4. @zoe_guiraudon
WHO THE HELL IS SHE?
Zoe Guiraudon
www.zoeguiraudon.com
UX Designer at 100 Shapes
TA at General Assembly
5. @zoe_guiraudon
MY UX JOURNEY
Finished Uni
Yay!
Continue
Working In
Social Media
Found out
about GA
Al lot of ups and downs
but it was all worth it!
My GA
Experience
I Need a career
change!!!
Teaching
at GA
100 Shapes
ITV
Project
7. WHAT IS USER EXPERIENCE?
WE INTERACT WITH PRODUCTS, BOTH DIGITAL AND
PHYSICAL.
WE TRY TO ACCOMPLISH GOALS WHEN USING THESE
PRODUCTS. THIS LEADS US TO HAVING A USER
EXPERIENCE.
8. WHAT IS USER EXPERIENCE?
JESSE JAMES GARRET
“Experience design is the design
of anything independent of
medium, or across media, with
human experience as an explicit
outcome and human
engagement as an explicit goal.”
9. WHAT IS USER EXPERIENCE?
DONALD NORMAN
“User experience
encompasses all aspects of
the end-user’s interaction
with the company, its
services, and its products.”
10. WHAT IS USER EXPERIENCE?
THERE ARE SOME PRODUCTS THAT WE USE DAILY THAT
ARE POORLY DESIGNED AND OFTEN PROVIDE POOR
EXPERIENCES.
12. WHAT IS USER EXPERIENCE?
HAVE A THINK - WHAT WAS THE EXPERIENCE LIKE
COMING TO THIS TALK?
• Transport
• Restaurants/coffee shops
• Architecture
• Sign posting
• Did you use any apps to guide you here?
13. WHAT IS USER EXPERIENCE?
CAN YOU THINK OF ANY
EXAMPLES OF GOOD OR
BAD EXPERIENCES?
16. INTRO TO USER EXPERIENCE DESIGN
HOW DO WE “DESIGN”
THE USER EXPERIENCE?
17. DESIGNING THE USER EXPERIENCE
WHAT MOST PEOPLE THINK UX IS
Field research
Face to face interviewing
Creation and administering of tests
Gathering, organising, and presenting statistics
Documentation of personas and findings
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information Architecture
Usability
Prototyping
Interface layout
Interface design
Visual design
Taxonomy creation
Terminology creation
Copy writing
Presentation and speaking
Working tightly with programmers
Brainstorm coordination
Company culture evangelism
Communication to stakeholders
helloerik.com/ux-is-not-ui
18. DESIGNING THE USER EXPERIENCE
WHAT UX ACTUALLY IS
Field research
Face to face interviewing
Creation and administering of tests
Gathering, organising, and presenting statistics
Documentation of personas and findings
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information Architecture
Usability
Prototyping
Interface layout
Interface design
Visual design
Taxonomy creation
Terminology creation
Copy writing
Presentation and speaking
Working tightly with programmers
Brainstorm coordination
Company culture evangelism
Communication to stakeholders
helloerik.com/ux-is-not-ui
19. DESIGNING THE USER EXPERIENCE
THE FIELD OF USER EXPERIENCE IS CONCERNED WITH
IDENTIFYING A REAL-WORLD PROBLEM AND USING
DESIGN TO ATTEMPT TO SOLVE IT.
20. DESIGNING THE USER EXPERIENCE
USER EXPERIENCE IS SUBJECTIVE; WE DESIGN FOR THE
NEEDS OF SPECIFIC TYPES OF USER
21. DESIGNING THE USER EXPERIENCE
Jesse James Garrett, 2000
Strategy
Scope
Structure
Skeleton
Surface
22. INTRO TO USER EXPERIENCE DESIGN
WHY IS UX SO
IMPORTANT?
23. WHY IS UX SO IMPORTANT?
AVOID FEATURITIS
Kathy Sierra, Creating Passionate Users, 2006
Number of features
Userhappiness
“Nice, but I wish it did more…”
“So glad they added this!”
“Cool!”
“I rule!”
“Guess I’d better read the manual”
“Where the f*** did they put that?!”
“Now I can’t even do the ONE
SIMPLE THING I bought this for.”
“I suck at this.”
Happy user peak
RAWR!
25. USER EXPERIENCE HIERARCHY OF NEEDS
Aarron Walter, Designing for Emotion 2011
Easy to learn to
perform basic tasks
Basic features that
meet user needs
Service and
functional reliability
Fun, joy and delight
26. WHO PRACTICES UX DESIGN?
Squad
Product
owner
UX’er
Tester
Business
Analyst
Developers
Front-end
developer
CROSS-DISCIPLINE TEAMS
Squad
Product
owner
UX’er
Tester
Business
Analyst
Developers
Front-end
developer
Squad
Product
owner
UX’er
Tester
Business
Analyst
Developers
Front-end
developer
28. @zoe_guiraudon
Research Insights PrototypeIdeation
Discover
Business Analysis
Brand Analysis
Competitive Analysis
Technical Research
User Survey
User Interview
Usability Testing
Define
Affinity Map
User Flows
User Journeys
Personas
Feature Prioritisation
Design
Design Studio
Sketching
Paper Prototype
Usability Testing
Iterations
Wireframing
Test, iterate, Validate
Deliver
Digital Prototype
Usability Testing
Iterations
Wireframing
Test, Iterate, Validate
Functional Prototype
35. @zoe_guiraudon
PAPER SKETCHES
• Every idea needs user interface
translation
• Good to get the basic concept and
interaction down.
• Sketching always comes before
wireframing
• Sketching helps you brainstorm
ideas with clients
• Sketches can be basic and Still
communicate wonderfully
36. @zoe_guiraudon
PAPER SKETCHES
• Every idea needs user interface
translation
• Good to get the basic concept and
interaction down.
• Sketching always comes before
wireframing
• Sketching helps you brainstorm
ideas with clients
• Sketches can be basic and Still
communicate wonderfully
37. @zoe_guiraudon
PAPER SKETCHES
• Every idea needs user interface
translation
• Good to get the basic concept and
interaction down.
• Sketching always comes before
wireframing
• Sketching helps you brainstorm
ideas with clients
• Sketches can be basic and Still
communicate wonderfully
39. @zoe_guiraudon
WIREFRAMES
• Grayscale or monochrome
• Good to test interactions
• Good to test usability
• More tangible
• If well done it should make the
next step a “breeze”
40. @zoe_guiraudon
WIREFRAMES
• Grayscale or monochrome
• Good to test interactions
• Good to test usability
• More tangible
• If well done it should make the
next step a “breeze”
41. @zoe_guiraudon
WIREFRAMES
• Grayscale or monochrome
• Good to test interactions
• Good to test usability
• More tangible
• If well done it should make the
next step a “breeze”
43. @zoe_guiraudon
MOCKUPS
• This is where you get the visual
design and branding in
• Great to communicate with
stakeholders
• Good to get design feedback
• Additional piece of insight when
testing: Look & Feel
44. @zoe_guiraudon
MOCKUPS
• This is where you get the visual
design and branding in
• Great to communicate with
stakeholders
• Good to get design feedback
• Additional piece of insight when
testing: Look & Feel
45. @zoe_guiraudon
MOCKUPS
• This is where you get the visual
design and branding in
• Great to communicate with
stakeholders
• Good to get design feedback
• Additional piece of insight when
testing: Look & Feel
54. •To explore and refine
•To communicate and test
‣ Functionality
‣ Flow
‣ Interaction
‣ Animations
‣ Usability
WHY IS PROTOTYPING IMPORTANT?
55. PROTOTYPES ARE ALL ABOUT THE
USER.
WE TEST THE USABILITY OF OUR
DESIGNS.
56. • Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
57. • Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
58. • Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
59. • Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
60. • Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
75. @zoe_guiraudon
GENERAL ASSEMBLY
IF YOU ARE INTERESTED IN STUDYING UX
UPCOMING COURSES:
Part Time - 10 weeks: July 26th - September 29th
Part Time - 1 week intensive: August 8th - August 13th
Full Time - UXDI: August 1st - October 7th