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User Experience: An Industry (Always) in Transition

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User Experience: An Industry (Always) in Transition

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I was invited to give a talk at Stanford's d.school, and here are my slides. I've updated them with more cohesive notes where possible. Some points of my talk were simply too much to include in the notes. Enjoy!

I was invited to give a talk at Stanford's d.school, and here are my slides. I've updated them with more cohesive notes where possible. Some points of my talk were simply too much to include in the notes. Enjoy!

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User Experience: An Industry (Always) in Transition

  1. 1. User Experience: An Industry in Transition Always
  2. 2. Studio Archetype Americans increasingly Method access the internet in Yahoo! different One™ Capital ways. Flickr Kosmix Adaptive Path
  3. 3. • A bit of history • A definition of UX • Teams • 8 Principles • Process • Never stop asking
  4. 4. A brief history of UX
  5. 5. Software Usability Engineering Engineering (HCI)
  6. 6. Graphic Software Usability Design Engineering Engineering (HCI)
  7. 7. Graphic Software Usability Design Engineering Engineering (HCI)
  8. 8. Graphic Software Design Engineering Product
  9. 9. Waterfall Process
  10. 10. www
  11. 11. The web caused UX.
  12. 12. Graphic Designers Developers Anthropologists Ethnographers Marketers Interaction Designers
  13. 13. Writers Psychologists Architects Analysts Researchers
  14. 14. UX! Who are we?
  15. 15. Information Designers
  16. 16. Interface Designers
  17. 17. User Interface Designers
  18. 18. Human Interface Designers
  19. 19. Information Architects
  20. 20. Brand & Identity Architects
  21. 21. Brand & Information Architects
  22. 22. Architects for the New Economy™
  23. 23. Interaction Designers
  24. 24. User-centered Designers
  25. 25. User Experience Architects
  26. 26. User Experience Architects Designers
  27. 27. User Experience Architects Designers
  28. 28. Experience Designers!
  29. 29. Experience Designers
  30. 30. Design Thinking™ The Design Process™ Agile UX™ Lean UX™
  31. 31. You can’t make shit with only designers.
  32. 32. What is UX right now?
  33. 33. User Experience: how one feels about using a product, system, or service.
  34. 34. Demographics Context Motivations Values Feelings Culture
  35. 35. Demographics
  36. 36. Context
  37. 37. Context
  38. 38. Motivations
  39. 39. So what’s measurable?
  40. 40. How’s this get back into the experience?
  41. 41. What is UX Design?
  42. 42. Experience design (XD) is the practice of designing products, processes, services, events, and environments with a focus placed on the quality of the user experience and culturally relevant solutions, with less emphasis placed on increasing and improving functionality of the design.[1] An emerging discipline, experience design draws from many other disciplines including cognitive psychology and perceptual psychology, linguistics, cognitive science, architecture and environmental design, haptics, hazard analysis, product design, theatre, information design, information architecture, ethnography, brand strategy, interaction design, service design, storytelling, heuristics, technical communication and design thinking.
  43. 43. User experience design (UXD) is a subset of the field of experience design that pertains to the creation of the architecture and interaction models that affect user experience of a device or system. The scope of the field is directed at affecting "all aspects of the user’s interaction with the product: how it is perceived, learned, and used."
  44. 44. Our definition: Drawing on whatever and whomever you need to in order to design and build awesome products.
  45. 45. Teams
  46. 46. If everyone on the team isn’t part of the UX focus, you have a problem.
  47. 47. Everyone needs at least a cursory understanding of what other folks do.
  48. 48. Makers Devs Designers “Strategists”
  49. 49. Makers Devs Designers “Strategists”
  50. 50. Web+ Mobile Retail space Search Engine
  51. 51. 8 PRINCIPLES (There should be 9.)
  52. 52. Don’t get bogged down.
  53. 53. When making products and services, strategy and design are vapor without execution.
  54. 54. 12,972
  55. 55. Design doesn’t end with a stack of documents.
  56. 56. Get to “code” as soon as possible.
  57. 57. Be in touch with your audience.
  58. 58. Context over consistency
  59. 59. Say “No.” Often.
  60. 60. When it matters, fast trumps beautiful.
  61. 61. Fast Beautiful Sticky AWESOME
  62. 62. Process
  63. 63. New Major idea Bug Launch V.2 V.3 Audience feedback New features
  64. 64. UXish questions
  65. 65. Who’s it for?
  66. 66. What would I want to do first? And then?
  67. 67. What am I (or they) trying to achieve?
  68. 68. Where are people going to use this?
  69. 69. What do the business stakeholders want out of this?
  70. 70. In what ways are we trying to change someone’s (or a group’s) behavior?
  71. 71. What can we remove?
  72. 72. Copywriting is design.
  73. 73. In what ways can we improve the copywriting?
  74. 74. How In what ways can we improve the copywriting?
  75. 75. How can existing solutions be improved?
  76. 76. Why do current options suck so badly?
  77. 77. What’s the best tool for this job?
  78. 78. UX is murky at best. That’s ok.
  79. 79. @seabright @gzahnd @remotezygote

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