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User Experience, introduzione

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Modulo introduttivo alla User Experience all'interno del corso: Scuola di Web Design for beginners (http://www.b-eat.it/corso-webdesign-roma/)

Obiettivo del modulo: Introdurre il complesso concetto di user experience e descrivere qualche strumento che permetta di cominciare a progettare.

Publicada em: Design
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User Experience, introduzione

  1. 1. Introduzione alla User Experience Di cosa parliamo quando parliamo di UX Scuola di Web Design Daniele Iori
  2. 2. Diagram by Dan Saffer, re-designed by Thomas Gläser. Five layer elements by J.J. Garrett.
  3. 3. Qual è l'obiettivo della presentazione? Introdurre il complesso concetto di user experience e portare a casa qualche strumento che ti permetta di cominciare a progettare: Definizioni Workflow White board challenge Principi Bibliografia 1 2 3 4 5
  4. 4. Definizioni o come evitare di non capirsi pur usando gli stessi termini Scuola di Web Design
  5. 5. Esperienza Comprende la conoscenza di una cosa, di un evento, o di un fenomeno ottenuta tramite il coinvolgimento: esposizione, utilizzo o osservazione. 1 2 3 è un processo — una serie concatenata di eventi che si svolgono nel tempo e nello spazio. implica una modificazione del nostro stato psico-fisico. La conoscenza si sedimenta e influisce su scelte future. ROSATI: http://lucarosati.it/blog/esperienza-definizioni Wikipedia
  6. 6. User experience Per esperienza d'uso s'intende ciò che una persona prova quando utilizza un prodotto, un sistema o un servizio. Tutti gli aspetti dell’interazione di un utente finale con l’azienda, i suoi servizi o i suoi prodotti. Don Norman: http://bit.ly/ux-norman
  7. 7. Don Norman: http://bit.ly/ux-norman Il primo requisito per un'esperienza utente esemplare è quello di soddisfare le specifiche necessità del cliente, senza confusione o fastidio. Poi seguono semplicità e eleganza che creano prodotti che sono piacevoli da usare e da possedere. S. Anderson: http://www.poetpainter.com
  8. 8. L’obiettivo di una buona UX non è, prima di tutto, rendere felice l’utente, ma renderlo efficace. E deve tener conto di tutte le emozioni, le convinzioni, le preferenze, le reazioni psicologiche e fisiche, le attribuzioni di senso di un utente che derivano dall’uso o dall’aspettativa d’uso di un prodotto o un servizio. wikipedia / ph: hlkljgk su flickr.com
  9. 9. E comprende tutto ciò che avviene prima (aspettativa), durante (esperienza specifica) e dopo (ricordo e conoscenza) l’interazione, all’interno del contesto di svolgimento.
  10. 10. Le persone non scelgono il nostro brand o il nostro prodotto solo sulla base delle features, ma come risultato dell’esperienza che gli facciamo vivere: vogliono fare qualcosa di ordinario in modo più semplice e divertente. Luca Mascaro ph Wake-up Light http://www.philips.it
  11. 11. User Experience Happens with or without user experience design.
  12. 12. User Experience Doesn’t Happen on a Screen. It Happens in the Mind John Whalen
  13. 13. Today that term [user experience] has been horribly misused. It’s been used by people who say, ‘I’m a user experience designer, I design websites,’ or, ‘I design apps,’ and they have no clue what they’re doing, and they think the ‘experience’ is that simple device — the website or the app or who knows what — no, it’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience a service, or, yeah, an app, or a computer system, but it’s a system that’s everything. Got it? Don Norman ph: https://magdeleine.co/
  14. 14. MA È POSSIBILE PROGETTARE LA USER EXPERIENCE?
  15. 15. Non si può progettare l’esperienza dell’ utente, si può solo progettare per l’esperienza dell’utente. In particolare non si può progettare una esperienza sensuale, ma solo creare le caratteristiche di design che la possono evocare. Sharp, H., Rogers, Y., & Preece, J. (2007). Interaction Design: beyond human-computer interaction
  16. 16. “UX” significa user’s experience, ma riguarda sostanzialmente applicare il processo di User Experience Design. J. Marshal
  17. 17. Progettare la UX vuol dire conoscere le persone, le loro attività e il contesto delle loro azioni. Stephen P. Anderson S. Anderson: http://www.poetpainter.com
  18. 18. CUBI model: cubiux.com Bilanciando i componenti chiave.
  19. 19. Agendo sulle proprietà dei prodotti che sono state salienti in termini di influenza del livello di piacere / dispiacere collegato a un prodotto. Fattori positivi Fattori negativi la sicurezza, la fiducia, l'orgoglio, l’entusiasmo e la soddisfazione. funzionalità, usabilità, estetica, prestazioni e affidabilità. il fastidio, l’ansia, il disprezzo e la frustrazione. 1 2
  20. 20. L’honeycomb sviluppato da Peter Morville, mostra i vari aspetti di un sito ben progettato. Maria Cristina Lavazza: “Comunicare la User Experience”. Autoesplicativo “Alla luce della rivoluzione tecnologica in atto i requisiti di Morville hanno avuto bisogno di una necessaria integrazione. Oggi un buon prodotto digitale deve anche essere:” Modulabile Sociale Pervasivo
  21. 21. E individuando il sistema di differenti canali e touchpoint, in cui l’informazione fluisce attraverso il tempo e lo spazio seguendo le attività degli utenti, le intenzioni e gli obiettivi. Wolfram Nagel “Multiscreen UX Design”
  22. 22. User Experience is not a Step in the Process Whitney Hess
  23. 23. The biggest misconception is that companies have a choice to invest in their user’s experience. To survive, they don’t. Joshua Porter
  24. 24. MA QUINDI, DA DOVE SI PARTE?
  25. 25. Parti dal problema: “[...] mai risolvere il problema che ti si chiede di risolvere, perché invariabilmente quello non è il problema fondamentale, ma solo un sintomo. Il segreto di una buona progettazione sta nel capire quale è il problema reale. Invece di convergere su una soluzione, studiate le persone e quello che stanno cercando di fare [...] Dopotutto perché creiamo dei prodotti? Perché la gente li usi.” Don Norman
  26. 26. Who are we talking about? What are the business goals? Funding? Support? Vision? What technologies or devices are involved? Existing company / product brand or new entrant? What are the analogous competitive experiences? Project goals? What is the technology environment intended to support this project? What are their goals? What problem will it solve? What motivates them? What cultural considerations should we be aware of? Describe some of the things your [user/customer/audience] might do? How do they think about this space? What are their needs and desires? What is familiar to them? Why are we doing this work? What is our motivation? Who are our users? What outcame will users get from this service? What are our key metrics? Scopri tutto sulle persone, attività e il contesto. S. Anderson: http://www.poetpainter.com
  27. 27. Don Norman: https://en.wikipedia.org/wiki/The_Design_of_Everyday_Things Risolvere il problema reale e risolverlo in un modo che corrisponda alle necessità e capacità umane.
  28. 28. La maggior parte dei processi sono una variazione del tema: osservazione, ideazione, prototipazione, verifica. Don Norman: https://en.wikipedia.org/wiki/The_Design_of_Everyday_Things
  29. 29. Ad ogni iterazione possiamo utilizzare differenti strumenti. Ben Ralph: https://onepotprojects.com/agile-lean-ux-9d743a2f8566
  30. 30. Activities Scuola di Web Design
  31. 31. Nothing else comes close in demonstrating how a UX designer thinks and behaves than a whiteboard challenge. Molly Inglish
  32. 32. Risolvi una design challenge. Su una lavagna. In 20 minuti. Di fronte ad altre persone. Risorse: https://medium.com/@mollyinglish/the- ninja-skill-for-ux-designers-25f314f8f76c
  33. 33. Principi Principi di design e consigli di buon senso Scuola di Web Design
  34. 34. LEGGI TUTTI I PRINCIPI: http://bit.ly/hess-principles Stay out of people’s way When someone is trying to get something done, they’re on a mission. Don’t interrupt them unnecessarily, don’t set up obstacles for them to overcome, just pave the road for an easy ride. Your designs should have intentional and obvious paths, and should allow people to complete tasks quickly and freely. Whitney Hess
  35. 35. Erik Dahl TUTTI I PRINCIPI: http://www.uxaxioms.com
  36. 36. TUTTI I PRINCIPI: http://it.uxmyths.com/ Tutte le pagine web dovrebbero essere accessibili in 3 click UX Mito #2
  37. 37. Bibliografia Scuola di Web Design
  38. 38. Quello del design è un campo molto vasto e in continua contaminazione. La freccia rossa indica i libri da cui partire.
  39. 39. Daniele Iori per B-eat Digital Kitchen ln: linkedin.com/in/danieleiori tw: @danieleibrido B-eat Digital Kitchen Millepiani - Via N. Odero, 13, 00154 Roma Web: www.b-eat.it Scuola di Web Design

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