1. ESD Web Team
Mike McCoy
11/15/2010
USER EXPERIENCE DESIGN PROCESS
2. SOME TERMINOLOGY
Ò Human Factors Engineering
Ò Usability
Ò User Centered Design
Ò User Experience Design
3. HUMAN FACTORS ENGINEERING
Ò The Science of Understanding Human:
É Capabilities
É Limitations
É Perception
É Cognition
Ò Using that Data to Design/Engineer:
É Tools
É Systems
É Processes
É Environments
É ‘Experiences’
Ò Roots - WWII Cockpit Design
4. USABILITY
Ò A set of characteristics present in products:
É Ease of use
É Intuitiveness
É Effectiveness
É Learnability
É User Satisfaction
É Aesthetic, Simplicity, Elegance, Coolness, Appeal . . .
Ò Thought leaders in field:
É Identified principles/rules describing characteristics
present in highly usable products (Nielsen, Norman,
Constantine)
É Created methods for engineering/assessing usability
É A method to measure the quality of a user’s
experience with a product – its ‘User Friendliness’.
É Usability Engineering
6. USER CENTERED DESIGN
Ò A design ‘strategy’ from Vredenberg, IBM
Ò Six Principles of User Centered Design:
1. Set Business Goals – target market, intended users, primary
competition
2. Understand Users – driving force behind all design
3. Design the Total Customer Experience – everything they see, hear,
touch is designed together
4. Evaluate Designs – Gather user feedback quickly and vigorously. Use it
to drive and continuously improve product design
5. Assess Competitiveness – Relentlessly focus on the different ways
users currently execute tasks. Design to add value to that.
6. Manage for Users – integrate user feedback into all decision making,
product plans and priorities
8. A SAMPLE UCD PROCESS
End User Research
&
Contextual Inquiry
Personas,
Task Analyses
& User Stories
Conceptual Mockups
&
Info Architectures
Usability Evaluation
Interaction Design
Wireframes
&
Prototypes
Scenarios
Iterative,
Participatory Design
Between Product
Team & Users (UCD)
9. USER EXPERIENCE DESIGN
Ò Designing the nature of the experience you want a user to have as
they interact with all aspects of a product and its provider:
É Locating/Purchasing – Web Site Stickiness!!
É Delivery
É Packaging
É Installation
É First Impression
É Learning Curve
É Use
É Support
É Upgrade
É Reuse
Ò “Successful UXD is not just about making easy to use interfaces, it’s
about doing good business.” (Tremaine, Battista)
Ò Is not an attempt to design a subjective experience for users
Ò New focus on balancing user, business, marketing, technology needs
11. CONTEXTUAL INQUIRY (END USER RESEARCH)
Ò An ethnographic data collection method that
involves observing users in their work setting
É Who are my users? What are their goals, needs?
É What do they need to do with the product?
É What words do they use to name objects in the
their work place?
É What actual tasks they perform (not just what they
say they do)?
É What are their major pain points and roadblocks?
É How can their product or process be improved?
12. CONTEXTUAL INQUIRY - ARTIFACTS
Ò Data collected can be used to produce:
É Personas - Illuminates the users we are designing
for at a low or high level. An abstraction of users.
É Task Analyses – Understand, Map and Optimize
task flow
É Use Cases, Scenarios of Use, User stories -
Integrates well with Agile’s ‘User Stories’.
É Requirements
13. SET DESIGN GOALS - UP FRONT
Ò Negotiated between users and designers.
Ò Objective, measureable (not subjective,
ambiguous)
Ò Identification and Analysis of:
É What users really do, not just what they say they do;
what do they really want?
É How users are likely to use a product (not always how
we envision it)?
É What are the usability needs?
É What are the business’ present and future needs?
É How will this effort impact market position and create
competitive advantage?
14. SET DESIGN GOALS - FOR FINISHED PRODUCT
Ò Business:
É Improve productivity
É Reduce error
É Improve effectiveness
É Reduce training, calls to help desk
É Reduce Development Time and Cost by avoiding unnecessary features,
producing properly conceived ones
Ò End User:
É Reduce stress and fatigue
É Increase job satisfaction
É Motivate and Persuade
É Higher Acceptance
Ò Market:
É Create Pride of Ownership
É Be First to Market
É Create Competitive Advantage
É Maintain/Enhance Reputation
15. DESIGN THE USER INTERFACE
Ò Determine Basic Interface Operation
É Platform – Mobile, Desktop
É Basic Functions
É Are we Going to Copy or Innovate?
Ò Identify Conceptual Model
É Draft Basic Look and Feel
É Matched to User’s Mental Model to Business Model
É Begin Information Architecture
Ò Prioritization and Location of Functions
É What features are built; when (drawn from Goals)
É Determine Screen Flows, Task Flows, Interaction Paradigms
16. DESIGN THE USER INTERFACE - ARTIFACTS
Ò More Terminology . . .
17. DESIGN THE USER INTERFACE - ARTIFACTS
Ò A Mockup:
É Used to ‘sell’ or get
buy-in on an idea.
É Usually full color and
very detailed
É Hint at behavior and
function, but don't
explicitly state it
É Often used for proposing enhancements or new
features
18. DESIGN THE USER INTERFACE - ARTIFACTS
Ò A Wireframe:
É A blueprint or a
schematic that can be
used to help build the
finished product.
É Typically shows several
views of the system
É Is visually a step back
from the mockup
19. MORE ABOUT WIREFRAMES
Ò Used as a basis for a conversation about design direction
Ò Used to answer questions:
É What is the high (or low) level page structure?
É What content will appear on the screen and where?
É What are the organizing principles – task, information architecture, etc?
Ò Used to clarify assumptions
Ò Method can change based on several factors:
É Complexity of problem domain
É Level of assumption
É Magnitude of ‘unknowns’
É Project type - new application vs enhancement
É Expected shelf life
É Business criticality
É Urgency to project
Ò Should use whatever means necessary (low/med/hi fidelity; small or large
scope) to get the point across, have the conversation, answer questions, clarify
assumptions
20. INFORMATION ARCHITECTURES
Ò Based in Library and Information Science.*
Ò An opportunity to analyze the language and concepts
used in the problem domain.
Ò Map out how they interrelate or overlap.
Ò A first step toward establishing the sign posts and
waypoints that will guide a user as they navigate or
‘forage’ through the interactive system (Krug)
Ò Establishes ‘Lay of the Land’
* Is not wireframing, but you can’t wireframe without it
21. INTERACTION DESIGNS & SCREEN FLOWS
Ò Take the wireframe concept a step further – Behavior,
Interaction, Conversation
Ò Used to answer questions about the conversation between
User and System
É What experience does the user have in the language of this conversation?
É What behaviors and interactions are present on the screen (calculations,
input methods, manipulation methods, integration with other screens)
É How will the conversation flow (i.e. can we enumerate the conversation)?
É What interaction design patterns can we use to optimize this
conversation?
Ò These artifacts also change based on context –
complexity, assumption, project type, longevity, business
criticality and urgency
22. EVALUATE THE DESIGN MODEL
Ò Typically Quick and Dirty Methods for Getting
the Low Hanging Fruit:
É Cognitive Walkthroughs
É Heuristic Evaluation – An Expert Review
É User Walkthroughs
É Quick Prototyping (e.g. Axure)
23. BUILD PROTOTYPES
Ò A Prototype:
É A simulation or partially
functional treatment of the
proposed product.
É Some prototypes pursue a
specific use case (weapons
systems); others take a
broader approach (full look
and feel).
É Supports Iterative Testing
and Review
É Retains Buy-In
É Allows you to make
mistakes early and more
inexpensively.
24. TEST PROTOTYPES
Ò Usability Evaluation
É A formal process using representative users in a
simulated, but realistic environment.
É Structured data collection and execution (Task-
Based)
É Captures rich data
Ð Audio, video, interactions
Ð Quantitative Data - Number of Errors, Time on Task
Ð Quantitative Feedback – Likes/Dislikes
É Should be Performed Iteratively
Ò Expert Reviews are still beneficial in this phase
28. EVALUATE TEST RESULTS
Ò How well did the prototype perform against
design goals set at start of process?
É Quantitative is best, Qualitative is useful
É Compare the results to a baseline or hypothesis
É Were new issues uncovered?
Ò Determine whether goals were met:
É If goals met: freeze design or negotiate change to
goals (if new problems uncovered)
É If goals not met: change design or negotiate change
in goals (if change is too costly)
29. FINAL THOUGHTS
Ò This process is scalable to the needs and
phase of each project.
Ò Some UX work is better than none at all.
Ò 8-10 users can typically uncover about 90% of
a system’s design and usability flaws. (Source:
Nielsen)