Reflection – Mind Mapping and the process of UX environments 

 Juan Romero 

 Challenge 

 Many tools of the design thinking process are used to understand human behavior in UX ( User   Experience ) environments . The most used tool to communicate fast and with effectiveness is   the Mind Mapping Tool , because it can be the perfect communication bridge between the   users , designers and engineers . I use this approach often with the co - working groups to   achieve a channel where everyone can understand the what , where , how , when and why of   any project . In all stages of the project we bring users to understand the procedures , by   making a broad board which can represent the user from any part of the mind mapping in all   of its stages . By applying this methodology , we can assure that customers are more likely to   understand the communication process between the company and the final user , were   upgrades and future tools can be implemented progressively to endure the learning curve of   the users with the interfaces we design and develop . 

 Application 

 We start the mind mapping by bringing concepts based on ethnographic and documentary   research , in which we seek for functionality and the needs and wishes from all stakeholders .   Then , by applying a hierarchic tree of concepts , we can prioritize the sequences from “ most   needed ” to “ less needed ” . This is a crucial process for the project , because from all of the   users , we can establish who of them are more likely to use the product , and what constraints   can we apply to ensure the maximum efficiency on the usability process . 

 To begin with the Mind Mapping , we gather all the team in a debate to talk about the project .   By dividing all the stake holders ( users , clients and team work ) in aleatory groups of 3 to 4   participants with a main moderator , we apply times of 10 minutes for each debate process   with a total of 4 hours of the activity itself . Every 10 minutes , each group will have to rotate   randomly based on a card hanging at his neck , which will supply all the 24 random stations to   ensure that no participant will repeat with the same group of people . Each 10 minutes will   have a questionnaire in which every person in the group have to fill up . 

 At the end of the session , each participant may have a total of 24 questionnaires were all the   information will be digitize and organized . With the co - working teams , we will make the mind   mapping of the UX project based on the answers ( needs , wishes , suggestions and assumptions )   of each participant and the correlations of those with the company needs of the project . 

 After the whole process , the final result will be a full mind mapping tool , between lines ,   photos , sticky notes and texts , were both users and team work can fully understand to achieve   the maximum approach to start developing ideas for the UX product . 

 Insight & Approach 

 What we always learn of this exercise of the mind mapping – hierarchy tool is that in a pre- design stage of a project we can bring all stake holders into one only environment to squeeze   all the problems , needs , wishes , assumptions , considerations and suggestions to gain all the   information we can get for understanding better the user needs before making any both   design and engineering decision . 

 We have to understand that not every users mind is the same , and we need as much both   empathy and emotional information to achieve projects that can be obtained from real users ,   instead of fictional stories . 

 At the end , the gap closes a bit more between companies and users , and we can react towards   a better product , achieving not only economic incomes , but also happiness for those who   purchase our products . 


EMAIL: 
ID_NUM: 
NAME_STUDENT: Juan Romero
PHONE_NUM: 
STREET_ADDRESS: 
URL_PERSONAL: 
USERNAME: 

### Task: You are a PII (Personal Identity Information) Detection. Given a essays written by students, you have to identify ONLY the following:
NAME_STUDENT - The full or partial name of a student that is not necessarily the author of the essay. This excludes instructors, authors, and other person names.
EMAIL - A student’s email address.
USERNAME - A student's username on any platform.
ID_NUM - A number or sequence of characters that could be used to identify a student, such as a student ID or a social security number.
PHONE_NUM - A phone number associated with a student.
URL_PERSONAL - A URL that might be used to identify a student.
STREET_ADDRESS - A full or partial street address that is associated with the student, such as their home address.
### Input: Reflection – Mind Mapping and the process of UX environments 

 Juan Romero 

 Challenge 

 Many tools of the design thinking process are used to understand human behavior in UX ( User   Experience ) environments . The most used tool to communicate fast and with effectiveness is   the Mind Mapping Tool , because it can be the perfect communication bridge between the   users , designers and engineers . I use this approach often with the co - working groups to   achieve a channel where everyone can understand the what , where , how , when and why of   any project . In all stages of the project we bring users to understand the procedures , by   making a broad board which can represent the user from any part of the mind mapping in all   of its stages . By applying this methodology , we can assure that customers are more likely to   understand the communication process between the company and the final user , were   upgrades and future tools can be implemented progressively to endure the learning curve of   the users with the interfaces we design and develop . 

 Application 

 We start the mind mapping by bringing concepts based on ethnographic and documentary   research , in which we seek for functionality and the needs and wishes from all stakeholders .   Then , by applying a hierarchic tree of concepts , we can prioritize the sequences from “ most   needed ” to “ less needed ” . This is a crucial process for the project , because from all of the   users , we can establish who of them are more likely to use the product , and what constraints   can we apply to ensure the maximum efficiency on the usability process . 

 To begin with the Mind Mapping , we gather all the team in a debate to talk about the project .   By dividing all the stake holders ( users , clients and team work ) in aleatory groups of 3 to 4   participants with a main moderator , we apply times of 10 minutes for each debate process   with a total of 4 hours of the activity itself . Every 10 minutes , each group will have to rotate   randomly based on a card hanging at his neck , which will supply all the 24 random stations to   ensure that no participant will repeat with the same group of people . Each 10 minutes will   have a questionnaire in which every person in the group have to fill up . 

 At the end of the session , each participant may have a total of 24 questionnaires were all the   information will be digitize and organized . With the co - working teams , we will make the mind   mapping of the UX project based on the answers ( needs , wishes , suggestions and assumptions )   of each participant and the correlations of those with the company needs of the project . 

 After the whole process , the final result will be a full mind mapping tool , between lines ,   photos , sticky notes and texts , were both users and team work can fully understand to achieve   the maximum approach to start developing ideas for the UX product . 

 Insight & Approach 

 What we always learn of this exercise of the mind mapping – hierarchy tool is that in a pre- design stage of a project we can bring all stake holders into one only environment to squeeze   all the problems , needs , wishes , assumptions , considerations and suggestions to gain all the   information we can get for understanding better the user needs before making any both   design and engineering decision . 

 We have to understand that not every users mind is the same , and we need as much both   empathy and emotional information to achieve projects that can be obtained from real users ,   instead of fictional stories . 

 At the end , the gap closes a bit more between companies and users , and we can react towards   a better product , achieving not only economic incomes , but also happiness for those who   purchase our products .
### Output: 