IT strategi
Du har valgt: Software design


Nettundervisning 3 timer 3 400 kr
03 Feb
Å lage gode skjemaer er ikke lett. Både teknisk, pedagogisk og innholdsmessig må skjemaene arbeides med, slik at det blir forståelig for alle, og ikke minst enkelt å fyll... [+]
Kurset er rettet mot designere og utviklere. Vi er blant annet innom: Forståelige skjemaobjekter Beskrivelser og instruksjoner Obligatoriske felt Lesbarhet Vær konsekvent Grupperinger Viktige skjema Store, komplekse skjemaer Validering og feilhåndtering [-]
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Oslo 2 dager 14 900 kr
04 Mar
29 Apr
27 May
Fast-paced, Interactive and Collaborative course in UX! [+]
Fast-paced UX is a broad field, covering psychology, research, analysis, design and prototyping. You will dive deeply into each topic, immersing yourself in the key skills and concepts. You will surface briefly (for coffee) before diving again... and again... Interactive We believe in learn-by-doing. So you will not be sitting through a two-day lecture. You will be on your feet, working in teams, getting hands-on practical experience. Because we know that people learn best when they get a chance to do it themselves. Collaborative We believe strongly in collaborative design: teamwork produces the best work. You will not be working solo. You will collaborate with your teammates on a genuine case study, to solve real design problems for a real company.    Course Outline A two-day program that follows the lifecycle of a UX project   MODULE 1: THEORY What is user experience? Functional, aesthetic and experience design The design process The remarkable benefits of the process User experience in the digital age Technology and complexity and usability What is wrong with software design Why UX became a necessity User experience and the web Active media v passive media Alan Cooper and personas Paradox of specificity What we need to know about users Goals, behaviours and context Mental models MODULE 2: RESEARCH Planning your research Deciding what you need to know Hypothesis and assumptions Bias and how to avoid it Desk research Benchmarking and heuristics Task analysis Third party research Qualitative research How to ask questions Interviews and observation Live usability test Quantitative research Online surveys Card sorting Analytics MODULE 3: RESEARCH ANALYSIS Harnessing your data The process of triangulation Identifying patterns Insight versus proof Personas The elements of a persona The pitfalls of personas Personas v marketing segments User scenarios and journeys Defining user scenarios Plotting a user journey Visualising your requirements From data to design Defining your feature set Prioritising your features Lean UX and the Minimum Viable Product MODULE 4: INTERACTION DESIGN Structure and organisation Mental models and concept models Information hierarchy and interaction flow Sitemaps and screenflows Interfaces and navigation Control, forgiveness and feedback Conventions and design patterns Storyboards and wireframes Designing for mobile Mobile mindsets Content versus navigation Tap targets Lean UX and design sprints Organising your sprint Design exercises Tips on facilitation MODULE 5: PROTOTYPING Planning your test Profiling your users Recruiting participants Creating a test script Building a prototype Minimum viable prototype Prototyping tools Building a prototype The test setup Desktop testing: hardware and software Mobile testing: hardware and software How to moderate a test Allowing participants to relax Giving instructions Open-ended questions [-]
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