UXD WTF
-
Upload
leisa-reichelt -
Category
Technology
-
view
116 -
download
1
description
Transcript of UXD WTF
UXD. WTF*?
leisa reicheltguadec 08
*what the $%&!
UXD. WTF*?
leisa reicheltguadec 08
*what the $%&!
good afternoon
http://gripes-of-wrath.blogspot.com/2007/09/missing-garden-gnomes.html
user experience
design
user experience
v usability
http://www.flickr.com/photos/38514078@N00/574575352/
Steve Krug
Jenny Preece
Daniel McGracken
Ginny Redish
Ben Schneiderman
Mike Kuniavsky
Jared Spool
Jakob Nielsen
http://www.flickr.com/photos/38514078@N00/574575352/
http://gripes-of-wrath.blogspot.com/2007/09/missing-garden-gnomes.html
Usability is a term used to denote the ease with which people can employ a particular tool or other human-made object in order to
achieve a particular goal.- wikipedia
goal = hygieneusability = fail
http://www.flickr.com/photos/padday/1513526079
http://www.flickr.com/photos/padday/1513526079
task = recycle rubbish/save the environment
User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a
device or system. The scope of the field is directed at affecting "all aspects of the user’s
interaction with the product: how it is perceived, learned, and used."
- wikipedia, quoting Donald Norman
http://www.flickr.com/photos/justsmartdesign/2403263189
http://www.flickr.com/photos/justsmartdesign/2403263189
task = house birds
task = exit building
task = arrange delivery
it’s one thing to allow people to complete the task at hand...
... it’s another thing completely to give them a good experience
experience = control, convenience, choice
experience = convenience, simplicity, reduced effort
experience = security, trust
http://www.flickr.com/photos/louisiana/266995045
http://www.flickr.com/photos/louisiana/266995045
experience = humour, friendliness
experience = coolness.
User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a
device or system. The scope of the field is directed at affecting "all aspects of the user’s
interaction with the product: how it is perceived, learned, and used."
- wikipedia, quoting Donald Norman
User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a
device or system. The scope of the field is directed at affecting "all aspects of the user’s
interaction with the product: how it is perceived, learned, and used."
- wikipedia, quoting Donald Norman
User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a
device or system. The scope of the field is directed at affecting "all aspects of the user’s
interaction with the product: how it is perceived, learned, and used."
- wikipedia, quoting Donald Norman
user experience design requires a user-centred approach
A user centred approach helps you discover, define, understand, design for and prioritise genuine user requirements
supposing is good. finding out is better.- mark twain
‘To design an easy-to-use interface, pay attention to what users do, not what they say.
Self-reported claims are unreliable, as are user speculations about future behaviour.’
- jakob nielson
http://www.flickr.com/photos/mugur/153914184/
lab based research
focus groups - care!
field research (ethnography)
longitudinal research (diary study)
demosilverbackapp.com
research analysis(affinity sort)
much more than ‘usability’ findings
Proposition- the value to the customer
Concept- the model for how the value is delivered
Proposition- the value to the customer
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Interaction- how the user interacts with the product components
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Interaction- how the user interacts with the product components
Appearance- what it looks like and how it is arranged
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Interaction- how the user interacts with the product components
Appearance- what it looks like and how it is arranged
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Interaction- how the user interacts with the product components
Appearance- what it looks like and how it is arranged
User Experience
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Interaction- how the user interacts with the product components
Appearance- what it looks like and how it is arranged
User Experience
Concept- the model for how the value is delivered
Proposition- the value to the customer
Structure- the right elements in the right order
Information- the information required by the user at different stages
Interaction- how the user interacts with the product components
Appearance- what it looks like and how it is arranged
User Experience
Usability
Jesse James Garrett. The Elements of User Experience
more often than not, the biggest problems are at the proposition level.
you can’t just move or re-label a button to fix these problems.
a fancy drag & drop or zoom UI most likely isn’t be the answer
business/developer perspective:why take a user centred approach?
- Increased Uptake of Product/Service- Reduced Project Risks (Cost/Time)- Lower Customer Support Time/Costs- Greater Loyalty- Best Resource Allocation
business/developer perspective:why take a user centred approach?
Co
st o
f m
akin
g c
han
ges
1xDuringDesign
100xAfter Launch
6xDuring
Development
R. S. Pressman, “Software engineering: a practitioner’s approach”, McGraw-Hill
business/developer perspective:why take a user centred approach?
- Project teams don’t understand genuine user requirements- even USERS don’t understand genuine user requirements- making late stage changes is slow & expensive- late changes happen because of a lack of understanding of requirements- lots of time wasted on features that don’t create value
business/developer perspective:why take a user centred approach?
strategies for good user experience
1. just do it - get out and do some research - find your end users, watch them, talk to them
strategies for good user experience
1. just do it - get out and do some research - find your end users, watch them, talk to them2. record and share your findings and outcomes (reduce cost, increase value)
strategies for good user experience
1. just do it - get out and do some research - find your end users, watch them, talk to them2. record and share your findings and outcomes (reduce cost, increase value)3. consider developing (and maintaining) personas to represent your users
strategies for good user experience
1. just do it - get out and do some research - find your end users, watch them, talk to them2. record and share your findings and outcomes (reduce cost, increase value)3. consider developing (and maintaining) personas to represent your users
4. don’t just research at the beginning. or the end.
strategies for good user experience
tips for interviewing
tips for interviewing1. good rapport = good research. Spend time making them think you care what they say
tips for interviewing1. good rapport = good research. Spend time making them think you care what they say
2. only *their* experience and opinion counts. Primary evidence only.
tips for interviewing1. good rapport = good research. Spend time making them think you care what they say
2. only *their* experience and opinion counts. Primary evidence only.3. it’s not a test. Ideas and designs are evaluated, not your participants.
tips for interviewing1. good rapport = good research. Spend time making them think you care what they say
2. only *their* experience and opinion counts. Primary evidence only.3. it’s not a test. Ideas and designs are evaluated, not your participants.
4. define your research questions - what do you want to find out?
tips for interviewing1. good rapport = good research. Spend time making them think you care what they say
2. only *their* experience and opinion counts. Primary evidence only.3. it’s not a test. Ideas and designs are evaluated, not your participants.
4. define your research questions - what do you want to find out?5. start questions wide, don’t lead.
just because nobody complains doesn’t mean all the parachutes are perfect- benny hill