Design Thinking notes

Audience: This is for user who are looking for a basic overview of design thinking.

My notes are from this article on interaction-design website. I recommend it to everyone interested in learning this subject.

  • Five non-linear steps of design thinking are: Empathize, Ideate, Define, Prototype, and Test. This article is helpful to go through these five steps.
  • The seven factors that influence user experience:
    • Useful: A product must be useful to the users.
    • Accessible: Accessible is about ability of different-able customers to be able to use a product. Though the segment of customers could be small, it’s sometimes legally and sometimes ethically a critical element of a design.
    • Usable: Usability means how efficiently and effectively a product can be used by a user.
    • Findable: Find-ability means how easy it is for a user to find features within a product. A practical example is my wardrobe. If my clothes are easily findable, then those are more usable. Another example could be how easy it is to find the information on a website that you’re looking for.
    • Desirable: It is about the like-ability of a product by its users. For example, if I have two sources of learning a skill online, which one I will opt more likely.
    • Credible: It is about trusting the product. For example, a blog post is credible if a user can trust the the information on it.
    • Valuable: a product must delver the expected value. For example, if I read a book on a skills set, it must deliver the value of that basic skill.
  • Five characteristics of usable products:
    • Effectiveness
    • Efficiency
    • Engagement
    • Error Tolerance
    • Ease of Learning
  • Seven great UX research techniques: Card Sorting, Expert Reviews, Eye Movement Tracking, Field Studies, Usability Testing, Remote Usability Testing, and User Personas.
  • Interaction design introduction: It is the design of interaction between a user and a product. Five elements of interaction design are: 1D: Words, 2D: Visual Representations, 3D: Physical Objects or Space, 4D: Time, and 5D: Behavior.
  • Mobile Web UX design guidelines:
    • Keep navigation simple
    • Keep content to a minimum
    • Reduced the inputs required from users
    • Be mindful of internet connection issues

As I learn more, I will update this page. Thank you !

How to make a Gantt Chart

The Gantt Chart is simply a breakdown illustration of project schedule. It was named after Henry Grant, American mechanical engineer and management consultant who invented this chart in 1910s. A Gantt diagram represents the project or tasks in the horizontal bar chart form. This cascading format with the various project activities listed helps project managers to track the tasks against their scheduled time and predefined milestones. The Gantt chart could also be considered as a scrum artifact as the burndown chart is used by many teams to communicate and track progress towards the sprint goal.

What to consider when making a Gantt chart

  • What are the major deliverables?
  • Who is on the team and what role will they play in those deliverables?
  • Identify the stakeholders?
  • What is the project plan to get to those deliverables and deadline?
  • What are the milestones?
  • Are there road blockers that could impact the timeline?