ux plateau of tolerance
TRANSCRIPT
This course is a graduate-level class that explores the process of developing user-experience prototypes. Students learn practical
UX prototyping skills to successfully present, simulate and implement their designs in modern authoring technology.
This provides students with a means to produce core functionality and the vocabulary to communicate with the
developers that will ultimately be coding their design solutions.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
REQUIREMENTSStudents taking this course must have access to a high-
speed Internet connection, the Adobe Creative Suite (specifically Adobe XD), a word processing software or
Google Docs, an LWC WebSpace or web hosting account and access to a modern computer with ample processing
power and RAM to support the software.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
• The term user experience was introduced by user-experience architect and author Donald Norman.
• User-Experience, or UX, is the way a user feels about a product, system, or service.
• In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user.
• They need to build an experience in which the user finds it easy, comfortable and rewarding to interact with the solution.
• UX does not stop at physical products. We see UX in every aspect of user and consumer
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
• How can we create a user-experience before we actually create a product?
• What must be done before we create a prototype?
• What kinds of prototypes can we create in an efficient manner in order to get user feedback?
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Per W3 Schools survey of browsers from March, 2016.
Chrome: 69.9 %Firefox: 17.8 %Internet Explorer: 6.1 %Safari: 3.6 %Opera: 1.3 %
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Per W3 Schools survey of display sizes from Jan, 2016.
Higher 1920x1080: 30.7%1920x1080: 18%1366x768: 35%1280x1024: 6%1280x800: 4%1024x768: 3%800x600: 0.3%Lower 800x600: 3%
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Per W3 Schools survey of mobile from March, 2016.
Total: 5.1%
iOS: 1.24%Android: 3.41%Windows: 0.38%Other: 0.10%
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
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User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Five Planes of User Experience
• In the book Elements of the User Experience, Jesse James Garrett explains the concept that a Web site is comprised of one or more pages
• Even though the pages may differ in content and functionality, users expect to interact with the site as a whole
• Imagine walking into a Walmart, Target, or similar store where they have multiple aisles of goods that differ from each other. We don't associate individual aisles, but take our entire experience of the store as a whole
• The five planes of UX provide a conceptual framework for our understanding of the process of Web design
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
First impression/image/visceral (High Fidelity)
Navigation and flow (Wire Framing – Med and Low)
Architecture, Taxonomy and Organization (Maps and Low-Fi)
Context, User Research, Stakeholders Interviews, etc.
Contextual Inquiry, Competitive Analysis, Market Research, etc.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
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User-Experience Prototyping
Task/Time RelationshipThe UX Plateau Effect
(based on user tolerance)
CONCLUSION
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
USER < PRIMARY BENEFACTOR
OBJECTIVE
TASKS
Anatomy of a User-Experience(Examining the Task/Time Relationship and UX Plateau Effect)
TIME
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Task/Time Relationship and UX Plateau Effect• A User-Experience consists of:
• User• Primary Benefactor (usually the User)• Objective• Set of Tasks to meet objective (process, steps, milestones, etc.)• Time it takes to complete the objective (expedited versus sticky)• Conclusion (Result: Success/failure, user opinion, abandonment, etc.)
((Tasks + Time) Objective) = Conclusion
User-Experience Prototyping
Task/Time RelationshipThe UX Plateau Effect
(based on user tolerance)
Expedited vs Sticky
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
(FANDANGO Task/Time Relationship and UX Plateau Effect)
Point A (1-2 sec) Point B (1-2 sec) Point C (1-2sec) Point D (2-3 sec)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Title Benefactor Objective Time Type Tasks Time Conclusion
Fandango Mobile App
User Find movie title, theater
and time
Expedited - Launch app- Choose Theatres
- Choose My local theatre- Scroll movie list- Objective met
5 sec User happy – no frustration – easy to use
BBT Mobile Banking
User Check balance on checking
account
Expedited - Launch app- Log in
- Accounts listed- Objective met
5 sec User happy – no frustration – easy to use
Email App User Check and read email
Expedited - Launch app- Chose email account
- Email loads and displays- Click email to read
- Objective met
6 sec User happy – no frustration – easy to use
How can we map or measure a Task/Time Relationship and UX Plateau Effect?This matrix can be used for both your initial targets as well as user observation.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
What about a Task/Time Relationship and Plateau Effect for:
• Services or consumer experiences?• Environment and Spaces?
• Physical devices?• Complex systems?
• Print and visual communication?
This is presented as holistic theory…
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
What about a Task/Time Relationship UX for a service or consumer experience?
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Title Benefactor Objective Time Type Tasks Time Conclusion
ATT ConsumerCase 1
User Buy iPhone charger cable
Expedited - Approach store- Enter store
- Met by greater- Name placed in queue
- Wait- Name called
- Interact with ATT rep- Cable acquire- Check out/pay- Objective met
6 sec User did not enter due to
seeing the store crowded with
people.Use cancelled
the experience.
ATT ConsumerCase 2
User Buy iPhone charger cable
Expedited - Approach store- Enter store
- Met by greater- Name placed in queue- Told to go to downstairs
showroom- Wait, wait, wait- Name called
- Interact with ATT rep- Cable acquired- Check out/pay- Objective met
20 min User entered store due to only
seeing one or two consumers
inside. Waited in showroom. A bit
frustrated by wait. But met
objective – User happy.
What about a Task/Time Relationship UX for a service or consumer experience?
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Title Benefactor Objective Time Type Tasks Time Conclusion
ATT Consumer’sMENTALMODEL
User Buy iPhone charger cable
Expedited - Approach store- Enter store
- Acquire cable- Check out/pay- Objective met
1 min User happy – no frustration –
easy to acquire
ATT Consumer’sACTUAL
EXPERIENCE
UserOR
ATT?
Buy iPhone charger cable
ExpeditedOR
Sticky?
- Approach store- Enter store
- Met by greater*- Name placed in queue- Told to go to downstairs
showroom- Wait, wait, wait- Name called
- Interact with ATT rep*- Cable acquired- Check out/pay*- Objective met
20 min User entered store due to only
seeing one or two consumers
inside. Waited in showroom. A bit
frustrated by wait. But met
objective – User happy but feels
service was suspect – even
duped.
Mental model of how user (consumer) thinks versus the challenge we are faced with…
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
“As a UX Designer and Academic.I appreciated the hustle.”
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
1 2 3
Objective Met
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
if ((x.tasks + x.time) < (u.mental model + u.tolerance){UX = “success”;
} else {UX = “failure”; // certainly problems
}
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
My FANDANGO Mobile AppUser-Experience Map
Spotlight Movies Theaters On Now Account
01 02 03 04 05
Launch App
01
02
03
04
05
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
My FANDANGO Mobile AppUser-Experience Map
Spotlight Movies Theaters On Now Account
01 02 03 04 05
Launch App
01
02
03
04
05
Point A
Point B
Point C
Point D
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
My FANDANGO Mobile AppUser-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Visualize time as a measurable dimension*
Point A B C D
My FANDANGO Mobile AppUser-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Understanding and controlling this can lead to a successful User-Experience
Point A B C D
Visualize time as a measurable dimension*
My FANDANGO Mobile AppUser-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Point A D
B C
Understanding and controlling this can lead to a successful User-Experience
Time as a measurableDimension*
My FANDANGO Mobile AppUser-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Time as a measurableDimension*
Manageablematches mental model
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Time as a measurableDimension*
Risk of abandonment Risk of abandonment
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Time as a measurable4th Dimension
Understanding and controlling thisCan lead to a successful User-Experience
Point A D
B
C
“Cognitive Friction”Alan Cooper – About Face
Confusion
Lack of Clarity
Poor Vernacular
Lack of appropriateAffordances
Poor Hierarchy
Poor TaxonomyPoor Visual Design
Poor Type
Frustration
Too much Time to perform Tasks
Slow load times
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Point A DB C
Abandonment
The UX Plateau Effect
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
IRONY
User-Experience Prototyping
Task/Time RelationshipThe UX Plateau Effect
(based on user tolerance)
Expedited vs Sticky
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Task/Time Relationship and UX Plateau Effect• A User-Experience consists of:
• User• Primary Benefactor (usually the User/Sticky: Stakeholders)• Objective• Set of Tasks to meet objective (process, steps, milestones, etc.)• it takes to complete the objective (expedited versus sticky)• Conclusion (Result: Success/failure, user opinion, abandonment, etc.)
((Tasks + TimeX) Objective) = Conclusion
Time
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
One could conclude that our challenge is:
Match or out perform a users mental modelof the User-Experience.
Easier to do if “Time Type is Expedited”Harder to do if “Time Type is Sticky”
Exceptions – Games, entertainment and certain engagement experiences my actually match
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
T A K E A W A Y S
Consider, measure and emphasize Time as a key dimension for successful User-Experiences.
• Consider and determine time type as Expedited or Sticky• Consider the Primary Benefactor• Even when the Primary Benefactor is NOT the user – and the time type
is Sticky, be considerate of the user• This can be tested and quantified using rubrics, observation and with
user testing – your Mesa Effect can be quantified