Experience Designer - Super Experience Boss Challenge, 15 cr - EXP3HH004
Course unit language
English
Teachers
Mario Passos Ascencao
Upcoming implementations
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Current implementations
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Past implementations
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Learning objectives
The main idea is learn to create Super Experiences, which truly enhance the customer engagement. The professional profile of an experience designer needs specific competences, which in this entity are
• Empathy
Empathy is about the ability of truly and deeply understanding the life, needs and desires of a customer. It is also measured through teamwork skills: how well do the teams and the individuals enhance each other's strengths and respect each other's differences.
• Sense-making
Sense-making is about the rationality, profitability and doability but also about the meaningfulness of the actions, ideas and concepts created by the teams.
• Curiosity
Curiosity measures the initiative and fearlessness of the designer. It is about approaching people and challenges with an open and accepting mindset. Curiosity is also about daring to see and try unconventional and unexpected solutions.
• Volition is about actually getting things done. It is about taking control of the task and not waiting for orders.
• WOW-ness is a key competence of an experience designer. Ability to create something for customers that really affects their feelings.
Passed course is assessed on a scale of 1 to 5. The assessment criteria are presented for grades 1 - 3 - 5.
Contents
Experience designer specialization is built into a game with three modules:
Tutorial (5 ects): The purpose of this module is to learn the skills and to apply the design thinking approach to create something meaningful for the target group.
Super Experience Challenge (10 ects): The purpose of this module is to respond to the challenge of named commissioner and to create experiential prototype(s) as a solution to the given challenge. The design thinking approach is utilized to design a meaningful wow-experience for the given target group.
Final Boss Challenge (15 ects): The purpose of this module is to implement planned concept for commissioner or continue the concept development process according to commissioner´s instructions.
Execution methods
Depending on the implementation, learning takes place for example in intercampus camps, workshops, project work, independent studies, teamwork and peer-to-peer learning. The assessment of one’s own learning.
Learning materials
Books and articles on the content topics, companies’ web-portals, industry related reports and statistics, and different kinds of development tools.
Further information
Replacements
This course replaces the compulsory studies of your own degree program during the execution.
Starting level and linkage with other courses
For second+ semester students in Experience and Wellness Economy Unit (Haaga, Porvoo, Vierumäki).
Assessment criteria
Assessment criteria - grade 1
Grade 1
Student has difficulties to understand customer needs and focus on customer experience of a target group. The student participates in the project planning, implementation and evaluation with a minimal input.
Assessment criteria - grade 3
Grade 3
The student participates in the project planning, implementation and evaluation independently and makes use of the advice available. The student is able to utilize and create customer understanding by choosing and using relevant research and development methods.
Assessment criteria - grade 5
Grade 5
The student participates with goal-orientation and proactively in the project planning, implementation and evaluation.