UI/UX Design & Research
用户体验设计及研究
→ WKU-MGC UI/UX Design I/II 2024 Fall
→ WKU-MGC UI/UX Design I/II 2025 Fall
用户体验设计·生长档案
从产品到服务,从界面到体验。
设计,是为了让生活更美好。
这是我的信条,也是这两门课程的起点。
用户体验设计,不是为快消品牌打造炫酷的购物界面,不是为商业增长堆砌特效动效。它关乎理解具体的人——他们的生活、他们的困境、他们的渴望;关乎创造有温度的连接——在人与技术之间,在人与人之间,在社群与社群之间。
自2024年起,我在温州肯恩大学视觉传达设计专业每年秋季同时开设两门用户体验设计课程:用户体验设计 I(基础)面向大二学生,用户体验设计 II(进阶)面向大三学生。两门课程并行,内容每年迭代,学生从基础走向进阶,形成完整的成长路径。 课程结构 · 从基础到进阶用户体验设计 I · 基础课
大二必修 · 服务设计启蒙
课程聚焦服务设计方法论,强调设计不是商业快消的附庸,而是服务于真实社群的工具。学生将学习如何设计一款交互型APP,服务于特定人群——老年人、残障人士、儿童、父母、社区等,以“服务”和“公益”为导向。
课程全程模拟行业工作流程:用户研究(访谈、问卷、田野观察)、痛点分析、竞品研究、信息架构、交互原型、可用性测试、迭代优化。学生将体验用户体验设计师在Google、Apple等顶尖企业中的完整工作流。
课程框架
- 项目一:产品APP设计(基础)——针对单一用户群体的产品设计
- 项目二:服务APP设计(进阶)——整合多角色、多触点、多场景的服务系统
核心能力
用户研究、服务设计思维、信息架构、交互原型、社群关怀、行业标准工作流程
学生作品示例:
- HOMETONGUE:实时方言翻译与学习APP,融合文化洞察与服务设计
- 银发伴侣:为独居老人设计的健康管理与社交陪伴APP
- 手语桥:连接听障人士与健听者的手语翻译与学习平台
- 社区花园:城市居民社区种植共享平台
- 小太阳:面向流动儿童的心理支持与教育资源整合APP
大三必修 · 从数字界面到展览现场
当体验不再局限于屏幕,当博物馆、美术馆成为设计的新场景——设计师需要面对更复杂的挑战。本课程将用户体验设计的边界从移动应用扩展至网站、空间、展览的全链路。
学生为特定的美术馆、现有博物馆(或自定义的虚拟博物馆)设计完整的数字体验(APP+网站),并最终将设计成果转化为一场具有参与性和交互性的实体展览。无论博物馆是否真实存在,展览本身将成为设计理念的呈现。
课程框架
- 项目一:博物馆APP设计——观展前/中/后的用户旅程
- 项目二:博物馆网站设计——品牌识别与文化身份的视觉传达
- 项目三:展览体验设计——从策展概念到交互装置,从空间规划到礼品设计
核心能力
策展思维、多感官交互、跨媒介叙事、品牌系统构建、用户体验与空间体验的融合、用户研究方法、行业标准工作流程
学生成果示例
- 未完成博物馆:群展项目,以“未完成”为主题的多感官展览,包含数字界面、实体装置、声音、光线及衍生礼品
- 为虚构的“声音博物馆”设计的APP+网站+声音互动装置
- 为本地美术馆设计的AR导览与参观前-中-后全链路体验
- 以“五感”为主题的展览设计,观众通过触摸、嗅闻、聆听与展品互动
每年秋季,两门课程同时开设:
- 大二学生进入用户体验设计 I,从零开始建立服务设计思维,掌握用户研究方法,完成面向社群的APP设计。
- 大三学生进入用户体验设计 II,在基础上拓展至博物馆与展览场景,完成从数字界面到实体空间的完整体验设计。
课程内容每年迭代。每一届的反馈、行业的最新发展、技术的更新、社群的真实需求,都会被纳入下一年的教学设计中。学生从基础走向进阶,既获得扎实的方法论,也接触前沿的行业实践。
The Why?
用户体验设计的核心,是对“人”的理解,更是对“社会”的关切。
- 认知层面:理解用户行为背后的动机与限制
- 方法层面:掌握从研究到验证的完整服务设计流程
- 价值层面:在商业目标与社群需求之间找到平衡——设计应当让生活更美好,而非仅仅让购物更顺畅
- 未来层面:应对AI、VR/AR、空间计算带来的交互革命,同时保持对人的关怀
- 行业层面:将Google、Apple等顶尖企业的用户体验工作流带入课堂,让学生提前进入职业状态
- 项目制学习 · 每个项目都是真实社会议题的模拟
- 迭代式设计 · 从草图到原型,从测试到优化,完整模拟行业流程
- 服务设计方法论 · 用户旅程图、服务蓝图、利益相关者地图
- 工具即思维 · Figma不仅是工具,更是思考的媒介;我们学习特效、动效、交互创新,但始终服务于核心问题
- 批评即对话 · 课堂critique是设计思维发生的地方,鼓励学生像专业设计师一样表达、辩护、反思
- 社群连接 · 鼓励学生走出校园,接触真实用户——养老院、社区中心、公益组织都是我们的课堂
- 识别不同平台的特性与能力边界
- 生成响应式与沉浸式媒介的概念方案
- 应用前沿的用户界面设计技术
- 为多屏幕、多场景设计(手机、平板、桌面)
- 运用服务设计思维解决真实社群问题
- 将媒介作为创意视觉沟通的语言
- 清晰阐述用户体验项目的完整逻辑,并展示研究-设计-测试的闭环
从商业快消到社会服务
课程始终将目光投向那些被忽视的人群——老年人、残障人士、流动儿童、方言使用者。设计不是锦上添花,而是雪中送炭。
从炫酷特效到意义创造
我们学习前沿技术,但不断追问:这些特效服务于谁?它们能否让一个老人更安心地使用健康服务?能否让一个流动儿童感受到被理解?
从数字界面到实体空间
进阶课将体验从屏幕延伸至展览现场,学生同时扮演设计师与策展人,为博物馆、文化机构等未来场景储备能力。
从学校课堂到行业现场
全程模拟顶尖企业的工作流程,学生积累可迁移的工作方法和专业文档,真正成为“准备好的设计师”。 成果与去向
学生去向
- 继续深造:NYU-ITP、RISD、RCA、Parsons、CMU 等人机交互/设计专业
- 行业实践:用户体验设计师、服务设计师、交互设计师、产品经理、博物馆体验设计师
- 跨界发展:将设计思维带入社会创新、社区营造、公益组织
作品展览
- 每学期末的课程群展,面向全校开放
- 学生作品入选校外展览(如Futurelab教博会)
课程留下的
- 一套完整的服务设计方法论
- 一批真正为社群而作的设计作品
- 一种将设计视为社会关怀的价值观
- 一群带着“设计让生活更美好”信条走向未来的年轻人
User Experience Design: A Teaching Archive
From Product to Service, From Interface to Experience
Design makes life better.
This is my belief, and the starting point for both courses. User experience design is not about building flashy shopping interfaces for fast-fashion brands, not about stacking fancy micro-interactions for business growth. It's about understanding real people—their lives, their struggles, their desires. It's about creating meaningful connections: between humans and technology, between individuals, within communities.
Since 2024, the Visual Communication Design program at Wenzhou-Kean University has offered two UX design courses every fall: UX Design I (Foundation) for sophomores and UX Design II (Advanced) for juniors. They run in parallel, content is updated yearly, students progress from foundation to advanced—a complete growth path.
This is my teaching archive. Course Structure · From Foundation to AdvancedUX Design I · Foundation
Sophomore Required · Introduction to Service Design
The course focuses on service design methodology, emphasizing that design is not a servant to consumerism but a tool for real communities. Students learn to design interactive apps for specific groups—the elderly, people with disabilities, children, parents, communities—guided by service and public good, not fast consumption.
The curriculum simulates industry workflow: user research (interviews, surveys, field observations), pain point analysis, competitive research, information architecture, interactive prototyping, usability testing, and iterative refinement. Students experience the complete workflow of a UX designer at top companies like Google and Apple.
Course Structure
- Project 1: Product App Design (Foundation)—design for a single user group
- Project 2: Service App Design (Advanced)—integrate multiple roles, touchpoints, scenarios
Core Capabilities
User research, service design thinking, information architecture, interactive prototyping, community关怀, industry-standard workflow
Student Work Examples
- HOMETONGUE: real-time dialect translation and learning app, integrating cultural insight with service design
- Silver Companion: health management and social陪伴 app for seniors living alone
- Sign Bridge: sign language translation and learning platform connecting deaf and hearing communities
- Community Garden: urban gardening sharing platform
- Little Sun:心理 support and educational resource app for migrant children
Junior Required · From Digital Interface to Exhibition Space
When experience is no longer confined to screens, when museums become new sites for design, designers face more complex challenges. This course extends UX design from mobile apps to websites, spaces, and exhibitions.
Students design complete digital experiences (app + website) for a specific museum, an existing museum, or a fictional museum of their own creation. They then translate these designs into a participatory, interactive physical exhibition. Whether the museum exists or not, the exhibition itself becomes the manifestation of their design理念.
Course Structure
- Project 1: Museum App Design—user journey before, during, and after the visit
- Project 2: Museum Website Design—brand identity and cultural expression
- Project 3: Exhibition Experience Design—from curatorial concept to interactive installation, from spatial planning to gift shop design
Core Capabilities
Curatorial thinking, multi-sensory interaction,跨媒介 storytelling, brand system building, integration of UX and spatial experience, user research methods, industry-standard workflow
Student Work Examples
- Museum of Unfinished: group exhibition on the theme of "unfinished," featuring digital interfaces, physical installations, sound, light, and衍生 merchandise
- App+website+sound installation for a fictional "Museum of Sound."
- AR-guided tour and full visitor journey design for a local museum
- Exhibition on the theme of "five senses," inviting touch, smell, and聆听
Every fall, both courses run simultaneously:
- Sophomores enter UX Design I, building service design thinking from scratch, mastering user research methods, and completing app designs for communities
- Juniors enter UX Design II, expanding to museum and exhibition contexts, completing full体验设计 from digital to physical
Content iterates yearly. Feedback from each cohort, industry developments,技术更新, real community needs—all inform next year's design. Students progress from foundation to advanced, gaining solid methodology while engaging with前沿 practice. Why Learn
Have you ever wondered who decides what you tap, what you see, what you feel when you use an app?
A UX designer.
But UX design isn't just about interfaces and animations. It's a way of thinking—about understanding people, about discovering real needs, about helping technology coexist gently with life.
At Google and Apple, this is how UX designers work: it starts with user research, ends with testing and iteration, and in between are countless rounds of inquiry into what it means to be human. This course brings that完整 workflow into the classroom.
More importantly, we believe: design should make life better, not just make shopping smoother. So we focus not only on e-commerce and entertainment, but on those who truly need design—the elderly, people with disabilities, migrant children, and dialect speakers. Designing for them takes more wisdom than building flashy interfaces. And it shows what design can really do.
If you want to become someone who—
can uncover silent needs through research, create real connections through design, make the world a gentler place through experience—this course is for you. How We Learn
This isn't a sit-and-listen lecture.
It's a design studio. Every week, you bring new ideas in, take new questions out. You'll experience what a real UX designer does:
Week one, you're doing user interviews.
Recording device in hand, sitting in nursing homes, community centers, NGOs—listening to people who've never been listened to. You'll discover that real needs never live in requirement documents.
Week four, you're mapping information architecture.
Those interviews turn into flowcharts, features, and the skeleton of an app. You begin to understand: good design starts with good structure.
Week eight, you're prototyping in Figma.
Micro-interactions, animations,交互创新—we learn them all. But there's always one question in the room: Does this animation help an elderly person use the app more comfortably? Does it help a migrant child feel understood?
Week twelve, you're running usability tests.
Watching real users interact with your product, noting where they frown, where they hesitate. Then back to refine. Test again. Refine again. Iteration is the designer's daily rhythm.
Week sixteen, your work is in an exhibition.
Sophomores showcase their service apps. Juniors turn apps into real exhibitions—with installations, sound, light, and museum gift shop merchandise. Visitors don't just look. They experience.
Two courses, two paths, one direction:
- UX Design I (Sophomore Required)
Start from zero, learn to design for real people. Project 1: product app. Project 2: service app. One direction: design that serves the community. - UX Design II (Junior Required)
From screen to space, from app to exhibition. Project 1: museum app. Project 2: museum website. Project 3: exhibition experience. One direction: experience that leaves the phone and enters the world.
This is the UX designer's growth path. Design Beliefs
I teach UX design not because it's a popular career. Because I believe one thing:
Design makes life better.
This isn't a slogan. It's the starting point for every question in the classroom:
- Who is this design for?
- What real problem does it solve?
- Whose life does it make slightly better?
We learn Figma's latest features, Google's industry standards, and Apple's design guidelines. But all of these are tools. The real purpose is to use these tools to understand real people, to connect real communities, to create design with warmth.
If you believe this too, you're welcome here. Why These Courses Are 前瞻性
From Consumerism to Social Good
The courses始终 focus on those who are often overlooked—the elderly, people with disabilities, migrant children, and dialect speakers. Design is not about adding flowers to brocade. It's about sending charcoal in snow.
From Flashy Effects to Meaning-Making
We learn前沿 technology, but we constantly ask: who do these effects serve? Do they help an elderly person use health services more comfortably? Do they help a migrant child feel understood?
From Digital Interface to Physical Space
The advanced course extends experience from screens to exhibition spaces. Students become both designers and curators, preparing for future contexts in museums and cultural institutions.
From Classroom to Industry
全程模拟 top companies' workflows, students积累 transferable methods and professional documentation. They become designers who are truly "ready." Outcomes & Destinations
Where Students Go
- Graduate study: NYU-ITP, RISD, RCA, Parsons, CMU (HCI/design programs)
- Industry practice: UX designer, service designer,交互 designer, product manager, museum experience designer
-Crossfiled development: bringing design thinking to social innovation, community building,非营利 organizations
Exhibitions
- End-of-semester group exhibitions, open to the campus
- Student work selected for校外 exhibitions (e.g., Futurelab)
What the Courses Leave Behind
- A完整的 service design methodology
- A body of work truly designed for communities
- A价值观 that sees design as social关怀
- A generation of young people who carry the belief that "design makes life better" into the future
- Course GitHub
- Student Work Archive
- Figma for Education
- Service Design Toolkit
- Museum Experience Design Case Library
- UX Industry Workflow Guide