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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
User Modes & Requirements Matrix

MA Design 2.0: Integrated User Experience
User Modes & Requirements Matrix

MA Design 2.0: Integrated User Experience
User Modes & Requirements Matrix

MA Design 2.0: Integrated User Experience
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
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
What is the current student onboard experience?
Taylor's	
  International	
  Journey

MA Design 2.0: Integrated User Experience
What is the current student onboarding experience?
Daniel's	
  Local	
  Journey

MA Design 2.0: Integrated User Experience
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
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
Target and solve the
causes of negative
service interactions

Daniel's Experience Journey

MA Design 2.0: Integrated User Experience
A Prescribed Onboarding Experience

MA Design 2.0: Integrated User Experience
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
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
Combined Physical & Online Sessions

MA Design 2.0: Integrated User Experience
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
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
4C. Community
Network and Content
Library:

MA Design 2.0: Integrated User Experience
4C. Community
Network and Content
Library:

MA Design 2.0: Integrated User Experience
4C. Community
Network and Content
Library:

MA Design 2.0: Integrated User Experience
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
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
4D. Professional
Alumni Network &
External Community
!
Rebecca	
  Magario,	
  Rachel	
  Lin

How professional networks work

MA Design 2.0: Integrated User Experience
MA Design 2.0: Integrated User Experience
MA Design 2.0: Integrated User Experience
MA Design 2.0: Integrated User Experience
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
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
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
5. Conclusions &
Recommendations

MA Design 2.0: Integrated User Experience
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
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

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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
  • 29. A Prescribed Onboarding Experience 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
  • 35. 4C. Community Network and Content Library: MA Design 2.0: Integrated User Experience
  • 36. 4C. Community Network and Content Library: MA Design 2.0: Integrated User Experience
  • 37. 4C. Community Network and Content Library: 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
  • 41. MA Design 2.0: Integrated User Experience
  • 42. MA Design 2.0: Integrated User Experience
  • 43. 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
  • 47. 5. Conclusions & Recommendations 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