introduction to ux

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A short intro to user experience going over some basic usability principles/heuristics

TRANSCRIPT

user experience.

Sabina Siddiqi 5/17/2013

what is user experience?

components of user experience

user experience

The overall

experience one has

when interacting with

a product, website,

service, tool etc..

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

reduce learning curve

Consistency what behaves alike looks alike, what behaves different looks different

Consistency what behaves alike looks alike, what behaves different looks different

Keep user informed provide feedback for every action as much as is useful no more, no less

reduce learning curve

Response time - how users perceive delays:

<0.1s perceived as “instantaneous”

1s user’s flow of thought stays uninterrupted, but

delay noticed

10s limit for keeping user’s attention focused on the

dialog

>10s user will want to perform other tasks while waiting

Consistency what behaves alike looks alike, what behaves different looks different

Keep user informed as much as is useful no more, no less provide feedback for every action

Prevent Errors as far as is possible do not provide functionality that leads to error

reduce learning curve

reduce learning curve

Keep user informed as much as is useful no more, no less provide feedback for every action

Keep user informed as much as is useful no more, no less provide feedback for every action

Prevent Errors as far as is possible do not provide functionality that leads to error

Consistency what behaves alike looks alike, what behaves different looks different

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

empower your user

the locus of control - let the user initiate actions

A genie offers you two choices...

o eat at the finest restaurants

o for free

o twice a week

o but the genie picks the day and restaurant

o eat at “good” restaurants

o for free

o twice a week

o this time YOU pick the day and restaurant as long

as it’s just “good”

what would you choose?

empower your user

the locus of control - let the user initiate actions user can easily complete their desired task

empower your user

the locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task

empower your user

The locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task allow easy reversal of actions

Saves conditions

after each step

allowing user to go

back and forth

easily.

Undo button

allowing for

reversing several

steps

empower your user

the locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task allow easy reversal of actions the user should not have to remember things

empower your user

the locus of control - let the user initiate actions user can easily complete their desired task user knows how far they have gotten in their task allow easy reversal of actions the user should not have to remember things

what makes a good (great?) user

experience?

empowers the user

knows the user

no learning curve (or reduced)

Shortcuts

Know Your User

Shortcuts

Predict user needs

Shortcuts

Know Your User

Predict

User Needs

Predict

User Needs

Predict

User Needs

Predict

User Needs

Shortcuts

Predict user needs

Know Your User

to summarize..

reduce learning curve

- consistency in function and design

- keep user informed (as needed)

- provide feedback for every action

- prevent errors

to summarize..

reduce learning curve

- consistency in function and design

- keep user informed (as needed)

- provide feedback for every action

- prevent errors

empower user

- the locus of control

- user can easily complete their desired task

- user knows how far they have gotten in their task

- user knows when the task has been completed

- easy reversal of actions

- user does not have to remember things

to summarize..

reduce learning curve

- consistency in function and design

- keep user informed (as needed)

- provide feedback for every action

- prevent errors

empower user

- the locus of control

- user can easily complete their desired task

- user knows how far they have gotten in their task

- user knows when the task has been completed

- easy reversal of actions

- user does not have to remember things

know the user

- provide shortcuts

- predict user needs

to summarize..

Case Study:

Google Groups

Consistency

Consistency

Keep user

informed

Shortcuts

Preserve user

memory

Provide

feedback for

actions

For touch screens

hover tooltips are

useless

Prevent errors

Easy reversal

so that’s it?

that’s all there is to it?

so that’s it?

that’s all there is to it?

well not quite..

design.

user research.

use cases.

navigation maps.

personas.

usability testing. market research.

future interfaces. hci / human factors research.

etc..

information architecture.

… but those will have to be saved for future talks

FUTURE

TOPICS

UX DESIGN PROCESS

OTHER AREAS IN UX

Marketing

• Market research

• target market demographics

• competitive/gap analysis

• Product strategy

• Content strategy

Usability

• User research

• personas/scenarios

• process/task analysis

• testing

• Information Architecture & Design

• heuristic analysis

• user journey map

• Interaction design

• interaction framework

• wireframes & prototypes

Design

• Concept

• Design Assets

• Style Guide

• Visual comps

USER RESEARCH

USER PERSONA

Profile: Role: Project manager

25-45 yrs old

High level knowledge of economics

Lay user of technology

Traveling 50-75%

High risk sports

First time user of our products

Goals & Needs: Use cases

Requires easy access to productivity metrics to analyze results of 2-3 yr projects in developing countries.

Needs to analyze metrics to:

be able to continuously improve processes – once a week.

evaluate performance of individual members of the team – once a quarter.

report performance KPIs and metrics to apply for future funding – once a year.

Desirables: Nice to haves:

mobile version of app to be used in low connectivity areas.

Questions?

top related