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GOOD UX BAD UX Michał Aleksander UX and Design Manager

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Page 1: Good UX Bad UX

GOOD UX BAD UX

Michał Aleksander UX and Design Manager

Page 2: Good UX Bad UX

AGENDA

1. UX, USABILITY, AND THE WORK OF A UX DESIGNER

2. WHAT’S WORTH KNOWING

3. HOW CAN WE REVIEW UX?

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UX, USABILITY, AND THE WORK OF A UX DESIGNER

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WHAT IS UX?

ease

comfort

UX

interaction

intuitiveness

usability

users

personalization

optimization

empathy

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THINKING IS COSTLY

During a typical day, the brain accounts for about 20% of our daily energy consumption. Whenever our energy is depleting, the natural reaction is to seek some rest.

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MEMORY IS LIKE A SIEVEIt’s like decoding gathered data that we forget with the passing of time.

Within a month since experiencing a set of information, without repetition, we lose 80% of what we’ve learnt.

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PERCEPTION IS SELECTIVE

Six blind people meet an elephant. Each of them touches a different part of it and is sure what animal they’ve encountered based on selective information.

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GQNGI USIQNS

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GQNGI USIQNS

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HOW IS OUR EXPERIENCE CREATED?

PERCEPTION (SENSES) MEMORY

Processing information

Emotions, attention, motivation

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STEVE KRUG

His book “Don’t make me think” describes the rules for creating an interface that does not make the users think (more than necessary).

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WHAT IS UX?

Interface designVisual design

Field research

Face to face interviewing

Creation of user tests

Gathering and organizing data

Creating personas

Product design

Feature writing

Requirement writing

Graphic arts

Interaction designInformation architecture

Usability

Prototyping

Interface layout

Taxonomy creation Terminology creation

Copywriting

Presenting and speaking

Working tightly with programmers

Brainstorm coordination

Design culture evangelism

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WHAT DOES THE PRODUCT CONSIST OF

SURFACE

SKELETON

STRUCTURE

SCOPE

STRATEGY

USABILITY

USER EXPERIENCE

VISUAL

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JAKOB NIELSEN

“User experience” covers all the aspects of the end user’s interaction with the company, its services, and its products.

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WHO IS A UX DESIGNER?

Can define the problem to

solve

Shares the knowledge

about the users

Finds, analyzes and processes

data

Looks after the quality of

processes

Understands the technology

and the busines

Designs and looks after the consistency of

the product

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DESIGN PROCESS

Gathering information about the product (I know why the product is being created)1

Benchmarking competitive solutions (I know how others did it)3

Technical background (I know the technical limitations affecting my work)4

Designing (I know how to design it)5

Testing (I am sure my design is good)6

Supervising and supporting the implementation (I am sure my design is being implemented correctly)

7

Gathering data about the end user (I know who the product is being created for)2

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WHAT’S WORTH KNOWING

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They act routinely and rely on habits1

They treat the product like their property3

They don’t always say what they think, and sometimes they lie (also unconsciously)

4

5 We are not the users of the product we’re making

Changes annoy them2

A FEW TRUTHS ABOUT THE USERS

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CHARLES DUHIGGIn his book “The Power of Habit”, he describes our life as something consisting of thousands of automated habits that simplify our everyday lives. Technology is a part of this life.

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KELLY GOTO

The starting point of designing a mobile app should be to understand the future users’ need that we want to satisfy.

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INTERACTION WITH A DIGITAL PRODUCT

Źródło: http://blog.cloudfour.com/responsive-design-for-apps-part-1/

Touch

Mouse

Keyboard

Touchpad

77%

12%

8%

3%

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Źródło: http://static.lukew.com/designingfortouch_03012013.pdf

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FAT FINGERS

Źródło: http://blog.cloudfour.com/responsive-design-for-apps-part-1/

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FINGER-FRIENDLY DESIGN

https://www.smashingmagazine.com/2012/02/finger-friendly-design-ideal-mobile-touchscreen-target-sizes/

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FINGER-FRIENDLY DESIGN

https://www.smashingmagazine.com/2012/02/finger-friendly-design-ideal-mobile-touchscreen-target-sizes/

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FINGER-FRIENDLY DESIGN

https://www.smashingmagazine.com/2012/02/finger-friendly-design-ideal-mobile-touchscreen-target-sizes/

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FINGER-FRIENDLY DESIGN

Źródło: http://blog.stephaniewalter.fr/en/files/2014/05/touch-zone.jpg

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Źródło: http://a5.files.theultralinx.com/image/upload/MTI5MDI1Nzk2MjQ0NDI0NzE0.gif

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HOW CAN WE REVIEW UX?

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Find a UX error on this page

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GOTCHA!

1. It’s just a picture, so we can only review the visual layer and the placement of the elements (usability)

3. We also don’t know whether the users stumble upon any problems on this page

2. We don’t know who uses this page and what their expectations are

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Snapchat - First-time experience

Test participants aged above 40 were frustrated with the lack of instructions for beginner users

Test participants aged below 25 were self-confident and wanted to discover the hidden features of the app and the meaning behind the icons

Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/

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Snapchat - Additional features

The members of the youngest group were interested in the additional features (Stories / Discover) and devoted the most time to them

The members of the oldest group were disoriented and couldn’t focus on the entertainment. They were still trying to figure out the main function of

the app

Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/

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„“I’m really not sure about this whole Discover thing. It seems to bug me a bit. I’m not sure what it’s about.”

- Male test participant, 37, United States

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Snapchat - Overall appeal

In both groups, there were people who weren’t convinced to using the app and to the app itself in general

Many members of the youngest group said they did not see any particular advantage of the app over the other ones, but they still felt like “someone

had designed it for them”

Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/

The members of the oldest group indicated “a generation gap”

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Younger users, who stuck to the app, had fun using it.

Their tolerance “for fun” was much higher than in the oldest group, whose members focused on possibilities and functions.

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FUN OVER FUNCTION

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60 million users

50 billion views

80 million ads

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SUMMARY

1. UX IS KNOWLEDGE ABOUT THE USERS AND THEIR PROBLEMS

2. WITHOUT CONTEXT, WE CAN’T REVIEW THE VALUE OF THE SOLUTIONS

3. WE ARE NOT THE USERS OF OUR PRODUCTS. EVEN, IF WE’RE USING THEM

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QUESTIONS?

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THANK YOU