Marcus - MOBILE PERSUASION DESIGN: changing behaviour by combining persuasion design with information ... design
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- Plan : Determine strategy, tactics, likely markets, stakeholders, platforms, tools, and processes.
- Research : Gather and examine relevant documents, stakeholder statements.
- Analyze : Identify the target market, typical users of the product, personas (characteristic users), use scenarios, competitive products.
- Design : Determine general and specific design solutions, from simple concept maps, information architecture (conceptual structure or metaphors, mental models, and navigation), wireframes, look and feel (appearance and interaction details), screen sketches, and detailed screens and prototypes.
- Implement : Script or code specific working prototypes or partial so-called alpha prototypes of working versions.
- Evaluate : Evaluate users, target markets, competition, the design solutions, conduct field surveys, and test the initial and later designs with the target markets.
- Document : Draft white papers, user-interface guidelines, specifications, and other summary documents, including marketing presentations.
- Data are significant patterns of perceptual stimuli, e.g., a collection of temperature sensations or readings.
- Information is significant patterns of data, e.g., the temperature and other weather conditions, or the traffic conditions for a particular road, for a particular day in a particular city.
- Knowledge is significant patterns of information together with action plans , e.g., the weather conditions for a city on a particular day, their impact on traffic patterns, and the likely alternate roads on which to drive to arrive safely and on time at a destination, with a likely best choice indicated or in mind.
- Wisdom is significant patterns of knowledge, either in-born or acquired through experience, e.g., the knowledge of past experience taking certain roads, the likelihood of traffic accidents or repairs along that route, and familiarity with the various route options.
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