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Intro to User eXperience

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Intro to User eXperience

  1. 1. USER EXPERIENCE What is it? Why should you care? Why was Gray’s Sports Almanac wrong about the Cubs winning the World Series this year?!
  2. 2. WHO AM I? MIKE GALLERS! ➤ Father of 3 awesome kids (Leah, Erin, Adam), husband of 1 awesome wife (Angelle) ➤ Florida Gator alum ➤ UX Designer/Strategist with 15 years of experience in the “real world” ➤ I have worked mostly with large corporations: WebMD, Nielsen Media Research, Bank of America, Wachovia, Ally, Regions ➤ I co-organize the Tampa Bay UX Meetup Group ➤ I love making and playing music ➤ I love wakeboarding and snowboarding ➤ I spend LOTS of time in the fall at gymnastics meet
  3. 3. “ Products were once designed for the functions they performed. But when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment… ~ Don Norman
  4. 4. User Experience (UX) refers to a person's emotions and attitudes about using a particular product, system or service. User experience includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. Additionally, it includes a person’s perceptions of system aspects such as utility, ease of use and efficiency. USER EXPERIENCE AS DEFINED BY WIKIPEDIA
  5. 5. HUH? WHAT DOES ALL THAT MEAN? Quite simply, UX is the experience a person has with your brand, product, or service. A person’s experience can be: ➤ a glance at a billboard ➤ seeing an ad on TV ➤ using an app or website ➤ listening to a friend tell them about their experience ➤ reading 140 characters on twitter
  6. 6. EXPERIENCES HAPPEN ALL THE TIME IN MANY DIFFERENT SCENARIOS WITH MANY TYPES OF THINGS
  7. 7. JUST LIKE ANY OTHER PRODUCT, THE EXPERIENCE CAN BE PLANNED, RESEARCHED, DESIGNED, AND CRAFTED
  8. 8. WHERE IT ALL BEGAN Cockpit design
  9. 9. HOW TO ENSURE POSITIVE EXPERIENCES Great products come from great effort. The more work your product team does in research, planning, design, and user testing, the less work your customers will end up doing when they use your product. The less work they do, the happier they’ll be because it affords them more time to do something else that they’d rather be doing (riding a bike, hanging with their kids) No matter what you may think, a person’s goal is NOT to use your app (unless its a game). Your app is just a tool to get a task done. The quicker and easier they can do that, the more delightful their experience will be.
  10. 10. ALL THE COGS MATTER ➤ Well formed code can yield a great experience for a blind customer using a screen reader. ➤ Well tested code can yield bugfree products which reduce customer frustration and increase customer delight (which often turns into positive social media) ➤ Well thought out design usually leads to shorter time to user testing, which leads to shorter time to production. ➤ Research and knowing your customer helps you learn about your user base early and reduces wasted time in dev and testing.
  11. 11. UX DESIGN AS DEFINED BY WIKIPEDIA User Experience Design (UXD or UED or XD) is the process of enhancing user satisfaction by improving the usability, accessibility, and pleasure provided in the interaction between the user and the product. User experience design encompasses traditional human–computer interaction (HCI) design, and extends it by addressing all aspects of a product or service as perceived by users
  12. 12. WHAT? UX Design is the process of making things better.
  13. 13. 6 5 4 3 2 1 6 PRINCIPLES OF UX DESIGN The design is based on understanding the users, their tasks & the environments in which they use your product/service Users are involved throughout design and development The design is driven by and refined by user centered evaluation The process is iterative The design addresses the whole user experience The design team includes multi-disciplinary skills & perspectives
  14. 14. Accessibility So what is UX? Isn't UX the same as UI?
  15. 15. THATS GREAT, BUT I LIKE PICTURES
  16. 16. from Tampa Bay UX Meetup
  17. 17. “Yeah, that all sounds great, but I’m a developer, not a designer. How does this all apply to me? I think in code. ~ Johnny Developer
  18. 18. 3 PIECES OF ADVICE FOR DEVELOPERS WHO WANT TO GET BETTER AT UX 1. Recognize design as a separate skill. Coding and design are separate but related. Interface design is not a subset of coding. It’s not a superset either. It requires a different mindset, knowledge base, and set of skills. Karl Fast - Kent State University
  19. 19. 3 PIECES OF ADVICE FOR DEVELOPERS WHO WANT TO GET BETTER AT UX 2. Learn about design. At least a little bit. Try to learn some design concepts and techniques. If you are more ambitious, read some books, attend a conference, take a class, or even get a degree. There are lot of ways to learn about design. Karl Fast - Kent State University
  20. 20. 3 PIECES OF ADVICE FOR DEVELOPERS WHO WANT TO GET BETTER AT UX 3. Work with designers. People who do UX work go by various titles: UX Designer, Information Architect, Interaction Designer, Usability Engineer, Content Strategist. Regardless of title, these people think about design as much as you think about code. Work with them however you can. Find people with these skills in your company or hire someone. Or go to some conferences, attend webinars, and spend time in the UX world. Karl Fast - Kent State University
  21. 21. “User Experience requires relentless curiosity. We strive to know all we can about problems, solutions, contexts, methodologies, and more. ~ Mail Chimp
  22. 22. WEB ACCESSIBILITY what is ADA? what are screen readers? do I really need to worry about all that?
  23. 23. Web accessibility refers to the inclusive practice of removing barriers that prevent interaction with, or access to websites, by people with disabilities. When sites are correctly designed, developed and edited, all users have equal access to information and functionality. WEB ACCESSIBILITY AS DEFINED BY WIKIPEDIA
  24. 24. WEB CONTENT ACCESSIBILITY GUIDELINES Web Content Accessibility Guidelines (WCAG) 2.0 covers a wide range of recommendations for making Web content more accessible to a wide range of people with disabilities. Following these guidelines will also often make your Web content more usable to users in general. http://www.w3.org/TR/WCAG20/
  25. 25. WCAG ARE NOT JUST FOR BLIND USERS Following the WCAG guidelines will make content accessible to a wider range of people with disabilities including: ➤ blindness and low vision ➤ deafness and hearing loss ➤ learning disabilities ➤ cognitive limitations ➤ limited movement ➤ speech disabilities ➤ photosensitivity ➤ combinations of the above
  26. 26. AMAZING RESOURCE FOR DESIGNERS, DEVS, PRODUCT OWNERS http://webaim.org/
  27. 27. ACCESSIBILITY TOOLS http://webaim.org/resources/contrastchecker/ Goal is to have a contrast ratio of 4.5:1 or higher
  28. 28. LEARNING MORE ABOUT USER EXPERIENCE DESIGN There are many things to learn about UX. Start with specific concepts and skills. Then branch out. Attend conferences, workshops and webinars. ➤ Interaction Design ➤ Sketching ➤ Paper Prototyping ➤ Usability Testing ➤ Interface Design Patterns ➤ Information Architecture ➤ Graphic Design ➤ User Research ➤ Field Research ➤ Accessibility
  29. 29. WHAT I’VE LEARNED SO FAR ➤ Always ask LOTS of questions. I’d rather be annoying that ignorant. ➤ Don’t assume stuff. Ask questions! ➤ Ask for requirements in user story form: As a [type of user] I want to do [X] so that I can [Y] the [Y] is the most important and almost always left out part of traditional requirements. Unless you know and understand the value that a function provides, there is no point in doing it. ➤ Communication and collaboration are the keys to success.
  30. 30. UX REFERENCES http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/ schneidermanGoldenRules.html http://www.uie.com/ http://boxesandarrows.com/ http://ui-patterns.com/ http://www.nngroup.com/articles/ten-usability-heuristics/ http://uxpin.com/ http://www.optimalworkshop.com
  31. 31. UX REFERENCES http://developer.android.com/design/get-started/creative- vision.html https://developer.yahoo.com/ypatterns/ http://www.userfocus.co.uk/index.html http://www.usertesting.com/ http://rosenfeldmedia.com/
  32. 32. GREAT UX BOOKS - KNOWLEDGE IS POWER! http://www.slideshare.net/delcerebro/great-ux-bookssee more!
  33. 33. THANK YOU! mike.gallers@gmail.com @delcerebro Tampa Bay UX Group mikegallers.com

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