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UX is in the middle of a large land grab. Result is a million & one definitions. However, the fundaments remain the same. Click to edit Master subtitle style
4/14/12 http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/
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Destination
UX - WTF? Usability?
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Nuns on stools
Usability and UX
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Usability and UX
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Stools
Usability you can sit without falling off UX raises a smile , gain attention UX Goals Usability Goals
Both sets of goals can be created, tracked and tested just like any system feature.
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AIM IG CL B NING WAR
UX as a differentiator
Anyone can write software that does the job (sort of!) Apps are commoditised UX is the major differentiator UX is experienced by everyone A good UX process can reduce costs, making you even more competitive
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UX
Will suck if not cared for properly. 90% of everything is crud. (Sturgeons Law) 4/14/12
UX Design
We MUST understand:
vs. vs.
Actions
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Getting there
s ce
d s
m ra ag i
a s
ty n le p
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Sensitivities
it can make things more efficient e.g. creating UIs within a process may take less time, but there is no guarantee of result
You must appreciate what UX is about UX is not down to one person or one 4/14/12 department
This is a constructivist model. For an ecologist model, remove past experience from the purple box. 4/14/12
r e tw
*
up e
Person Person
WTF ?
T arget
Modes of Transport
w ie vs. native) v Software (incl. Web st u UI m e ic e W rv Anything that plays a part in the concept se
a X
a s
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Support Process
Service Design
OMG! Not another f*ing design discipline View the bigger picture Useful tools :
http:// se servicedesigntools.org/taxonomy/term/13 he
t se s! U l oo t
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Cabin partners
Personas are research based Profiles are guesses but still very useful
In General:
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Niceties
Skeuomorphism
Affordance
AD B
AD B
Affordances are holistic. What we perceive when we look at objects are their affordances, not their dimensions and properties. 4/14/12 - Excerpt from Gibson's Theory of Affordances
Metaphors please
Beware of:
ambiguity - People must get the metaphor principle must do what the metaphor says
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Fluency
Perceptual fluency
ook note t Iv e & c o 2006 m Paper Fro nsitions a mated tr i forget an Dont
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Mere Exposure
Familiarity does not breed contempt Not just for slime balls
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Patterns
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Design Patterns
Custom does not have to mean start from scratch each time Design patterns allow creation of reusable code snippets & libraries too Grow your own:
Mean a higher initial overhead (but not much more than a normal custom development)
Example types:
Activity Feeds Check-in Screens Comment Detail Edu Walk Throughs Empty Data Sets Lists Notifications
Settings 4/14/12
UX & Graphics
Users have an expectation of app behaviour on their device. Apples transitions expected in all apps We cannot make anything behave like a 5 year old Nokia unless it is a 5 year old Nokia
http://unitid.nl/2010/08/touch-application-prototypes-ta more-2460
http:// www.2expertsdesign.com/resources/40-free-web-and-m
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Getting Mobile
Featuritus
Kathy Sierra
Eat your own soup. It helps you avoid surprises. Customer support is your sales channel and is a key part of the experience
our friend How to improve?Test frequently sting is y e sability t U
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Costs
1 unit
60-100 units
Usability testing
Good This means anyone can do simpleit, to a news the existing you can do tests. More point. critical and in-depth testing should be done by an expert. A simple smalltheres notakes little time: This means that test excuse for not doing
Day 1:Plan the study and write the test tasks. Day 2:Test 5 users for about 1 hour each (cleaning up between sessions).
usability tests.
Day 3:Analyse the findings and write up the top recommended design 4/14/12
Interlude
IA & Conceptual overlap What people say & what they do is different
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Mobile testing
Wizard of Oz serve the g b LWAYS o can, A ns walkin I yo target op the les Refinef onu itll stinterfaceso d oo sessions thenext r o (see Lab or field testut slide)
E.g. Log data of gesture input vs. button use (on Android)
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Static camera on desk or Mobile sled Stand off video Data logging on phone
Later test
Metrics
Some guidance:
Think of:
Effectiveness & number of features used Time taken, errors/corrections made, learnability, help requests, facial
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Before:
After
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Souvenirs
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Adding UX?
DIY:
plenty of docs & tools. Walk before you run Dont expect magic overnight Get some guidance
10 commandments
Make a check list of these and apply common sense to context: Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. (sometimes bread crumbs are used) Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
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consistent sequences of actions should be required in similar situations identical terminology should be used in prompts, menus, and help screens consistent color, layout, capitalization, fonts, and so on should be employed throughout.
to increase the pace of interaction use abbreviations, special keys, hidden commands, and macros
for every user action, the system should respond in some way (in web design, this can be accomplished by DHTML - for example, a button will make a clicking sound or change color when clicked to show the user something has happened)
Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions shows the user their activity has completed successfully
design the form so that users cannot make a serious error; for example, prefer menu selection to form fill-in and do not allow alphabetic characters in numeric entry fields if users make an error, instructions should be written to detect the error and offer simple, constructive, and specific instructions for recovery segment long forms and send sections separately so that the user is not penalized by having to fill the form in again - but make sure you inform the user that multiple sections are coming up
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think of the HTTP requests and how they can be used to only retrieve new/different information Caching Static vs. dynamic information
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