The document provides an overview of user experience design presented by Jess McMullin at a Student Design Association event, covering topics such as what user experience and user experience design are, core UX skills like listening, noticing, visual thinking and sketching, UX tools and techniques like field research, co-design, personas and prototyping, and how to get started in user experience design through learning, doing field research, and building a portfolio. The presentation provides definitions and examples for many common UX concepts and methods to help introduce students to the field of user experience design.
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Getting into User Experience Design
1. Getting into User Experience Design!
Jess McMullin | Centre for Citizen Experience!
@jessmcmullin!
citizenexperience.com"
Student Design Association OnDesign Series!
Edmonton, October 23rd, 2012!
1!
3. Hi there!!
Jess McMullin!
1996 – started doing web
design & discovered UX!
2003 – my company nForm,
co-founded IA Institute!
2009 – Left nForm to focus
on citizen experience!
2012 – IA Summit co-chair,
Rosenfeld Media Expert,
UXCamp Ottawa & here
today!
Photo: Heather McMullin!
4. 1. WHAT IS USER EXPERIENCE?"
2. WHAT IS USER EXPERIENCE DESIGN?"
3. CORE UX SKILLS."
4. UX TOOLS AND TECHNIQUES."
5. HOW TO GET STARTED."
6. Q&A."
!
26. The Double Diamond Design Process!
!"#$%&'( !')"*' !'#"+* !'&',%-
Gather Data! Frame the Problem! Explore Solutions! Evaluate Solutions!
Create Concepts! Define Scope! Evaluate Solutions! Develop Solutions!
Collaborative Codesign! Set Resources! Refine Solutions! Document Solutions!
Based on the UK Design Council’s in depth study of design and innovation approaches at leading firms such as Philips,
Lego, and IDEO.!
27. “The Squiggle” Design Process!
Damien Newman, http://v1.centralstory.com/about/squiggle/!
40. UX Skill Sets!
Core UX Skills! Extended UX Skills!
‣ Field Research & Finding User Needs!
‣ Project management & development
‣ Facilitation & Codesign! approaches!
‣ Visual Thinking! ‣ Design-to-development documentation!
‣ Information Architecture! ‣ Front End Code!
‣ Interaction Design! ‣ Back End Technology!
‣ Visual Design! ‣ Web Analytics!
‣ Information Design & Visualization! ‣ Social Functionality!
‣ Copywriting & Content Strategy! ‣ Marketing!
‣ Usability Testing, Evaluation, and ‣ ROI & Business Value!
Recommendations!
‣ Business Acumen!
‣ Scope Management!
‣ Domain Knowledge!
‣ Fast Iteration Management!
Based on Jared Spool’s UX skills groupings!
46. Exercise: Active Listening!
‣ Pair up!
‣ Ask your partner
what they did over
lunch!
‣ Use only open-ended
questions (no yes or
no answers).!
‣ Reflect your
understanding by
restating their
statements!
http://www.flickr.com/photos/liquene!
48. Exercise: What Jumps Out?!
‣ Spend 30 seconds
looking at the following
picture without taking
any notes. Just look at
the different elements.!
‣ After 30 seconds, write
down what you notice.!
‣ Compare notes with a
partner.!
‣ Look at the photo
again. What else do
you notice?!
56. Dave Gray’s Visual Alphabet @davegray!
http://www.flickr.com/photos/davegray/110407772!
57. Ed Emberly: Draw some people!
@davegray suggests:!
‣ Start with the body!
‣ Then the head!
‣ Then facial
expression!
‣ Then the legs!
‣ And the arms.!
#vizthink!
Ed Emberly people drawings!
63. Exercise: The House that Jack (or
Jill) Drew!
‣ Draw a House"
(20 seconds)!
‣ Draw your Dream
House (20 sec)!
‣ Pair Up: Explain Your
Dream House (3 min)!
‣ Draw your Dream
Home again (2 min)!
‣ Discussion: How did
your house change?!
69. Field Research!
What !! Why!
‣ Anthropological
‣ Provides rich insights
approach focused on
into behavior,
individual and group
experience, and
behavior in context.
expectations within a
Uses contextual
system and can reveal
observation,
unmet needs and
interviews, diaries, and
opportunities for teams
artifact collection to
to differentiate their
investigate customs,
products and services.!
rituals, and myths.!
70. Exercise for Another Time: The Story of Stuff!
‣ Pair up!
‣ Rock paper scissors
to decide who is
interviewer & who is
participant!
‣ Participant shares
the contents of their
bag / backpack /
wallet / pockets!
‣ Interviewer asks
open ended
questions!
http://www.flickr.com/photos/biscotte!
72. Codesign!
What! Why!
‣ An approach to design ‣ Codesign taps into people’s
that actively involves sense of the future.
Sessions enable people
stakeholders in the with different expertise and
design process as co- skills to contribute equally.
creators. Exercises Helps articulate ideas and
issues that will not surface
help the group to in other ways. Can be an
explore the problem efficient way to get a wide
space, current and range of input. May
enhance user buy-in by
ideal experiences, and making them feel more
ways of achieving the included, and giving them a
ideal.! greater sense of ownership.!
78. Personas!
What! Why!
‣ A composite character
‣ Creates empathy for
created to personify a the specific user and
specific segment of avoids self-referential
users. Includes a name, design. Focus on
picture, user quotes and accomplishing specific
other info with a focus on
goals, motivation, and goals allows the
behavior. Based on user product to satisfy
research, personas are many people with that
often paired with goal, whether or not
representative scenarios." they match a specific
!
market segment.!
80. Exercise: Empathy Map!
‣ Draw a simple head"
(circle, nose, and a dot for the
eye)!
‣ Divide your page.!
‣ Write one thing that your client
or citizen is:!
• Thinking and Feeling!
• Hearing!
• Gains!
• Pains!
• Seeing!
‣ Share your map with your
neighbor ! !
XPLANE Empathy Map, via http://gogamestorm.com!
82. Journey Map!
What! Why!
‣ Visualization of
experience across ‣ A holistic view of
locations, time, and experience through
channels. Captures time with specific
interactions between touchpoints promotes
user and product or better coordination of
service at touchpoints. cross-channel design
May also show and reveals
associated emotional opportunities for new
states, business or improved
objectives, or other
layers.! interactions.!
87. Mental Model!
What! Why!
‣ Provides gap analysis,
‣ Diagram that breaks
shows product
down user activities into
opportunities, and helps
discrete tasks, arranges
develop task-based
these activities in
information architecture.
columns, and then uses
Serves as a roadmap,
the same columns to
and anchors
align the product or
conversations about
service features,
future features and
functions, and content
content in actual user
that support these
needs instead of
activities. May also align
individual stakeholder
business objectives.!
agendas.!
91. Card Sorting!
What! Why!
‣ Often used to guide
‣ Activity where a
participant sorts labeled navigation design, card
cards into similar sorting analysis shows
groups. May be an open how often participants
sort, where piles are grouped specific cards
created based on only together. Discussing
on perceived similarity of why the cards are
cards, or a closed sort placed in a particular pile
where piles are grouped yields deeper insight into
according to provided user expectations for
categories.!
content.!
93. Exercise: Three of These Things Belong Together!
Please group the items below in at least two
lists.!
• red! • three! • macintosh!
• peach! • iphone! • spartan!
• apple! • house! • Athens!
• adobe! • orange! • windows!
• Arizona! • spruce! • Georgia!
94. You can use online card sorting
tools like WebSort.net!
96. Site Map!
What! Why!
‣ Diagram to show ‣ Document site
overall site structure structure to ensure
and relationships of that all content is
content. For large sites accounted for. Guides
may document navigation design, site
index, and content
patterns of migration. Good for
organization that are hierarchical
applied across similar organization, less
sections, instead of effective visualizing
accounting for every very large sites, facets
single page.! or tags.!
99. IT’S EASIER TO FIX IT ON THE
DRAFTING TABLE WITH AN
ERASER THAN WITH A
SLEDGEHAMMER ON THE
CONSTRUCTION SITE "
- FRANK LLOYD WRIGHT!
100. Wireframing!
What !! Why!
‣ One step past ‣ Communicate the
sketching-- shows the specifications for
layout of an interface individual pages or
screen. Describes each templates. Also used as
element and behavior. prototype for usability
Focus is on layout, testing. Prevents
labels, and interactions. premature conversations
Avoids finished design about surface issues like
elements such as color color, instead focuses
and photos, instead discussion on correct
using placeholders for and complete content
images, and sometimes and functionality.!
copy.!
104. Usability Testing!
What !! Why!
‣ Real users test drive a ‣ Understand what works
prototype or and what doesn’t. Often
production system. included in iterative
Usually one-on-one,
development with each
with a participant and
cycle so that the product
moderator, the
continually improves.
participant thinks out
Excels at finding specific
loud as they complete
interface problems,
representative tasks.
including layout, labeling,
Typically 6-8
flow, navigation and
participants per user
interaction.!
segment.!
111. Books!
‣ Observing the User
‣ The Elements of User Experience!
Experience!
‣ Prototyping!
‣ A Project Guide to
UX Design! ‣ Designing for People!
‣ Communicating ‣ The Design of
Design! Everyday Things!
‣ Information
‣ Web Form Design!
Architecture:
Blueprints for the ‣ Don’t Make Me Think!
Web, 2nd. Ed.!
124. Where to Find Mentors?!
‣ Among your peers!
‣ Specialists within your organization (UofA)!
‣ Local Community (UX Book Club, Startup
Edmonton)!
‣ Events!
‣ Online Community (Associations, Discussion
Groups, and Social Media)!
132. THANK YOU!!
Getting Into User Experience Design!
October 23, 2012 for SDA OnDesign Series!
!
Jess McMullin!
@jessmcmullin!
Jess AT ctzn DOT ca!
citizenexperience.com!