Research and design development are reported on an improved and expansive model for graduate-level professional design education. The model proposes a comprehensive learning experience for blended groups of face-to-face and online learners. The current state of enterprise application software for online education was studied and followed by focused user research of online learners and graduate-level designers. A needs- clustering technique was employed to assess and group salient student needs. From these insights, design teams explored ways of coordinating and delivering a high quality learning experience to graduate designers.
A User Experience Model For Online Graduate Design Education
1. Designing
an
advanced
graduate-level
professional
learning
environment
that
blends
face-to-face
and
online
student
engagement
MA DESIGN 2.0 UX:
Integrated Professional
Program Development for
Relevance, Reach & Growth
Michael Eckersley, PhD
MA Design 2.0: Integrated User Experience
2. Executive Summary
Table
of
Contents
Page
1.
Introduction
&
Background
(Michael
Eckersley)
3
2.
Research
Summary
&
Question
(Noah
Albro)
9
3.
Method
(Amanda
Boyd)
12
4.
Research
&
Design
Development
21
4a.
Onboarding,
Communications
&
Student
Support
(Chin,
Zhang,
Boyd)
22
!
4b.
Live
Engagement
&
Compelling
Delivery
(Albro,
Armstrong,
Sorrick)
30
4c.
Community
Network
&
Content
Library
(Lanzer,
Kelly)
33
4d.
Professional
Network
&
External
Community
(Magario,
Lin)
39
5.
Conclusions
&
Recommendations
47
Research and design development are reported on an
improved and expansive model for graduate-level
professional design education. The model proposes a
comprehensive learning experience for blended groups
of face-to-face and online learners. The current state
of enterprise application software for online education
was studied and followed by focused user research of
online learners and graduate-level designers. A needs-
clustering technique was employed to assess and
group salient student needs. From these insights,
design teams explored ways of coordinating and
delivering a high quality learning experience to
graduate designers.
Contributing Authors:
Amanda Boyd
Daniel Chin
Taylor Zhang
Rachel Lin
Rebecca Magario
Jordan Kelly
Sarah Lanzer
Noah Albro
Liz Armstrong
Melissa Sorrick
MA Design 2.0: Integrated User Experience
3. 1. Intro, Background
Michael
Eckersley
Q: What is your definition of design?
Eames: A plan for arranging elements in such a
way as to best accomplish a particular purpose.
Q: What are the boundaries of design?
Eames: What are the boundaries of problems?
Q: Does the creation of design admit constraint?
Eames: Design depends largely on constraints.
Q: What constraints?
An
interview
with
Charles
Eames,
1969
Eames: The sum of all constraints. Here is one of
the few effective keys to the design problem: the
ability of the designer to recognize as many of the
constraints as possible (and) his willingness and
enthusiasm for working within these constraints
—the constraints of price, size, strength, balance,
surface, time, etc.; each problem has its own
peculiar list.
Q: To whom does design address itself: to the
greatest number (the masses)? The specialists…
the enlightened amateur…a privileged social
class?
Eames: To the need.
MA Design 2.0: Integrated User Experience
4. On Design
!
(4-stage design process model)
• "Everyone designs who devises
courses of action aimed at changing
existing situations into preferred
ones." –Herbert Simon
•
"Design
is
only
secondarily
about
pretty
lumpy
objects,
and
primarily
about
a
whole
approach
to
doing
business,
serving
customers,
and
providing
value."
"Design...
has
become
central
to
enterprise
strategy."
Design is all about looking carefully
at qualities of human experience,
understanding the challenges and
opportunities involved, and making
things that point to future new value
and solutions.
–Tom
Peters
MA Design 2.0: Integrated User Experience
5. On a Human-Centered Focus
Assessing
Stakeholder
Motives,
Needs,
Desires:
!
•
•
•
How design builds value on the basis of human
experience
Student
motivation
Program
motivation
Institutional
motivation
MA Design 2.0: Integrated User Experience
6. Designing a lively, highfunctioning service experience
is demanding work
• Services are "living" systems, core to
the enterprise
• Service development is never done
• Services must be curated, improved,
reinvented
• Quality is performance-based, and
ultimately assessed qualitatively,
subjectively
• Service expectations vary widely, and
perceived gaps–however minor–
proliferate and grow in significance
MA Design 2.0: Integrated User Experience
7. Student consumers are being
empowered, and they have no
patience for poor (thin)
educational experiences
Absorption
Passive
Partic-
ipation
Entertainment
Esthetic
Education
Active
Partic-
ipation
Escapist
Immersion
–Pine
&
Gilmore
(1998)
high
touch
“thick”
experience
quality
low
touch
“thin”
• Human-centered design principles,
methods and practices came about as
an answer to poorly designed, hard-touse software.
• The current state of rigid, complicated,
unreliable and distracting online course
software is ripe for innovation
• Education is a consumer service
experience, and consumers (students
and faculty) cannot fail to notice if the
service has been compromised through
poor design. They have a right to expect
better.
MA Design 2.0: Integrated User Experience
8. Our assessment (so far) of current
online course application software
•
•
Service failures are not uncommon, making
reliability an issue
•
•
Our
observation
of
online
course
sessions
and
our
demoing
of
various
online
software
leaves
an
impression
of
being
"underwater"
con@ined
in
scuba
gear.
Sure,
we
can
breath,
we
can
(kind
of)
see
and
talk
hear
each
other,
but
the
foreignness
perception
is
pervasive
and
limits
the
quality
of
our
interaction.
Fluency
at
higher
order
forms
of
thinking
(Bloom),
creativity
and
social
interaction
(Goffman)
is
a
real
challenge
when
the
medium
is
such
a
distraction.
Gained
mastery
will
probably
come,
but
it's
a
steep
learning
curve.
The technology is always present, rarely recedes
into the background. The stiffness and nonintuitive UI is frequently a conscious social and
cognitive distraction
Overpopulated MOOCs bleed students
•
The faculty learning curve is steep in bending
the technology beyond the most basic
functionality. Nevertheless, determined effort is
likely to yield functional competency
•
Teachers are expected to adapt their courses
and teaching to the technology's limitations
rather than expect the technology to fit human
requirements in the classroom
The economics of online courses can lead to
expedient choices and weak, “zombie” offerings
MA Design 2.0: Integrated User Experience
9. 2. Research Questions
Noah
Albro
Creating a value ecology
1. Is it possible build a vital, high
functioning graduate program ecology
that meshes Edwards and Lawrence
campus students together with a ratio
of online students?
!
2. Is it possible to take a standard
online course software platform, or
optimize a Google Coursebuilder
configuration and place it at the core of
such a graduate design program–
without suffering a loss of coherence
or student engagement?
"Always
design
a
thing
by
considering
it
in
its
next
larger
context..."
-‐
Eliel
Saarinen
MA Design 2.0: Integrated User Experience
10. On Systems
We began by studying systems and
engaged in preliminary research to
determine the current state of how
people learn online and the online
education industry.
!
• Service Safari
• Tools for online teaching and
collaborative work
• Online education resource
research
MA Design 2.0: Integrated User Experience
11. On The Student Experience
We interviewed people who had taken
online classes before and gathered
their impressions and insights.
!
• What worked?
• What lacked?
• What was their motivation?
MA Design 2.0: Integrated User Experience
12. 3. Method
Amanda
Boyd
Understanding Audience
Requirements
The population of graduate level
design students in blended online and
offline programs is, so far, small to
non-existent. So we set out to study
each group independentlygraduate
level design students and current
online students) independently.
Online Student Requirements
Designers’ Graduate Program Requirements
Following this work we constructed
a picture of this composite
audience.
MA Design 2.0: Integrated User Experience
13. Designers’ Graduate Program Requirements
We
used
insights
gathered
about
designers
to
develop
a
list
of
requirements
that
should
be
present
in
an
advanced
online
learning
experience
in
Design.
•
•
•
•
•
•
•
•
Access to high-value, empowering
knowledge
New professional competencies, skills
Professional credentials
Access to a group of likeminded peers
Access to knowledgeable mentors
Assurance of program value
Assurance of program applicability to
career goals
Prospect of career marketability
MA Design 2.0: Integrated User Experience
14. Persona Development
Our Target Users
We interviewed designers to
understand their behaviors and
requirements.
!
•
•
•
What do they need, want, desire
in a professional education?
How do they act, talk, present
themselves (their behaviors)?
What would be their
requirements in a blended
online learning experience?
MA Design 2.0: Integrated User Experience
15. Persona 1: "Jia"
•
•
•
•
•
•
•
•
25 y/o single female
Lives in midsize Midwestern American city,
and wants to stay there
Art Director at a modest design and brand
comms firm
Smart, curious, discriminating, but socially
skilled
Realizes her education and skills are not
keeping pace with changing industry
tends, competencies, market demands
Shopping around for the best available
graduate design option
Connected to the local AIGA design
community, has an active online presence
with LinkedIn
Writes a blog on her design, decorating,
photography, cooking interests
MA Design 2.0: Integrated User Experience
16. Persona 2: "Brian"
•
•
•
•
•
•
•
•
•
30 y/o tech project manager for a vertical
software product co. in Midwest US
Married w/ two small children
Strong ego; good copywriter; can’t draw
B.S. Marketing Management, Minor in English
Attended a few design-related conferences;
seeks a design competency that leverages his
marketing background to help him get ahead
Restless; wants career transition, but
concerned it may not go smoothly
Comes from conservative Christian bg, btu
sees himself as a Creative: a music lover; plays
with
Friends in a band on the weekend
Occasionally browses design-related websites:
DMI, Design Taxi, mashables, AIGA, HOW
Design
MA Design 2.0: Integrated User Experience
17. Persona 3: "Ian"
•
•
•
•
•
•
23 y/o undergrad design student at a small
liberal arts university in the Dallas area
Graduating near top of class with a BFA in
Media Design this Spring
Strong student portfolio; decent technical
skills; weak communication and presentation
skills
Idealistic about design; knows little about
business or markets
Anxious about his future; little professional
experience, but has an Internship lined up for
summer
Fashion savvy: black thick-framed glasses,
Baldwin jeans, Nixon watch - up on current
styles
MA Design 2.0: Integrated User Experience
18. Current or Recent Online Student Requirements
We
used
the
insights
that
we
gathered
about
the
current
online
students
to
develop
a
list
of
requirements
that
should
be
present
in
an
online
education
experience
•
•
•
•
•
•
•
•
Flexible scheduling
Affordability: cost-benefit
Collaborative group activity
Live content and group interaction
Timely personalized help, feedback
Relatable content by learning style: visual,
aural, verbal, social
Option for doing independent work
Accessible technology
MA Design 2.0: Integrated User Experience
19. User Modes & Requirements Matrix
MA Design 2.0: Integrated User Experience
20. User Modes & Requirements Matrix
MA Design 2.0: Integrated User Experience
21. User Modes & Requirements Matrix
MA Design 2.0: Integrated User Experience
22. 4. Research Results
Solve For Four (4) Actionable User Needs:
A. Improved Onboarding, Communications
& Student Support
B. Ensured Live Engagement & Compelling
Delivery of Content
C. Foster a Community Network and
Connected Content Library
D. Build a Professional Alumni Network &
External Community
MA Design 2.0: Integrated User Experience
23. 4A. Improved
Onboarding,
Communications &
Student Support
!
•
Daniel
Chin,
Taylor
Zhang,
Amanda
Boyd
What is the current state
experience?
- Personal Journeys
- The Good & The Bad
•
How can the current experience be
improved?
•
•
Prescribed experience
Creating a scenario
MA Design 2.0: Integrated User Experience
24. What is the current student onboard experience?
Taylor's
International
Journey
MA Design 2.0: Integrated User Experience
25. What is the current student onboarding experience?
Daniel's
Local
Journey
MA Design 2.0: Integrated User Experience
26. What do program graduates report?
A
Design
Management
graduate's
journey
1.)
I
was
pleased
to
learn
that
KU
was
now
offering
a
Master's
program
relevant
to
my
current
line
of
work
and
interests,
and
that
I
would
be
able
to
attend
while
continuing
to
be
employed.
Initially
an
IxD
major,
I
later
switched
to
DM
as
I
began
to
see
strategy
was
more
in
line
with
my
goals,
although
it
seems
as
if
there
is
little
difference
between
the
two
program
requirements
other
than
the
focus
of
the
thesis.
2.)
Initially
I
was
discouraged
by
the
coursework
(reason
below)
but
over
time
I
began
to
see
value
in
the
material.
Negative Experiences
Positive Experiences
program
assessment
Application
process
Sem 1
Sem 2
Sem 3
Sem 4
Sem 5
Sem 6
Sem 7
✔
Sem 8......
Graduation
✔
✘
✘
✘
✘
1.)
The
application
requirements,
specidically
the
GRE,
seem
irrelevant
to
the
course
of
study.
The
portfolio
request
may
have
led
to
the
incorrect
assumptions
related
to
point
2.
2.)
At
the
beginning
of
the
program
I
was
disappointed
at
the
amount
of
book
study
and
pure
theory.
Coming
from
a
BFA,
most
of
our
work
was
the
application
of
theory
and
in
the
beginning
I
wasn't
aware
of
the
drastic
difference
between
the
nature
of
Fine
Arts
programs
vs.
that
of
Arts
programs.
I
assumed,
incorrectly,
that
most
design
programs
were
similar
in
format.
I
do
wish
there
were
more
emphasis
on
the
real
world
application
of
learned
theory,
but
I'm
one
of
the
people
who
learn
by
doing.
3.)
I
wish
there
would
have
been
more
structure
surrounding
thesis
material
preparation.
Perhaps
scheduled
peer
collaboration/reviews.
It's
easy
to
feel
like
you're
out
on
an
island
during
that
time.
MA Design 2.0: Integrated User Experience
27. What do program graduates report?
A
Design
Management
graduate's
journey
The
course
descriptions
were
true
to
the
actual
course
work.
I
enjoyed
the
classes
and
have
been
able
to
apply
what
I
have
learned
almost
immediately.
Positive Experiences
program
assessment
Application
process
✔
Sem 1
Sem 2
Sem 3
Sem 4
Sem 5
Sem 6
Sem 7
Sem 8......
Graduation
✔
✔
Negative Experiences
✘
✘
My
only
negative
is
the
application
process.
It
seemed
very
disorganized.
We
were
expected
to
have
all
these
items
prepared
then
in
anticipation
of
acceptance
and
it
seemed
as
though
there
was
no
sense
of
urgency.
I
didn't
dind
out
that
I
was
accepted
until
it
was
almost
too
late
to
get
into
classes.
MA Design 2.0: Integrated User Experience
28. Target and solve the
causes of negative
service interactions
Daniel's Experience Journey
MA Design 2.0: Integrated User Experience
30. A Prescribed Onboarding Experience Scenario
"Jia's" Journey
https://www.youtube.com/watch?
feature=player_embedded&v=rOVSI9Uq7JA
MA Design 2.0: Integrated User Experience
31. 4B. Ensured Live
Engagement,
Compelling Delivery
of Content
Melissa
Sorrick,
Noah
Albro,
Liz
Armstrong
•
•
•
•
!
Opportunity for Independent Work
Live Meetings and Discussion
Rich Content and Multi-modal
Delivery
Immersion in Advanced,
Empowering Knowledge
MA Design 2.0: Integrated User Experience
32. Combined Physical & Online Sessions
MA Design 2.0: Integrated User Experience
33. A Student Collaborative Teaming Scenario
Key Features
•
•
•
•
•
Screen/video sharing
Planning, diagramming,
sketching
Document Collaboration
Presenting: SlideShare
Project, task Management
Watch
how
graduate
design
students
might
study
and
work
collaboratively
in
a
blended
online/ofdline
program.
http://www.youtube.com/watch?v=Rh_s1Z1_oD8
MA Design 2.0: Integrated User Experience
34. 4C. Foster a Community
Network and Connected
Content Library
Jordan
Kelly,
Sarah
Lanzer
•
Powerful program content and
applications that are current, relevant
and engaging to students
•
Opportunity for learning from outside
sources
•
Information sharing to other
classmates
•
Outlets for students to expand on
information
•
Communication between students and
teachers
MA Design 2.0: Integrated User Experience
38. 4C. Community
Network and Content
Library:
Scenario:
“JIA”
COMES
HOME
Saturday
morning
after
giving
herself
a
break
after
a
long
week
of
work
and
clients.
The
night
before
she
attended
an
event
within
the
surrounding
area.
She
posts
some
pictures
and
her
thoughts
about
the
event
on
the
class
blog.
Then
she
pulls
up
the
lecture
from
the
beginning
of
the
week.
While
listening
she
is
simultaneously
checking
out
the
links
that
were
posted
by
other
students
on
the
twitter
feed.
After
the
lecture
ends,
she
reads
Brian’s
post
on
the
discussion
board.
She
comments
from
her
own
point
of
view
and
also
gives
Brian
some
helpful
pointers.
She
spends
the
next
couple
of
hours
searching
the
web
and
dinds
two
great
articles
on
design
that
she
thinks
will
be
very
benedicial
to
the
students
and
relate
well
to
the
speaker
of
the
week’s
topic.
MA Design 2.0: Integrated User Experience
39. 4C. Community
Network and Content
Library:
Scenario:
“BRIAN”
COMES
HOME
from
school,
and
opens
his
computer.
He
enjoys
watching
the
weekly
lectures
live
because
he
is
able
to
engage
with
the
speaker
and
ask
questions.
Once
the
lecture
is
over,
he
sits
down
the
have
dinner
with
his
family.
After
he
logs
back
onto
the
class
site.
This
response
allows
him
to
understand
the
relationship
between
his
current
position
within
the
workplace
and
his
desired
position.
Scenario:
“IAN”
COMES
HOME
from
studio
and
grabs
his
computer
to
complete
his
online
class
assignment
before
heading
out
with
his
friends
for
the
night.
He
opens
his
computer
and
logs
onto
the
class
network.
He
then
opens
the
lecture
of
the
week
that
was
recorded
a
few
days
before.
He
listens
as
he
glances
at
classmates’
blogs.
He
dinds
the
lectures
interesting
but
usually
struggles
to
dit
them
in
every
week
with
his
busy
schedule.
Which
is
why
most
of
them
are
spent
multi
tasking.
He
quickly
types
up
a
response
to
show
his
understanding
and
knowledge
of
what
the
speaker
was
teaching
and
posts
it
to
the
discussion
board.
MA Design 2.0: Integrated User Experience
40. 4D. Professional
Alumni Network &
External Community
!
Rebecca
Magario,
Rachel
Lin
How professional networks work
MA Design 2.0: Integrated User Experience
44. Ways to facilitate the growth of a community
•
•
•
•
Creating opportunities for people to
meet and connect (events, conferences,
traveling, volunteering, clubs,
workshops, etc.)
Utilizing public social media, such as
Facebook and LinkedIn to disseminate
pertinent information. As well as,
focusing on improving School web
platform to maximize the flow of
information.
Promote professional online/corporate
contributions from successful people,
students and alumni for learning
opportunities.
Recruitments (LinkedIn, Symposia, etc.)
MA Design 2.0: Integrated User Experience
45. Using existing social media and LinkedIn platform to
build on current existing professional network model
Current network at KU: informal
and small in scale
MA Design 2.0: Integrated User Experience
46. A convergence of platforms to a specific student-
centered interface
The School could thrive on a
platform that facilitates the
growth of a community
where students, graduates,
faculty and professionals
connect and share
information
MA Design 2.0: Integrated User Experience
48. 5. Conclusions &
Recommendations
• Invite 3-5 online guest students to a
forthcoming KU MA Design course,
and beta test different software
configurations to improve
communication and collaborative
work
• Work with Admins to redesign the
entire MA Design student
onboarding experience.
• Build and test a prototype alumni
and professional community network
channel
• Test launch a series of events: open-
houses, symposia through the KU
Center for Design Research
MA Design 2.0: Integrated User Experience
49. Designing
an
advanced
graduate-level
professional
learning
environment
that
blends
face-to-face
and
online
student
engagement
MA DESIGN 2.0 UX:
Integrated Professional
Program Development for
Relevance, Reach & Growth
Thanks!
Michael Eckersley, PhD
Contributing
Authors:
Amanda
Boyd
Daniel
Chin
Taylor
Zhang
Rachel
Lin
Rebecca
Magario
Jordan
Kelly
Sarah
Lanzer
Noah
Albro
Liz
Armstrong
Melissa
Sorrick
MA Design 2.0: Integrated User Experience