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A Practical Approach to Great User Adoption User Definition & User Interface Design Workshops

User Experience Architect at Concurrency, Inc. em Concurrency, Inc.
22 de Jul de 2017
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A Practical Approach to Great User Adoption User Definition & User Interface Design Workshops

  1. A Practical Approach to Great User Adoption User Definition & User Interface Design Workshops
  2. A Practical Approach to Great User Adoption User Definition & User Interface Design Workshops
  3. Intro Session Content Downloads | Contact Information Goal of this session Understanding of UI/UX concepts – Workshop Strategies UI & UX… How are they different? Demystifying User Interface & User Experience The Wheel of User Centricity Core Phases of a UI/UX Project The Mind of a User Understanding Users on a Deeper Level
  4. Low & High Fidelity Wireframes Visualizing the puzzle pieces Questions Thank you User Definition… UD UI & UX Core Questions, Red Flags, Validation User Journey How are they using it, and in what context Metrics and Analytics Validation of assumptions
  5. 0D Devices 2D Devices 3D Devices
  6. “52% of users said that a bad user experience made them less likely to engage with a company. 2” “by 2020 customer experience will over take price and product as the key differentiator. 9”
  7. UI… UX… How are they different?
  8. UI… UX… What exactly are they?
  9. CAMPSITES 1 - 36150- 180
  10. Interpretation of Function “Simple is hard. Easy is harder. Invisible is hardest.” — Jean-Louis Gassée CAMPSITES 1-36150-180
  11. The word chunking - famous 1956 paper by George A. Miller The Magical Number Seven, Plus or Minus Two: Some Limits on our Capacity for Processing Information
  12. Cognitive Processing “Whenever I think of something but can't think of what it was I was thinking of, I can't stop thinking until I think I'm thinking of it again. I think I think too much.” ― — Criss Jami, Killosophy
  13. OK… If That’s UI…What’s UX?
  14. In UX Emotions Matter “Design must seduce, shape, and more importantly, evoke an emotional response.” — April Greiman
  15. How the Minds Works … we’re about to get geeky… Instinctive Brain Emotion Motivation Limbic Brain Decision Making Neocortex
  16. The Trifecta of a UX Positive Memory
  17. Sweet… So UI/UX is awesome, but how do we start using it more strategically in our projects?
  18. Life Cycle of a User Centric Project Competitive or Analysis Audience Definition User Scenarios Content Surve Process Flows Site Map UI Wireframes UX Design Prototyping User Testing Review Approval
  19. Life Cycle of a User Centric Project Competitive or Analysis Audience Definition User Scenarios Content Surve Process Flows Site Map UI Wireframes UX Design Prototyping User Testing Review Approval
  20. Core Facets Of User Centricity
  21. Core Facets Of User Centricity
  22. Life Cycle of a User Centric Project Competitive or Analysis User Scenarios Content Surve Process Flows Site Map UI Wireframes UX Design Prototyping User Testing Review Approval Audience Definition
  23. User Definitions or UD
  24. UI Centric Questions • What is the average duration of time a typical user will be interacting with the application? • What kind of devices will the user be handling, while interacting with the application? • What other applications does a typical user interact with on a daily basis? • If a user cannot find a piece of content will they perform searches to find it? • When was the last time this system or application was updated on a major scale? • If a user gets confused who will they contact?
  25. Emotional or Experience Centric Questions • What is something that would make you angry or upset if the interface didn’t do it well? • What is something that this interface needs to do that would make you happy? • Which images do you like below? • Are you someone that is on the go… all the time? • Are you fairly stationary through out the day? • What is your favorite saying or quote? • Who is your favorite character from a movie?
  26. Demographic Centric Questions • What is the average age of a typical user, are they male or female? • How computer savvy is a typical user? • What does a typical user of this application do for a living?
  27. Narrowing The Divide
  28. AGE: 20 - 65 NAME: Office Workers OCCUPATION: General Office QUICK BIO: This group is not very technically savvy, and has mid-level motivations. They are online using the application all day. The use search heavily, and quickly to get upset if something doesn’t come back in results. They are not typically mobile, and have larger resolution desktop monitors. TECHNOLOGY SAVVY Hard Time With Light Switches Super Geek IS MOTIVATED There is no Motivation Gold at the end of the Rainbow FRUSTRATES QUICKLY Patients Of A Saint Turns into WWF Wrestler in 2min GOAL CENTRIC Doesn’t really care about anything Has inner goals ARCHETYPES
  29. Backing Workshop Data & assumptions with real world Data
  30. Backing Workshop Data & assumptions with real world Data
  31. Life Cycle of a User Centric Project Competitive or Analysis Content Surve Process Flows Site Map UI Wireframes UX Design Prototyping User Testing Review Approval Audience Definition User Scenarios
  32. User Interface Patterns • User Adaptability, User Need Fulfillment and Business Goals drive what UI Pattern can be used • Some UI Patterns are not compatible with other patterns • Some UI Patterns work better than other patterns in certain situations
  33. Popular UI Patterns Jumping in hierarchy Modal Notifications Shortcut Dropdowns Breadcrumbs Fat Footer Home Link Back to Top Menus Horizontal Dropdown Menu Vertical Dropdown Menu Accordion Menu Mega Menus Content Carousel Adaptable View Categorization Cards Event Calendar Pagination Tagging Continuous Scrolling Tag Clouds Tabs Navigation Tabs Module Tabs http://ui-patterns.com/patterns/navigation/list
  34. Pencils…Paper…Stinky Markers & OneNote
  35. Phase 1• Workshop Workshop 1 • Collaborative User Discussion • SUS – System User Survey • User Definition Questions • Stakeholder Interviews • Who are they? • What are their needs? • What would they like to see different? Workshop 2 • User Centric Data Documentation • Validate team assumptions • Visualize user interactions or workflows
  36. DeliverablesofPhase1 UserCentricDocumentationofcurrentsystem UserPersonadocumentationforPrimary,Secondary&TertiaryUsers UserJourneydocumentationforPrimary,Secondary&TertiaryUsers
  37. Phase 2• Workshop Workshop 3 • Target User Interface Discussion & Visualization • Collaborative White boarding session – UI Sketching • Major content areas • Feature Requests • Functionality, that my require visualization • Component level discussions Workshop 4 • Target User Experience Design • Focus on Brand and Emotions • Photography & Imagery, Colors & Fonts • Conditioned Responses • Design Mock Ups
  38. DeliverablesofPhase2 LowFidelityUISketchesoftargetsystem HighFidelityWireframesoftargetsystem PasswordProtectedCollaborationAreaforQuestions&Comments UXDesignMockupsofHomePage,MajorSubPageDesigns
  39. Thank you Coder Cruise
  40. Damon Sanchez Senior User Experience Engineer dsanchez@concurrency.com Twitter:@darkriderdesign Blog: https://www.concurrency.com/author?user=dsanchez SessionContentDownload Presentation Download Link Thank you
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