SCOPE 

 PROJECT SCOPE FOR Fall 2014  

DIGITAL EXPERIENCE DESIGN a day in the life…. of a KCAD college student in the year 2017. A cross disciplinary course that will invite industrial and Digital Media students to collaborate on an integrated, user-experience design problem in the digital realm. For this initial semester, that would integrate modular digital products and accessories into a typical day of a KCAD Digital Media and Traditional Media student in the year 2017. The course will meet Tuesday and Thursday: 3:30 - 6:20 


 APPROACH 

A user-experience designer understands that products are only one component in their customer’s complex life experience. They are never isolated from that. So we are really creating a product story that will fit into and affect the on-going narrative of the home, work, personal and school day of a student. 


 PROJECT DELIVERABLES 

Rough schedule
  • weeks 1-3  Research: interviews, articles, observation (Text, links, photos)
  • week 4  Written UX stories with integrated product desc. (Text, links, photos)
  • week 5  Design matrix (spreadsheet)
  • weeks 6-7  Design ideation sketches and wireframes
  • weeks 8-12  Linear, digital storyboards with polished illus./photo. and layout
  • weeks 8-15  Website container
  • weeks 13-14  Storyboard Revisions
  • week 15  Verbal Presentation
  • ongoing  Feedback notes

 CHRONOLOGICAL TOUCH POINTS 
 
(where the user, world and technology intersect)
anticipate 6-10 storyboards for each
  • Commute
  • Studio Classroom
  • Gen Ed / Art History Classroom
  • Extended time between classes
  • Social/personal out of home
  • Home  work & sleep time

 PHYSICAL TOUCH POINTS 
  • Carry case and clothing
  • Digital devices
  • Home work space
  • School classroom work space
  • School between-class space


 DESIGN DRIVERS 

The 3 drivers of user experience design for this project are:
  • Aesthetics: the visceral audience reaction to the look, feel, sound, taste and smell.
  • Function: the behavioral reaction (learning and social outcomes)
  • Brand: the reflective audience reaction; the lasting impression that the work weaves into their story. 

 THE 2017 TIME FRAME 

Based on this (imagined) development cycle. This course would be executing the 2014 phase.
  • 2014 design concept development (this is what we are doing)
  • 2015 engineering, development, prototyping and tooling
  • 2016 product beta launch, testing and marketing
  • 2017 full production and introduction