User Experience Design
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The goal for this deliverable is to design high-level user experiences related to the project theme. Over the course of the term, you will develop a general theme for your team's open-world room, explore games, puzzles, or special effects for your team's room, and ultimately implement a specific element within your room. The journey starts now!

This graded milestone will allow you to refine your loose ideation sketching skills while crafting a storyboard that describes your proposed user experience.

A storyboard is a series of panels that depict key scenes, actions, visuals, and annotations that define the highlights of a user experience. Imagine a comic strip with explanations adjacent to each panel (e.g., see this example for an applications called iLost and iFound, by Beth Kun or this example for vending machines).

According to wikipedia, storyboarding was first developed by animators at Walt Disney studio. Storyboarding is now applied to the design of almost any type of user experience, ranging from movies, to games, to consumer products, to instructional design. In product design, the use of storyboards allows us to first focus on exploring and defining the user experience, or value proposition, before thinking getting absorbed in the design of artifacts. Storyboards focus and inform the subsequent exploration and development of the tangible product, increasing the likelihood that the product delivers the intended benefits to users. It's also a really cost effective way to get everyone on the same page early in a product development effort.

In addition to developing storyboards, you will also have the opportunity to practice idea generation techniques with your team, and ( hopefully) apply lessons from your user-experience analysis, which is underway simultaneously.

To start
Review the project brief materials to refresh your memory.

Have a room theme brainstorming session (or multiple sessions) with your project team. The goal of the session is to explore interesting top-level themes for a room.—Aztec or jail break, for example. Once you have a list, rank order your theme options and have each team member adopt a different room theme for the storyboarding deliverable.

The rest of the storyboarding deliverable is an individual activity but, of course, you might want to bounce ideas off other members of your team.

Think of experiences that could occur within your chosen room theme. For example, experiences might include games. puzzles, special effects, or physical simulations to create the illusion of a time, place or event. Focus on how users will interact/experience the room/gag/effect, not the details of how you might embody/implement the concept.

Explore many options. Ultimately, choose your top three experience ideas and prepare a storyboard for each one (three storyboards total).

Generate user-experience storyboard alternatives
A few template variations for thumbnail storyboards may be helpful (style1, style2, style3). The space above each panel is for a caption while the space below allows you to add explanatory annotations. You may also develop your own variations of storyboard formats and/or use different media. Some examples from previous project are online (example 1,example 2, example 3, example 4).

If you are having trouble with human figures in your story board, you can always take pictures of small wooden mannequins and use prints as underlays. A number of pictures in different poses are available for this purpose. You might also ask team members to pose for you.

Prepare your submission
Pick your top 3 storyboards and prepare them as a web pages(s) for submission. Present your materials in a professional, easy to read format.

Information on web-authoring software is provided in the human-use experience analysis description and we will have two lectures on web-authoring and preparing your submissions.

Please see the submission instructions for additional tips. See the assignment results!