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UX Design and
Storyboarding
A workshop about UX and
how it can help us create
better products.
What is User Experience Design?
Why use UX Design?
Activity Time!
Bring it back together
1
Defining it
User experience (UX)is the sum of all aspects of a
product that users experience directly including
its form, behavior, and content.
UX also encompasses users’ broader brand
experience and the response that experience
evokes in them.
2
—Pabini Gabriel-Petit
―The UX Honeycomb‖ Peter
Morville, 2004
User experience goes
beyond usability:
3
Defining it
User experience Design (UXD) is the application
of design principles, methods, cognitive
psychology, and user research in the creation
of all human-facing parts of interactive systems
to meet user and system goals.
 Functionality
 Site Architecture
 Interface Design
4
Functionality
5
Site Architecture
6
Interface Design
7
High-fidelity wireframe done by
Scott Jahnke
The UX Design Process
8
Storyboards
Functionality /
Requirements
Site
Architecture
Interface
Design
Visual Design
User experience research
9
What is User Experience Design?
Why use UX Design?
Activity Time!
Bring it back together
10
The Benefits of UX
 Iterative design catches problems early which can
save time and money
11
Implementation
Testing
Design / Development
Determine Requirements
Traditional
The Benefits of UX
 Iterative design catches problems early which can
save time and money
12
Determine
requirements
Design
Get
Feedback
Revise
Implementation
Testing
Design / Development
Determine Requirements
UX
Traditional
The Benefits of UX
 UX methods can be cheap, fast
13
The Benefits of UX
 UX methods increase user satisfaction and
loyalty by focusing on user goals
14
What is User Experience Design?
Why use UX Design?
Activity Time!
Bring it back together
15
UX Storyboard
A sequence of
illustrations that show
what the user will
experience before,
during, and after
using a product
 Components:
 Character(s)
 Emotions
 Scene (digital or
physical place)
16
Storyboard Structure
17
PROBLEM
BENEFITSOLUTION
Why Storyboard?
 The acts of drawing and seeing helps us think in
different dimensions (sequence, environment
interactions, etc)
 Visuals communicate more effectively than just
words
 Encourage user empathy
 Funsies (sketching skills aren’t necessary!)
18
Our storyboard structure
19
Our storyboard structure
20
Our storyboard structure
21
Our storyboard structure
22
The problem
23
 I am trying to ________
BUT ___________________.
 Before using the
product
 What are the triggers?
The problem
24
 I am trying to ________
BUT ___________________.
 Before using the
product
User’s goal
User’s problem
The solution
25
 What are the steps
that need to occur for
the problem to be
resolved?
 What features of the
product enable
resolution and how do
they affect the user?
The benefit / resolution
26
 What would the user
say is effective about
the solution?
 How do the features
of the product meet
the user’s goals?
Activity Schedule
27
 Individual sketching – 10 minutes
 Small group sharing – 15 minutes
 Large group discussion – 10 minutes
 Conclusion
The scenario
28
 You are arranging transportation to the airport and
you aren’t sure which mode of transportation is
best. You use some kind of tool (website, app, etc.)
to help you resolve the problem.
 The tool can be real or fictional
 Use the storyboard templates to sketch your
experience step-by-step.
29
Small Groups
30
 Walkthrough each person’s storyboard.
 What did you want to buy?
 What product did you use?
 What problem did you encounter, and what were the
steps that led to resolution?
 Critique the product
 How could the product have better addressed the
problem?
 Pick one person to take a photo of their storyboard
and send it to t2tecinfo@gmail.com
What is User Experience Design?
Why use UX Design?
Activity time!
Bringing it back together
31
Using storyboards at T2
32
 Practice empathy - utilize user research to
generate user goals, user problems, and examine
how T2 products meet those goals
 Consider broader context – why do users
encounter problems and how have other products
failed / succeeded
 Sketch, collaborate, share – creating and
communication stimulates brainstorming
Questions?
33

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A Workshop on UX Design and Storyboarding

  • 1. UX Design and Storyboarding A workshop about UX and how it can help us create better products.
  • 2. What is User Experience Design? Why use UX Design? Activity Time! Bring it back together 1
  • 3. Defining it User experience (UX)is the sum of all aspects of a product that users experience directly including its form, behavior, and content. UX also encompasses users’ broader brand experience and the response that experience evokes in them. 2 —Pabini Gabriel-Petit
  • 4. ―The UX Honeycomb‖ Peter Morville, 2004 User experience goes beyond usability: 3
  • 5. Defining it User experience Design (UXD) is the application of design principles, methods, cognitive psychology, and user research in the creation of all human-facing parts of interactive systems to meet user and system goals.  Functionality  Site Architecture  Interface Design 4
  • 9. The UX Design Process 8 Storyboards Functionality / Requirements Site Architecture Interface Design Visual Design User experience research
  • 10. 9
  • 11. What is User Experience Design? Why use UX Design? Activity Time! Bring it back together 10
  • 12. The Benefits of UX  Iterative design catches problems early which can save time and money 11 Implementation Testing Design / Development Determine Requirements Traditional
  • 13. The Benefits of UX  Iterative design catches problems early which can save time and money 12 Determine requirements Design Get Feedback Revise Implementation Testing Design / Development Determine Requirements UX Traditional
  • 14. The Benefits of UX  UX methods can be cheap, fast 13
  • 15. The Benefits of UX  UX methods increase user satisfaction and loyalty by focusing on user goals 14
  • 16. What is User Experience Design? Why use UX Design? Activity Time! Bring it back together 15
  • 17. UX Storyboard A sequence of illustrations that show what the user will experience before, during, and after using a product  Components:  Character(s)  Emotions  Scene (digital or physical place) 16
  • 19. Why Storyboard?  The acts of drawing and seeing helps us think in different dimensions (sequence, environment interactions, etc)  Visuals communicate more effectively than just words  Encourage user empathy  Funsies (sketching skills aren’t necessary!) 18
  • 24. The problem 23  I am trying to ________ BUT ___________________.  Before using the product  What are the triggers?
  • 25. The problem 24  I am trying to ________ BUT ___________________.  Before using the product User’s goal User’s problem
  • 26. The solution 25  What are the steps that need to occur for the problem to be resolved?  What features of the product enable resolution and how do they affect the user?
  • 27. The benefit / resolution 26  What would the user say is effective about the solution?  How do the features of the product meet the user’s goals?
  • 28. Activity Schedule 27  Individual sketching – 10 minutes  Small group sharing – 15 minutes  Large group discussion – 10 minutes  Conclusion
  • 29. The scenario 28  You are arranging transportation to the airport and you aren’t sure which mode of transportation is best. You use some kind of tool (website, app, etc.) to help you resolve the problem.  The tool can be real or fictional  Use the storyboard templates to sketch your experience step-by-step.
  • 30. 29
  • 31. Small Groups 30  Walkthrough each person’s storyboard.  What did you want to buy?  What product did you use?  What problem did you encounter, and what were the steps that led to resolution?  Critique the product  How could the product have better addressed the problem?  Pick one person to take a photo of their storyboard and send it to t2tecinfo@gmail.com
  • 32. What is User Experience Design? Why use UX Design? Activity time! Bringing it back together 31
  • 33. Using storyboards at T2 32  Practice empathy - utilize user research to generate user goals, user problems, and examine how T2 products meet those goals  Consider broader context – why do users encounter problems and how have other products failed / succeeded  Sketch, collaborate, share – creating and communication stimulates brainstorming

Notas do Editor

  1. Run through goals for the presentation.
  2. UX is the sum of many different aspects of a product (when I say product, it’s not limited to software. UX principles can be applied to physical environments) UX also deals with how users feel about a brand over time, the response that evokes in them over time.
  3. This diagram illustrates the previous definition. This is known as the UX Honeycomb created by Peter Morville, a renowned Info Arch. These are the qualities that user’s look for when interacting with a system. You’ll notice that usability there on the left is just one facet among many that an effective system needs. Information needs to be findable – users just need to locate it. Information needs to be desirable – users have to want it.
  4. UX Design has its roots in many different disciplines. Suffice to say, UXD uses cognitive psychology, user research, and design principles to create everything that a user might directly interact with, including…system architecture…Explain system goals, user goals
  5. Related to wireframes is the functionality of a product. UXD use user research and design principles to design the features of a system.
  6. UXD concerns things like the site architecture. This is a site map that gives structural overview a website or an app. We can use site maps to get an idea of the different paths a user might take and the functionality they might need to accomplish their goals.`
  7. These are what we call wireframes. OnceUXDers understand the broader picture through the site map, they can start sketching wireframes. Wireframes are a blueprint for the final look and feel of a product. One principle of UXD is to sketch early and often. As we sketch iterate and change the designs. We start out with very sketchy wireframes and slowly add color and flair. We get feedback from developers, project managers, other ux professionals. This feedback concerns layout, grid, functionality, and the interactions on each screen
  8. Run through goals for the presentation.
  9. So this is the UX Iceberg that covers all the layers of UXD. At the top we have the surface, or the visual design, which is what the user sees in the end product, but before that…
  10. Run through goals for the presentation.
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  29. Run through goals for the presentation.
  30. Run through goals for the presentation.
  31. Run through goals for the presentation.
  32. Maybe less text on this slidePractice empathy - utilize user research to generate user goals, user problems, and examine how T2 products meet those goalsConsider broader context – why do users encounter problems and how have other products failed / succeededSketch, collaborate, share – creating and communication stimulates brainstorming
  33. Run through goals for the presentation.