy. In his book "The design of everyday things," he said, "HCD is a process of meeting people's needs, resulting products and services that are understandable to users and highly usable for their purposes, achieving the desired objectives and ensuring the user's experience is positive and enjoyable." This philosophy is an approach that prioritizes human needs, abilities, and behaviors and designs to fit these needs, abilities, and behaviors. A good design starts with an understanding of psychology, machinery, and technology, and should inform stakeholders of what they will do, what will happen, and what can happen in the future. He said designers should predict unexpected situations to understand exactly when problems arise and take appropriate actions. To date, many design methodologies have been used worldwide, and their applicability ranges from field research to design, injection, and sales stages.&nbsp;<br><br></div><div>&nbsp;</div><div><br></div><div>[Pic 2 Double-diamond design process model]</div><div>&nbsp;</div><div>&nbsp;| In 2005, the British Design Commission published a design methodology known as the Double-diamond design process model. This design methodology, divided into four stages (discovery, definition, development, and delivery), helps designers have different ways of thinking about finding the right problem and helps solve problems that meet human needs. The first step, 'Discover', is to empathize and observe the problems and stakeholders. At this stage, the user can understand how to solve the current problem and can pinpoint the problem by doing contextual user research of 'sympathy', 'observation', and 'interpretation'. The second step, 'Define', is to define what users need. Albert Einstein (1879-1955) wrote the following famous words: "If I had 20 days to solve a problem, I'd spend 19 days on defining a problem," but for a company obsessed with a solution, taking a long time to define a problem might seem like a waste of time. According to the British Design Council, the 'discovery' and 'definition' phases are both steps to ensure a superior user experience and are critical in coming up with innovative solutions. It is important to determine the right issues and best solutions to be resolved. (Book reference, The design of everyday things). Unfortunately, we often skip the Discovery and Definition stages most often, and go straight to the Development stage to show our bosses and customers that we're working. (Book reference) The third stage, 'Develop', is the stage of prototyping several potential solutions developed in the previous stage. Develop with a learned solution and re-test usability and modify the design according to the results. There's something to be careful about at this stage, which can only be focused on products or services designed during usability testing. You should think about how consumers use the product, what difficulties they will face while using it, and whether there are any other problems. These repetitive design tasks provide the best solution. In the final phase of 'Deliver', end users and companies will test for usability and the project can be finalized. The goal in the 'Develop' and 'Deliver' stages is to find the right problem and meet human needs. Step 4 is repeated continuously, creating more insight, and getting closer to the solution you were aiming for. Through a deep understanding of people, we can discover people's needs, and we need a deep understanding again to implement the solutions we came up with to solve the problem. ‘Rule of thumb for User Experience: More options, more problems.’ Scott Belsky from the Chief Product Officer said. Simplicity is everything when it comes to great UX. The user experience of products should be as straightforward as possible. Great UX design is about simplifying the user journey, and this means getting rid of all and any elements that aren’t absolutely necessary. &nbsp; |&nbsp;</div><div>&nbsp;</div>]]></description>
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         <pubDate>2022-08-04 12:02:07 UTC</pubDate>
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         <pubDate>2022-08-04 12:10:39 UTC</pubDate>
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         <pubDate>2022-08-04 12:25:23 UTC</pubDate>
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         <pubDate>2022-08-12 12:50:32 UTC</pubDate>
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