6. User experience can be reduced to one idea: The practice of design that is on behalf of the user in order to bring about purposeful change and meaning.
7. …I will tell you to sketch, prototype and be a savvy storyteller.Oh and test, test, test.
8. …I will tell you to sketch, prototype and be a savvy storyteller.Oh and test, test, test. Let’s start with understanding…
9. It is no longer acceptable to simply serve user’s needs.
12. TYPICAL REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal org legacy decision- What the competitor has- What executive management insists we need
17. REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal org legacy decision- What the competitor has- What executive management insists we need HUMAN People’s aspirations say more about what they truly desire than past behavioror what they say they want.
47. Customizable: Zynga listened to user feedback. Don’t want to farm veggies? They made flowers, vineyards, extra livestock. No pets in Farmville? They made dogs.
48. Games and UX are: “…a series of meaningful choices.” - Sid Meier, Civilization
49. A good, contagious game has: - Points - Badges - Levels - Status Easy enough…
50. A good, contagious game has: - Points – Encourage & reinforce good behavior - Badges – Acknowledge completion & participation - Levels – Reward milestones & unlock more stuff - Status – Top User benefits; runs discussions, perks
51. A good, contagious game has a SOUL. - Relevant –adds to my life - Realistic – fits into my life - Trustworthy – I do good things/makes me better - Intrinsic–Learn, problem solve, help out, desirable
52. What happens when we don’t reward correctly? People feel deceived, bribed and despise you for it.
56. Ubiquitous computing The term was coined by Mark Weiser, Chief Technologist at Xerox Research, in 1988… …describes human-computer interaction where information processing completely integrated into everyday objects and activities.
57. Ubiquitous computing Launched research around: - Distributed and mobile computing - User experience and interaction - Content and context awareness
59. “In this world of ubiquitous computing, where there are different types of information appliances - your car, your watch, your phone - how do these things work together as a society of appliances that exists within a society of people.” - Bill Buxton, on the future of experience design
This is either asking for duplicate personal info entry OR your mobile carrier’s personal information OR your Insurance details…but it’s not clear which.
This is either asking for duplicate personal info entry OR your mobile carrier’s personal information OR your Insurance details…but it’s not clear which.
For example…
For more great and useful RIA patterns, check out quince.infragistics.com
The tools we use should help migrate the content of our designs to different form factors.If they don’t, then we are just trying to do new things, old way. Much harder and arduous.
The tools we use should help migrate the content of our designs to different form factors.If they don’t, then we are just trying to do new things, old way. Much harder and arduous.
The tools we use should help migrate the content of our designs to different form factors.If they don’t, then we are just trying to do new things, old way. Much harder and arduous.
Similar to the Industrial Design and Architecture thinking, where they examine ‘a chair…in a room…in a house…in a city…’So if our tooling can connect our experiences then we are free to focus on user context, needs and goals.