2. UX User Experience Design
Intro
Elements of UX
The User
What is UX Design?
Making things work in ways that
people love.
Beyond UI
3. UX User Experience Design
Intro
Elements of UX
The User
UX Design Consists of
Coordinating Interactions that are
controllable
Acknowledging Interactions that are beyond
our control
Reducing Negative Interactions
Beyond UI
5. UX User Experience Design
Intro
Elements of UX
The User
Information Architecture
IA is about organizing information into a meaningful
and intuitive structure.
Design influences IA – it is about creating an
experience or tool to get to the information in a
natural efficient way.
Achieved by empathizing with the user, and
refactoring the experience and the IA as much as
possible.
Beyond UI
6. UX User Experience Design
Intro
Elements of UX
The User
Information Architecture
Beyond UI
7. UX User Experience Design
Intro
Elements of UX
The User
Interaction Design
Interaction design is about making a product
behave the way users expect when interacting with
it.
Interaction design is about providing users
affordances and feedback.
Good interaction design is consistent interaction
design.
Beyond UI
8. UX User Experience Design
Intro
Elements of UX
Interaction Design
The User
Beyond UI
9. UX User Experience Design
Intro
Elements of UX
The User
User Research
User research is about understanding the user.
Personas identify different types of users and
provide distinction between goals, motivations, and
desires.
Understanding users helps designers empathize
with them to create better experiences.
Beyond UI
10. UX User Experience Design
Intro
User Research
Elements of UX
The User
Beyond UI
11. UX User Experience Design
Intro
Elements of UX
The User
Usability Testing
Usability is a quality attribute that assesses how
easy something is to use.
Usability is important because it is a necessary
condition for survival – if your product is difficult to
use, people will abandon it.
Testing is done to improve usability and consists of
asking representative users to perform
representative tasks and observe what the users
do, where they succeed, and where they have
difficulties.
Beyond UI
12. UX User Experience Design
Intro
Elements of UX
Usability Testing
10:48:00
9:36:00
8:24:00
7:12:00
U1
6:00:00
U2
4:48:00
U3
3:36:00
U4
2:24:00
U5
1:12:00
0:00:00
Task 1
Task 2
Task 3
The User
Beyond UI
14. UX User Experience Design
Intro
Elements of UX
The User
Before you make something, learn
about the people who will use it.
Otherwise, it will feel and turn out like
trying to buy a present for someone you
don’t know (like your uncle’s boss).
Beyond UI
15. UX User Experience Design
Intro
Elements of UX
The User
People like and need different things,
so find out what those wants and
needs are.
A Phone for a 3-year-old:
1.
2.
3.
4.
5.
On/Off button
Buttons that answer calls
A button that starts the car
Ability to see the person calling
A red button that turns the phone
into Barbie when pushed
Beyond UI
16. UX User Experience Design
Intro
Elements of UX
The User
Beyond UI
The User is Not You.
So don’t design for yourself.
Photo credit:
thechive.com
----- Meeting Notes (1/8/14 11:20) -----• A good experience is one users love to use
----- Meeting Notes (1/8/14 11:20) -----• Coordinating interactions that are controllable - things we know the users will want to do that we can control and guide the user through• Acknowledging interactions that are beyond our control - things we know the user will do that we cannot control (e.g., clicking the browser's 'Back' button)• Reducing negative interactions - Limiting the number of steps the user has to take to complete a task promotes a positive interaction
----- Meeting Notes (1/8/14 11:20) -----• Organizing information - could be in an outline, a flowchart, etc.• Design should influence the information architecture in a way that organizes information so it seems natural, intuitive, and effortless to the user.• Users should influence the flow and organization of information.
----- Meeting Notes (1/8/14 11:20) -----Example of a hi-fidelity IA diagram. These could also be outlines (for documentation) or lower-fidelity flow charts.
----- Meeting Notes (1/8/14 11:20) -----• Affordances - giving users the ability to interact with something• Feedback - providing users with some sort of cue that the action they took resulted in something• Consistent interactions increase learnability (i.e., tapping on an arrow always has the same result regardless of where it is in the interface)
----- Meeting Notes (1/8/14 11:20) -----• Personas are user groups
----- Meeting Notes (1/8/14 11:20) -----• Providing a name and a face with a persona, even if made it, helps us empathize with the user and relate to them on a personal level
----- Meeting Notes (1/8/14 11:20) -----• Usability assesses how easy/intuitive something is to use• If your product is difficult to use, people will abandon it• Usability testing improves usability. Consists of performing tasks and observing what users do, where they succeed and where they run into difficulties.
----- Meeting Notes (1/8/14 11:20) -----• One helpful component of usability testing is time on task, meaning how long it takes a user to complete a task. • If users spend more time on a particular task than others, the process for completing that task may need to be redesigned.• Other useful components are asking the user to think aloud and monitoring users eye movement patterns.
----- Meeting Notes (1/8/14 11:20) -----Where else do we see user experience design? Everywhere.
----- Meeting Notes (1/8/14 11:20) -----• How could this design be improved?• This one isn't exactly obvious, either.
----- Meeting Notes (1/8/14 11:20) -----• Comprehensive UX is a term I want us all to become familiar with.• When building a product that has many uses and users are experiencing multiple components of the product all at once, comprehensive/consistent UX design is crucial.• Google does a great job at this. From it's home page (search engine) ....
----- Meeting Notes (1/8/14 11:20) -----... to Gmail• Notice the global header, consistent fonts & colors, consistent interaction behaviors• The far left column organizes content in Gmail ....
----- Meeting Notes (1/8/14 11:20) -----... which is also true in Google Drive.
----- Meeting Notes (1/8/14 11:20) -----• Google maps is an entirely different experience• Still, the header remains consistent
----- Meeting Notes (1/8/14 11:20) -----• Most of Google's users won't ever interact with Google Developers site, but those who do can tell they're experiencing a Google product.
----- Meeting Notes (1/8/14 11:20) -----• We should incorporate a comprehensive experience in Zatar. • From the UX of the public facing website ....
----- Meeting Notes (1/8/14 11:20) -----... to the UX of our applications ...
----- Meeting Notes (1/8/14 11:20) -----... to the UX of our Developer Tools• Comprehensive UX isn't just about UI or look and feel, either• This includes the voice we use in writing for documentation vs the voice we use when marketing to our customers• And the end user is who we are building this product for. Not just documentation, but our code should be designed and written with the end user in mind.