將帶領大家從探索使用者根本需求與認知開始,透過產品、服務、商業模式的創新,以提供使用者嶄新的體驗和經驗(稱之為「體驗願景」),更重要的是,能同時實現企業的商業利益。本課程將結合認知心理學、設計思考、黃金圈等理論導入使用者體驗,將清楚的釐清設計目標之願景,進而透過不同專案目標完成其願景設計實務。
We will lead you to explore the fundamental needs and knowledge of users, and provide users with new experience and experience (called "physical experience scenery") through innovation in products, services and business models. More importantly, we can realize it at the same time. Business interests of the enterprise. This course will combine theories such as cognitive psychology, design thinking, and gold circle into the user's experience, and will clearly clear the design of the design goals, and then complete their design of the scenery through different project goals.
三崎和彥等人,使用者體驗願景設計,中衛發展中心
賴利・萊佛, 麥可・路里克, 派翠克・林克, 設計思考全攻略:概念X流程X工具X團隊,史丹佛最受歡迎的商業設計課一次就上手,天下雜誌
亞倫‧史密斯,亞歷山大‧奧斯瓦爾德,伊夫‧比紐赫,翠西‧帕帕達拉斯,葛瑞格‧柏納達,季晶晶,價值主張年代:設計思考X顧客不可或缺的需求=成功商業模式的獲利核心,天下雜誌
提姆.布朗,吳莉君,設計思考改造世界,聯經出版公司
自編教材
Misaki and Yoshi, user experience landscape design, China Development Center
Viagra, McLurik, Patrick Link, Design Thinking Strategy: Concept X Process X Tool X Team, Stanford's most popular business design course at once, World Magazine
Aaron Smith, Ashanda Osvalde, Yves Bianhe, Tracy Papadalas, Grieg Bernada, Ji Jingjing, Value-added Year: Designing and Thinking about the indispensable needs of X customers = The profit core of successful business model, the world's mystery
Tim. Brown, Wu Lijun, design and thinking to transform the world, a joint publishing company
Self-edited textbooks
評分項目 Grading Method | 配分比例 Grading percentage | 說明 Description |
---|---|---|
平時作業平時作業 Normal operation |
20 | |
專題製作專題製作 Special topic production |
80 |