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├── Course_1
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├── 1. Introducing user experience design.md
├── 3. Joining design sprints.md
└── 2. Getting to know common terms, tools, and frameworks in UX design.md
├── README.md
└── LICENSE
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1 | # Course_1: Foundations of User Experience (UX) Design
2 | **Weeks**
3 | 1. [**Introducing user experience design**](https://github.com/gcchen192/Google-UX-Design/blob/main/Course_1/1.%20Introducing%20user%20experience%20design.md)
4 | 2. [**Getting to know common terms, tools, and frameworks in UX design**](https://github.com/gcchen192/Google-UX-Design/blob/main/Course_1/2.%20Getting%20to%20know%20common%20terms,%20tools,%20and%20frameworks%20in%20UX%20design.md)
5 | 3. [**Joining design sprints**](https://github.com/gcchen192/Google-UX-Design/blob/main/Course_1/3.%20Joining%20design%20sprints.md)
6 | 4. [**Building a professional presence**]
7 |
8 | ###### tags: ``
9 |
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/README.md:
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1 | ## [Google-UX-Design Professional Certificate](https://www.coursera.org/professional-certificates/google-ux-design)
2 |
3 |
4 |
5 |
6 | 1. [**Foundations of User Experience (UX) Design**](https://github.com/gcchen192/Google-UX-Design/blob/main/Course_1/README.md)
7 | 2. [**Start the UX design process: Empathize, Define, Ideate**]
8 | 3. [**Build Wireframes and Low-Fidelity Prototypes**]
9 | 4. [**Conduct UX Research and Test Early Concepts**]
10 | 5. [**Create High-Fidelity Designs and Prototypes in Figma**]
11 | 6. [**Responsive Web Design in Adobe XD**]
12 | 7. [**Design a User Experience for Social Good and Prepare for Jobs**]
13 |
14 | ###### tags: `Coursera` `Google` `Professional Certificate` `UX Design`
15 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 galen
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
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/Course_1/1. Introducing user experience design.md:
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1 | # Course_1: Foundations of User Experience (UX) Design
2 | **Weeks**
3 | **1. Introducing user experience design**
4 | 2. Getting to know common terms, tools, and frameworks in UX design
5 | 3. Joining design sprints
6 | 4. Building a professional presence
7 |
8 | You’ll start to explore the world of UX and the factors that contribute to great user experience designs in mobile apps, websites, and other products. You'll understand the responsibilities of UX designers and teams that UX designers often work with. You’ll also explore job opportunities and career paths that will be available to you upon your completion of this certificate program.
9 |
10 |
19 | #
20 |
21 | **Learning Objectives**
22 | - Identify and compare disciplines within UX
23 | - Identify the factors that contribute to great user experience design
24 | - Review common job responsibilities of entry-level UX designers
25 | - Review teams that UX designers often work with
26 | - Explain how UX design jobs are influenced by company size and industry
27 | - Explore job opportunities available upon completion of this program
28 | - Define the field of UX and explain its importance for consumers and businesses
29 |
30 | **Chapter**
31 | - Start the program
32 | - Get to know user experience design
33 | - Explore jobs in user experience
34 | - Understand the types of companies that hire UX designers
35 | - Pursue a career in UX design
36 | - Week 1 review
37 | #
38 | ## Start the program
39 | 
40 | hi, he is Michael.
41 | - The phrase "user experience" was first coined in the 1990s, by cognitive psychologist, Don Norman, as technology use expanded and evolved.
42 | ## Get to know user experience design
43 | - The user experience is how a person, the user, feels about interacting with or experiencing a product.
44 | - For a user to have a good experience, the product needs to be useable, equitable, enjoyable, and useful.
45 | - Interaction designers: focus on designing the experience of a product and how it functions.Focus less on how the product looks and instead strive to make the product easy to navigate and simple for users to interact with.
46 | - UX researchers: conduct studies or interviews that examine how people use a product.Answer questions like: What problems are users facing? Is the design of this product easy to use? And, would people be interested in this new design feature? The goal of UX researchers is often to understand how a product can provide a solution to a real problem users are having.
47 | - 
48 |
49 | ## Explore jobs in user experience
50 | Typical responsibilities of entry-level UX designers:
51 | - Researching: Use research to understand audiences and learn about their backgrounds.
52 | - Wireframing.
53 | - Prototyping.
54 | - Creating information architecture: Framework of a website, or how it's organized, categorized, and structured.
55 | - Communicating effectively.
56 |
57 | Specialist, Generalist, T-shaped.
58 | ## Understand the types of companies that hire UX designers
59 | - Startups and small businesses
60 | - Big companies
61 | - Design agencies: one-stop-shop for visual brands, products, and services.
62 | - Advertising agencies: Teams of creatives hired by clients to build marketing campaigns.
63 | - Freelancers
64 | ## Pursue a career in UX design
65 | Common career paths for UX designers:
66 | - Internship: Short-term job with limited responsibility.
67 | - Apprenticeships: provide on-the-job training to help you develop real skills.
68 | - Freelancing
69 | ## Week 1 review
70 |
71 |
72 |
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/Course_1/3. Joining design sprints.md:
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1 | # Course_1: Foundations of User Experience (UX) Design
2 | **Weeks**
3 | 1. Introducing user experience design
4 | 2. Getting to know common terms, tools, and frameworks in UX design
5 | 3. **Joining design sprints**
6 | 4. Building a professional presence
7 |
8 | UX designers often participate in design sprints to define the direction of a product. In this part of the course, you'll explore the world of design sprints, including the phases of a design sprint and how to plan and participate in one. You'll also learn about retrospectives, which is a way to constructively reflect on a design sprint and identify areas of improvement to implement next time.
9 |
10 | #
11 |
12 | **Learning Objectives**
13 | - Describe the phases of a design sprint
14 | - Explain the importance of design sprints
15 | - Plan a design sprint
16 | - Explain the role of an entry-level UX designer during a design sprint
17 | - Describe the importance of retrospectives after design sprints
18 |
19 | **Chapter**
20 | - Understand design sprints
21 | - Plan
22 | - Participate in
23 | - Reflect on
24 | - Week 3 review
25 | #
26 |
27 | ## Understand design sprints
28 | ### Introduction
29 |
30 | Design sprint is a time-bound process with 5 phases typically spread out over 5 full, 8-hour days.
31 |
32 | Are there many potential solutions to your design challenge?
33 | Does a design challenge require people from cross-functional teams to weigh in?
34 | Is the design challenge's scope wide enough for a sprint?
35 | If you answered yes to any one of these questions, a design sprint might be the right move.
36 |
37 | ### 5 phases of design sprints
38 | 
39 | Creative collaboration is at the core of every phase.
40 | - **Understand phase:**
41 | Sets your sprint on the right track
42 | Helps your team get a clear picture of the design challenge
43 | Learn from experts and different people from other departments and industries.
44 | User first
45 | - **Ideate phase:**
46 | Coming up with ideas and building off of them to create solutions
47 | Sketch and present their ideas
48 | Start planning for user testing
49 | Start recruiting users that fit your target profile now
50 | - **Decide phase:**
51 | Decide which solutions you want to build from potential solutions
52 | - **Prototype phase:**
53 | Creating a step-by-step blueprint for your prototype
54 | Ready to build the first version of your new app feature
55 | Don't need a finished product, just something realistic enough to test with users
56 | Confirming the test schedule
57 | Finalizing interview questions
58 | Making sure your prototype is good to go
59 | - **Test phase:**
60 | Put your prototype in front of users
61 | Bbserve how they react and then interview them about their experiences
62 |
63 | ### Benefits of design sprints
64 | - It's all about the user
65 | - Value every person in room
66 | - The best ideas rise to the top
67 | - Time to focus
68 | - Lowes risk
69 | - Versatile scheduling
70 |
71 | ## Plan
72 | ### Know what it takes to plan a successful design sprint.
73 | 
74 |
75 |
76 | ### sprint brief
77 | A document that you'll share with all of your attendees to help them prepare for the sprint.
78 |
79 |
80 | 
81 | Start with the design sprint challenge, this introduces your team to the sprint objectives.
82 |
83 |
84 | 
85 | Next, you need to identify the key deliverables, meaning what your team actually wants to create by the end of the sprint.
86 |
87 |
88 | 
89 |
90 |
91 | 
92 |
93 |
94 | 
95 |
96 | 
97 |
98 |
99 | ## Participate in
100 | Let's do a quick recap of what we've covered so far. We've defined the design sprint, identified the five phases, and explored what goes into planning a successful sprint. Now you're probably thinking, "That's great, but where does a newbie UX designer like me fit into all of this?" As an entry-level UX designer, you won't be running the show, but you'll play an important role contributing to every phase of the sprint.
101 | Let's check out what your sprint week might look like:
102 |
103 | - When you get to the sprint space, you'll find everything you need to do your work. You'll have office supplies, water to drink and maybe some snacks.
104 | - The sprint leader will welcome everyone and lay out some ground rules. For example, you might have to give up your phone and keep your laptop closed until the end of each day.
105 | - There might also be a team icebreaker, like the example mentioned earlier.
106 | - Once everyone is settled in, it's time to get started.
107 | - The first day is the **understand phase**, where you'll get a clear picture of the design challenge. There will be plenty of short talks by experts that are designed to inspire you. Make note of any thoughts you have.
108 | - Phase 2 is the **ideate phase**. The sprint leader will guide the team through brainstorming activities to spark creativity and generate many possible solutions to the design challenge. Your main focus is coming up with ideas and putting them out there.
109 | - Welcome to phase 3, the **Decide Phase**. Congratulations, you're halfway through the sprint. Your team will decide on the solution with the greatest chance of success. As a newbie UX designer, you'll get involved in every stage of the decision-making process. When potential solutions fight it out, you'll vote for the one you think has the most potential. As you might remember, at this point, you also need to start planning ahead for testing or phase 5 of the design sprint. As an entry-level UX designer, you might help by scheduling testers, creating survey or interview questions, and gathering necessary equipment.
110 | - Phase 4 is all about creating a **prototype** of your product. As an entry-level UX designer, you'll be actively involved in creating a solid prototype for users to try out. You'll ask questions, offer ideas, and review the completed prototype. You might also confirm the test users for phase 5. We've made it. It's test day.
111 | - The **test phase** is the final phase of the process where you put your prototype to the test. You might be asked to collect user feedback by observing and interviewing users. This feedback helps the team know what to revise before bringing the product to market and that's it. belly to get to work.
112 |
113 | ## Reflect on
114 | The **retrospective** is a collaborative critique of the team's design sprint.
115 | 
116 | We usually do retrospective meetings immediately following the sprint so that everyone's thoughts are fresh. Retrospective meetings don't have any particular agenda. The goal is to make sure everyone who took part in the sprint has a chance to give feedback. The two key questions we aim to answer in the meeting are: "What went well?" and "What can be improved?" The person who led the sprint will guide the conversation, and someone will take notes so that the team can use the feedback to make the next sprint even more productive. Retrospectives are super useful. They can help you to work better as a team, improve how you communicate with clients, and even point out areas where you can grow as an individual. Retrospectives are all about empowering, not shaming. If something didn't go well, this is your chance to make sure you have the resources and the tools to do better next time
117 | 
118 |
119 | ## Week 3 review
120 |
121 |
122 |
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/Course_1/2. Getting to know common terms, tools, and frameworks in UX design.md:
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1 | # Course_1: Foundations of User Experience (UX) Design
2 | **Weeks**
3 | 1. Introducing user experience design
4 | 2. **Getting to know common terms, tools, and frameworks in UX design**
5 | 3. Joining design sprints
6 | 4. Building a professional presence
7 |
8 | In this part of the course, you'll be introduced to user-centered design and other common frameworks that UX designers use on-the-job, like the design process and the five elements of UX design. You'll also learn about the importance of equity and accessibility when designing. In addition, you'll learn how to think across platforms to design seamless user experiences.
9 |
10 |
15 | #
16 |
17 | **Learning Objectives**
18 | -Define common terms in UX design
19 | -Describe user-centered design
20 | -Explain common design frameworks
21 | -Describe the importance of the Next Billion Users in UX design
22 | -Explain how UX designers think across platforms
23 | -Understand equity-focused design
24 | -Describe the importance of accessibility in the design process
25 | -Explain the advantages of using design tools
26 | -Identify common UX design tools
27 |
28 | **Chapter**
29 | - Talk like a UX designer
30 | - Think like a UX designer
31 | - Consider the Next Billion Users
32 | - Design across platforms
33 | - Design for accessibility
34 | - Week 2 review
35 | #
36 |
37 | ## Talk like a UX designer
38 | ### Define the user, end user, and user experience
39 | - user: Any person who uses a product.
40 | - end user: The specific audience a UX designer creates something for.
41 | - User experience: How user feel about interacting with or experiencing a product.
42 |
43 | Evaluating user experience:
44 | - Is the product easy to use?
45 | - Is the product equitable?
46 | - Does the product delight the user?
47 | - Does the product solve the user's problem?
48 |
49 | As a UX designer, you will focus on the end user, acting as the user's advocate and balancing business needs. Keep the end user as your main priority.
50 |
51 | ### Prioritize the user
52 | 
53 | User-centered design
54 |
55 | User-centered design puts the user front and center. Focusing on the user means considering their story, emotions, and the insights you've gathered about them.
56 |
57 | Each phase of the user-centered design process focuses on users and their needs. It’s an iterative process, which means that designers go back to certain phases, again and again, to refine their designs and create the best possible product for their intended users.
58 |
59 | - **Understand how the user experiences the product or similar products.** You want to know how users will engage with your design, as well as the environment or context in which they’ll experience the product. Understanding this requires a lot of research, like observing users in action and conducting interviews, which we’ll explore more later.
60 | - **Specify the user’s needs.** Based on your research, figure out which user problems are the most important to solve.
61 | - **Design solutions to those user problems.** Come up with lots of ideas for designs that can address the user problems you’ve identified. Then, start to actually design those ideas!
62 | - **Evaluate the solutions you designed against the user’s needs.** Ask yourself, “Does the design I created solve the user’s problem?” To answer this question, you should test the product you designed with real people and collect feedback.
63 | 
64 |
65 | Notice how the arrows in the diagram indicate circular movement. This illustrates the iterative quality of the user-centered design process. Designers go back to earlier phases of the process to refine and make corrections to their designs. With the user-centered design process, you’re always working to improve the user’s experience and address the problems that users are facing!
66 |
67 | ## Think like a UX designer
68 | A framework creates the basic structure that focuses and supports the problem you're trying to solve. You could think of frameworks like outlines for a project.
69 | ### The five elements framework.
70 | A framework of Steps a designer takes to turn an idea into a working product.
71 | 
72 | - **Strategy:** Lay a foundation of your design goals. These goals are based on user needs and the business objectives.
73 | - **Scope:** Determine what you’re building. Decide features and content to be included.
74 | - **Structure:** Figure out how to organize your design and how you want users to interact with.
75 | - **Skeleton:** Layout of the product. Details how your design works.
76 | - **Surface:** The interface that users view and interact with.
77 |
78 |
79 |
80 | ### The design thinking framework.
81 | A way to create solutions functional and affordable.
82 | 
83 | - During the empathize phase, the goal is to understand users’ needs and how users think and feel. This involves a lot of user research, such as conducting surveys, interviews, and observation sessions, so you can get a clear picture of who your users are and the challenges they are facing.
84 | - In the define phase, you’ll create a clear problem statement, or a description of the user’s need that your designs will address, based on your research findings. This will drive your team toward a clear goal for the design of the product.
85 | - Once you land on a user problem and establish why it’s an important one to solve, it’s time for the ideate phase. The goal of ideation is to come up with as many design solutions as possible.
86 | - Once you have an idea of how to solve the problem, you’re ready to enter the prototype phase. A prototype is an early model of a product that demonstrates its functionality.
87 | - During the test phase, users provide feedback about your designs, before the product is built by engineers and launched to the public. You can use this feedback to make changes and improvements to your designs, as many times as you need.
88 |
89 |
90 | ### Lean UX
91 | Focuses on reducing wasted time and resources, and producing a workable product as soon as possible, the process is iterative.
92 | 
93 | The Lean UX process encourages productivity and collaboration. Lean UX teams are typically cross-functional, which means you’ll be working alongside team members like engineers and UX researchers.
94 |
95 | Six principles you should keep in mind when using the Lean UX process:
96 | - **Move forward.** Focus only on design elements and features that move the design process toward a particular goal. Don’t get distracted by “nice-to-haves.”
97 | - **Stay curious.** Lean UX is about using feedback from users and stakeholders to revise and improve your designs. Continuously seek feedback to understand why specific design choices work or don’t work.
98 | - **Test ideas in the real world.** Lean UX encourages designers to test their ideas - using prototypes, for example - outside of the conference room and with potential users.
99 | - **Externalize your ideas.** Instead of internally debating and analyzing whether or not an idea is going to work, turn your ideas into something physical, viewable, and testable, while they’re still fresh in your mind. This way, you’ll get feedback on your designs in the early stages, when diverse perspectives and feedback are most helpful.
100 | - **Reframe deliverables as outcomes.** Focus on creating usable, enjoyable products that users actually want and need. Always keep in mind that you’re designing for your users first-and-foremost, not for the project stakeholders. (??? What are you talking about???)
101 | - **Embrace radical transparency.** Feel comfortable being honest with everyone on the team (and expect the same in return), since you will depend on each other’s insights. This way, everyone can make informed decisions about how to move forward and avoid wasting time and energy.
102 |
103 | The Lean UX process is all about staying open to constant feedback and revisions through collaboration.
104 |
105 |
106 |
107 | ### Double Diamond
108 | Double Diamond is a more traditional UX process.
109 | 
110 |
111 |
112 |
113 |
114 | ## Consider the Next Billion Users
115 | Globally there are a billion people right now just starting to use the internet? We call these folks the Next Billion Users, or NBU.
116 |
117 | Break down the big issues NBU:
118 | - Cost: Can't afford expensive.
119 | - Connectivity: not have constant or unlimited access to the Internet
120 | - Digital literacy: might not be familiar with certain design patterns,calls to action, or icons that we take for granted.
121 | - Literacy: not able to read or need to switch languages.
122 |
123 |
124 |
125 |
126 | ## Design across platforms
127 | A platform is the medium that users experience your product on, such as desktop, mobile web, mobile apps, tablets, wearables, TVs, smart displays, and more. It's important to design with multiple platforms in mind, because users want a product to look and feel similar, no matter what platform they're using.
128 |
129 | UX designers now have to plan for a nearly infinite number of different devices and screen sizes. Even though UX designers need to think across platforms, it's important to focus on one platform first when you build a new product. The platform you select should be the one that best meets your end users' needs. Later, you can design for additional platforms.
130 |
131 | In addition to having a consistent user experience across platforms, it's also important to have a consistent **brand identity**. In this case, the brand identity refers to the visual appearance and voice of a company.
132 |
133 |
134 |
135 | ## Design for accessibility
136 | 
137 |
138 | Three more ways to put the user first in your designs:
139 | - **Universal design:**
140 | Considering how to include an even broader range of people in their designs.
141 | One-size-fits-all.
142 | Didn't meet the needs of every user.
143 | - **Inclusive design:**
144 | Take into account personal identifiers.
145 | Making design choices that take into account **personal identifiers**.
146 | Like ability, race, economic status, language, age, and gender.
147 | Includes researchers and designers from traditionally excluded populations in the process.
148 | Solve for one, extend to many.
149 | Designing for people with disabilities is called **accessibility**.
150 | Only benefits the **group** the design was created for and **existing users**.
151 | Currently being excluded.
152 | - **Equity-focused design:**
153 | One step further than Inclusive design.
154 | Focus on designing for groups that have been historically underrepresented or ignored.
155 | Goal is to uplift groups that have been excluded historically.
156 | Provide different levels of opportunity and support for each person to achieve fair outcomes.
157 | Who have been excluded in the past.
158 | 
159 |
160 | ### Accessibility
161 | a11y
162 | 4 big categories:
163 | - motor disabilities
164 | - deaf or hard of hearing
165 | - cognitive disabilities
166 | - vision disabilities
167 | More than 1 billion people around the world have a disability.
168 | #### Social model of disability
169 | Defines a disability as being caused by the way society is organized or how products are designed rather than a person's ability or difference.
170 | #### disabilities
171 | - Permanent
172 | - Temporary
173 | - Situational: (drive at night)
174 |
175 | Inclusive product features that increase magnification, like enlarged font.
176 | Help everyone understand videos, like Closed Captions.
177 |
178 | ### Equity-focused design
179 |
180 | ### Assistive technology
181 | AT
182 | To describe any products, equipment, and systems that enhance learning, working, and daily living for people with disabilities.
183 | - Color modification: like high contrast mode or dark mode on a device
184 | - Voice control
185 | - Screen readers: reads out loud any on screen text
186 | - Alternative text: translate a visual user interface into a text-based user interface
187 |
188 |
189 |
190 |
191 | ## Week 2 review
192 |
193 |
194 |
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