user experience masterclass 101 with mark swaine

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User Experience Week – Round Up Notes 2013 Mark Swaine (UX Nerd) Twitter: @UX_UI_Guy Email: [email protected] Web: markswaine.com

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User Experience Masterclass 101 with Mark Swaine

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Page 1: User Experience Masterclass 101 with Mark Swaine

User Experience Week – Round Up Notes 2013

Mark Swaine (UX Nerd)

Twitter: @UX_UI_Guy

Email: [email protected]

Web: markswaine.com

Page 2: User Experience Masterclass 101 with Mark Swaine

What is User Experience?

“User experience design as a discipline is concerned with all

the elements that together make up that interface, including

layout, visual design, text, brand, sound and interaction. It

works to coordinate these elements to allow for the best

possible interaction by users.”Don Norman

Page 3: User Experience Masterclass 101 with Mark Swaine

What is User Experience?

“A poor user experience can lead to feelings of confusion,

frustration and even anger. Naturally people will associate

such emotions with the product or service that left them

feeling that way and that will influence their lasting

impression. ”Don Norman

Page 4: User Experience Masterclass 101 with Mark Swaine

What is User Experience?

“Users will never forget how you made them feel.”

Maya Angelou

Page 5: User Experience Masterclass 101 with Mark Swaine

Speed – Can you keep up?

Speed of industry

User fatigue

Context

Emphasis on UX

Apocalypse of devices

Were only getting started

Up skill

Page 6: User Experience Masterclass 101 with Mark Swaine

Keep Up

Encourage side projects for staff

Encourage personal projects, whatever staff members love doing, get them building…

Set a task every month for them to build something new

Organize hackathons

Educate, educate, educate, educate…

Page 7: User Experience Masterclass 101 with Mark Swaine

Wearable's

Geo location

More human

Daily lifestyles

Sound

Users expectations

Invisible ux

Page 8: User Experience Masterclass 101 with Mark Swaine

Main users are ‘experienced’, ‘expert’, ‘novice’, ‘power users’ or mainstream users…

The more fluid and responsive the the user experience is, the more emotionally invested the user will becomeKeep interactions natural

Ask only for limited input from users (give back reward)

Hide technology from the user

Exceed users lowest common expectations (If a user touches a wrong touch point – give them something back)

Know Thy User

Page 9: User Experience Masterclass 101 with Mark Swaine

Know Thy User

Users are not stupid – design for the lowest common denominator of educated users

Be concise – do each element of the experience better than anyone has ever done it before

Create emotional connections to brands

Create and leave the user with take away narrative after using the app or website.

Page 10: User Experience Masterclass 101 with Mark Swaine

Know Thy User

Build healthy long term relationships with your users

Your app should know it’s mainstream users (users can ask why doesn’t my brand / app know me?)

Build users trust in steps incrementally and look for soft commitments along the way

To many input forms, stop exhausting users

Users want novelty

Page 11: User Experience Masterclass 101 with Mark Swaine

Stakeholders

Why is the product being made?

Who is it being made for?

Who are the affected stakeholders?

What are the stakeholders goals for the project?

How does it fit in with the wider business objectives?

Who are the competitors?

How is success going to be measured?

Page 12: User Experience Masterclass 101 with Mark Swaine

Rapid Prototyping

Pop

App Cooker

Easel

Just In Mind

Axure

UXPin

Omnigraffle

Briefs (works in xCode environment)

Page 13: User Experience Masterclass 101 with Mark Swaine

Livewires

Blueprint

Fluid

Balsmiq

Divshot

Mockability

Moqups

Proto.io

Rapid Prototyping

Page 14: User Experience Masterclass 101 with Mark Swaine

Participatory Sketching

Page 15: User Experience Masterclass 101 with Mark Swaine

Test & Iterate Quickly

“You can achieve a big vision – but in small increments. It

requires a commitment to iteration.”

Eric Ries

Page 16: User Experience Masterclass 101 with Mark Swaine

User Research

Contextual research

In-depth interviews

Social analytics

Online interviews

Analytics / tracking

Street interviews

Usability Review

Competitor Analysis

Visual Style

Focus Groups

Existing Users

On Location

Third Party Studies

Card Sorting

Page 17: User Experience Masterclass 101 with Mark Swaine

Creating Personas

User Background:Age range, native language, physical and or cognitive limitations

Experience:How familiar are your users with similar systems? Will they need to learn?

Behavior:What motivates users. Do they share any behavioral traits?

Desires and Concerns:What do they want to achieve, what concerns do they have?

Page 18: User Experience Masterclass 101 with Mark Swaine

How it feels to use is the ultimate measure of whether if something is simple or not

Designers must try to predict how how a user will interact with their design.

We can achieve this through a mixture of gut feeling and experience

A good understanding of the interplay between mental models and interfaces

Humans are complicated

Creating a strong emotional effective design can have dramatic results:

2 Advanced: http://v5.2a-archive.com/ Porsche 911 Microsite: http://www.porsche.com/microsite/911/usa.aspx

Psychology

Page 19: User Experience Masterclass 101 with Mark Swaine

Use the famous 5 second test: - Gives the user 5 seconds to identify the key focus of any page of your app or website

Providing a delightful or exciting experience can extend the life and success of your product

Good usability prevents feelings of annoyance

Users view a page of your product to gather information and process it before making a decision – (typical human behavior – avoid and cause less thinking per page)

Decrease cognitive load as much as possible, (Drop out rates relate to over thinking and understanding of a page – to much cognitive load)

Psychology

Page 20: User Experience Masterclass 101 with Mark Swaine

A successful app or website will match the users mental model of how they perceive it should work

Our digital products, wearable's, site and apps should really behave like we do to create absolute association

Humans build there own mental models of what they know already – we should put ourselves in the shoes of the user and predict what they know and will do with our product.

Psychology

Page 21: User Experience Masterclass 101 with Mark Swaine

Recent Case Study

Socking Behaviorhttp://sockingbehaviour.com

Better Examples:http://www.indochino.com/http://skinnyties.com/http://www.unitedpixelworkers.com/

Psychology

Page 22: User Experience Masterclass 101 with Mark Swaine

Angry User Experience

The Login Page – it’s still a problem…

Users use a login form up to 15 times a day

82% of users on Yahoo forget their username and password

Login details are the No.1 helpdesk issue for online assistance – up to 90%

Mobile Login

Masking username & password on login fields – (show detail – takes too

much time for user looking up and down from keyboard

Get rid of auto capitalization, turn off autocorrect, avoid errors after hitting

submit - give errors beforehand…

Page 23: User Experience Masterclass 101 with Mark Swaine

Angry User Experience

Culprit – LinkedIn

When you try to link in with a user on mobile it takes you to a browser to

login with no help if you forget your username or password…. Users just

don’t bother….

Page 24: User Experience Masterclass 101 with Mark Swaine

Simplicity is an experience, it is extreme usability

How it feels to use is the ultimate measure of whether if something is simple or not

Focus on the details such as, making it better, focus on user goals and added value like micro interactions

Stop allowing people to feel stupid when they make mistakes using your product, its not their fault

Stop slowing the user down, making them think, fill out forms, pointing / tapping, homing, assessing, keying data and waiting for system responses…

Simplicity

Page 25: User Experience Masterclass 101 with Mark Swaine

Rules for remove – features that add steps unneeded for fine control multiple ways of doing the same thing, features that are responsible for a lot of users, unnecessary options and preferences, visual clutter, details and distract

Organize content right – what are the patterns of what years already expect in their head from daily usage and life understanding the patterns in people heads

If its color coded, then uses will have to learn that – too much work for users

Don’t force users to learn more than they have to

Simplicity

Page 26: User Experience Masterclass 101 with Mark Swaine

Make it feel snappier – always go back to engineeringFewer m points – mental assessing

Reduce chances for users to make mistakes

Stop making people passengers and more partners of the user experience

Stop commanding users what to do

Reduce everything thoughtfully

Best Practice Summary

Page 27: User Experience Masterclass 101 with Mark Swaine

Onboarding for apps & websites….

Customer / enterprise level apps:Help users learn how to use the app on first time launch

Use – on boarding design approaches, such as, on board screens, ‘Coach Marks’…

Onboarding

Page 28: User Experience Masterclass 101 with Mark Swaine

Jakob NielsenMobile Usability

Leah BuleyUser Experience of One

Books

Jeff GothelfLean UX

Jesse James GarrettThe Elements of User Experience

Page 29: User Experience Masterclass 101 with Mark Swaine

Luke WroblewskiWeb Form Design

Books

Dan SafferMicrointeractions

Page 30: User Experience Masterclass 101 with Mark Swaine

Jared Spool, User Interface Engineering:http://www.uie.com/about/consultants/Luke Wroblewski:http://www.lukew.com/about/

Jesse James Garrett:http://www.adaptivepath.com/about/team/jesse-james-garrett/

Dan Saffer:http://www.odannyboy.com/

People to Follow

Page 31: User Experience Masterclass 101 with Mark Swaine

Real people use your products and services, real people with different wants, needs, abilities, environments and a million other possible variables that need to be factored in…

“Businesses cannot treat their customers as passive consumers any longer, every company is in the user experience business”

“If you take the time to understand how people think, then design solutions around their true needs and behavior – your design will be far more likely to perform better with them.”

http://alistapart.com/column/explaining-water-to-fish

Focus On Outcomes Not Deliverables

Page 32: User Experience Masterclass 101 with Mark Swaine

Twitter: @UX_UI_Guy

Email: [email protected]

Web: markswaine.com

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