The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
3. Ethnography
• Most important and most widely used qualitative
mode of inquiry into social and cultural
conditions
• Currently , qualitative methods including
ethnography, are providing new insights into
developmental and educational issues.
• These methods are being used not only by "Pure
Researchers"
5. Personas
• Describes the ways in which certain types of people will use your website
• Created for each type of user
• Used to show the goals that users will be trying to achieve on your website
A good persona goal is
• To help you make design decisions.
• To remind you that real people will be using your system.
Don’t forget while creating a persona
• Use short descriptive bulleted points
• Base personas on real people
• Use descriptive photography
6. Creating Personas
What do you need to
include in your persona
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Photos
Persona names
User quotes
Key goals
7. Validate Personas
• Quick validation you can always run your personas past the
customer service team or call center staff .
• they will be able to see if your personas ring true with what they
experience, or just never happen.
• If you're performing some usability
testing to find some quick wins or
online surveys to gather customer
experience information, you can
evaluate the results with your personas.
Comparing your results will show if
new findings are consistent with your personas
8. Benefits of Personas
• allow you to speak to only a small number of
people, but as the name suggests, you can
gather some in-depth information
• simply watching (and talking to) people trying
to achieve their goals in their natural
environment
9. Benefits of Personas
• The more research you do, the more accurate
and robust your personas become. This
creates a trade-off between budget and
quality.
• To have personas, you must do research, but a
six-person usability test will not be enough.
10. User journey
• Great document to help you figure out how
elements of a site will flow together and is
helpful when discussing the options with the
team.
11. User Journey objectives
• steps that a user goes through to complete a
task or goal
• interactions and paths through a system
rather than being a representation of desired
user behavior
• specific routes through a site rather than the
logical structure of the entire site.
12. When to create a user journey?
Product development
when developing a system
from scratch.
Example
you're working with a client
to develop a new check-out
process and you need to
understand the best way to
implement it.
Analysis
when testing has shown that
the current user journey is
broken and needs to be
fixed.
Example
when an confusing checkout process journey can be
redesigned to increase
conversion.
13. User journey
Elements typically illustrated in a user journey
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The goal or task
Steps
Decision points
Start and end steps
Grouping
Flow
Content
Pain points
External factors
Measurement
15. How to validate the user journey
You can validate and optimize the user journey at several times during the
development process, first on prototypes and later on the live site.
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User testing of wireframes, designs, and live sites
If you see that the process isn't meeting user expectations then you’ll
need to step back and revise the user journey.
A/B testing and multivariate testing (MVT)
A/B and multivariate testing allow you to test the real-world
performance of two or more design variables against each other to
uncover which combination of variables is most effective for the
completion of tasks
You can test the user journey at three levels :
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Element level to test that specific form fields and pieces
of content are in the right place and executed in the best way.
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Group level to test the order of chunks of content on a page.
Page level to test the optimal flow through the site.
16. Validate user journey
• during the development process
– first on prototypes
– later on the live site
• If you see that the process isn't meeting user
expectations then you’ll need to step back and
revise the user journey.
• A/B testing allow you to test the real-world
performance of two or more design variables
against each other
17. Testing the User journey
Three levels
• Element level to test that
specific form fields and
pieces of content are in the
right place and executed
in the best way
• Group level to test the order of chunks of content on a
page
• Page level to test the optimal flow through the site
19. Wireframe
Useful for communication between teams or
client
Express ideas, requirements and features in a
User interface way
Divided into
- Low fidelity
- Hight fidelity
"I can't picture it, I can't understand it"
Albert Einstein
20. Low fidelity
Allows anyone to share ideas over a standard
type of UI
In a general view, separate components,
prioritize content spots and think about flows
and navigation
A sitemap can be useful at this stage
22. High fidelity
Based on a grid system
http://www.thegridsystem.org/
Possible to be created on top of the design
Rich in terms of UI components
Focus on usability and requirement details
Useful for usability testing and validating
requirements
Rapid prototype
27. User Centered Design
• User-centered design (UCD) is a design methodology
and process that focuses on the:
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Needs of end users
Limitations of end users
Preferences of end users
Business objectives
• No matter what objectives you have for your site, it
must carefully balance the needs of users and the
needs of your organization.
28. Importance of
User Centered Design
• Users use your product/service to accomplish tasks. If
they don't find your product/service helpful, you risk
them leaving. By focusing on the end user you:
• Satisfy the user with a more efficient and user-friendly
experience
• Create service/product that supports rather than
frustrates the user
• Establish a more relevant and valuable service/product
• Increase loyalty and return usage of service/product
29. The Process
• To create a user-centered service/product, you
must think about the needs of your users through
each step of the process, including:
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Planning
Collecting user data
Developing prototypes
Writing content
Conducting usability tests
30. User Interface Design
• Great UI are the ones that are engineered to
stay out of the way.
• UI must not distract users, rather it should
help them complete their goals.
• This will result to reduced training costs and
highly engaged and satisfied users.
31. UI Design Fundamentals
Heuristic
• Know your user, their tasks,
problems and goals
• Pay attention to patterns
• Stay consistent/Reduce,
reuse and recycle
• Use visual hierarchy
• Be forgiving, provide sign
posts and cues
• Provide feedback
• Speak their language
• Keep it simple and limit
distractions/Hide
complexity
• Keep moving forward
• Present few choices/Make
lean UI
• Minimize visual noise
32. Know your user, their tasks, problems
and goals
• Obsess over customers, start with your customer and
work backwards. Your user goals should be your goals,
learn about their skills, experience and what they
need. Do not follow the competition and design trends
and style, it may not match your customer goals. Add
new features only if it will help your user.
• There should be a purpose for your work, address
actual and immediate problems users are facing. Make
sure you know and understand the reason before
starting any design.
33. Pay attention to pattern
• Users spend the majority of their time on
interfaces other than your own. There is no
need to reinvent the wheel every time. Those
interface they use may solve some of the goals
you are trying to achieve, by using a familiar
UI pattern your users feel at home.
• They don't need to exert effort to learn and
familiarize themselves on your UI.
34. Stay consistent
• Reduce, reuse and recycle
• The more user's expectation is proved right the more they feel in
control of the system and acceptance and liking is high.
• Users need consistency, once they learned something they expect
the same behavior throughout. Language, layout and design are
just a few elements that needs to be consistent. A consistent
interface enable users better understanding of how things work and
will increase their efficiency.
• Look for ways to reuse components of the interface. This will result
in less development time and more consistent user experience.
When the user learns a single task, they can apply the same
knowledge to the rest if implementation is consistent.
35. Use visual hierarchy
• A good design can make order out of chaos through clear
organization and manipulation of words and visuals. design
interface that focus on what is important. The size color
and placement each work together in creating a clear path
to understanding your interface. A clear hierarchy will go
great lengths in reducing complexity.
• 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. The
prioritization of information and functionality ought to
mimic real world scenarios. Make most commonly used
items the most accessible to the user.
36. Provide feedback
• UI must speak to your user at all times,
whether his actions are right or wrong, inform
users of actions, changes in state and errors or
exceptions that occur. Visual cues or simple
messaging can show the user whether his or
her actions have led to the expected result.
37. Be forgiving, provide signposts and
cues
• No matter how clear your design is, people will make
mistakes. UI should allow or tolerate user errors.
• Design ways for users to undo actions, edit mistakes
without doing the whole process back to start. Use
messaging and hints to show where they made the mistake
so they will learn and avoid doing it in the future.
• Never let the user get lost. Give the user visual and
contextual cues to lead them to the right path. Make them
aware where they are in the overall experience at all times.
38. Speak their language
• All UI require a level of copywriting. Keep things
conversational. Provide clear and concise labels for actions
and keep messaging simple and targeted to your users. This
will enable them to understand and relate better.
• Make sure your language is clear and understandable.
• Avoid jargon, remember that the experience is for the user
and not the business.
• Use language that the user will understand and don't use
words or terminology that is exclusive to the business.
39. KISS
• Keep It Simple Sir, limit distractions, and hide complexity
• The best UI are always invisible. They do not contain bling or makeup,
instead they contain only the necessary elements that make sense.
• Whenever you add an element, always think of its purpose, does it help
the overall UI, does the user need them or does it help the user achieve
their goals. Limit distractions, allow people to focus on the task at hand
without diverting their attention to less critical tasks.
• If you can't kill a complex feature the next best thing is to hide it. A good
interface must make the most common and relevant task prominent and
accessible then hide secondary tasks that get in the way.
40. Keep moving forward
• What you produce will not be perfect. You will
learn and see the mistakes or things you can
improve on when you release it in the market
and users started using them.
• Get feedback and iterate them as often as you
can see a chance to correct or improve your
UI.
41. Make a lean UI
• The more choices a user is presented the harder it is for them to
decide. Remove the nice to haves and focus on the necessary
alternatives that will help the user finish his/her goals.
• Studies have found 80% of users use only 20% of software features
(Pareto Analysis). Applications that try to do everything often
struggle to do anything well (like spreading yourself thin).
• A successful application is a lean application that isolates a single
problem and solves it brilliantly. Eliminate features that are not
necessary, if it does not help the majority of users to accomplish
their frequent task, then its not worth including.
42. Minimize visual noise
• The amount of visual noise has great deal of impact in the
perceived complexity of the application. Keeping the visual
noise to bare minimum will make an interface seem easier
to use. The two primary tools in reducing visual noise are
white space and contrast.
• White space is the space between elements in a
composition. Never introduce a design element unless it
can be solved by white space.
• While white space should be used in abundance, contrast
must be used as little as possible. Emphasize what is
important and let the rest take the back seat.
54. Sprint planning
• Time to take a look on the Product Backlog
• Create the Sprint Backlog
• Scrum team
– Product owner
– Scrum master
– Dev. team
55. Sprint Review
• Present the potentially shippable increment
(our product release)
• Demonstrate in a meeting with the whole
team
• Collect feedback and hint of the plan for the
coming spring
– Possible impediments
– Advantages