Usability and User Experience

74
22-3375 Web Design I // Columbia College Chicago Usability & User Experience

description

http://shawncalvert.com/webdesign-1Web Design 1 Columbia College Chicago

Transcript of Usability and User Experience

Page 1: Usability and User Experience

22-3375 Web Design I // Columbia College Chicago

Usability & User Experience

Page 2: Usability and User Experience

Utility, Usability, User Experience

Utility: Does it provide the features you need?

Usability: How easy and pleasant is it to use the features?

User Experience: “UX” encompasses all aspects of the end-user's interaction with the company, its services, and its products.

Page 3: Usability and User Experience
Page 4: Usability and User Experience

Internet

Page 5: Usability and User Experience

Usability

Page 6: Usability and User Experience

Project 1: Group Crits

Is there a clear visual hierarcy?

Is it obvious what is clickable?

Does the design match the user goals (from last week)

Does the visual design embody the site’s message?

Is the imagery, type and color compelling, professional?

In what ways is the design using gestalt principles? Proximity, common region, connectedness, similarity

How is the design using these basic design principles: balance, emphasis, rhythm, unity contrast

In general, usability refers to how well users can learn and use a product to achieve their goals and how satisfied they are with that process.

(usability.gov)

Page 7: Usability and User Experience

Project 1: Group Crits

Is there a clear visual hierarcy?

Is it obvious what is clickable?

Does the design match the user goals (from last week)

Does the visual design embody the site’s message?

Is the imagery, type and color compelling, professional?

In what ways is the design using gestalt principles? Proximity, common region, connectedness, similarity

How is the design using these basic design principles: balance, emphasis, rhythm, unity contrast

Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.

(useit.com)

Page 8: Usability and User Experience

Project 1: Group CritsEasy to Learn How easy is it for users to accomplish basic tasks the first time they encounter the design?

Efficient to Use: Once users have learned the design, how quickly can they perform tasks?

Easy to Remember: When users return to the design after a period of not using it, how easily can they reestablish proficiency?

Few Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

Satisfaction: How pleasant is it to use the design?

(useit.com)

Five Basic Attributes of Usability

Page 9: Usability and User Experience

Project 1: Group Crits

Is there a clear visual hierarcy?

Is it obvious what is clickable?

Does the design match the user goals (from last week)

Does the visual design embody the site’s message?

Is the imagery, type and color compelling, professional?

In what ways is the design using gestalt principles? Proximity, common region, connectedness, similarity

How is the design using these basic design principles: balance, emphasis, rhythm, unity contrast

Usability Testing

≠ Focus Groups

Page 10: Usability and User Experience

Project 1: Group Crits

Is there a clear visual hierarcy?

Is it obvious what is clickable?

Does the design match the user goals (from last week)

Does the visual design embody the site’s message?

Is the imagery, type and color compelling, professional?

In what ways is the design using gestalt principles? Proximity, common region, connectedness, similarity

How is the design using these basic design principles: balance, emphasis, rhythm, unity contrast

Usability Testing = what they do

!

Focus Groups = what they say

Page 11: Usability and User Experience
Page 12: Usability and User Experience
Page 13: Usability and User Experience

User Experience (UX)

Page 14: Usability and User Experience

User Experience: The creation and synchronization of the elements that affect user’s experience with a particular company, with the intent of influencing their perceptions and behavior. (Unger and Chandler, A Project Guide to UX Design)

Page 15: Usability and User Experience

A Slippery Definition

There is no one defined role or definition for a UX designer within web and application design; typically it is a hybrid role that combines:

information architecture,

interaction design,

visual design and

usability engineering

— but different aspects of those roles may be emphasized more heavily depending on the team.

Page 16: Usability and User Experience

O N E D O L L A R

Building Credibility and Trust

Page 17: Usability and User Experience
Page 18: Usability and User Experience
Page 19: Usability and User Experience
Page 20: Usability and User Experience
Page 21: Usability and User Experience

User Centered Design (UCD)

Page 22: Usability and User Experience

Project 1: Group Crits

Is there a clear visual hierarcy?

Is it obvious what is clickable?

Does the design match the user goals (from last week)

Does the visual design embody the site’s message?

Is the imagery, type and color compelling, professional?

In what ways is the design using gestalt principles? Proximity, common region, connectedness, similarity

How is the design using these basic design principles: balance, emphasis, rhythm, unity contrast

BASIC PRINCIPLE

Know your user, for they are not you.

Page 23: Usability and User Experience

The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product.

(Wikipedia)

Page 24: Usability and User Experience

Procrustean Bed

Page 25: Usability and User Experience

PROXIMITY COMMON REGION

SIMILARITY

Size Shape Shade Color

CONNECTEDNESS

LARGE TO SMALL IRREGULAR TO REGULAR DARK SHADE TO LIGHTSATURATED TO

UNSATURATED COLOR

Gestalt Principles

Page 26: Usability and User Experience
Page 27: Usability and User Experience
Page 28: Usability and User Experience
Page 29: Usability and User Experience
Page 30: Usability and User Experience
Page 31: Usability and User Experience
Page 32: Usability and User Experience
Page 33: Usability and User Experience
Page 34: Usability and User Experience
Page 35: Usability and User Experience
Page 36: Usability and User Experience
Page 37: Usability and User Experience

UCD principles in fork & spoon design

Needs to fit in a range of mouth sizes

Handle needs to accommodate large and small hands

Needs to function on both solids and liquids

Needs to be produced in large sets, equal amounts of each

Needs to be easily stackable in small spaces

Needs to be durable and reusable

Page 38: Usability and User Experience

There is plenty of room for ‘design’ in UCD

Page 39: Usability and User Experience
Page 40: Usability and User Experience
Page 41: Usability and User Experience

Change in plans.

We need a low-cost, single use, all-purpose utensil. Our costs must come in below $.000001 a unit or I won’t get a bonus this year.

Business-Centered Design

Page 42: Usability and User Experience
Page 43: Usability and User Experience

UCD in a new user context

Page 44: Usability and User Experience

Worksheet

!

Can you think of a web design technique

that is NOT user-centered?

Why?

Page 45: Usability and User Experience

Users are not designers

The goal of user-centered designs is not simply to give the user what they ask for; it isn’t their job to know how to solve their needs relating to your site.

No matter what objectives you have set for your Web site, it must carefully balance the needs of users and the needs of your organization. If users don't find your Web site helpful, they will not use it.

Page 46: Usability and User Experience
Page 47: Usability and User Experience

Iterative Design

To “iterate” just means “to repeat.”

Iterative Design is a term that describes a common sense idea: you build something, test if it works, learn from your mistakes, and make it better.

Page 48: Usability and User Experience
Page 49: Usability and User Experience
Page 50: Usability and User Experience
Page 51: Usability and User Experience

Understanding Conventions & Expectations

Users have certain expectations when they visit a website, expectations that, if not met, could result in them having trouble understanding how it works. Therefore, it's important that websites are designed so that users can predict how things will work and where certain elements will be.

Page 52: Usability and User Experience

Conventions in Life

Page 53: Usability and User Experience
Page 54: Usability and User Experience
Page 55: Usability and User Experience
Page 56: Usability and User Experience
Page 57: Usability and User Experience
Page 58: Usability and User Experience
Page 59: Usability and User Experience
Page 60: Usability and User Experience
Page 61: Usability and User Experience
Page 62: Usability and User Experience
Page 63: Usability and User Experience
Page 64: Usability and User Experience
Page 65: Usability and User Experience
Page 66: Usability and User Experience
Page 67: Usability and User Experience

Worksheet

!

Can you think of any new design patterns

that have emerged in the past year?

Page 68: Usability and User Experience

How do we get to know the user?

In the planning stages of the design (refer back to our workflow presentation), you might define your users through:

focus groups,

use cases,

personas,

and/or user/task flowcharts.

Page 69: Usability and User Experience

Use Case

Page 70: Usability and User Experience

Personas

Page 71: Usability and User Experience

User/Task Flows

Page 72: Usability and User Experience

How do we get to know the user?

During design and after launch of the design, you might perform formal and informal:

usability testing,

analysis of site analytics,

heuristic analysis,

and/or surveys.

Page 73: Usability and User Experience

How do we get to know the user?

Which is all very nice, but ...

In truth, the ux designer needs to make hundreds of small decisions, not all of which can be empirically tested; and the ones that have been tested need subjective interpretation to actually mean anything.

Much of the art of ux design is in the process of empathizing with users — the ability to “walk in their shoes” though scenarios and tasks, and making a best guess on whatever information is available to you at a given time.

Page 74: Usability and User Experience

Cognitive Science

Cognitive science is the interdisciplinary study of mind and intelligence, embracing philosophy, psychology, artificial intelligence, neuroscience, linguistics, and anthropology.

Cognition: The mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.