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360|Flex Indianapolis
                        Making your Flex application
                        standout with a great UX.
                        Francisco Inchauste
Boring old Me

 ‣ UX Specialist at Universal Mind

 ‣ SpatialKey Team

 ‣ Agency background

 ‣ Obsessed with design and typography

 ‣ I fight ugliness and the unusable
Here’s the plan

‣ Emotion and UX

‣ Basic XD Principles

‣ Overview of UX Process

‣ SpatialKey Case Study
UX = XD
(User Experience)   (Experience Design)
What is XD?

‣ Another buzzword

‣ Sum of a series of interactions

‣ All interactions are subjective (best practices)

‣ Emotion and cognition

‣ Understanding the user and their world
This is not XD
“skin the app”
“beauty is only skin deep”
XD is much deeper than just “eye candy.”
There are theories, laws, and best practices.
The interface is the product.
So why are most experiences so
  confusing, rude, and ugly?
Technology in our lives is swiftly adding complexity
   to our products, services, and environments.
This is where the need for UX has grown.
        There’s a problem though.
Haven’t you heard?
There’s a recession.
There’s a UX recession.
Challenges in the UX recession

 ‣ Scarce resources ($)

 ‣ Rush to market

 ‣ UX isn’t understood

 ‣ Vague = No value

 ‣ Always an afterthought

 ‣ Bad experiences
Crappy UX vs. Good UX
* Source: Me
Let’s discuss the why of UX.
1.Emotion
The Three Levels of Processing


           Visceral



          Behavioral



          Reflective
The Three Levels of Processing


  Appearance and Aesthetics



 Ease of Use and Effectiveness


  Self-image, Satisfaction, and
           Memory
We are wired to like certain things.
We are wired to dislike certain things.
Attractive things work better.
Researchers in Japan setup two ATMs. The only
difference was that one machine’s buttons and
screens were arranged more attractively than the
other. Researchers found the attractive machines
were perceived to be easier to use.
Attractive things make people feel good. When you are
happy your mind relaxes and is more open to creative
thinking to solve problems encountered. If you are
anxious you to tend to narrow your thought process.
People pay
to be scared
“Do any of these package-design
people actually shop for orange
juice? Because I do, and the new
cartons stink.”

Tropicana Customer
2.Principles
UX principle

             Divine Proportion
Also known as The Rule of Thirds. The ratio of the greater
side over the smaller side equals 1.618 (Phi)—the number
      known mathematically as quot;goldquot; or quot;golden.quot;
The Divine Proportion is evident everywhere in our
known universe. Using it can actually help improve the
aesthetics and communication of the experience.
UX theory

  Perceived Affordance
User perceives that some action is possible.
Which one is clearly a button?
UX law

             Fitt’s Law
The time to acquire a target is a function of
  the distance to and size of the target.
3       4



    1



5       2
UX law

               Gestalt Laws
The whole is different than the sum of its parts. Set of
principles to explain perceptual organization, or how
  smaller objects are grouped to form larger ones.
law of proximity
law of similarity
law of closure
law of continuity
law of simplicity
“Simplicity is about subtracting the
obvious, and adding the meaningful.”

John Maeda
80/20 Rule. Your application should meet the needs of
at least 80 percent of your users. This type of design
typically favors simpler, more elegant approaches to
problems. If you try to design for the 20 percent of your
target audience who are power users, your design may
not be usable by the other 80 percent of users.

Apple Human Interface Guidelines
3.Process
Function. Based on user’s goals.
Code      Ship




Initiate   Code   Ship




                         Look & Feel


Initiate   Code   QA       Design      Ship
Initiate           Design   Code   QA           Ship




           Users                        Users
Who is the user?
UI should be based on user mental models.




Implementation                                  Mental
    Model             Represented Models        Model
Reflects Technology    (Worse to Better)   Reflects User’s Vision
Enhancement or Innovation
Quantitative Research. Market segmentation and
research that is useful for selling.


Qualitative Research. How people actually use
products. Especially those with complex behaviors.
Goals. Not features or tasks.
Goal-Directed Design Process

 ‣ Research

 ‣ Personas and goals

 ‣ Requirements

 ‣ Framework

 ‣ Refinement

 ‣ Support
What the Flip Can’t Do

 ‣ Screen is tiny (1.5 inches). No swing out for self-portraits.

 ‣ There are no tapes or discs. Must offload to a computer
    when the memory is full (30 to 60 minutes).

 ‣ There are no menus, no settings, no video light, no optical
    viewfinder, no special effects.

 ‣ No optical zoom — only a 2X digital zoom that blows up and
    degrades the picture.
“Somebody at Pure Digital must
have sat through countless meetings,
steadfastly refusing to cede any
ground to the forces of feature creep”

David Pogue - NY Times
Flip took 20% of the market share.
Great UX took 20% of the market share.
What the Flip Can Do

 ‣ Capture video. Review. Keep or/ Delete.

 ‣ Everything is self-contained: Software to edit/upload.
    USB plug. Videos formatted for YouTube to share.
Extra features sometimes take away from the
experience and actually remove value. In some
cases, doing more actually means less to a user.
I won’t show you Sony’s Handycam guide
          since it’s 40 pages.
Featuritus

 ‣ Larger and slower

 ‣ More complex

 ‣ Not refining existing features

 ‣ Risk affecting existing features

 ‣ Increase the time required to validate
4.SpatialKey
Officer Jim Smith
After discovery and research extrude the goals.
What are the average response times for high priority calls
(A-priority and B-priority)?

Users: Watch Commander, Patrol Commander and Command Staff

Why it’s important: Life-threatening and potential harm to life
situations are even more critical in response time and a small time/
staffing improvement could mean a larger improvement for crime
levels.

Data: Dispatch information (Response time/High Call Freq Loc/
Number of Units/Call Location)

Other questions: Where are the highest volume of calls located?
What are the top types of incidents? What is the average time on
these calls? When are these calls?

Actions: Appropriate staffing for shifts.

Analyze: Measure is in time (min). Dimension would be last days/
weeks/months increments. For target, hit closer to set goals.
Prototype and iterate.
Explore user workflows.
Get user feedback.
Wrap up
Fighting the UX Recession

 ‣ Time = Understanding

 ‣ Educate clients

 ‣ UX concerns/improvements

 ‣ Survival of the Fittest

 ‣ Not an afterthought

 ‣ Better experiences
Recommended Reading
muchas gracias
     Twitter: @iamFinch
  Blog: www.getfinch.com

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Francisco Inchauste - RIA Mojo - Making your Flex application standout with a great UX.

  • 1. riamojo 360|Flex Indianapolis Making your Flex application standout with a great UX. Francisco Inchauste
  • 2. Boring old Me ‣ UX Specialist at Universal Mind ‣ SpatialKey Team ‣ Agency background ‣ Obsessed with design and typography ‣ I fight ugliness and the unusable
  • 3. Here’s the plan ‣ Emotion and UX ‣ Basic XD Principles ‣ Overview of UX Process ‣ SpatialKey Case Study
  • 4. UX = XD (User Experience) (Experience Design)
  • 5. What is XD? ‣ Another buzzword ‣ Sum of a series of interactions ‣ All interactions are subjective (best practices) ‣ Emotion and cognition ‣ Understanding the user and their world
  • 8. “beauty is only skin deep”
  • 9. XD is much deeper than just “eye candy.” There are theories, laws, and best practices.
  • 10. The interface is the product.
  • 11. So why are most experiences so confusing, rude, and ugly?
  • 12. Technology in our lives is swiftly adding complexity to our products, services, and environments.
  • 13.
  • 14.
  • 15. This is where the need for UX has grown. There’s a problem though.
  • 17. There’s a UX recession.
  • 18. Challenges in the UX recession ‣ Scarce resources ($) ‣ Rush to market ‣ UX isn’t understood ‣ Vague = No value ‣ Always an afterthought ‣ Bad experiences
  • 19. Crappy UX vs. Good UX * Source: Me
  • 20. Let’s discuss the why of UX.
  • 22. The Three Levels of Processing Visceral Behavioral Reflective
  • 23. The Three Levels of Processing Appearance and Aesthetics Ease of Use and Effectiveness Self-image, Satisfaction, and Memory
  • 24. We are wired to like certain things.
  • 25.
  • 26.
  • 27.
  • 28. We are wired to dislike certain things.
  • 29.
  • 30.
  • 32. Researchers in Japan setup two ATMs. The only difference was that one machine’s buttons and screens were arranged more attractively than the other. Researchers found the attractive machines were perceived to be easier to use.
  • 33. Attractive things make people feel good. When you are happy your mind relaxes and is more open to creative thinking to solve problems encountered. If you are anxious you to tend to narrow your thought process.
  • 35.
  • 36.
  • 37.
  • 38. “Do any of these package-design people actually shop for orange juice? Because I do, and the new cartons stink.” Tropicana Customer
  • 40. UX principle Divine Proportion Also known as The Rule of Thirds. The ratio of the greater side over the smaller side equals 1.618 (Phi)—the number known mathematically as quot;goldquot; or quot;golden.quot;
  • 41.
  • 42.
  • 43.
  • 44. The Divine Proportion is evident everywhere in our known universe. Using it can actually help improve the aesthetics and communication of the experience.
  • 45.
  • 46. UX theory Perceived Affordance User perceives that some action is possible.
  • 47. Which one is clearly a button?
  • 48. UX law Fitt’s Law The time to acquire a target is a function of the distance to and size of the target.
  • 49.
  • 50.
  • 51. 3 4 1 5 2
  • 52. UX law Gestalt Laws The whole is different than the sum of its parts. Set of principles to explain perceptual organization, or how smaller objects are grouped to form larger ones.
  • 54.
  • 57.
  • 60. “Simplicity is about subtracting the obvious, and adding the meaningful.” John Maeda
  • 61. 80/20 Rule. Your application should meet the needs of at least 80 percent of your users. This type of design typically favors simpler, more elegant approaches to problems. If you try to design for the 20 percent of your target audience who are power users, your design may not be usable by the other 80 percent of users. Apple Human Interface Guidelines
  • 63. Function. Based on user’s goals.
  • 64. Code Ship Initiate Code Ship Look & Feel Initiate Code QA Design Ship
  • 65. Initiate Design Code QA Ship Users Users
  • 66. Who is the user?
  • 67. UI should be based on user mental models. Implementation Mental Model Represented Models Model Reflects Technology (Worse to Better) Reflects User’s Vision
  • 69. Quantitative Research. Market segmentation and research that is useful for selling. Qualitative Research. How people actually use products. Especially those with complex behaviors.
  • 70. Goals. Not features or tasks.
  • 71. Goal-Directed Design Process ‣ Research ‣ Personas and goals ‣ Requirements ‣ Framework ‣ Refinement ‣ Support
  • 72.
  • 73. What the Flip Can’t Do ‣ Screen is tiny (1.5 inches). No swing out for self-portraits. ‣ There are no tapes or discs. Must offload to a computer when the memory is full (30 to 60 minutes). ‣ There are no menus, no settings, no video light, no optical viewfinder, no special effects. ‣ No optical zoom — only a 2X digital zoom that blows up and degrades the picture.
  • 74. “Somebody at Pure Digital must have sat through countless meetings, steadfastly refusing to cede any ground to the forces of feature creep” David Pogue - NY Times
  • 75. Flip took 20% of the market share.
  • 76. Great UX took 20% of the market share.
  • 77. What the Flip Can Do ‣ Capture video. Review. Keep or/ Delete. ‣ Everything is self-contained: Software to edit/upload. USB plug. Videos formatted for YouTube to share.
  • 78. Extra features sometimes take away from the experience and actually remove value. In some cases, doing more actually means less to a user.
  • 79.
  • 80. I won’t show you Sony’s Handycam guide since it’s 40 pages.
  • 81. Featuritus ‣ Larger and slower ‣ More complex ‣ Not refining existing features ‣ Risk affecting existing features ‣ Increase the time required to validate
  • 83.
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  • 87. After discovery and research extrude the goals.
  • 88. What are the average response times for high priority calls (A-priority and B-priority)? Users: Watch Commander, Patrol Commander and Command Staff Why it’s important: Life-threatening and potential harm to life situations are even more critical in response time and a small time/ staffing improvement could mean a larger improvement for crime levels. Data: Dispatch information (Response time/High Call Freq Loc/ Number of Units/Call Location) Other questions: Where are the highest volume of calls located? What are the top types of incidents? What is the average time on these calls? When are these calls? Actions: Appropriate staffing for shifts. Analyze: Measure is in time (min). Dimension would be last days/ weeks/months increments. For target, hit closer to set goals.
  • 89.
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  • 100. Fighting the UX Recession ‣ Time = Understanding ‣ Educate clients ‣ UX concerns/improvements ‣ Survival of the Fittest ‣ Not an afterthought ‣ Better experiences
  • 102. muchas gracias Twitter: @iamFinch Blog: www.getfinch.com