This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
User experience (UX) design encompasses all aspects of a user's interaction with a company, service, or product. UX design aims to optimize usability, usefulness, and user satisfaction based on user research and testing. Effective UX design considers emotional responses, expectations, functionality, and stickiness from the user perspective. It involves iterative design, prototyping, and evaluation to ensure products meet user needs.
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
User experience (UX) design encompasses all aspects of a user's interaction with a company, service, or product. UX design aims to optimize usability, usefulness, and user satisfaction based on user research and testing. Effective UX design considers emotional responses, expectations, functionality, and stickiness from the user perspective. It involves iterative design, prototyping, and evaluation to ensure products meet user needs.
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
1. The workshop covered UI and UX design principles through a presentation and Figma workshop.
2. UI topics included layout, typography, and color with a focus on visual hierarchy, limited designs, and accessibility.
3. UX design was discussed through Norman's door metaphor and the goals of useful, usable, and desirable experiences.
4. Participants worked through a UX design process for a fictional app called Loafly.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The 6-stage UX design process includes: 1) Understanding user needs through research, 2) Researching competitors and design trends, 3) Brainstorming and sketching ideas through wireframes, 4) Finalizing visual design specs, 5) Implementing the design, and 6) Evaluating the experience based on usability and fulfillment of user needs. Stakeholders provide feedback at key stages to refine the design which aims to solve user problems through an intuitive experience.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
The document discusses UI/UX design, providing definitions and differences between UI, UX, and graphic design. It explains that UI is the visual interface elements users interact with, while UX focuses on the overall user experience. Graphic design aims to communicate visually through mediums like logos and posters, whereas UI/UX design creates intuitive digital experiences for websites and apps. The document also outlines topics like wireframing, prototyping, important terms in UI/UX, and common jobs in the field such as UI designer, UX designer, and product designer.
An introduction to UX - User Experience.
Where does UX come from, what are the benefits of using it, and how can it be applied to day to day agency work?
Understanding the User Centred Design process and how UX is an integral part of every piece of digital work that is produced.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
This document provides an introduction to user experience (UX) strategy and design. It discusses the history and evolution of UX from early command line interfaces to modern touchscreen interfaces. It outlines fundamental UX principles like designing for users' needs and making their lives easier. The document also describes common UX techniques like personas, journey mapping, prototyping, content writing, and persuasion design. It emphasizes the importance of understanding users through research and testing designs with them. Finally, it provides recommendations for resources to learn more about UX and tips for practitioners.
The document provides an overview of UI/UX design principles and processes, including strategies for user needs analysis, information architecture, visual design, and best practices for design tools, resources, and workflows like prototyping, mood boarding, and developing brand guidelines. It also discusses techniques for UX mapping like user journeys, flows, and blueprinting to understand customer interactions. The document is intended as a reference for someone learning about or working in UI/UX design.
UI refers to the interface that allows humans to control software or hardware, such as through buttons, menus and other interactive elements. UX involves a person's experience using a product including their behaviors, emotions and attitudes. Interface design focuses on maximizing the user experience by making software and devices easy to use through visual elements like images, colors, typography and layout. Visual design uses graphical elements to enhance usability and the user experience.
This presentation was made by me for a basic level UI and UX training in my company. The presentation has also been designed from a UI and UX perspective and has been kept minimalistic. The presentation also contains several other important topics like the work culture in my company, Our process of developing a presentation and a short brief on E commerce platforms.
UX refers to the user experience with a product, which includes how users feel when interacting with it, rather than just the user interface which is what is used to interact. UX designers focus on the overall experience, not just the visual interface, and work together with UI developers who implement the interface designs. UX is a broader concept than UI alone.
The document provides information on UI/UX design terms and concepts. It defines what UI, UX and UXD are, and describes common design types like skeuomorphic, flat, and material design. It also discusses the UX design process and popular UI design software. Finally, it defines and explains common UI/UX terms like wireframes, prototypes, mockups, responsive design, navigation, menus, calls-to-action buttons, loading bars, tabs, switches, pickers and checkboxes.
The document discusses user experience (UX) and its importance. It provides an example of a website that has a good user interface (UI) but poor user experience (UX), frustrating a user trying to purchase a book. The document then defines UX, according to Don Norman, as encompassing a user's entire interaction with a company, its services, and products. It notes that UX concerns usability, ease of use, speed, and attractiveness, all impacting customer satisfaction. The rest of the document discusses UX design responsibilities like research, wireframing, prototyping, testing, and ongoing adjustments based on feedback.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Product design for Non Designers - Montreal Digital Nomad MeetupSebastian Tory-Pratt
The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
1. The workshop covered UI and UX design principles through a presentation and Figma workshop.
2. UI topics included layout, typography, and color with a focus on visual hierarchy, limited designs, and accessibility.
3. UX design was discussed through Norman's door metaphor and the goals of useful, usable, and desirable experiences.
4. Participants worked through a UX design process for a fictional app called Loafly.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The 6-stage UX design process includes: 1) Understanding user needs through research, 2) Researching competitors and design trends, 3) Brainstorming and sketching ideas through wireframes, 4) Finalizing visual design specs, 5) Implementing the design, and 6) Evaluating the experience based on usability and fulfillment of user needs. Stakeholders provide feedback at key stages to refine the design which aims to solve user problems through an intuitive experience.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
The document discusses UI/UX design, providing definitions and differences between UI, UX, and graphic design. It explains that UI is the visual interface elements users interact with, while UX focuses on the overall user experience. Graphic design aims to communicate visually through mediums like logos and posters, whereas UI/UX design creates intuitive digital experiences for websites and apps. The document also outlines topics like wireframing, prototyping, important terms in UI/UX, and common jobs in the field such as UI designer, UX designer, and product designer.
An introduction to UX - User Experience.
Where does UX come from, what are the benefits of using it, and how can it be applied to day to day agency work?
Understanding the User Centred Design process and how UX is an integral part of every piece of digital work that is produced.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
This document provides an introduction to user experience (UX) strategy and design. It discusses the history and evolution of UX from early command line interfaces to modern touchscreen interfaces. It outlines fundamental UX principles like designing for users' needs and making their lives easier. The document also describes common UX techniques like personas, journey mapping, prototyping, content writing, and persuasion design. It emphasizes the importance of understanding users through research and testing designs with them. Finally, it provides recommendations for resources to learn more about UX and tips for practitioners.
The document provides an overview of UI/UX design principles and processes, including strategies for user needs analysis, information architecture, visual design, and best practices for design tools, resources, and workflows like prototyping, mood boarding, and developing brand guidelines. It also discusses techniques for UX mapping like user journeys, flows, and blueprinting to understand customer interactions. The document is intended as a reference for someone learning about or working in UI/UX design.
UI refers to the interface that allows humans to control software or hardware, such as through buttons, menus and other interactive elements. UX involves a person's experience using a product including their behaviors, emotions and attitudes. Interface design focuses on maximizing the user experience by making software and devices easy to use through visual elements like images, colors, typography and layout. Visual design uses graphical elements to enhance usability and the user experience.
This presentation was made by me for a basic level UI and UX training in my company. The presentation has also been designed from a UI and UX perspective and has been kept minimalistic. The presentation also contains several other important topics like the work culture in my company, Our process of developing a presentation and a short brief on E commerce platforms.
UX refers to the user experience with a product, which includes how users feel when interacting with it, rather than just the user interface which is what is used to interact. UX designers focus on the overall experience, not just the visual interface, and work together with UI developers who implement the interface designs. UX is a broader concept than UI alone.
The document provides information on UI/UX design terms and concepts. It defines what UI, UX and UXD are, and describes common design types like skeuomorphic, flat, and material design. It also discusses the UX design process and popular UI design software. Finally, it defines and explains common UI/UX terms like wireframes, prototypes, mockups, responsive design, navigation, menus, calls-to-action buttons, loading bars, tabs, switches, pickers and checkboxes.
The document discusses user experience (UX) and its importance. It provides an example of a website that has a good user interface (UI) but poor user experience (UX), frustrating a user trying to purchase a book. The document then defines UX, according to Don Norman, as encompassing a user's entire interaction with a company, its services, and products. It notes that UX concerns usability, ease of use, speed, and attractiveness, all impacting customer satisfaction. The rest of the document discusses UX design responsibilities like research, wireframing, prototyping, testing, and ongoing adjustments based on feedback.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Product design for Non Designers - Montreal Digital Nomad MeetupSebastian Tory-Pratt
The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
The user group you never knew you had ux camp 2015Hello Group
'The user group you never knew you had' is about designing for the experience of the stakeholders who sponsor either internal or external projects. As designers we immediately think of the end users but without subject matter experts, middle managers and corporate sponsors our job would be much harder. In the talk Mette Riisgaard Andresen and Henriette Hosbond describe tactics to ensure to get these key people on board in the design process. Originally shown at UX Camp Copenhagen 2015.
This document provides an overview of approaches for early stage interaction design projects, from developing initial ideas to creating paper prototypes. It discusses developing personas to represent target users and creating scenarios to illustrate how a user might interact with a concept. The document gives examples of a persona template and provides resources for learning more about personas, scenarios, and other user-centered design techniques.
A Developer’s Guide to Interaction and Interface DesignHoltstrom
This document provides an agenda for a developer's guide on interaction and interface design. The agenda includes 3 sections that will cover principles of understanding the audience, visual design, forms and input, constraints, and getting designs right. Between each section, there will be exercises for participants to apply the principles. The goal is to expose developers to new ideas around user experience design in order to build better software.
A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
What I learned at Cooper U about Design ResearchSolutionStream
This document summarizes a presentation by Alan Cooper on user experience design. It discusses Cooper's background and experience in software development. Key points from Cooper discussed include the importance of user-centered design and avoiding assumptions about what users want. The presentation then covers topics like conducting research on users and stakeholders, creating personas to represent different user types, developing scenarios to showcase how personas would interact with a product, and using frameworks like user flows and wireframes to guide interface design based on research. The overall message is that understanding users through research methods like personas and scenarios is essential for developing products with good user experiences.
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
This is my presentation covering Dan Saffer's UX London day one presentation and the workshop from days two and three.
Originally presented at the London IA UX London Redux on August 12th, 2009.
UX Everywhere: how to think like a user experience plannerDeanna Lambert
I ran a full-day workshop for the Account Planning Group of Canada, teaching traditional/mass planners about some of the differences between traditional and UX planning, and workshopping four different ux-centric discovery processes that I've adapted for the needs of the traditional planner who is engaged in multi-channel planning.
The document provides an introduction to an Agile and Lean User Experience workshop. It discusses how traditional UX practices emphasize deliverables and individual hero designers, while Lean UX focuses on collaborative sense-making and ensuring the customer experience is owned by everyone. The workshop covers Lean UX principles and processes, integrating design into agile development, and the importance of customer research methods like interviewing and empathy mapping to understand user needs and validate hypotheses.
Sometimes, they just don’t get it.
We’re just trying to do the right thing here. Isn’t our success dependent on our users being able to shop, buy, apply or contact us through our web site or app? So if we’re dependent on our users, shouldn’t we at least involve them somehow in the design process?
Not so easy.
For some of “those” people, design is easy. Don’t we already know what the problem is and what design we can use to fix it? Can’t we just leverage best practices? Why do we even need to test the design if we’re experts? No one ever says these things, right?
In the real world, user-centered design and usability is ironically, not that easy to adapt. It’s counterintuitive because it’s such hard work to make things easy. What we have to do is to make what we do easy to understand and easy to choose. This session may not change your reality, but by sharing in some lessons learned, hopefully you’ll have the tools to help change some minds.
Learn how user interface designers and user experience designers play an important part in creating products and services that keeps customers or users coming back for more.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
The document provides information about the Samsung Solve for Tomorrow Competition 2023. It invites students ages 16-25 to design tech solutions that address themes like education, sustainability, diversity and social isolation. Students are guided through the design thinking process of finding a problem, researching users, developing ideas, prototyping a solution, and getting feedback. Winners will receive cash prizes and mentorship to help advance their ideas. The deadline to submit an entry is December 18, 2022.
The document provides information about the Samsung Solve for Tomorrow Competition 2023. It invites students ages 16-25 to design tech solutions that address themes like education, sustainability, diversity and social isolation. Students are guided through the design thinking process of finding a problem, researching users, developing ideas, prototyping a solution, and getting feedback. Winners will receive cash prizes and mentorship to help advance their ideas. The deadline to submit an entry is December 18, 2022.
Usability testing involves planning studies to test a digital product. Key steps in planning include defining goals and participants, designing tasks, scheduling tests, and determining testing methods. Tests can be conducted remotely or in-person. Moderated tests involve a moderator guiding participants through tasks while they think aloud. Unmoderated tests use automated tools to gather metrics from participants remotely. Findings are analyzed to identify usability issues and improve the product's design. Mobile testing requires adaptations for its form factor. Fitting research into agile development requires parallel or staggered sprints.
Similar a Introduction to User Experience Design (20)
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
4. “‘User experience’
encompasses all aspects of
the end-user's interaction
with the company, its
services, and its products.
https://www.pinterest.ca/pin/86623992811488400/
Don Norman
Called the “father of modern user
experience”
5. Interacting with
their website
• Using their website
• Researching the
product
• Using the online chat/
help feature
Buying the
Video Game
Let’s say you wanted to order a video game online...
• Filling out the order form
with your personal
information
• Do they even ship to your
country?
• Will they price match if it
goes on sale after you
buy?
Playing the
Video Game
• Game set up: how easy
or difficult is it?
• Can you play with friends
or only on your own?
• Is it compatible with your
console?
6. Let’s say you wanted to order a video game online...
All of these factors (and more!) contribute to
the user experience of the video game!
Interacting with
their website
Buying the
Video Game
Playing the
Video Game
7. So what is a User Experience Designer?
A user experience designer can have many different responsibilities on a team!
While their main role has to do with designing the experience of their product or service for their
users, they might also be responsible for…
User
research
Content
creation
Coding
User
interface
(UI)
design
Competitive analysis
8. An Introduction to User Experience Design
A User Experience Designer’s Toolkit
9. Building Your UX Design Toolkit
1
Research techniques
Usability testing
What it is: The most formal
of these three techniques,
usability testing is usually
used to test an in-progress
prototype to see what
works well and what can be
refined.
When to do it: Depending
on project timeline and
budget, as frequently and
as often as you can.
Tip: Testing often, making
changes based on
feedback, and then re-
testing is often called
“iterative design”.
Guerilla research
What it is: Guerilla
research is where you go
out into the “real world”
(sidewalks tend to work
well) and ask people
passing by their opinion on
something you’re looking to
test or verify.
When to do it: At the
beginning, so you can use
the quick insights to refine
your research efforts down
the line!
Tip: Only ask one quick
question and don’t take
rejection personally- people
are busy and it’s not you!
Competitive analysis
What it is: Competitive
analysis looks at what your
competition is doing. What
features are they offering?
What are they doing well?
What are they struggling
with that your product or
service could improve on?
When to do it: A big push at
the beginning of the project
will help give you context,
and ongoing awareness of
what’s out in the market will
help you stay relevant
Tip: Look to other
industries for inspiration!
10. Building Your UX Design Toolkit
1 Insightful research starts with asking effective questions. Compare the
following questions: what kind of information will each question give you?
Do you like this
button here?
What do you think
this button is used
for?
vs
11. Building Your UX Design Toolkit
1
Do you like this
button here?
Yes
No
• Questions that start with “do you…” often just lead to “yes” or “no” answers
which, ultimately, don’t provide a lot of information
• Also, some people will say “yes” just to avoid hurting your feelings!
How to make it better:
What does this button
placement mean to you?
How would you use this
button?
What is confusing about this
button?
12. Building Your UX Design Toolkit
1
• Open-ended questions will often yield better insights
• They give your participants the opportunity to expand on their responses
What do you think this
button is used for?
Well, I
think…
Try starting your questions with the 5 Ws…
Who What Where When Why How
13. Building Your UX Design Toolkit
2
Your Persona
It is always helpful to keep in mind who you are designing for. One way that
you can do this is by creating a persona.
A persona is… A persona is not…
Based in demographic information
and other facts
Based in stereotypes
One person who might use the end
product you’re creating
The only person who will use your
end product
A reality check: consider all features
you’re thinking of adding in light of
your persona
A substitute for actually testing your
ideas with potential users
Used to build empathy for potential
users
A bad idea!
14. Building Your UX Design Toolkit
2
https://static.pexels.com/photos/38554/girl-people-landscape-sun-38554.jpeg
Megan Rochester
22 years old
Student, University of Waterloo, studying Environment and Business
Lives in Waterloo, originally from Winnipeg
• Loves camping and being outside
• Buys “green”, sustainable products
• Is saving up for her graduate education
• Wants to adopt a dog but can’t right now, because she’s frequently out of the house,
due to class
Below is an example of a basic persona. Notice how we only need a few
lines of information to start empathizing with Megan and making her feel
real!
15. Building Your UX Design Toolkit
2
Another way we can make Megan come to life is by creating a Thinks –
Feels – Says – Does chart. Based on what we know about Megan, what
does she think, feel, say, and do?
Megan Rochester
Thinks
Says
Feels
Does
16. Building Your UX Design Toolkit
2
Here’s an example of what her chart might look like:
Megan Rochester
Thinks
Says
Feels
Does
“I hope I can afford grad school.” Homesick for family in Winnipeg
Volunteers at a local animal
shelter to be around dogs
Goes camping with friends
Sometimes sleeps through her
8:30 class after working on group
projects through the night
“Do I want to live in Waterloo or
Winnipeg? Should I try to get a
more permanent apartment?”
Determined to graduate with an
excellent academic standing
“I can’t this weekend, I’ve got to
work.”
At peace in nature
“EV3 is practically my second
home at this point.”
“I need more plants in my room.”
17. Building Your UX Design Toolkit
3
As a designer, it is important to make sure you understand exactly what the
problem is you’re trying to solve with your design. One way of making sure
you’re getting to the root cause is by crafting a problem statement.
Problem statements
As a…
I want…
So that…
Who are you designing for? Consider the persona
you’ve created.
What are they looking for? What is the underlying
problem they’re looking to solve?
What is the desired outcome? How will you know if
your solution was successful?
19. Activity: Show What You Know
1 2 3 Bringing it all together
Scenario: Imagine you’re working for a company who is trying to design a revolutionary new way
for people to transport liquid when they’re camping. Consider our persona from before and the
following problem statement:
Megan Rochester
22 years old
Student, University of Waterloo, studying Environment and Business
Lives in Waterloo, originally from Winnipeg
As an… environmentally conscious university student, I want… a
sustainable way to carry water with me so that… I always have water
when I go camping.
20. Activity: Show What You Know
Based on the information we have, what design decisions can we make?
We are designing for
students.
Megan favours
sustainable products.
The product needs to be
durable enough for
camping.
Megan doesn’t go
camping often because of
school, so this solution
will likely find its way into
her “daily life” too.
21. Activity: Show What You Know
Based on the information we have, what design decisions can we make?
We are designing for
students.
Though still durable, it needs to be
relatively cheap for the student budget.
Megan favours
sustainable products.
We need to create something that can
be reused a lot that will still maintain
quality.
The product needs to be
durable enough for
camping.
We probably can’t make the product
out of glass if it’s expected to survive
camping, so metal or plastic is a better
option.
Megan doesn’t go
camping often because of
school, so this solution
will likely find its way into
her “daily life” too.
The product should be built for
“domestic” life: it should be able to go
in the dishwasher, hold hot liquids, and
even potentially be microwave safe.
23. Conclusion
• What user experience is
• The role(s) of a user experience designer
• Some research techniques and how to ask questions that will help you to get information
about your design
• What a persona is and how to create one
• Building empathy through a Thinks – Feels – Says – Does map
• How to create a problem statement
• How to tie these components together to help inform design decisions
Today we learned:
24. Conclusion
This was just a very brief introduction to user experience- there’s so much out there to explore
and the field is growing by the day! Some great resources for further reading:
uxdesign.cc
The Design of Everyday Things by Don Norman
designresources.party
25. Conclusion
“Take chances, make mistakes,
and get messy!”
- Ms. Frizzle
Ms. Frizzle was a character created by Joanna Cole and Bruce Degen in 1985 for Scholastic for the Magic School Bus series.
Notas del editor
Today we’re going to go in to a brief introduction to user experience design!
Topics covered will include an explanation of what user experience is, some tools that will help you think like a user experience designer, and an activity to apply what you’ve learned. The conclusion will summarize what we went over and also offer some other resources to consider checking out!
“User experience” is a buzzword that’s getting thrown around a lot, especially in tech. But what does it actually mean?
Don Norman, often called the “father of modern user experience”, says that user experience encompasses all aspects all aspects of the end-user’s interaction with the company, its services, and its products. “All aspects” is the important point here: often UX is thought to be limited to mobile apps or websites. However, think about that one time you walked up to a door and you couldn’t figure out how it opened. Push? Pull? Slide?? Or how about when you come across a whole bunch of light switches: which switch controls which light? You end up flipping all of them on before actually finding the one light you were looking for! These are examples of a poor user experience in the “real world”.
Consider all the different aspects of ordering a video game online. You could have a great experience on their website, but, when you actually get the game, maybe it isn’t compatible with the gaming system you have. That would be an example of a poor user experience- and how the company responds to your problem also helps to define your experience as positive or negative. If they take it back, no questions asked, you’ll feel a lot better about the company than if they make returns next to impossible.
In other words, all these factors and more contribute to the user experience of that video game!
So then a user experience designer is someone whose job it is to help design these end-to-end experiences so that they are positive overall. However, user experience designers might also have different responsibilities, depending on the size of the company and how many design resources they have to allocate. For example, a start-up might have a user experience designer who creates content, does research, and designs the UI. A UX designer in a larger corporation might just be focused on the interaction design, while someone else covers research, and yet another person works on the interface design.
These tools are meant to help you start thinking from the perspective of a UX designer. They are not by any means the be-all, end-all skillset, but it is definitely a great place to start!
Even if your job title isn’t “user experience researcher”, it’s always helpful to have a bit of background on how to conduct research that’ll give you useful information. Here are three different styles of research to help you get started:
Competitive analysis
What is the competition offering?
What are they doing well?
What are they struggling with?
Where is the opportunity for our company to enter the market?
Based on the market, what are the conventions that users would expect from your product?
Guerilla research
Good if you have one question you are looking to have answered
Should be quick: people are busy and won’t want to stay for longer than a minute or two!
Tell them in advance you just have one question you want to ask- setting the expectations from the get-go means they might be more likely to answer
Usability testing
Have a task for your user to complete
Don’t step in and show them what you want them to do: seeing where users struggle and what they have problems with is really valuable so you know where you have to “fix” your design
When you are doing research, you need to make sure you’re asking the right questions for the answers you need. For example, if you have a button and you’re not sure if its function is clear, asking “do you like this button here?” will not give you the information to know if the button’s function is clear or not. You’ll just learn whether or not the user likes the button placement.
Additionally, binary (yes/ no) questions will only give you yes/ no answers, so be very purposeful about when you ask them.
Open-ended questions usually encourage expansion on an idea, and yield better insights. Try to start your questions with the five 5 Ws (and an H): who, what, where, when, why, and how.
A persona is a great way to guide your designs. If done right, a persona even becomes part of the team… You consider their needs and wants as if they were a real person and one of your team members to boot! One of your greatest tools as a user experience designer is empathy for others. Creating a persona is a fantastic way to build empathy.
Megan is a 22-year-old student from UW, who’s studying Environment and Business. She lives in Waterloo and is originally from Winnipeg. She almost sounds like someone you know, doesn’t she? From this basic description, she’s already starting to take shape! From her additional information, her hopes (grad school), likes (dogs, nature), and struggles (wants a dog but can’t have one, needs money for school), we’ve built a complex person.
To fully round her out, we’ll do a Thinks – Feels – Says – Does map. Think about what we know about her: what kind of things would she think about? What would she worry about? What makes her happy? Is what she does aligned with what she says? (For most people, it’s not!)
Here’s an example of the filled in chart.
One of the biggest challenges as a designer is to make sure you’re solving the problem, and not slapping a Band-aid solution on the symptoms! Using the As a… I want… So that… structure can help you better get inside of the problem you’re trying to solve, for the person you’re trying to solve for.
Let’s put together all the techniques we’ve learned!
Imagine you’re working for a company who is trying to design a revolutionary new way for people to transport liquid when they’re camping. Consider our persona from before and the following problem statement: As an… environmentally conscious university student, I want… a sustainable way to carry water with me so that… I always have water when I go camping.
Based on this information, we can make some design decisions for our solution. (Also, notice we’re saying “solution” and not “water bottle”: the solution doesn’t necessarily have to be a water bottle! Specifying an exact solution too early limits what our designs could be.)
Take the four points on the side. Where did we get this information? Our persona and the problem statement! Notice that not everything was explicitly outlined: for example, because we know that Megan is really busy with school, we know that she doesn’t have a lot of time. Camping can take a lot of time, so we can make the connection that she probably doesn’t go camping often, and the solution would likely make it into “regular” rotation.
To design our ultimate solution, we’d have to distill these findings into the relevant information and include that in our designs.
For example, we need a solution that’s:
Durable
Not glass
Cheap enough for students
Reusable
Dishwasher safe
Able to hold hot liquids
Microwave safe?
In conclusion…
Today we learned what user experience is and the role(s) of a UX designer. We learned that their responsibilities can be very specific or very far reaching, depending on the resources the company has to allocate to UX. We learned about techniques for research, when to use which research style, and how to ask the real questions to get the information we need. We learned about personas and how to build empathy, and how to spin that information into a comprehensive problem statement. Finally, we learned how to tie all these components together to help inform our design decisions.
Here are a few more resources if you’re interested in learning more about user experience! This presentation really just scratched the surface: there is so much out there to learn…
And as Ms. Frizzle would say, the best way to learn is to “take chances, make mistakes, and get messy!” Practice analyzing the experience of waiting at the doctor’s office, trying to find the perfect pair of jeans, or opening an umbrella in the rain… Try to notice when you have a great experience, as well as when you have a difficult experience. What went well? What could go better?
Get out there and explore!! And always stay curious!!!