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User Experience Design
Hira Javed
Usability Specialist – Canadian Broadcasting Corporation
UX Instructor – University of Waterloo Stratford
User + Experience
What does the word ‘experience’
mean to you?
UX is what, where, when, why,
and how someone uses a
product, as well as who that
person is.
It’s important to consider
the user’s experience
so you can…
avoid this...
and this...
and therefore this...
User Centered Design
Taking into
account the user’s
needs at every
stage of the
product life cycle.
It is an
interdisciplinary
process.
Why is UX important?
• It’s a competitive environment
and complex life.
• You want to create a good product.
• Satisfy users. Meet their needs.
• Satisfy stakeholders. Meet
business goals.
Why is UX important?
Designing a good product requires
that you completely understand its
potential user – needs, wants,
motivations, perceptions, attitudes
and behaviours.
Key principles of
User Centered Design
1. Design for the users and their tasks
Example:
Google Maps
2. Be Consistent
Example:
Starbucks
2. Be Consistent
Example:
Starbucks (iOS app)
3. Use simple and natural dialogue
Example:
Lumosity (iOS app)
4. Reduce unnecessary mental
effort by the user
Example:
Auto-fill
Example:
Recently viewed
5. Provide adequate feedback
6. Provide adequate navigation
mechanisms
7. Let the user drive - give them control
Example:
Zite
8. Present information clearly
9. Be helpful
10. Reduce errors
Things to consider when
designing for mobile
Touch Targets
People interact with touch-based user
interfaces with their fingers.
Touch Targets
User interface controls have to be big
enough to capture fingertip actions
without frustrating users with tiny
targets and possible errors.
Touch Targets
When targets are placed too close
to each other, users can easily hit
the wrong one.
Touch Targets
• An MIT Touch Lab study of Human
Fingertips to investigate the Mechanics
of Tactile Sense found that the average
width of the index finger is 1.6 to 2 cm
(16 – 20 mm) for most adults.
• This converts to 45 – 57 pixels, which is
wider than what most mobile guidelines
suggest.
Gestures
Gestures
• The amount of touching we do with
our devices can have a physical
implication and can affect the
overall user experience with devices
and applications.
• Gesturing can be tiring.
Gestures
• Every touch, every swipe, every
pinch and every zoom requires
quite a bit of physical motion.
• Your hand moves while the rest of
the arm is working to stabilize the
wrist, as the other arm steadily
holds the device stable.
Gestures
• This is a lot of exertion compared to
the mouse, where only the hand
moves and the wrist rests on a wrist
pad and the other hand is not used at
all.
• The subtle “cost” of touching the
device can have a negative impact on
how users feel about the application.
Gestures
• Eliminate unnecessary gesturing
and movement.
oRemember the user’s prior selection
oMake it easy to skip ahead, especially when
lists and sequences may be long.
oTake advantage of device sensors to
understand context (such as time, place,
movement, light and sound levels).
Gestures
• It’s important to remember that not
every user will know when to user a
particular gesture.
• When possible, provide cues,
instructions or an alternate means to
accomplish each task.
Testing your designs
Usability Testing
• Used to evaluate a product by
testing it with representative users.
• In the test, these users will try to
complete typical tasks while
observers watch, listen and takes
notes.
Usability Testing
• Goal is to identify any usability
problems, collect quantitative data on
participants' performance (e.g., time on
task, error rates), and determine
participant's satisfaction with the
product.
• Effectiveness, efficiency and satisfaction.
Usability Testing
• You should test early and test often.
• Usability testing lets the design and
development teams identify
problems before they get coded.
• The earlier those problems are
found and fixed, the less expensive
the fixes are.
What is guerilla testing?
• Quick, low cost, usability
testing “in the wild”
• Can be conducted
anywhere
• 3 - 5 participants
• 5 - 10 minutes each
• Low - high fidelity
prototype
Guerilla Testing
Why conduct guerilla testing?
To understand the users
To collect feedback and
evaluate design
When to conduct it?
As soon as the idea is
out of your head
Low-fidelity
prototype
Med to High-fidelity
prototype
...with any type of prototype
How to plan a guerilla test?
1. Identify test goal
• Determine what is the
purpose of doing the
test.
Example goal statement:
“Assess the latest version of the
mobile video player.”
2. Identify target participants
• Determine participant
characteristics.
Example participant screener:
• Users must own a smartphone.
• Users must access mobile video
content at least once a week.
3. Identify test objectives
• Determine what you’re trying to
learn.
• What questions are your trying to
answer?
• Example test objectives:
• Can users easily and effectively use the video player?
• Can users interact with the scrubber?
• Do users understand how to share a video?
4. Create tasks
• Create user tasks that will allow you
to assess your objectives.
Example tasks:
• Play a video and view comments
• Share a video
5. Create scenarios
• Create realistic scenarios of when
users may do those tasks.
Example scenarios:
• Let’s say a friend told you about a great comment Rob
Ford made at the end of this video clip. Can you play the
clip and go to the comment?
• You loved the clip and want to send it to another friend.
Can you show me how you would do that?
5. Prepare the prototype
• Create a prototype that can be tested.
Example of prototypes:
Sketches Wireframes Live site/appInteractive prototype
Let’s try it!
Keep in touch!
• Email: hira.javed@uwaterloo.ca
• Twitter: @hirajaved10
• LinkedIn: Hira Javed
Thanks and Good luck!

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UX 101

  • 1. User Experience Design Hira Javed Usability Specialist – Canadian Broadcasting Corporation UX Instructor – University of Waterloo Stratford
  • 2. User + Experience What does the word ‘experience’ mean to you?
  • 3. UX is what, where, when, why, and how someone uses a product, as well as who that person is.
  • 4. It’s important to consider the user’s experience so you can…
  • 8. User Centered Design Taking into account the user’s needs at every stage of the product life cycle. It is an interdisciplinary process.
  • 9.
  • 10. Why is UX important? • It’s a competitive environment and complex life. • You want to create a good product. • Satisfy users. Meet their needs. • Satisfy stakeholders. Meet business goals.
  • 11. Why is UX important? Designing a good product requires that you completely understand its potential user – needs, wants, motivations, perceptions, attitudes and behaviours.
  • 12. Key principles of User Centered Design
  • 13. 1. Design for the users and their tasks Example: Google Maps
  • 16. 3. Use simple and natural dialogue Example: Lumosity (iOS app)
  • 17. 4. Reduce unnecessary mental effort by the user Example: Auto-fill Example: Recently viewed
  • 19. 6. Provide adequate navigation mechanisms
  • 20. 7. Let the user drive - give them control Example: Zite
  • 24. Things to consider when designing for mobile
  • 25. Touch Targets People interact with touch-based user interfaces with their fingers.
  • 26. Touch Targets User interface controls have to be big enough to capture fingertip actions without frustrating users with tiny targets and possible errors.
  • 27. Touch Targets When targets are placed too close to each other, users can easily hit the wrong one.
  • 28. Touch Targets • An MIT Touch Lab study of Human Fingertips to investigate the Mechanics of Tactile Sense found that the average width of the index finger is 1.6 to 2 cm (16 – 20 mm) for most adults. • This converts to 45 – 57 pixels, which is wider than what most mobile guidelines suggest.
  • 30. Gestures • The amount of touching we do with our devices can have a physical implication and can affect the overall user experience with devices and applications. • Gesturing can be tiring.
  • 31. Gestures • Every touch, every swipe, every pinch and every zoom requires quite a bit of physical motion. • Your hand moves while the rest of the arm is working to stabilize the wrist, as the other arm steadily holds the device stable.
  • 32. Gestures • This is a lot of exertion compared to the mouse, where only the hand moves and the wrist rests on a wrist pad and the other hand is not used at all. • The subtle “cost” of touching the device can have a negative impact on how users feel about the application.
  • 33. Gestures • Eliminate unnecessary gesturing and movement. oRemember the user’s prior selection oMake it easy to skip ahead, especially when lists and sequences may be long. oTake advantage of device sensors to understand context (such as time, place, movement, light and sound levels).
  • 34. Gestures • It’s important to remember that not every user will know when to user a particular gesture. • When possible, provide cues, instructions or an alternate means to accomplish each task.
  • 36. Usability Testing • Used to evaluate a product by testing it with representative users. • In the test, these users will try to complete typical tasks while observers watch, listen and takes notes.
  • 37. Usability Testing • Goal is to identify any usability problems, collect quantitative data on participants' performance (e.g., time on task, error rates), and determine participant's satisfaction with the product. • Effectiveness, efficiency and satisfaction.
  • 38. Usability Testing • You should test early and test often. • Usability testing lets the design and development teams identify problems before they get coded. • The earlier those problems are found and fixed, the less expensive the fixes are.
  • 39. What is guerilla testing?
  • 40. • Quick, low cost, usability testing “in the wild” • Can be conducted anywhere • 3 - 5 participants • 5 - 10 minutes each • Low - high fidelity prototype Guerilla Testing
  • 43. To collect feedback and evaluate design
  • 45. As soon as the idea is out of your head
  • 47. How to plan a guerilla test?
  • 48. 1. Identify test goal • Determine what is the purpose of doing the test. Example goal statement: “Assess the latest version of the mobile video player.”
  • 49. 2. Identify target participants • Determine participant characteristics. Example participant screener: • Users must own a smartphone. • Users must access mobile video content at least once a week.
  • 50. 3. Identify test objectives • Determine what you’re trying to learn. • What questions are your trying to answer? • Example test objectives: • Can users easily and effectively use the video player? • Can users interact with the scrubber? • Do users understand how to share a video?
  • 51. 4. Create tasks • Create user tasks that will allow you to assess your objectives. Example tasks: • Play a video and view comments • Share a video
  • 52. 5. Create scenarios • Create realistic scenarios of when users may do those tasks. Example scenarios: • Let’s say a friend told you about a great comment Rob Ford made at the end of this video clip. Can you play the clip and go to the comment? • You loved the clip and want to send it to another friend. Can you show me how you would do that?
  • 53. 5. Prepare the prototype • Create a prototype that can be tested. Example of prototypes: Sketches Wireframes Live site/appInteractive prototype
  • 55. Keep in touch! • Email: hira.javed@uwaterloo.ca • Twitter: @hirajaved10 • LinkedIn: Hira Javed

Notas do Editor

  1. Collect user feedback to evaluate design solutions and inform decisions.
  2. Whether in the form of a sketch or an interactive prototype
  3. Describe the issues and questions you want to answer with the test. This is the most critical part of planning the test because it focuses the research.
  4. What tasks do you want the users to do to help you answer those questions.