UXD WTF

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UXD. WTF*? leisa reichelt guadec 08 *what the $%&!

description

keynote at the GUADEC conference in Istanbul, July 08

Transcript of UXD WTF

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UXD. WTF*?

leisa reicheltguadec 08

*what the $%&!

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UXD. WTF*?

leisa reicheltguadec 08

*what the $%&!

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good afternoon

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user experience

design

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user experience

v usability

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Steve Krug

Jenny Preece

Daniel McGracken

Ginny Redish

Ben Schneiderman

Mike Kuniavsky

Jared Spool

Jakob Nielsen

http://www.flickr.com/photos/38514078@N00/574575352/

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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

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goal = hygieneusability = fail

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http://www.flickr.com/photos/padday/1513526079

task = recycle rubbish/save the environment

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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

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http://www.flickr.com/photos/justsmartdesign/2403263189

task = house birds

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task = exit building

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task = arrange delivery

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it’s one thing to allow people to complete the task at hand...

... it’s another thing completely to give them a good experience

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experience = control, convenience, choice

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experience = convenience, simplicity, reduced effort

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experience = security, trust

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http://www.flickr.com/photos/louisiana/266995045

experience = humour, friendliness

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experience = coolness.

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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

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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

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user experience design requires a user-centred approach

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A user centred approach helps you discover, define, understand, design for and prioritise genuine user requirements

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supposing is good. finding out is better.- mark twain

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‘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

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lab based research

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focus groups - care!

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field research (ethnography)

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longitudinal research (diary study)

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demosilverbackapp.com

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research analysis(affinity sort)

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much more than ‘usability’ findings

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Proposition- the value to the customer

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Concept- the model for how the value is delivered

Proposition- the value to the customer

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Concept- the model for how the value is delivered

Proposition- the value to the customer

Structure- the right elements in the right order

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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

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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

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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

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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

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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

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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

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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

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Jesse James Garrett. The Elements of User Experience

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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

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business/developer perspective:why take a user centred approach?

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- 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?

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akin

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1xDuringDesign

100xAfter Launch

6xDuring

Development

R. S. Pressman, “Software engineering: a practitioner’s approach”, McGraw-Hill

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business/developer perspective:why take a user centred approach?

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- 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?

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strategies for good user experience

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1. just do it - get out and do some research - find your end users, watch them, talk to them

strategies for good user experience

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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

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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

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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

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tips for interviewing

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tips for interviewing1. good rapport = good research. Spend time making them think you care what they say

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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.

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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.

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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?

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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.

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just because nobody complains doesn’t mean all the parachutes are perfect- benny hill

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UXD. FTW*!

leisa [email protected]

disambiguity.com

*for the win