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Title: User Experiecne (UX) on Mobility LandscapeUX = User Experience
Agenda of this ppt / webinarImportant of UX : why UX is most gang-ho in today’s inforamtion worldUX defination: what are the perceptions about UX defination and what Endeavour UX lab defination?Mobile UX approach: lots of way people are exploring UX & overall process....we will cover genric methodology of Mobile UXDos & Don’ts : summry of what we have gained from past our experienceLet’s go to agenda 1.0 Importatn of UX
Let’s go to agenda 1.0 Importance of UX
Objective: this slide focus about importance of UX in general & new dimensions of information world.I will talk about brand / experience awarness, compartively better design example, Environmental experiences on human braing & perception and new dimensions of touch to create lasting impressions of user experience.
The experience starts with awareness...Create awareness of your brand / products / service through your quality user experience & it’s one of the important aspect of design communication...
A well made, simple design is always better than a complex design that is poorly executed....As you see ipad & it’s wonderful design language.....please note simple design does not mean blank canvas but rather it convey design that is clear & better for the purpose.This is one of the very important aspects of user experience in this clutter world of information edge, competition and mobility solution for your organization or brand expression.
Here look at the interior design of this room.... (take to next slide)
Wow....that’s what user experience is all about......Create wow factor using different environmental factor to engage user’s perception & also it help to provoke expectations & desires for better user experience.
Yes, (you read correct...) in today's world how about bringing symbolic gestures or physical language to create better ENGAGING solution...
There are many more parameters or dimensions, one can define.....butUltimately all these applied parameters should create moments to connect people for better mobile life style....This is very important to establish of relationship between physical world & digital information world and it’s access.....----------So far I was talking about the why part of user experience.....now let’s move what we understand about user experience......Next slide please...
Let’s go to agenda 2.0 UX Defination
As slide speaks itself ......myths and facts about user experience (UX)...Let’s talk one by one..MYTH:UX design is user interface....User interface (UI) is part of the UX ....as FACT says UX design is a holistic design that covers, User Interface (UI), User Research, Design Study, Prototype, Usability....etc2) UX design is to create animation / interactivity....Many people think to bring some kind of animation or interctivity to context...& that is the UX designAs FACE says, UX is about to create contextual experiecne....context drives interactivity & level of it’s importance3) UX is about Usability to perform task :It’s not just usability or to create better task flow...UX defines the usability of the actual task and also brings the hidden value of the user’s actual needs rather than just wants...4) A diffrentiator of selling product or service..I might be partially agree...As FACT says.....UX create better value propostion to make it more usable & desirable product or service...and visaula appeal or a look one aspect of it5) UX is same for all the platform & reslotuion:Not so true....As a FACT, we need to follow certaion user behaviour as well deisgn guidelines of particular technology as it helps to maintain the better usablity....At thesame time we need to create holistic user experience across platform to make consistant brand value of the product / service6) UX is about Jazz...What to say....for this....As a fact, UX creates better, clear and responsive design....that’s the whole objective of Endeavour UX lab.----------Next slide please
Let me talk about UX definition...or different Guru’s talk about need of the UX definition....----------------Seefigure 1 (honeycomb)Peter Morville’s HoneycombHere's how I explain each facet or quality of the user experience: Useful. As practitioners, we can't be content to paint within the lines drawn by managers. We must have the courage and creativity to ask whether our products and systems are useful, and to apply our deep knowledge of craft and medium to define innovative solutions that are more useful. Usable. Ease of use remains vital, and yet the interface-centered methods and perspectives of human-computer interaction do not address all dimensions of web design. In short, usability is necessary but not sufficient. Desirable. Our quest for efficiency must be tempered by an appreciation for the power and value of image, identity, brand, and other elements of emotional design. Findable. We must strive to design navigable web sites and locatable objects, so users can find what they need. Accessible. Just as our buildings have elevators and ramps, our web sites should be accessible to people with disabilities (more than 10% of the population). Today, it's good business and the ethical thing to do. Eventually, it will become the law. Credible. Thanks to the Web Credibility Project, we're beginning to understand the design elements that influence whether users trust and believe what we tell them. Valuable. Our sites must deliver value to our sponsors. For non-profits, the user experience must advance the mission. With for-profits, it must contribute to the bottom line and improve customer satisfaction.--------------Now see figure 2 ( element of design by Jesse James)The Elements of User ExperienceA basic duality: The Web was originally conceived as a hypertextual information space; but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements.-------------See figure 3 Here we talk about our definition.....At Endeavour, UX is a sum of effective utility, usability and desirability...--------------And let me also share about the core disciplines of UX - in general.....next slide please
Here is the 6 core disciplines of mobility ux @ Endeavour UX lab...Let me explain you each of this one by one....Please read out....User Research: Understanding the people who use a product or system through observations.Design Strategy: Planning for the creation, delivery, and governance of useful, usable content.Information Architecture: Identifying and organizing information within a product or system in a purposeful & meaningful way.Interaction Design: Designing the interactive behaviors of a product or system with a specific focus on their use.Visual Design: Designing the visual qualities of a product or system in an aesthetically pleasing way.Usability Study: Measuring the quality of a user’s experience when interacting with a product or system.---------------------We talked about so far why UX?.......and UX definition & roles.........Now the point is how to implement or to create better design.........Yes, some of you are guessing it right.......i am talking about what methodology should be used?------------Next slide please
Let’s go to agenda 3.0 Mobile UX approachBut before I go....let me breif you....----------------There are multiple methodologies people adapt.....based on the context, demand of business & practice...so on & so forthBut let me touch upon generic process or an approach of Endeavour UX lab-----------------Next slide please
And here is the generic process of UX in mobility.....1) Understand & AnalysisUnderstand the context & objective of the application & what is the core value of the business / usage.2) Design:Design stage is the most creative part of this process, where you create story board based on the user research & behavior study to create better solution in terms of Information Architecture (IA), Visual Design (VD).....And the more the options / quantity of varied idea....is the better to choose quality Also one of the important point is to validate design....by creating prototype to confirm the better direction from number of options3) Test:This stage is all about testing design solution in terms of usability, user scenario or user case as well quality analysis of responsive design.Also based on this we can iterate design solutions to reduce lead time of development...and off course better solutions / design.----------Let me touch upon each,......Please go to next slide
This step helps to understand the business domain of the problem by discussion with stack holder’s interview....that represent group of different people from business organization key decision maker to end userAnd kick-off meeting helps to understand the project team, experts, stack holder as well objective of the solution...it is a open forum to create strategy of the user experience & most important forum to listen....listen all aspects of challenges....limitations....technology...time line....real problems....And selected focus group study / user interview helps us to focus on core objective & context inquiry helps us to understand the usage scenario and behavior of user....As you know UX center around user....people...Let’s understand contextual study of it.....------------UX is all about contextual experienceAnd we study user, their behavior by sheer observation, one-to-one & focus group study.....to understand their demographic study....., usage pattern....., cultural resembles & social behavior...., environmental context of the problems / usage or focusThis is the great way to differentiate requirements wants vs actual needs.....This study gives opportunity to find real better solution and also bring stage to unique problem solution as well as to create innovation.....it simply amazing--------------------Saying so .....Let’s convert or translate our study & analysis of user research, objective & context to design exploration to next level....i.e. Design stage----------------------Let me touch upon it in next slide
But What to focus...where to focus...what solution....There are more subjective questions of design......and the answer areCreate personas to focusObserve user behavior with different methodologies-------------Saying so .....Let’s convert or translate our study & analysis of user research, objective & context to design exploration
1) Let’s start the story board with sketching....The old & the iterative best methods of design....sketchingSo what you are waiting for....let’s get on paper.....------------2) Next step is to create wireframe.Wireframes are simply a tool for communicating design directions of information architecture & navigational flow.This is the stepping stone of effective utility & usability.-------------------------3) And then visual design....And here are the element of successful visual design?Layout: all about grid, space, proportion & hierarchy of information (grouping) / images / structure etc...Typography: one of the important elements....of Visual design. It defines readability (how easily readable) and legibility (the weightage of the text / information, in short how easily viewable)Color: it gives life to a blank canvas....yes color play & it’s valuation sets the tone of liking or disliking....it’s also depends on contextual / cultural aspect of usage..Response: non the less, to make it successful visual design, the hidden agenda or navigation has to be clear & responsive....here usability play very good role in definition of responsive visual design....--------------Let me mention here, wireframe design & visual design is the iterative process by nature....more the option , better the solution---------And prototype / mock-up of wireframe & visual design helps to validate the design decisions based on the utility & usability study along with visual appeal of the solution.------------Overall these activity gives confident to client as well as designer’s to be on right path & reduce the later changes of actual development....------------So we talked about step 2 : DesignNow let me talk about Test – step 3......in next slide
Once we develop actual application, the testing phase really help us to understand actual user behavior in certain environment.We use different kind of usability testing...such as user interview, focus group review, out of room study, heat map study, actual motion / environment studyThese help us to avoid any assumptions of design decision as well it helps to improve overall quality of user experience...
Let’s go to agenda 4.0 Dos 7 Don’t’s
So what’s in store for User Experience ?
As you see some of these application / feature already implemented / displayed to create great user experience...As you see.....clock wise direction from top left sideAugmented realities based on location & visual recognitionGaming consoleMicrosoft surface projectWearable devicesEtc....