Impulse #8 // Revision, Discussion and Refinement of my Master’s Thesis Topic

As I look back on the final week of my studies at the FH, I had the chance to engage in several feedback sessions that have proven to be incredibly insightful in shaping the direction of my Master Thesis. These discussions have given me a clearer understanding of how to proceed with my research. While the feedback varied, it has helped me refine my focus and define the next steps for my thesis, allowing me to consider several potential directions.

Narrowing the Focus

The first round of feedback centered on my Exposé, and the main takeaway was that my topic needed further narrowing. Although I had already considered focusing the topic, hearing this point helped me realize the importance of it again. My research idea is initially quite broad, and the feedback highlighted that by refining my focus, I could dive deeper into the subject matter and avoid becoming overwhelmed by its scope. This feedback has been essential in helping me move from a general concept to something more precise, but I know there is still work to be done to define it even further.

Exploring Awareness Control

On Thursday, I had a discussion with an external expert who helped me gain a better understanding of the significance of my thesis in the broader design field. The expert highlighted that the topic is intriguing and important, especially in the context of adaptive interfaces and awareness control – and that there is still much to explore, particularly in the design domain. The expert also suggested focusing on a single system where adaptive changes would be valuable, rather than trying to address multiple systems with uncertain demand. One of the most helpful insights was the emphasis on perception psychology and the way external factors, such as lighting and user attention, influence how an environment is perceived. These insights reinforced the idea that I should aim to create adaptive interfaces that respond to specific contextual factors, such as lighting conditions or the user’s level of awareness. By narrowing the focus to one such system, I would be able to provide more meaningful insights. It became clear that the next step should be to dive into awareness control studies and related research, to better understand how one adaptive interface could be implemented in various contexts.

A Broad Start

In my meeting with my thesis supervisor, the advice was to start with a broader focus and then refine it as I gathered more data. This approach seemed very practical, as it allowed me to work in a more flexible way, without feeling pressured to make a final decision right away. Instead of committing to a single example immediately, I was encouraged to start working in the area and refine my focus as I moved forward. This felt liberating, as it gives me the opportunity to explore the general topic before narrowing it down based on my findings. My supervisor also suggested focusing on one practical use case later one, such as maps or mobility systems for example – an area I had already considered but hadn’t fully committed to yet. Given that adaptive design could add significant value in these systems, I began to realize that this could be a potential direction to explore. However, I also decided that this focus is not yet fixed, and I have the flexibility to decide later on whether I want to pursue mobility systems or something else entirely.

Practical Applications and Testing

As I continued to reflect on the feedback, another external expert reminded me of the importance of context when designing adaptive interfaces. This expert emphasized that different contexts – such as different environments or use cases – have a huge impact on how interfaces should adapt. For instance, navigation systems for bicycles need to account for lighting conditions and external factors like weather or speed, which wouldn’t be as critical in other contexts, such as car navigation systems. This feedback underscored the importance of considering real-world scenarios and environmental factors when developing adaptive prototypes. By simulating these conditions, I could better understand how adaptive interfaces perform and how users interact with them

Deepening Research and Exploring Directions

Given all the feedback I’ve received, I have decided that the next step is to begin with deeper research into adaptive interfaces and awareness control. I will start by exploring existing research and looking into studies across various fields, including design, technology, psychology, and sociology. This will provide me with a better understanding of where the gaps in research lie and help me refine my focus. While I have already gathered substantial feedback about the potential of mobility systems and maps as an application for my thesis, I’m still undecided on whether this is the direction I want to take. The feedback has given me many solid entry points into this area, but I need to carefully consider whether this focus aligns with my interests and the goals of my thesis. There’s still the possibility that I might decide to explore another area entirely. If I choose to go in a different direction, I can still apply the same feedback to other systems and contexts. The decision will be made once I continue my research and start exploring practical examples and case studies. By reviewing papers and understanding the different challenges in the design of adaptive interfaces, I will be able to determine if mobility systems and maps are indeed the right focus, or if another domain would offer more opportunities for meaningful exploration.

Moving Forward with Flexibility

In conclusion, this final week of feedback sessions has been crucial in helping me define the next steps for my Master Thesis. While mobility systems and maps are strong potential directions, I’m still open to exploring other areas. My immediate next step is to begin deepening my research into adaptive interfaces and awareness control, and based on this research, I will make an informed decision on whether to pursue mobility systems or another area. With a clear plan for starting my research and refining my focus as I go, I am excited to move forward and see where my thesis journey leads.

Impulse #7 // Study Subject and Final Showcase // Luminous Flora – Combining Creativity and Technology for an Immersive and Interactive Art Experience

For our final master studies showcase »Kaleidoscope«, I had the opportunity to work on a project that merged art, interaction design, and media design in a unique and immersive way. The project, titled “Luminous Flora”, invited visitors to create their own personalized flower arrangements using a tablet, and experience their design through projection mapping onto a 3D sculpture. As interaction designers, my team and I were primarily responsible for the app development and integrating the design with the projection system. This experience allowed me to explore the challenges of user interface design and discover new tools that dramatically impacted our process, specifically ProtoPie.

The Concept: Merging Creativity and Technology

The core concept of “Luminous Flora” was to give visitors an opportunity to design their own flower bouquet, combining their creativity with digital technology for a truly interactive art experience. The idea was while using a tablet, visitors could choose flowers, arrange them as they liked, and then see their creation projected onto a custom-made polygon structure, making the bouquet appear as a tangible, 3D object. The flowers were carefully crafted in a 3D program, ensuring realistic textures, colors, and shapes to bring them to life digitally. This combination of user interaction and projection mapping showcased how art and technology can collaborate to create something innovative and engaging.

Overcoming Technical Challenges: From Coding to ProtoPie

Initially, we planned to build the app using Angular, but we quickly hit technical roadblocks. Integrating live projection and connecting with Resolume software proved difficult, and our coding skills couldn’t keep up with the project’s complexity. That’s when we first heard about ProtoPie, a no-code design tool. At first, we were uncertain, but soon realized it was the perfect solution. ProtoPie’s intuitive interface allowed us to focus on the creative aspects without getting bogged down by coding challenges. It enabled us to create interactive prototypes without any coding. We could design interactions using simple triggers and actions, making the process much faster. Its integration with Figma allowed us to easily import our designs and turn them into prototypes. ProtoPie’s component-based system also made it easy to maintain consistency across the app. The real-time preview feature allowed us to instantly test and refine our interactions, speeding up the iteration process and enhancing our workflow. ProtoPie ultimately allowed us to turn our creative ideas into a fully functional interactive experience for the Luminous Flora project, without the technical struggles we initially faced.

A Collaborative Journey: Lessons Learned

The development of the Luminous Flora project taught us valuable lessons in collaboration and adaptability. The process wasn’t always smooth, and there were times when communication between different majors was challenging. At the beginning, it was difficult to stay on the same page and manage tasks effectively. Sometimes, as deadlines approached, it felt like we were scrambling to complete everything. However, despite these challenges, we pushed forward, and the end result was an interactive experience that exceeded our expectations. The collaboration between the different design disciplines was crucial. By constantly communicating, sharing ideas, and giving feedback, we were able to create something that not only worked technically but was also engaging and creative. The final app was visually appealing and easy to navigate, offering users an immersive experience as they designed their bouquets and saw them projected in real-time.

Conclusion: Insights into User Interface Design and the Future of No-Code Tools

The Luminous Flora project provided me with valuable insights into the integration of user interfaces with physical experiences, particularly through projection mapping, and how external factors like lighting, environment, and technological constraints shape the design process. I learned how essential it is to choose the right tools, as ProtoPie allowed us to rapidly prototype and test ideas without the burden of complex coding. This experience has significantly influenced my research, especially in understanding how external influences can affect user interface design and user interaction. Moving forward, I’m eager to explore no-code tools like ProtoPie more deeply, as they offer new possibilities for faster iteration and creative experimentation, especially in the development of adaptive systems. The ability to create personalized, responsive interfaces with ease has opened new paths for my future projects, and I look forward to further exploring these tools in the context of dynamic, user-centered design.

Links

https://kaleidoscope-showcase.netlify.app
https://www.protopie.io
https://resolume.com

Impulse #6 // Video Workshop // Build User-Adaptive Interfaces, Adam Argyle

As further impulse for my blog posts, I have chosen a YouTube workshop – but this time from the developer’s point of view (Chrome for Developers). So far, my content has been more related to the design perspective, and my basic result with my master’s thesis will also be more focused to this aspect. But in order to be able to look at this in its entirety, insights into development will also be necessary – both in the past (as here, what was and is already possible) and above all in the future (what will still be possible with AI and co.).

Creating User-Adaptive Interfaces: A Foundation for Future Research

In a world where personalization plays a crucial role in shaping user experiences, the concept of user-adaptive interfaces is gaining significant attention. These interfaces automatically adjust to a user’s preferences, device, and environment without requiring explicit input. This idea was explored in Adam Argyle’s three-year-old workshop on creating user-adaptive interfaces using CSS, which remains highly relevant today. The core takeaway from Argyle’s workshop was how web developers can leverage CSS techniques to design interfaces that dynamically adapt to various user preferences. For me, this workshop served as an essential foundation for my research, providing a glimpse into what was possible at the time and what will only continue to grow in the future.

User Preferences and CSS: Building Adaptive Experiences

Argyle opened the workshop by highlighting the goal of creating user-adaptive interfaces: ensuring a seamless experience for users without them needing to adjust settings. The interface should adapt transparently to the user’s preferences, such as operating system settings for light/dark mode, font size, or motion preferences, without them ever needing to interact with settings manually. To demonstrate this, Argyle used an example of a settings page that adapts to the user’s system preferences. The goal was to ensure that the settings and design of the page respond automatically to the user’s environment. For example, if a user prefers a light or dark theme or has set their operating system’s font size to be larger, the interface would respect these preferences without the user needing to manually select options on the page. This transparent adaptation is crucial for creating a user experience that feels personalized and effortless.

Key Techniques: Media Queries and Relative Units

Argyle discussed several key CSS techniques that are crucial for building these adaptive interfaces, starting with media queries. Media queries allow developers to apply different styles based on factors such as device size, orientation, and user preferences like font size or color scheme. One important lesson was the use of relative units like rem instead of fixed pixel values. rem units ensure that the design respects the user’s font size preferences, whether they adjust font size through the operating system or the browser. By building the design using relative units, interfaces can better adapt to users’ preferences, making text readable for all users, no matter their settings. Argyle also introduced the concept of logical properties in CSS, which help create interfaces that adjust to different writing directions (e.g., left-to-right or right-to-left). Using properties like margin-inline-start and margin-inline-end ensures that the layout adapts automatically to languages with different reading orientations without requiring additional code for each language.

Accessibility: Adapting to Different Input Devices

One essential takeaway from the workshop was again accessibility. Argyle emphasized the importance of creating designs that adapt to different input methods, such as mouse, keyboard, touch, and screen readers. For instance, the size of clickable elements like checkboxes should change depending on the type of input device. Users with touch input would benefit from larger checkboxes, while those using a mouse can interact with smaller elements. By leveraging CSS to detect the type of input method and adapt the interface accordingly, developers can ensure a more inclusive user experience for everyone, regardless of their device or input preference.

Motion Preferences and Layouts

Another important topic covered in the workshop was motion preferences, especially for users sensitive to animations. With the growing use of reduce-motion settings in operating systems and browsers, it is essential to design interfaces that can automatically adjust to these settings. Argyle showed how to use media queries like prefers-reduced-motion to disable or alter animations for users who are sensitive to motion. Additionally, Argyle demonstrated how CSS could be used to create motion-sensitive animations that could be disabled for users with motion preferences. This dynamic adaptation of animations ensures that the experience remains accessible to a wider range of users.

The Road Ahead: My Research and Future Exploration

Reflecting on this workshop, I realize that it offers a solid starting point for my research into user-adaptive interfaces. The techniques Argyle introduced were groundbreaking at the time – approximately three years ago – and they serve as a foundation for my work in exploring how CSS can be leveraged to create more personalized, dynamic, and inclusive interfaces. For my research, this workshop acts as a stepping stone, offering a glimpse into the potential of user-adaptive interfaces. It’s exciting to think about how these techniques will evolve and expand in the future. For example, personalized interactions, deeper integration with machine learning, and more real-time adaptations based on user behavior could transform how interfaces respond to users. This workshop has helped shape the way I think about adaptive design, and moving forward, I will continue to explore how these principles can be taken further. While the techniques Argyle demonstrated are already effective, the future holds immense possibilities for creating more inclusive, efficient, and dynamic web experiences. As the technology continues to evolve, the ability to create interfaces that intuitively respond to the user’s preferences will only grow, offering endless opportunities for innovation.

Conclusion

In conclusion, the workshop on user-adaptive interfaces was an insightful starting point for my research, providing a foundational understanding of what is and was already technically possible at the time. Although the video was uploaded three years ago, it remains an exciting glimpse into the potential of CSS in creating interfaces that adjust to users’ needs. Moving forward, I look forward to expanding on these ideas and exploring how future technologies, like AI, can enhance adaptive design even further. This is just the beginning of a broader journey into more responsive and personalized interfaces and experiences.

Links

https://www.youtube.com/watch?v=865olcAfwFg
https://goo.gle/cds21-allsessions
https://goo.gle/ChromeDevs

Impulse #5 // World Usability Day // Accessibility: How the iPhone Supports Blind People in their Daily Life, Claudio Zeni

On November 14, I attended a lecture at World Usability Day, delivered by Claudio Zeni. The talk focused on Apple’s design innovations, particularly the VoiceOver technology, which has been essential in making smartphones accessible to blind and visually impaired people.

The Introduction of the iPhone and its Accessibility Impact

When the iPhone was first released in 2007, it revolutionized the smartphone industry. However, many in the blind community were skeptical about its usability, especially due to the lack of physical buttons. The question remained: How could a blind person interact with a touchscreen device? This challenge was addressed in 2009 when Apple introduced VoiceOver, the first integrated screen reader on a smartphone. Before VoiceOver, screen readers were available only on desktop computers, and for smartphones, additional costs and installations were required to make them accessible. Apple’s solution allowed blind users to walk into a store, purchase an iPhone, and immediately use it—without extra payment, installations, or assistance. This integration removed many barriers, making smartphones more accessible to the blind community.

iPhone vs. Other Smartphones: The VoiceOver Advantage

While other smartphones had screen readers too, these systems had significant drawbacks, including high costs and installation complexities. The iPhone’s VoiceOver was revolutionary because it provided a built-in solution that required no additional steps to activate. This made the iPhone not just accessible, but intuitive for blind users. Also compared to Android’s TalkBack, Apple’s VoiceOver is more sophisticated and user-friendly, making the iPhone the preferred choice among many visually impaired people. The simplicity of VoiceOver allows users to touch the screen and hear what is under their finger, and with a simple double-tap, they can activate the item. This easy interaction has made the iPhone a powerful tool for blind users.

Real-World Application: Navigating with the iPhone

Claudio demonstrated how a blind user can plan a journey using the DB Navigator app. For example, when planning a trip from Düsseldorf to Graz, VoiceOver read aloud the available train connections, guiding the user through each step of the journey. This made it clear how far we’ve come in enabling blind individuals to navigate complex systems like train schedules independently. The ability to use such everyday services without assistance has significantly improved the lives of blind users.

Simplicity and Apple’s Design Philosophy

Apple’s design philosophy, which emphasizes simplicity, is a key factor in the success of VoiceOver. The intuitive nature of the iPhone’s design ensures that its accessibility features are seamless and easy to use. For instance, when using the iPhone’s keyboard, users can slide their fingers over the keys, and VoiceOver will read the letters aloud. Once the user lifts their finger, the letter is typed, allowing for simple and effective interaction. This simple approach to interaction is key to ensuring that blind users can engage with their phones in a natural and intuitive way. By reducing complexity, Apple has made its devices accessible without overwhelming users.

Not All Apps Are Fully Accessible

However, Claudio pointed out that not all apps are fully accessible. Some apps have accessibility issues because developers fail to properly label their elements. In his example „mconnect“ VoiceOver would only read „button, button, button“, but without specifying what each button did. This issue occurs when developers do not use standard UI elements that VoiceOver can recognize. To ensure apps are fully accessible, developers must use standard elements and avoid custom designs that VoiceOver cannot interpret. This is a crucial lesson for designers—accessibility must be considered from the start of the design process.

Key Takeaways for Designers and Developers

One of the main lessons from Claudio’s presentation is that accessibility should be integrated into the design process from the beginning, not as an afterthought. If accessibility is included early on, it does not significantly increase the cost or complexity of the project. In fact, retrofitting accessibility features later can be both expensive and challenging. Designers should use standard UI elements to ensure that screen readers like VoiceOver can properly identify key elements such as headings, tables, and buttons. For example, instead of making text bold or increasing the font size to indicate a heading, designers should use the appropriate HTML heading tags. This ensures that screen readers can correctly interpret and navigate the content.

The Future: AI and Accessibility

Claudio also discussed the role of artificial intelligence (AI) in enhancing accessibility. AI is already being used in image recognition, which could help blind users by describing images on websites or apps. Additionally, devices like the Envision glasses provide real-time descriptions of the environment, offering a glimpse into what the future of accessibility might look like. However, Claudio stressed that AI should complement good design, not replace it. Accessibility features should be built into the design process, and AI should enhance these features, helping users gain even greater independence.

Conclusion: Accessibility Is Key to Inclusive Design

The key takeaway from this session is that accessibility must be considered from the beginning of the design process. Apple’s integration of VoiceOver into the iPhone has made it a powerful tool for blind users, proving that accessible design doesn’t have to be complicated or costly. By using standard UI elements and thinking inclusively, designers can create products that are accessible to all users. This session has provided valuable insights that will guide my research into adaptive and context-aware interfaces, particularly in terms of how accessibility can be seamlessly integrated into user interface design.

Links

https://worldusabilityday.at
https://www.youtube.com/watch?v=mZ_O0eSX8GM
https://www.linkedin.com/in/claudio-zeni-a6a05a347/

Impulse #4 // Customer Workshop and Development of an Interface for Industrial Roboter

Within my profession, I had the opportunity to participate in a customer workshop that focussed on the design of an interface for industrial robots. While I can’t share details about the project for confidentiality reasons, the experience itself was incredibly enlightening for me and my research topic and provided a unique, hands-on experience.

The workshop began with an in-depth discussion about the problem and the customer’s needs for their clients and their expectations. This was followed by development of personas, mapping of user journeys and brainstorming of initial concepts. These early stages of the process were essential for understanding the core requirements and user needs. As the day progressed, we developed and refined the ideas and came up with new insights that had not previously been considered. This process emphasised the importance of early cooperation between different teams as new solutions and directions emerged through discussion and collaboration.

As we progressed and as a follow-up for the workhops, we created user journeys, wireframes, and user interfaces, which were continuously refined through client feedback. This iterative approach allowed us to build a clearer picture of the design requirements and adapt to the project’s evolving needs.

For my research topic, this workshop was an invaluable experience, as it firstly highlighted the impact of external (and internal) influences on user interfaces – in that case in industrial environments. Factors such as poor lighting conditions, dust, and the use of gloves had a significant effect on how the touch interface should be designed. This sparked my interest in exploring how different (in that case environmental) factors influence the usability and design of interfaces, leading to my new initial idea for my master’s thesis topic: Internal and External Influences on User Interfaces and User Experience: Towards Holistic Understanding and Adaptive Design Strategies, which was later expanded to Adaptive and Context-Aware User Interfaces: Strategies for User-Centered Design and Optimizing User Experience in Response to Internal and External Influences.

Impulse #3 // UX Graz // Regularly Meetups orginized by Johannes Lehner

Attending UX Graz meetups has been an invaluable experience in expanding my understanding of user experience (UX) design and its real-world applications. These meetups have provided significant inspiration, new insights, and practical knowledge that I can integrate into my work. UX Graz is a community for UX professionals and anyone interested in UX, providing a platform for learning, networking, and sharing knowledge about the latest trends in UX design. The events feature a variety of talks and discussions, and I’ve had the opportunity to attend several sessions throughout 2023 and 2024, each offering unique insights into different areas of UX.

UX Graz – A Platform for Networking and Learning

UX Graz is an inclusive community for UX enthusiasts of all levels. It offers both local and online meetups, allowing people to connect, learn, and collaborate on UX-related topics. I’ve attended both in-person and online events, each providing distinct advantages. Online meetups offer the flexibility to join from anywhere, which is perfect when you don’t have the time to attend in person. However, attending in person allows for networking opportunities and deeper engagement, especially when the meetup is hosted by a company, offering a chance to interact with industry professionals in a real-world setting. Over the past year, I’ve participated in various events, including topics like Live UX Expert Reviews, Unlocking Synergy: DEV x UX, UX for AI, and From UX to Perfect UI in 5 Simple Steps etc.. Each event has been informative, engaging, and has inspired new directions for my research, particularly around how to build adaptive systems that consider the diverse needs of users.

Unlocking Synergy: DEV x UX

The first session I’d like to highlight is „Unlocking Synergy: DEV x UX“, which addressed the often challenging but highly rewarding relationship between UX designers and developers. This talk focused on the miscommunication and silos that commonly arise between these two fields, hindering collaboration. However, it also explored the great potential for innovation when these two disciplines align their efforts. The speaker, Tobias Lubrano and Johannes Lehner, provided practical strategies for bridging the gap between UX designers and developers, emphasizing the importance of understanding each other’s roles and goals. This session resonated with me, as it aligns with my research on how to foster collaboration and create adaptable systems that work seamlessly across different disciplines. This collaboration can elevate user experience and efficiency, which is crucial for building successful adaptive systems.

UX for AI

Another event that piqued my interest was “UX for AI”, where the topic revolved around designing user experiences for artificial intelligence systems. As AI continues to be integrated into more products and services, designing for AI interfaces presents unique challenges, particularly in ensuring that AI systems remain user-friendly and accessible. This session provided valuable insights into AI-driven design and how to make AI interactions more intuitive for users. Understanding how to design these interfaces, keeping users in mind while maintaining the functionality of AI, has become a critical part of my research, especially as I explore how adaptive systems can integrate AI without compromising user experience or accessibility.

From UX to Perfect UI in 5 Simple Steps

Lastly, within the event “From UX to Perfect UI in 5 Simple Steps”, where Urszula, a UI Designer at Parkside, walked us through the process of transforming wireframes into a visually appealing and functional user interface. She covered important topics like design systems, color theory, typography, and UI components, all of which are fundamental to creating a coherent, accessible UI. This event deepened my understanding of how crucial visual design elements are in improving user experience and accessibility. It also showed me how to efficiently transition from UX research and wireframes to a polished UI design, while maintaining consistency and usability across different platforms. This experience directly informs my work on creating adaptive systems that not only function well but are also aesthetically appealing and user-friendly.

Networking and Learning

One of the most valuable aspects of attending these UX Graz meetups is the networking opportunities. Each event encourages open discussions and Q&A sessions, where attendees can ask questions, share their challenges, and receive feedback from experts and fellow participants. The chance to meet like-minded individuals and industry professionals in a more informal setting is incredibly beneficial. The events are also a great way to learn about new tools, methods, and trends in UX, which I can apply to my own research.

Conclusion

The UX Graz meetups have been an invaluable source of inspiration, offering new perspectives that are directly applicable not only to my research but also to my profession. The discussions on collaboration between UX and development, designing for AI, and creating intuitive UI designs have enriched my understanding of how to design systems that are both functional and inclusive. These meetups have reinforced the importance of user-centered design, ensuring that the systems I develop are accessible, adaptable, and truly meet the needs of all users. I will continue attending these meetups to stay informed, exchange knowledge, and gain fresh insights that will help shape my research and expand my professional network in the UX field. Networking, sharing knowledge, and staying current with the latest trends are crucial, and these events provide an ideal platform for all of these.

Links

https://www.meetup.com/de-DE/uxgraz
https://www.linkedin.com/company/uxgraz
https://www.linkedin.com/in/jbeargraphics/

Interactive Design Thinking Portfolio: A tool for User Experience Designers

Title: Interactive Design Thinking Portfolio: A Tool for User Experience Designers
Author: Behnaz Norouzi
Publication Year: 2017
Institution: Lappeenranta University of Technology
Study Program: Computer Science (Software Engineering)

When I came across this thesis, I was interested to it because of my own interest in creating a tool for UX designers based on the Double Diamond framework. I’m currently exploring how to develop a tool that can provide designers with structured guidance, while also highlighting the importance of different design steps to stakeholders. Norouzi’s work aligned with these goals, providing a solid foundation to evaluate for inspiration and improvement.

Level of Design

The thesis generally includes clear and functional designs for the different design methods within the design thinking process. The graphics are consistent and illustrate the methods effectively, though they could have been more refined or creatively presented for better visual appeal. The Interactive Design Thinking Portfolio prototype itself (https://d2wlbq.axshare.com/home.html) felt quite basic and could benefit from a more intuitive and visually attractive layout. I think there are better designed UX tools online.

Degree of Innovation

The concept of an integrated tool for UX designers is quite innovative, as far as I know. But to fully evaluate this, I need to dig deeper into research for my own project. I would say that her theoretical foundation is strong, but the prototype’s execution lacked uniqueness – as already said. A more modern, user-friendly interface, or features allowing further interactivity, could enhance its innovative appeal. While the tool idea is solid, the implementation doesn’t yet feel like a groundbreaking resource for UX professionals.

Independence

I would say that a certain level of independence is given by developing and designing this UX tool. The approach and idea shows initiative and dedication. I like it, that her approach shows both literature and personal insights. Although the tool itself was not as polished as it could be the process reflects her ability to research and apply design thinking principles.

Outline and Structure

The structure of the thesis is logical and easy to follow, I would say. It begins with an introduction to design thinking, then covers the design thinking process and a lot of different design thinking methods. And after that she continues with her interactive design thinking portfolio. There is also a nice and understandable overview of the structure of the thesis in the beginning, which also helps a lot to find your way through it. In total it’s maybe a bit too much about each design method, without real and deeper meaning outcome behind it.

Degree of Communication

I would say that the ideas and the design thinking process as well as the methods are communicated well. With clear language and examples. The descriptions of each method are detailed and seem tailored to help designers understand the potential applications.

Scope of the Work

The scope covers a broad array of design thinking methods, which is very nice and ambitious for the master’s thesis. As far as I have seen there are more then 25 methods explained methods within the different design phases. It shows an solid, structured approach for UX designers. On the other hand a maybe narrowed focus on a smaller selection of methods could have allowed deeper exploration and refinement. Nonetheless, the thesis provides a comprehensive toolkit that might be useful for structuring my own ideas on this topic. I have to think about it again, if I really want to cover this full range of methods – or if I maybe want to focus on fewer steps in particular. I am still working on my final topic for my master thesis.

Orthography and Accuracy

The thesis appears well-written. I couldn’t read the whole thesis, so I don’t really know about errors. I would say that technical terms are used appropriately, enhancing the academic credibility of the work. However, some sections could maybe benefit from clearer explanations for non-experts. I also couldn’t find a glossar, but at least a list of abbreviations in the beginning of the thesis.

Literature

The thesis includes an extensive range of literature, spanning both foundational design thinking sources and recent studies. This variety strengthens the theoretical framework and aligns well with the practical objectives.

Conclusion

Overall the thesis offers a valuable reference point for anyone interested in UX design and design thinking tools. The Interactive Design Thinking Portfolio could help UX designers organize and prioritize design stages – if it was made a bit better – providing a starting point for my own ideas on creating a Double Diamond based tool. Although improvements could be made in design execution and user interface, as well as in the general theoretical outcome – the concept is innovative, and her structured approach could help me if I stay with my topic

Sources

https://lutpub.lut.fi/bitstream/handle/10024/135197/Master%27s%20Thesis-NorouziBehnaz.pdf
https://d2wlbq.axshare.com/home.html

Impulse #2 // World Usability Congress // Websites and Apps for Everybody – Making Accessibility Easy, Mari-Ell Mets

On the second day of the World Usability Congress, the talk “Websites and Apps for Everybody – Making Accessibility Easy” by Mari-Ell Mets was the most interesting for me. Accessibility plays a major role in design – and probably also for my master’s thesis topic. The talk emphasised once again how important it is to integrate accessibility into the design of websites, apps and other digital interfaces. Accessibility is not just about usability, but also about creating an inclusive experience that accommodates users with different abilities. In this blog post, I will focus on the 10 key accessibility rules, which were presented, that address 80% of the most common issues in digital design and highlight their importance in creating a more inclusive user experience.

The Importance of Accessibility

Accessibility is vital for ensuring that digital products and services are usable by everyone, regardless of their abilities. An inaccessible website can lead to unhappy users, legal risks, and damage to a brand’s reputation. In contrast, accessible websites enhance usability, improve user satisfaction, and provide a better overall product. In my research, accessibility plays a key role in designing adaptive systems that meet the needs of all users, including those with permanent, temporary, or situational disabilities.

The 10 Accessibility Rules to Fix 80% of Issues

These 10 rules provide a practical framework for addressing the most common accessibility issues in digital design.

  1. No Moving Content
    Avoid animations or autoplaying sounds that users cannot stop. Moving content can be distracting and disorienting. Provide a stop button for any moving elements.
  2. Contrasted Colors
    Ensure sufficient contrast between text and background. Use at least 4.5:1 contrast for regular text and 3:1 for large text. This improves readability for users with visual impairments.
  3. Adapt to User’s Settings
    Respect user settings like font size or color scheme. Use relative font sizes (e.g., ems) and avoid overriding browser settings to give users more control over their experience.
  4. Support Keyboard Navigation
    Ensure your website or app can be fully navigated using just a keyboard. Avoid actions that require a mouse, such as drag-and-drop, and maintain a logical focus order.
  5. Make Focus Visible
    Always make the focus visible when navigating with a keyboard, so users can easily track where they are on the page. Avoid hiding focus styles.
  6. Specify Language in the Code
    Define the page’s primary language in the HTML code. If the language changes (e.g., a section in another language), update the code to reflect that.
  7. Info & Relationships
    What is visually presented must be structured in the code. Use proper heading tags, table tags, and list tags to ensure that screen readers convey content effectively.
  8. Name, Role, Value
    Properly label interactive elements (buttons, links) with name, role, and value to ensure screen readers can understand their purpose.
  9. Text Alternatives for Images
    Provide alt text for informative images to ensure users with visual impairments can understand the content. Decorative images should be marked appropriately to be ignored by screen readers.
  10. Clear Error Messages
    When users make errors, provide clear error messages with explanations on how to fix them. Ensure these messages are visible and readable by screen readers.

Best Practices and Tools

In addition to these 10 rules, regular testing with screen readers, keyboard-only navigation, and color contrast checkers is essential to ensure accessibility. Be cautious with accessibility overlay plugins, as they often provide only a superficial solution and may not fully address the needs of users. Instead, integrate accessibility directly into the design and development process.

Conclusion: Accessibility is Fundamental

The principles outlined in the 10 accessibility rules have significantly influenced my research on what can influence the interaction with interfaces, helping me focus on crucial factors such as user settings, keyboard accessibility, and color contrast. By applying these principles, I can design flexible and inclusive interfaces that meet the needs of diverse users while ensuring that the systems I develop are not only legally compliant but also empathetic to all users. Accessibility is fundamental for creating digital experiences that are usable by everyone, regardless of ability. These rules provide a strong foundation for improving usability, especially for users with disabilities, and will continue to guide my research on adaptive interfaces. By integrating accessibility into the design process, designers can create inclusive, adaptable systems that make the digital world a better place for all, ensuring a more comprehensive and enriching user experience for everyone.

Links

https://worldusabilitycongress.com
https://www.twn.ee/en
https://www.linkedin.com/in/mari-ell-mets/?originalSubdomain=ee

Impulse #1 // World Usability Congress // Why We Do What We Do – Loving the User, Joe Lanzisero

The talk that impressed me the most on the first day of the World Usability Congress was “Why we do what we do – Loving the User” by Joe Lanzisero. It emphasized a fundamental concept in design—Human-Centered Design—and how this approach can transform not just products but the experiences users have with them. The core idea was that design must focus on people and their unique needs. This human-centric focus allows products and services to become deeply meaningful by addressing not just functional but emotional needs as well. The session explored the importance of treating users as “guests”, creating human touchpoints, and employing universal design principles.

Understanding Human-Centered Design

Human-Centered Design (HCD) is all about making systems more usable by focusing on the human experience. According to the International Organization for Standardization (ISO), HCD aims to create designs that are practical, user-friendly, and tailored to human needs. It is described as a holistic approach where human factors, ergonomics, and usability knowledge are applied to ensure that systems meet the needs of the users. Hannes Robier, in his passionate statement, explained that HCD is not about tools or technology. Rather, it is about understanding and caring for the human at the center of the design. His words are a call to designers: “If you don’t love humans, you should not work in UX.” This deep empathy for users drives meaningful experiences, making designs feel as personal and fitting as a comfortable glove or a well-tailored suit. Walt Disney was a perfect example of this mindset. When confronted with concerns over vandalism of the Main Street Vehicles, he disregarded fear and focused on creating beautiful things to inspire the best in people. Walt’s approach was to bring out the good in people, a perspective that resonates with HCD: Designing with care for the user’s humanity fosters positive connections.

Human-Centered Design: Treating Users as “Guests”

A significant shift within the talk was moving away from calling users customers to calling them guests. The term customer often implies a transactional relationship, while guest conveys a more personal, interactional bond. Treating users as guests invites designers to think about creating memorable experiences rather than just solving problems. In the context of Walt Disney, this shift was evident in his philosophy of exceeding expectations. He believed that by making guests feel special and respected, designers could forge lasting emotional connections. Disney’s focus on storytelling, which connected emotionally with audiences, proved the power of treating people with care and attention.

Universal Design: Addressing All Users

Human-Centered Design is not just about meeting basic user needs, but addressing the diverse spectrum of user abilities. Users come from different age groups, backgrounds, and possess varying cognitive and physical skills. Universal Design, a concept first coined by architect Ronald L. Mace, advocates for creating products that are usable and accessible to all people, regardless of age or ability. A product designed with the very young and the elderly in mind often works well for everyone. By considering all user groups, designers can ensure that the final product meets the needs of a broad audience. Universal Design is not about creating a one-size-fits-all product, but about making designs flexible, intuitive, and accessible. This is evident in the work done by companies like OXO, which uses everyday objects (like gloves) as reminders to always consider the needs of every potential user.

Finding Human Touchpoints to Create Deep Connections

To create memorable user experiences, designers must focus on the human touchpoints—moments in the user journey where emotional connections can be made. These are the points where users see themselves reflected in the experience. Emotional connections transform interactions into experiences, a key principle emphasized by Hannes Robier: “Only when we connect emotions with an event, does it become an experience.” Case studies from companies like Disney (with their Mystic Manor ride), Jennair (luxury appliances), and Kvaroy (sustainably farmed salmon) demonstrated how experiences become memorable when users can emotionally connect with the product or service. These brands are not just selling products—they are creating experiences that resonate on a human level. For example, Disney’s rides are designed to tell a story, allowing users to immerse themselves fully in a narrative. Similarly, the experience of using Jennair appliances is about much more than functionality—it’s about crafting moments of luxury and pleasure, connecting users emotionally to their home environment.

Conclusion: Human-Centered Design as the Foundation for Meaningful User Experiences

The talk emphasized that Human-Centered Design is not merely about creating usable systems, but about deeply caring for the user—treating them as guests rather than customers. This holistic approach urges designers to consider the full spectrum of human needs, from physical to emotional, ensuring that products and services do more than serve functional purposes—they create meaningful experiences. This perspective has significantly influenced my research, especially in applying Human-Centered Design principles to adaptive systems. Drawing inspiration from Walt Disney and Steve Jobs, who both understood the importance of the human touch in design, my focus is to center users as guests, considering their emotional and physical experiences when creating interfaces. This insight has been a vital impulse for my ongoing research into designing human-centered, adaptive interfaces, ensuring that users‘ emotional and physical needs are always prioritized. Key takeaways from this talk include the importance of treating users as guests to build lasting emotional connections, understanding human needs and emotions in design, embracing Universal Design for accessibility, and recognizing that emotional connections are essential for creating memorable, impactful user experiences.

Links

https://worldusabilitycongress.com
https://www.lanziserocreative.com
https://www.interaction-design.org/literature/topics/human-centered-design?srsltid=AfmBOormWukeNlit0K1vgzM7dAB00sdG8pz5vqyHdprkN_FsDguLgdff

Double Diamond #10: My First Prototypes and an Outlook for the next Semester.

Review and Outcome

Throughout my research on the Double Diamond this semester, I have developed an initial paper prototype, which I then translated into a first Miro prototype. I plan to refine and expand the prototypes next semester, with the potential to incorporate it into my Master’s thesis. My prototypes represent a practical, flexible tool that should go beyond theoretical concepts or basic fill-in-the-blank assistance.

Concept and Prototypes

The idea behind my project and prototype is to create a tool that can be easily customised and really used to fit, plan and realise different design projects. Unlike the static representations often seen, such as the templates on Mural as well (where you could only fill in your steps), this tool aims to be truly adaptable in the future and also provide important steps to realise your projects. It will provide guidance on the consequences of skipping essential steps and allow for variable configurations based on project needs. Additionally, this tool will facilitate communication with stakeholders by clearly explaining the importance of certain step.

Double Diamond Template
https://www.mural.co/templates/double-diamond

Design Thinking Canvas
https://www.mural.co

Prototype Features

  1. Modular Design: The tool should consists of modular components (methods and tools) for each phase of the Double Diamond – Discover, Define, Develop, and Deliver. These can be rearranged or removed based on the project’s requirements.
  2. Interactive Elements: Each module includes interactive elements that explain the importance of each step and what might be lost if a step is skipped which can be found on the front and back of the cards. In a later step this also will be included in the digital version.
  3. Guidance and Feedback: The prototype offers real-time feedback and suggestions, helping users understand the implications of their choices and how to optimize their design process.
  4. Tools and Methods for Different Phases: Within the Miro prototype, I’ve also created some first templates that can be used right away to work with – providing tools and methods specific to each phase of the Double Diamond.1

Next Steps and Outlook

Looking ahead to the next semester, my goal is to dive deeper and at the same time broader into the topic of the Double Diamond. There is an abundance of sources and resources that I have yet to explore. This semester allowed me to cover the basics and gain a foundational understanding, but there is much more to be done to develop an effective, fact-based, and functional tool. For the next semester I therefore plan to:

  1. Expand Research: Explore additional sources, academic papers, case studies, industry reports and Miro templates (which I also found while creating my protoype) to gather more insights and refine the tool.
  2. User Testing: Conduct user testing sessions to gather feedback on the prototype and make necessary adjustments.
  3. Develop Digital Version: Transition the paper and Miro prototype to a digital platform (possibly a combination of desktop app and smartphone application), integrating advanced features and ensuring it is user-friendly and accessible.

This semester, my focus has been on enhancing the Double Diamond framework by making it more flexible and adaptable. The next steps involve extensive research and integrating additional methods, combining it with design thinking for practical use. The ultimate goal is to create a digital tool for projects, accessible on both desktop and mobile platforms. This requires thorough research of various tools, evaluating their applications, and determining the best mediums for different stages of the process. While I’ve currently focused on key elements, my aim is to refine and compare tools and techniques to develop a comprehensive, user-friendly system. Future prototypes will incorporate deeper research, advanced features, real-world examples, and project-specific adaptations.

This journey has just begun and I am excited about the potential of this flexible Double Diamond planning and implementation tool. By building on this initial prototype, I hope to create a valuable resource for designers that is both practical and insightful. Ultimately, the tool should seamlessly integrate all components so that it is useful not only for planning, but also for realising projects. It needs to be even more connected and carefully developed with features that add value. In addition, I want to explore the future potential of the Double Diamond framework and its methods and consider what it could and should be as it evolves.2

  1. The content for this prototype was created in collaboration with ChatGPT. ↩︎
  2. https://www.mural.co/blog/what-design-thinking-could-be ↩︎