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Introduction to UX for Developers
Jacques Woodcock




                            @jacques_thekit
                                 @kitportal
A little about me...
- Degree in Design




I started by getting my degree in design...
- Degree in Design
                - Multimedia Designer




...then started doing multimedia design...
- Degree in Design
               - Multimedia Designer
               - Multimedia Programmer




...then multimedia programming...
- Degree in Design
                 - Multimedia Designer
                 - Multimedia Programmer
                 - Coldfusion, Javascript, PHP




...then started learning most web technologies....
- Degree in Design
                - Multimedia Designer
                - Multimedia Programmer
                - Coldfusion, Javascript, PHP
                - Project Managment




...then on to project management...
- Degree in Design
               - Multimedia Designer
               - Multimedia Programmer
               - Coldfusion, Javascript, PHP
               - Project Managment
               - Business Dev, Ops Managment




...business development and operations management...
- Degree in Design
                - Multimedia Designer
                - Multimedia Programmer
                - Coldfusion, Javascript, PHP
                - Project Managment
                - Business Dev, Ops Managment
                - Strategy




... and am now focusing on strategy.
Let’s get started
What is UX?
st
1
View


It is NOT the View
View       = UI
   (UI = User Interface)
UX is
Model   +   View   + Controller +   So Much More
“UX is the technical study of how users
interact with your product.”
If I were to order web disciplines into a diagram,
it might look like this...
User Interface

                                    Technical Scope

                                           UX

                                   Business Strategy




Business Strategy is your base then you build on that with your UX which defines your
Technical Scope and is presented with your User Interface.
User Interface

                                    Technical Scope

                                            UX

                                   Business Strategy




UX is crucial to defining your technical scope and thus your project.
A Quick History
Human interaction with technical
               systems started being studied post WWII




They found that even operators who’s live depended on using a technical system, still ran
into human limitations.
The 80’s & 90’s




When the computer started dominating the workplace, user-centered design took on a bigger
importance.
Today




Today, as the discipline has evolved, we look more at the psychological aspects of human
interaction as opposed to just the usability of an interface.
Whitney Hess

               5 Principles of UX
Whitney Hess

           1. Understand the problem
Whitney Hess

           1. Understand the problem
           2. Don't hurt anyone
Whitney Hess

           1. Understand the problem
           2. Don't hurt anyone
           3. Make things simple and intuitive
Whitney Hess

           1. Understand the problem
           2. Don't hurt anyone
           3. Make things simple and intuitive
           4. Acknowledge the user is not like you.
Whitney Hess

           1. Understand the problem
           2. Don't hurt anyone
           3. Make things simple and intuitive
           4. Acknowledge the user is not like you
           5. Have empathy
Sound Familiar?
Whitney Hess

                   1. Understand the problem
                   2. Don't hurt anyone
                   3. Make things simple and intuitive
                   4. Acknowledge the user is not like you
                   5. Have empathy




1, 3, 5... these are similar to principles of development.
Whitney Hess
               Expanded to 20
My Favorites?




Here are some of my favorites.
My Favorite Principles   Present few choices




We all know Apple is the king of fewer choices, yet they have the best user experience on the
market.
My Favorite Principles   Present few choices




The more choices a person is presented with, the harder it is for them to choose. This is what
Barry Schwartz calls The Paradox of Choice. Remove the "nice to haves" and focus instead of
the necessary alternatives a person needs to make in order to greatly impact the outcome.
My Favorite Principles   Create a visual hierarchy
                          that matches the user's needs




 "Visual hierarchy" is a combination of several dimensions to aid in the processing of
information, such as color, size, position, contrast, shape, proximity to like items, etc.
My Favorite Principles   Provide context




If what users find when they get to your site/product isn't close to what they predicted,
chances are they're going to give up and go elsewhere
My Favorite Principles   Use appropriate defaults




Providing preselected or predetermined options is one of the ways to minimize decisions and
increase efficiency. But choose wisely: if you assign the defaults to the wrong options
(meaning that the majority of people are forced to change the selection), you'll end up
creating more stress and processing time.
My Favorite Principles   Make actions reversible




There is no such thing as a perfect design. No one and nothing can prevent all errors, so
you're going to need a contingency plan.
My Favorite Principles   Provide feedback




tell them why they're waiting. Tell them that you're working. Tell them you heard them and
offer the next step along their path. Design is not a monologue, it's a conversation.
My Favorite Principles   Be consistent




When things don't match up between multiple areas, the experience can feel disjointed,
confusing and uncomfortable. People will start to question whether they're misunderstanding
the intended meaning or if they missed a key cue.
If I were to add 1...
My Favorite Principles   Don’t be lazy




In the battle to “just get it launched” you need to place followthrough at the top of the list.
These might be your principles, but that don’t mean squat if you don’t apply them.
Why is UX not UI?
UX defines your features, user flow
and product personality.
UX:   - checking in
      - sending messages
      - tweeting, liking, +1ing
      - the process to do these tasks
UI defines the screen style and
layout of those features.
UI:   - button styles
      - colors
      - content size
UI == Aesthetic Design
UX == Features and interacting with those features.
UX will define what the UI must create
through wireframes.
Project: The Kit CMS
           Deliverable: Wireframes | Managers | Event Manager | Manage Attendee Records | View Attendees
           Big Heart Design | August 24, 2008


                                                                                                                                            WELCOME MARTHA TAYLOR!
                      The Kit Logo                                                                                            LOGOUT | MY ACCOUNT | CONTACT US | HELP



                       HOME                             PAGES                          RELATIONSHIPS                      MANAGERS                      NEW PAGE

              QUICK PAGE EDIT                 MANAGE ATTENDEE RECORDS                                                                            KIT NEWS
              PAGE ORDER                      << Back | National Conference Attendee Report                                                         News headlines #1
              SITE FILES                                                                                                                            News headlines #2
                                                                                                                                                    News headlines #3
                                                ATTENDEE NAME:                                         EVENT: National Conference           GO      News headlines #4
                                                                                                                                                    News headlines #5

                                                                  Attendee                        Status                    Actions

                                              Matt Carlisle                                     Paid         View | Mark as Unpaid | Delete

                                              Jacques Woodcock                                  Unpaid       View | Mark as Paid | Delete




                                                                                          PRINT ATTENDEE RECORD




UX will direct with a wireframe. Here is an example of a wireframe for a user interface.
UI will convert the wireframe into an interface.
UI specialist will be a member on
a UX team.
UX & Developers are cousins
Both try to solve a problem.
Both break a system down to basic tasks.
Both describes how a function interfaces with the
overall system.
Both plan for input and output.
Shared Goals; Different Focus
Developers think of what's best for the system
UX thinks of what's best for the user
Developer: “Is the process an efficient use of resources?”
UX:        “Is the process efficient for the user?”
Example




Let’s look at the focus of those questions in an example.
Example: Remote




Let’s look at the remote.
Devs:




Want to make sure all functionality is assessable to the user, typically in one menu.
Devs:




Which leaves you with this.
UX:




UX designers understand the principles of user interaction.
UX:




UX will deliver a product like this.
Not the same level of functionality,
but a mountain of difference in usability.
Disciplines can be broken down to 3 areas.
1 Guiding principles
1 Guiding principles 2 Processes
1 Guiding principles 2 Processes   3 Tools
UX
                           1 Guiding principles
    Dev




UX and Dev share similar principles, as we discussed.
UX                                    - Listen
                                          - Ask questions
                           2    Processes - Define a goal
    Dev                                   - Define milestones




They even start with a similar process.
UX Processes

 1 Guiding principles 2 Processes

                                         Dev Processes


It’s halfway through the process that they split.
UX Processes > User Flow

 1 Guiding principles 2 Processes

                                        Dev Processes > Technical Scope


UX starts to focus on the user flow while devs start to focus on the technical scope.
Project      UX:   User Flow




                          Dev:     Technical Scope




Good projects have both
Project      UX:   User Flow




                          Dev:     Technical Scope




, and they communicate.
Project   UX:   User Flow




                                     User flow should define
          Dev:     Technical Scope
                                     the technical scope.
Project   UX:   User Flow




                                     Technical scope should not
          Dev:     Technical Scope
                                     influence the user flow...
Project   UX:   User Flow




                                     ...beyond technical
          Dev:     Technical Scope
                                     limitations.
Why?
We build for users.




Average users will trade functionality for usability.
You have to know your users.
Great UX specialist understand development.
Efficient UX specialist have coding knowledge.
UX specialist prototype.
UX specialist prototype.        Papered process flows




Some present papered process flows.
AJAX/JQuery

     UX specialist prototype.




Some prototype in AJAX/JQuery
AJAX/JQuery

    UX specialist prototype.   HTML/CSS




HTML/CSS
AJAX/JQuery

     UX specialist prototype.   HTML/CSS

                                PHP




and even PHP
Great UX specialist write prototypes that can be
pushed to developers for final production.
AJAX/JQuery

                                                                  HTML/CSS
          Use prototypes to                                        PHP
          streamline
          development.



                                                                   Development
                                                                   Environment




You can even use these prototypes to streamline the development process.
How do I get started?
st
1
Change Mindset
From
How can I organize these features
to create an efficient system?
To
How can I organize these features
for an efficient user experience?
nd
2
Interact with REAL users




Take them out for coffee, lunch, or just chat on the phone.
KNOW YOUR USERS!
rd
3
Sketch




                                      Build            Adjust
Prototype
Sketch, build, test, adjust, repeat


                                               Test
Prototype
 Sketch - Paper




Here is a user flow I did for a process for users to take content from the system, get a short
url and pass it to the social sphere. Bottom right is a rough UI and the bottom left is a rough
data scheme.
Prototype
 Sketch - Paper




Here is an interface sketch, the first is the overall interface, the top right is the interface when
interaction is initiated and the last is the new user interface that gets shown.
Prototype
 Sketch - Wireframe




Next you wireframe. Here is the social process’s interface.
Prototype
 Build




Here is the user sketch built out. The top is the default state, the next is the interface after
the new function has been initiated.
Prototype
 Build




Here is the new screen they are presented with to complete their process.
Prototype
 Testing




                               - Focus Groups
                               - Screen Capturing
                               - Eye Tracking
                               - Heat Mapping
                               - Analytics




Testing can be done with any of the above.
Prototype
Testing: Focus Groups




     A focus group involves encouraging an invited group
     of participants to share their thoughts, feelings,
     attitudes and ideas on a certain subject, feature or
     user flow.
Prototype
 Testing: Focus Groups




       - Prepare agenda




Start by preparing an agenda.
Prototype
 Testing: Focus Groups




       - Prepare agenda
       - Invite 1 to 6 target users




Next invite 1 to 6 target users, depending on the agenda. 1 works better for them interacting
with website and 6 is best for a Q&A.
Prototype
 Testing: Focus Groups




       - Prepare agenda
       - Invite 1 to 6 target users
       - Meet in quiet room




You want to be able to hear each other.
Prototype
 Testing: Focus Groups




       - Prepare agenda
       - Invite 1 to 6 target users
       - Meet in quiet room
       - Record session




You must record, either video or audio, video if they are interacting. This allows you to
reference back and justifies any changes in strategy.
Prototype
Testing: Focus Groups




     - Prepare agenda
     - Invite 1 to 6 target users
     - Meet in quiet room
     - Record session
     - Ask them to walk through, or walk them through tasks
Prototype
 Testing: Focus Groups




       - Prepare agenda
       - Invite 1 to 6 target users
       - Meet in quiet room
       - Record session
       - Ask them to walk through, or walk them through tasks
       - Document feedback




Documenting feedback should be highlights as you have a recording to reference back to for
details.
Prototype
Testing: Eye Tracking




     “Eye tracking is the process of measuring either the
     point of gaze ("where we are looking") or the motion
     of an eye relative to the head.”
Prototype
 Testing: Eye Tracking




This works by placing a camera on top of the user’s computer.
Prototype
 Testing: Eye Tracking




It then beam infrared light out that is in turn reflected back by
the human eye.
Prototype
 Testing: Eye Tracking




In the end, you can pinpoint where the user’s eyes move to.
Prototype
Testing: Screen Capturing




     Screen capturing allows you to see exactly what
     your users are doing on your site, down to all
     sporadic mouse movements, by recording their
     complete session.
Prototype
  Testing: Screen Capturing




I love this tool.
Prototype
 Testing: Screen Capturing




                             Demo




Can’t embed demo. Sorry.
Prototype
 Testing: Screen Capturing




       Some providers:
       User Fly
       http://userfly.com

       ExactoStats
       http://exactostats.com/

       ClickTale
       http://www.clicktale.com/




Some providers of Screen Capturing.
Prototype
Testing: Heat Mapping




     “A heat map is an easy way to understand what
     users do on your site. It’s a visual representation
     showing you where people click and what users do.”
Prototype
Testing: Heat Mapping




     Many software solutions for making heat maps.
Prototype
Testing: Heat Mapping




     Most are based off of user click patterns.
Prototype
Testing: Heat Mapping




 Notice the colors
Prototype
Testing: Heat Mapping




 Cool colors are
 few clicks
Prototype
 Testing: Heat Mapping




   Warm colors are
   most clicked




here you will see most people use this page to login.
Prototype
 Testing: Heat Mapping




       Some providers:
       Crazy Egg
       http://www.crazyegg.com/

       Omniture
       http://www.omniture.com/en/

       Clickdestiny
       http://www.clickdensity.com/

       Google Analytics
       https://www.google.com/analytics/

       And many others




Google actually only gives you the percentage of clicks per link, but that’s still useful.
Prototype
Testing: Analytics




      We all know what analytics are, but do we
      understand how they help usability?
Prototype
Testing: Analytics




      First, they clarify what works in your UI.
Prototype
Testing: Analytics




      Next, they justify your content, or justify removing
      some of your content.
Prototype
Testing: Analytics




      Lastly, they can tell you if your user flow is working.
Prototype
Testing: Analytics




      There are many names for this, funnels, goals, paths.
      I like conversion as it implies your user flow is taking a
      user from the start to your desired destination.
Prototype
 Testing: Analytics




       This works by tracking how your user comes in, where
       they go and where they end up.




It’s easy when you have a finite task, such as share a photo. You can tell how your conversion
is doing by how many photos are being shared. Still, it’s good to know how your users come
in and then find the share function.
Prototype
Testing: Analytics




   So you have your site.

                                       Home



                     About     Login   Sign Up   Support   Blog


                     Team      Share                       Post 1


                     Service                               Post 2
Prototype
Testing: Analytics



   You define a successful
   conversion follows this path.

                                       Home



                     About     Login   Sign Up   Support   Blog


                     Team      Share                       Post 1


                     Service                               Post 2
Prototype
Testing: Analytics



   With analytics, you find that
   users follow this path.

                                       Home



                     About     Login   Sign Up   Support   Blog


                     Team      Share                       Post 1


                     Service                               Post 2
Prototype
 Testing: Analytics




       There’s something wrong with your user experience.




So you...
Prototype
 Adjusting




                     Sketch




             Build            Adjust



                      Test




Adjust
Repeat
To Sum Up
UX != UI
UX

             UI




UX owns UI
UX   like   Development
UX    like  Development
Shared goals, different focus
UX   ==   Development




In the case of prototyping.
Get Started
Change Mindset
Get Started
Change Mindset
   Get Started       Interact with REAL users




Know your users!!!
Change Mindset
Get Started   Interact with REAL users
              Sketch, build, test, adjust, repeat
One last thing
Pay attention to design.




Okay, I know a lot of developers are going to scrum by this word, but trust me, it’s okay.
We’re not going to talk color palates, nor shading.
Pay attention to design.




You may not be a designer, but you have opinions on design, and that’s okay. So quickly...
Design




Design covers a wide variety of definitions and skills. It can be one of the most misleading
disciplines out there.
Design == Creativity




Most people think design equals creativity.
Design == Creativity




They are wrong. I know so many people who are good with UX design that have no ability to
“design.”
Design is simply the structuring of elements
               into a pleasing, or usable, product for the
               target audience to consume.




Design is simply the structuring of elements into a pleasing, or usable, product for a target
audience to consume.
Design is simply the structuring of elements
               into a pleasing, or usable, product for the
               target audience to consume.




Don’t get me wrong. Art is something totally different than design. There’s emotion, thought,
pain, love and so much more that goes into art.
Design




But we are talking design.
UX Design




And more specially UX design.
Sketch




                           Build
                                          ∞            Adjust



                                           Test




You piece together a user experience from what’s proven to work for the user by getting to
know the user, testing your product, adjusting your offering and repeating. ∞
Introduction to UX for Developers                                                   Jacques Woodcock



     References

     Pek Pongpaet
     http://uxmag.com/design/user-experience-for-developers
     Whitney Hess
     http://www.uxmag.com/design/guiding-principles-for-ux-designers
     Justin Davis
     http://www.maderalabs.com/blog/five-things-every-developer-should-understand-about-ux/
     #more-1051
     Everett McKay
     http://www.uxdesignedge.com/2010/03/getting-started-in-interaction-design/
     David Leggett
     http://www.uxbooth.com/blog/top-29-free-ux-tools-and-extensions/
     Focus Groups
     http://www.webcredible.co.uk/user-friendly-resources/web-usability/focus-groups.shtml
     29 Free Tools
     http://www.uxbooth.com/blog/top-29-free-ux-tools-and-extensions/
     Dr. Tobias Komischke
     http://blogs.infragistics.com/pixel8/media/p/95683.aspx




                                                                                             @jacques_thekit
                                                                                                  @kitportal

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Introduction to UX for Developers

  • 1. Introduction to UX for Developers Jacques Woodcock @jacques_thekit @kitportal
  • 3. - Degree in Design I started by getting my degree in design...
  • 4. - Degree in Design - Multimedia Designer ...then started doing multimedia design...
  • 5. - Degree in Design - Multimedia Designer - Multimedia Programmer ...then multimedia programming...
  • 6. - Degree in Design - Multimedia Designer - Multimedia Programmer - Coldfusion, Javascript, PHP ...then started learning most web technologies....
  • 7. - Degree in Design - Multimedia Designer - Multimedia Programmer - Coldfusion, Javascript, PHP - Project Managment ...then on to project management...
  • 8. - Degree in Design - Multimedia Designer - Multimedia Programmer - Coldfusion, Javascript, PHP - Project Managment - Business Dev, Ops Managment ...business development and operations management...
  • 9. - Degree in Design - Multimedia Designer - Multimedia Programmer - Coldfusion, Javascript, PHP - Project Managment - Business Dev, Ops Managment - Strategy ... and am now focusing on strategy.
  • 12. st 1
  • 13. View It is NOT the View
  • 14. View = UI (UI = User Interface)
  • 15. UX is
  • 16. Model + View + Controller + So Much More
  • 17. “UX is the technical study of how users interact with your product.”
  • 18. If I were to order web disciplines into a diagram, it might look like this...
  • 19. User Interface Technical Scope UX Business Strategy Business Strategy is your base then you build on that with your UX which defines your Technical Scope and is presented with your User Interface.
  • 20. User Interface Technical Scope UX Business Strategy UX is crucial to defining your technical scope and thus your project.
  • 22. Human interaction with technical systems started being studied post WWII They found that even operators who’s live depended on using a technical system, still ran into human limitations.
  • 23. The 80’s & 90’s When the computer started dominating the workplace, user-centered design took on a bigger importance.
  • 24. Today Today, as the discipline has evolved, we look more at the psychological aspects of human interaction as opposed to just the usability of an interface.
  • 25. Whitney Hess 5 Principles of UX
  • 26. Whitney Hess 1. Understand the problem
  • 27. Whitney Hess 1. Understand the problem 2. Don't hurt anyone
  • 28. Whitney Hess 1. Understand the problem 2. Don't hurt anyone 3. Make things simple and intuitive
  • 29. Whitney Hess 1. Understand the problem 2. Don't hurt anyone 3. Make things simple and intuitive 4. Acknowledge the user is not like you.
  • 30. Whitney Hess 1. Understand the problem 2. Don't hurt anyone 3. Make things simple and intuitive 4. Acknowledge the user is not like you 5. Have empathy
  • 32. Whitney Hess 1. Understand the problem 2. Don't hurt anyone 3. Make things simple and intuitive 4. Acknowledge the user is not like you 5. Have empathy 1, 3, 5... these are similar to principles of development.
  • 33. Whitney Hess Expanded to 20
  • 34. My Favorites? Here are some of my favorites.
  • 35. My Favorite Principles Present few choices We all know Apple is the king of fewer choices, yet they have the best user experience on the market.
  • 36. My Favorite Principles Present few choices The more choices a person is presented with, the harder it is for them to choose. This is what Barry Schwartz calls The Paradox of Choice. Remove the "nice to haves" and focus instead of the necessary alternatives a person needs to make in order to greatly impact the outcome.
  • 37. My Favorite Principles Create a visual hierarchy that matches the user's needs "Visual hierarchy" is a combination of several dimensions to aid in the processing of information, such as color, size, position, contrast, shape, proximity to like items, etc.
  • 38. My Favorite Principles Provide context If what users find when they get to your site/product isn't close to what they predicted, chances are they're going to give up and go elsewhere
  • 39. My Favorite Principles Use appropriate defaults Providing preselected or predetermined options is one of the ways to minimize decisions and increase efficiency. But choose wisely: if you assign the defaults to the wrong options (meaning that the majority of people are forced to change the selection), you'll end up creating more stress and processing time.
  • 40. My Favorite Principles Make actions reversible There is no such thing as a perfect design. No one and nothing can prevent all errors, so you're going to need a contingency plan.
  • 41. My Favorite Principles Provide feedback tell them why they're waiting. Tell them that you're working. Tell them you heard them and offer the next step along their path. Design is not a monologue, it's a conversation.
  • 42. My Favorite Principles Be consistent When things don't match up between multiple areas, the experience can feel disjointed, confusing and uncomfortable. People will start to question whether they're misunderstanding the intended meaning or if they missed a key cue.
  • 43. If I were to add 1...
  • 44. My Favorite Principles Don’t be lazy In the battle to “just get it launched” you need to place followthrough at the top of the list. These might be your principles, but that don’t mean squat if you don’t apply them.
  • 45. Why is UX not UI?
  • 46. UX defines your features, user flow and product personality.
  • 47. UX: - checking in - sending messages - tweeting, liking, +1ing - the process to do these tasks
  • 48. UI defines the screen style and layout of those features.
  • 49. UI: - button styles - colors - content size
  • 50. UI == Aesthetic Design UX == Features and interacting with those features.
  • 51. UX will define what the UI must create through wireframes.
  • 52. Project: The Kit CMS Deliverable: Wireframes | Managers | Event Manager | Manage Attendee Records | View Attendees Big Heart Design | August 24, 2008 WELCOME MARTHA TAYLOR! The Kit Logo LOGOUT | MY ACCOUNT | CONTACT US | HELP HOME PAGES RELATIONSHIPS MANAGERS NEW PAGE QUICK PAGE EDIT MANAGE ATTENDEE RECORDS KIT NEWS PAGE ORDER << Back | National Conference Attendee Report News headlines #1 SITE FILES News headlines #2 News headlines #3 ATTENDEE NAME: EVENT: National Conference GO News headlines #4 News headlines #5 Attendee Status Actions Matt Carlisle Paid View | Mark as Unpaid | Delete Jacques Woodcock Unpaid View | Mark as Paid | Delete PRINT ATTENDEE RECORD UX will direct with a wireframe. Here is an example of a wireframe for a user interface.
  • 53. UI will convert the wireframe into an interface.
  • 54. UI specialist will be a member on a UX team.
  • 55. UX & Developers are cousins
  • 56. Both try to solve a problem.
  • 57. Both break a system down to basic tasks.
  • 58. Both describes how a function interfaces with the overall system.
  • 59. Both plan for input and output.
  • 61. Developers think of what's best for the system
  • 62. UX thinks of what's best for the user
  • 63. Developer: “Is the process an efficient use of resources?” UX: “Is the process efficient for the user?”
  • 64. Example Let’s look at the focus of those questions in an example.
  • 66. Devs: Want to make sure all functionality is assessable to the user, typically in one menu.
  • 68. UX: UX designers understand the principles of user interaction.
  • 69. UX: UX will deliver a product like this.
  • 70. Not the same level of functionality, but a mountain of difference in usability.
  • 71. Disciplines can be broken down to 3 areas.
  • 73. 1 Guiding principles 2 Processes
  • 74. 1 Guiding principles 2 Processes 3 Tools
  • 75. UX 1 Guiding principles Dev UX and Dev share similar principles, as we discussed.
  • 76. UX - Listen - Ask questions 2 Processes - Define a goal Dev - Define milestones They even start with a similar process.
  • 77. UX Processes 1 Guiding principles 2 Processes Dev Processes It’s halfway through the process that they split.
  • 78. UX Processes > User Flow 1 Guiding principles 2 Processes Dev Processes > Technical Scope UX starts to focus on the user flow while devs start to focus on the technical scope.
  • 79. Project UX: User Flow Dev: Technical Scope Good projects have both
  • 80. Project UX: User Flow Dev: Technical Scope , and they communicate.
  • 81. Project UX: User Flow User flow should define Dev: Technical Scope the technical scope.
  • 82. Project UX: User Flow Technical scope should not Dev: Technical Scope influence the user flow...
  • 83. Project UX: User Flow ...beyond technical Dev: Technical Scope limitations.
  • 84. Why?
  • 85. We build for users. Average users will trade functionality for usability.
  • 86. You have to know your users.
  • 87. Great UX specialist understand development.
  • 88. Efficient UX specialist have coding knowledge.
  • 90. UX specialist prototype. Papered process flows Some present papered process flows.
  • 91. AJAX/JQuery UX specialist prototype. Some prototype in AJAX/JQuery
  • 92. AJAX/JQuery UX specialist prototype. HTML/CSS HTML/CSS
  • 93. AJAX/JQuery UX specialist prototype. HTML/CSS PHP and even PHP
  • 94. Great UX specialist write prototypes that can be pushed to developers for final production.
  • 95. AJAX/JQuery HTML/CSS Use prototypes to PHP streamline development. Development Environment You can even use these prototypes to streamline the development process.
  • 96. How do I get started?
  • 97. st 1
  • 99. From How can I organize these features to create an efficient system?
  • 100. To How can I organize these features for an efficient user experience?
  • 101. nd 2
  • 102. Interact with REAL users Take them out for coffee, lunch, or just chat on the phone.
  • 104. rd 3
  • 105. Sketch Build Adjust Prototype Sketch, build, test, adjust, repeat Test
  • 106. Prototype Sketch - Paper Here is a user flow I did for a process for users to take content from the system, get a short url and pass it to the social sphere. Bottom right is a rough UI and the bottom left is a rough data scheme.
  • 107. Prototype Sketch - Paper Here is an interface sketch, the first is the overall interface, the top right is the interface when interaction is initiated and the last is the new user interface that gets shown.
  • 108. Prototype Sketch - Wireframe Next you wireframe. Here is the social process’s interface.
  • 109. Prototype Build Here is the user sketch built out. The top is the default state, the next is the interface after the new function has been initiated.
  • 110. Prototype Build Here is the new screen they are presented with to complete their process.
  • 111. Prototype Testing - Focus Groups - Screen Capturing - Eye Tracking - Heat Mapping - Analytics Testing can be done with any of the above.
  • 112. Prototype Testing: Focus Groups A focus group involves encouraging an invited group of participants to share their thoughts, feelings, attitudes and ideas on a certain subject, feature or user flow.
  • 113. Prototype Testing: Focus Groups - Prepare agenda Start by preparing an agenda.
  • 114. Prototype Testing: Focus Groups - Prepare agenda - Invite 1 to 6 target users Next invite 1 to 6 target users, depending on the agenda. 1 works better for them interacting with website and 6 is best for a Q&A.
  • 115. Prototype Testing: Focus Groups - Prepare agenda - Invite 1 to 6 target users - Meet in quiet room You want to be able to hear each other.
  • 116. Prototype Testing: Focus Groups - Prepare agenda - Invite 1 to 6 target users - Meet in quiet room - Record session You must record, either video or audio, video if they are interacting. This allows you to reference back and justifies any changes in strategy.
  • 117. Prototype Testing: Focus Groups - Prepare agenda - Invite 1 to 6 target users - Meet in quiet room - Record session - Ask them to walk through, or walk them through tasks
  • 118. Prototype Testing: Focus Groups - Prepare agenda - Invite 1 to 6 target users - Meet in quiet room - Record session - Ask them to walk through, or walk them through tasks - Document feedback Documenting feedback should be highlights as you have a recording to reference back to for details.
  • 119. Prototype Testing: Eye Tracking “Eye tracking is the process of measuring either the point of gaze ("where we are looking") or the motion of an eye relative to the head.”
  • 120. Prototype Testing: Eye Tracking This works by placing a camera on top of the user’s computer.
  • 121. Prototype Testing: Eye Tracking It then beam infrared light out that is in turn reflected back by the human eye.
  • 122. Prototype Testing: Eye Tracking In the end, you can pinpoint where the user’s eyes move to.
  • 123. Prototype Testing: Screen Capturing Screen capturing allows you to see exactly what your users are doing on your site, down to all sporadic mouse movements, by recording their complete session.
  • 124. Prototype Testing: Screen Capturing I love this tool.
  • 125. Prototype Testing: Screen Capturing Demo Can’t embed demo. Sorry.
  • 126. Prototype Testing: Screen Capturing Some providers: User Fly http://userfly.com ExactoStats http://exactostats.com/ ClickTale http://www.clicktale.com/ Some providers of Screen Capturing.
  • 127. Prototype Testing: Heat Mapping “A heat map is an easy way to understand what users do on your site. It’s a visual representation showing you where people click and what users do.”
  • 128. Prototype Testing: Heat Mapping Many software solutions for making heat maps.
  • 129. Prototype Testing: Heat Mapping Most are based off of user click patterns.
  • 130. Prototype Testing: Heat Mapping Notice the colors
  • 131. Prototype Testing: Heat Mapping Cool colors are few clicks
  • 132. Prototype Testing: Heat Mapping Warm colors are most clicked here you will see most people use this page to login.
  • 133. Prototype Testing: Heat Mapping Some providers: Crazy Egg http://www.crazyegg.com/ Omniture http://www.omniture.com/en/ Clickdestiny http://www.clickdensity.com/ Google Analytics https://www.google.com/analytics/ And many others Google actually only gives you the percentage of clicks per link, but that’s still useful.
  • 134. Prototype Testing: Analytics We all know what analytics are, but do we understand how they help usability?
  • 135. Prototype Testing: Analytics First, they clarify what works in your UI.
  • 136. Prototype Testing: Analytics Next, they justify your content, or justify removing some of your content.
  • 137. Prototype Testing: Analytics Lastly, they can tell you if your user flow is working.
  • 138. Prototype Testing: Analytics There are many names for this, funnels, goals, paths. I like conversion as it implies your user flow is taking a user from the start to your desired destination.
  • 139. Prototype Testing: Analytics This works by tracking how your user comes in, where they go and where they end up. It’s easy when you have a finite task, such as share a photo. You can tell how your conversion is doing by how many photos are being shared. Still, it’s good to know how your users come in and then find the share function.
  • 140. Prototype Testing: Analytics So you have your site. Home About Login Sign Up Support Blog Team Share Post 1 Service Post 2
  • 141. Prototype Testing: Analytics You define a successful conversion follows this path. Home About Login Sign Up Support Blog Team Share Post 1 Service Post 2
  • 142. Prototype Testing: Analytics With analytics, you find that users follow this path. Home About Login Sign Up Support Blog Team Share Post 1 Service Post 2
  • 143. Prototype Testing: Analytics There’s something wrong with your user experience. So you...
  • 144. Prototype Adjusting Sketch Build Adjust Test Adjust
  • 145. Repeat
  • 148. UX UI UX owns UI
  • 149. UX like Development
  • 150. UX like Development Shared goals, different focus
  • 151. UX == Development In the case of prototyping.
  • 154. Change Mindset Get Started Interact with REAL users Know your users!!!
  • 155. Change Mindset Get Started Interact with REAL users Sketch, build, test, adjust, repeat
  • 157. Pay attention to design. Okay, I know a lot of developers are going to scrum by this word, but trust me, it’s okay. We’re not going to talk color palates, nor shading.
  • 158. Pay attention to design. You may not be a designer, but you have opinions on design, and that’s okay. So quickly...
  • 159. Design Design covers a wide variety of definitions and skills. It can be one of the most misleading disciplines out there.
  • 160. Design == Creativity Most people think design equals creativity.
  • 161. Design == Creativity They are wrong. I know so many people who are good with UX design that have no ability to “design.”
  • 162. Design is simply the structuring of elements into a pleasing, or usable, product for the target audience to consume. Design is simply the structuring of elements into a pleasing, or usable, product for a target audience to consume.
  • 163. Design is simply the structuring of elements into a pleasing, or usable, product for the target audience to consume. Don’t get me wrong. Art is something totally different than design. There’s emotion, thought, pain, love and so much more that goes into art.
  • 164. Design But we are talking design.
  • 165. UX Design And more specially UX design.
  • 166. Sketch Build ∞ Adjust Test You piece together a user experience from what’s proven to work for the user by getting to know the user, testing your product, adjusting your offering and repeating. ∞
  • 167. Introduction to UX for Developers Jacques Woodcock References Pek Pongpaet http://uxmag.com/design/user-experience-for-developers Whitney Hess http://www.uxmag.com/design/guiding-principles-for-ux-designers Justin Davis http://www.maderalabs.com/blog/five-things-every-developer-should-understand-about-ux/ #more-1051 Everett McKay http://www.uxdesignedge.com/2010/03/getting-started-in-interaction-design/ David Leggett http://www.uxbooth.com/blog/top-29-free-ux-tools-and-extensions/ Focus Groups http://www.webcredible.co.uk/user-friendly-resources/web-usability/focus-groups.shtml 29 Free Tools http://www.uxbooth.com/blog/top-29-free-ux-tools-and-extensions/ Dr. Tobias Komischke http://blogs.infragistics.com/pixel8/media/p/95683.aspx @jacques_thekit @kitportal