2. ISO 9241-210[1] defines user experience as "a
person's perceptions and responses that result from
the use or anticipated use of a product, system or
service".
11. I see a lot of postings that call for UI/UX – normally it‘s one
or the other, and not both.
You can apply UI Patterns to a User Interface, but that‘s not
UX. Part of a User Experience can include return shipping or
customer support via phone. Learn to remove the user from
the interface and perceive them in the workflow of a product.
From how they might learn of your product; to how they feel
once they use your product. A bad User Experience means the
entire experience was interrupted and will not ―complete‖.
Design your product with an idea of a beginning and end
(workflow). And if the user doesn‘t get from the beginning
(discovery) of the workflow to a successful and satisfactory
ending (receiving product in mail) then they‘ll have a bad User
Experience.
14. UX is…
UX = User Experience
It‘s an experience a person has with a product that
encompasses the entire process from how they discover the
product to how they use the product to achieve a goal.
It‘s a solution to a problem. And without a problem to solve
there is no User Experience.
15. UX consists of…
Visual Design
Interaction Design
Information Architecture
Usability
User Research
Content Strategy
16. UX seeks to answer questions such as:
Who are the users of this 'thing'?
What are the users‘ tasks and goals?
What are the users‘ experience levels with this
thing, and things like it?
What functions do the users need from this thing?
What information might the users need, and in
what form do they need it?
How do users think this 'thing' should work?
How can the design of this ‗thing‘ facilitate users'
cognitive processes?
20. Human Computer Interaction
HCI is a very broad discipline that encompasses
different specialties with different concerns regarding
computer development: computer science, sociology
and anthropology, ergonomics, psychology, and
linguistics.
As computers become more and pervasive in culture,
designers are increasingly looking for ways to make
interfacing with devices easier, safer and more
efficient.
21. User Centered Design
UCD is a methodology
Usability is an outcome of UCD practices
This standard (ISO 13407: Human-centered design
process) defines a general process for including
human-centered activities throughout a development
life-cycle, but does not specify exact methods.
22. UCD seeks to answer questions about users and
their tasks and goals, then use the findings to drive
development and design.
User Centered-Design (UCD) is a philosophy and a
process. It is a philosophy that places the person
(as opposed to the 'thing') at the center; it is a
process that focuses on cognitive factors (such as
perception, memory, learning, problem-solving,
etc.) as they come into play during peoples'
interactions with things.
23. Known Tasks & Techniques
A/B testing
A UX specialist might devise a study to compare the effectiveness and quality of
experience of different user interfaces.
User Surveys
A UX designer could interview existing and potential users of the system to gain insight
into what would be the most effective design. Because the user‘s experience is subjective,
the best way to directly obtain information is by studying and interacting with users.
Wireframes and Prototypes
Based on their findings, UX specialists might develop wireframes of different layouts and
perhaps also higher-fidelity prototypes.
User Flows
Designing how users should move through a system is another popular deliverable.
24. More Techniques
Storytelling
Design Patterns
Content Inventory – Information Architecture - Sitemaps
User Profiles and Personas
Content Style Guides
Content Inventory Software
User Testing and Feedback Software
Analytics Software
Card Sorting
Contextual Inquiry
25. Future of UX?
Probably another shift in how we define solving problems to create
a satisfactory experience. And a change in terms/definitions
depending on how technology advances along with design trends
that last (becomes no longer a trend). Below is from an article on
UX Matters.
―In my mind, the differentiation between the terms user experience, customer
experience, and experience design is all about domain. If we‘re designing
applications—regardless of platform—or hardware user interfaces, we‘re doing it for
users. If we‘re designing corporate Web sites and, especially, ecommerce sites, we‘re
doing it for customers. I‘ve always used the term experience design only when
referring to real-world experiences like museum experiences or theme-park
experiences or dining experiences.‖
http://www.uxmatters.com/mt/archives/2012/12/trends-in-user-experience.php
32. Website Links
UX Magazine - http://uxmag.com/
UX Booth - http://www.uxbooth.com/
User Interface Engineering - http://www.uie.com
Uxmatters - http://www.uxmatters.com/index.php
52 Weeks of UX - http://52weeksofux.com/
Boxes and Arrows -
http://www.boxesandarrows.com/
Johnny Holland Magazine -
http://johnnyholland.org/
Notas do Editor
Common Sense – we know to combine these two things into Mon – Sun 7 am – 10 pm, but that doesn’t make the UX
Not listening to your customers/users. This means talking to them during the design or redesign. And especially during User Research.
I prefer the color pink to red because it’s not so alarming. Everyone will understand that a pink X means the same as a red X. First question might be – why is it pink and what does that mean? We get used to some standards in UI design.
This goes back to applying the Golden Ratio to a User Interface. – this is applying “Best Practices”, “Common Practices”, “Design Principles” to a User Interface and not a User Experience.
Wireframes
Sure, applying easier to use UI patterns to a UI might increase the satisfaction a user is having while using your site, but that is not User Experience.
And with all of these techniques and tasks – a person only sees the UI.