Se ha denunciado esta presentación.
Utilizamos tu perfil de LinkedIn y tus datos de actividad para personalizar los anuncios y mostrarte publicidad más relevante. Puedes cambiar tus preferencias de publicidad en cualquier momento.

01 Introduction to User Experience Design

2.433 visualizaciones

Publicado el

1 or 6 from a one day workshop on UXD

Publicado en: Diseño
  • Sé el primero en comentar

01 Introduction to User Experience Design

  1. 1. DESIGNING THE USER EXPERIENCE THE FUNDAMENTALS
  2. 2. Christina Wodtke @cwodtke | linkedin.com/in/christinawodtke | cwodtke.com
  3. 3. jesse james garrett User Experience Design: the design of anything independent of medium or across [device] with human experience as an explicit outcome and human engagement as an explicit goal -Jesse James Garrett
  4. 4. jesse james garrett 4 -Jesse James Garrett
  5. 5. Coined The Term: Don Norman "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.
  6. 6. Let’s be honest: it’s all about the smiling boxes.
  7. 7. Don Norman The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother.
  8. 8. Don Norman Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features.
  9. 9. Don Norman In order to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.
  10. 10. What is user experience?
  11. 11. What is user experience?
  12. 12. HEADER WHAT IS GOOD? What is it? Why do you love it? What’s your favorite part? 19
  13. 13. 20 HEADER WHAT IS BAD? What is it? Why do you hate it? What’s the worst part?
  14. 14. Universal Principles Direct Manipulation Affordances Feedback Standards Poka-yoke
  15. 15. Direct Manipulation
  16. 16. Affordances
  17. 17. Feedback before
  18. 18. Feedback after
  19. 19. Feedback… even if a lie
  20. 20. Feedback: time of or after?
  21. 21. Inline feedback vs validation: Luke Wrobowski http://alistapart.com/article/inline-validation-in-web-forms Traditional
  22. 22. Inline feedback vs validation: Luke Wrobowski http://alistapart.com/article/inline-validation-in-web-forms Inline
  23. 23. Feedback Matters Inline feedback gave: •a 22% increase in success rates, •a 22% decrease in errors made, •a 31% increase in satisfaction rating, •a 42% decrease in completion times, and •a 47% decrease in the number of eye fixations. “You’d rather know about your mistakes as you go along.” “It’s much better than getting all the way down and hitting ‘submit,’ only to find out that it doesn’t like your username. It’s much better when it tells you as you go along.” Inline Validation in Web Forms by LUKE WROBLEWSKI September 01, 2009
  24. 24. The Poka-Yoke Principle Poka-Yoke roughly translates in English to mistake proofing: avoiding (yokeru) inadvertent errors (poka). Designers use Poka-Yoke when they put constraints on products to prevent errors, forcing users to adjust their behavior and correctly execute an operation.
  25. 25. Errors Prevent Allow fixes COMPASSION Avoid learned dismissal
  26. 26. "Obey standards unless there is a truly superior alternative" - Alan Cooper Standards
  27. 27. Law of the Conservation of Complexity Some complexity is inherent in every process. There is a point beyond which you can’t simplify the process any further; you can only move the inherent complexity from one place to another. Larry Tessler
  28. 28. The Magical Number Seven +- 1 Is a myth
  29. 29. Contextual Principles What you know about the context/users/activity. E.g. ‣ Recipes must be scannable ‣ User should know where they are in a recipe ‣ Recipes allow users to find ingredients for shopping and mise en place by listing them apart from instructions You make them up
  30. 30. Tivo Tennants It’s entertainment, stupid. It’s TV, stupid. It’s video, dammit. Everything is smooth and gentle. No modality or deep hierarchy. Respect the viewer’s privacy. It’s a robust appliance, like a TV.
  31. 31. Farmville 2 Principles
  32. 32. How to make things be better LAWS + PRINCIPLES + YOUR INSIGHT
  33. 33. 40 HEADER MAKE IT BE GOOD. Teams, 5-5-5 (problem, solution, document)
  34. 34. Too big? USER EXPERIENC E IS BIG
  35. 35. 42 dan saffer
  36. 36. User Experience Design is big. You will suck if you try to do it all. That is AWESOME Not trying=failing Find your love. Follow it.
  37. 37. DISCUSSION TIME

×