Make Good Products Great Again!
AI & Media
Have you ever wondered why some products are such a joy to use, while others are just horrible user experiences? Have you wondered why some systems have similar specifications (CPU, RAM, Storage etc), yet each system can feel so different when you use it? Have you wondered why some devices “just work”, while others are just frustratingly difficult? In other words, what is good design, and what is bad design, and how do you design great products? Hint: it has nothing to do with money! 
 
This workshop will teach you how to design IT products using a User-Centered, Design Thinking framework, combined with AGILE Rapid Prototyping methodology. You will learn to analyze existing products and decide which parts of the product has good design, and which parts are bad. You will then start to design your own Web/Mobile/AVR products, starting with design prototypes, and ending with a final, well designed and demonstratable prototype. 
 
By the end of this workshop, students should be able to:  
  1. analyze any product (using Usability Goals) to determine how well (or badly) it is designed.  
  2. improve any product (using Design Principles).  
  3. defend their design decisions using UX Design theory and heuristics.  
  4. develop extremely well-designed products that enable users to simply "pick-up-and-use" without the need for users to learn the interfaces. 
About Professor
Professor Lu Weiquan
Department of Information Systems and Analytics, School of Computing, NUS

Professor LU holds a B.Comp. in Computing and a Ph.D. in Electrical and Computer Engineering from the National University of Singapore. He has taught classes on User Experience (UX) Design, Human-Computer Interaction (HCI), Visual Design and Design Thinking for IT Product Design  
 
Prof Lu is a Designer and Engineer who examines the User Experience (UX) Design of technologically-empowered learning environments. He designs and utilizes Experiential Learning technology (such as simulations, Augmented and Virtual Reality) in the courses he teaches, and his education research interests include figuring out how all this technology tangibly and measurably affects human learning. He also advises the government and industry in the fields of UX Design, Experiential Learning, as well as and Virtual and Augmented Reality.