2. Dimensions in user experience
behavioral/attitudinal
quantitative/qualitative
innovative/adapted/traditional
exploratory/generative/evaluative
participatory/observational/self-reporting/
expert review/design process
3. Learnability
Structuring a context for the system that
will make the features learnable by
nature is the goal of successful systems.
Using messaging in an informal gestural
way to guide users and usher them is a
natural way to build learnable trust with
them.
4. Wayfinding
Having the intuitive ability to traverse the
system without contextual
understanding would be the ideal state
to design the systems navigation.
5. Findability
Layering in smart findability options and
bringing a understandable taxonomy will
help improve the systems overall
usefulness.
Using tagging and semantic meta data
will improve the findable elements for
users of the system.
6. Usefulness
Clearly the system has to be able to
support useful interactions between
users and their data.
This means that there needs to be a
tangible and measure benefit as a
system output to the user.
7. Aesthetic
The design aesthetic is a very subjective
matter. Lets see if we can quantify its
relativeness.
The best design is something that
serves the user and helps to build a
relationship between the visual display
and the users data.
8. Responsiveness
The perception of how good a system is
or how well it functions is a product of
how responsive the system is generally.
Consider the weight of a user interface
and its interactions. Design lightweight
user interfaces that are relatively flat for
good experiences.
9. Efficacy
Having an application that uses well will
lead to effective interactions between
the user and their objective
Time to complete a transaction and the
amount of clicks to complete tasks will
be paramount in judging the efficiency of
a system.
10. Simplicity
There is a lot to be said for a simple to
use application. There is a loss of
cognitive ability once a developer and
business requirements seep into a state
of feature glut.
The target and goal should be to make
an application approachable and
understandable for a user to interact
with.
11. Forgiveness
Provide an Undo command.
Confirm commands for risky actions or
commands that have unintended
consequences
Whenever practical, allow users to
correct mistakes easily.
Have clear physical separation between
frequently used commands and
destructive commands.
12. Behavioral Patterns
Layering patterns for a multidimensional
in-depth understanding of users.
Preference partitioning
Behavioral relationships to content
functionality
Predictive trending patterns
Action origins and predictive matching
13. Demographics
Segmenting the user base and their
specific and unique criteria
Sorting users based upon income, location,
age, Sex and predictive patterns
Overlaying multiple data sources for a
more compelling picture of the users based
upon imperial data collected from
transactions
Relating a multidimensional view with
combined data to build a compelling picture
of the end user of the system
14. Psychographic
Understanding why users click and how
they react to elements within the system
Documenting the cognitive reactions to
users trying to reach an objective within
the system context
Leverage a psychographic
profile/persona for optimal system and
user interactions
Build a catalogue of the psychographic
triggers of why users do certain actions
15. Psychographic
Considerations
People Don't Want to Work or Think More
Than They Have To
People Have Limitations
People Make Mistakes
Human Memory Is Complicated
People are Social
Attention
People Crave Information
Unconscious Processing
People Create Mental Models
Visual System
16. Ethnographic
Building a contextual understanding on the
racial biases and preferences on system
usage
Establish a baseline understanding of how
ethnic biases affect the users of our system
Understand the ethnographic focal point
and narrative that is contextual to our users
Construct observational methods that
enhance the discovery of relative pertinent
findings
17. Web Analytics
Measuring the users response to design
implementations
Multivariate A/B testing
Click tracking
User path analysis
Bounce rates
Geographic user segmentation
Origin analysis (referring source)
Content popularity (understanding what
content/functions are popular)
18. Design Anthropology
“Design Anthropology has a direct
correlation and basis for understanding
the genesis of your design and how it is
evolving”
19. Design Anthropology
The six methods in applying a design
anthropology.
Finding out and learning
○ Learning about previous products, contextual boundaries and providing insights
to the current state of the products.
Giving Strategic Direction
○ Strategic and Analytics tasks that help identify, plan, set, review, analyze and
give a project direction.
Developing Concepts
○ Developing Relevant, innovative ideas and concepts, creating solutions.
Selecting the Best
○ Selecting ideas and combining concepts, evaluate results and solutions.
Enabling understanding
○ Making concepts tangible, showing future possibilities and giving overviews.
Make it happen
○ Implementation and delivery providing guidelines and plans
20. Interaction Development
Before thinking outside the box you
must understand the box.
Designing the interaction between
human and computer can be complex or
simple depending on the approach.
These are the prefer methods to understand
how the interactions are established and
what the touch points are.
○ Task flows
○ Swim lane Diagrams
21. Taxonomy
Taxonomies are collections of
facets, which are created by
organizing concepts into
categories.
22. Taxonomy
Considerations for Implementation and execution of an applied
Taxonomy structure.
*Taxonomy isn't navigation it “Categorization and Classification of
information”
Strategy: User Centered vs. Business Centered
Size: Scalable vs. Finite
Coverage: Comprehensive vs. Section Specific
Application: Cross Channel vs. Web Centered
Time Sensitivity: Aspirational vs. Current
Metaphor: Uniform/Exact vs. Mixed Approach
Language Conventions: SEO Preferential vs. Natural Language
vs. Branding vs. Authoritative
Structure: Polyhierarchical vs. Mutually Exclusive
23. Taxonomy Governance
Governance Plan
Ensures the Taxonomy remains useful as business needs, content,
vendor input, or user expectations change or scale.
• How it’s used
• Who uses it
• Why & When it might be updated
• How it’s updated
• Who updates it
• Version tracking & archival considerations
24. Card sorting
Card sorting is one of the best ways to
identify categories by having
controlled tests with groups of users to
create categories.
25. Folksonomy
Folksonomy solves the The Frustration with
Taxonomies
Folksonomies: A New Approach (User Centric
Approach)
Folksonomies Address Taxonomy Difficulties
Applying Folksonomies in Other Areas is
Untested
We’re Optimistic about Folksonomies
“At this point, folksonomies are more of an
interesting technology than a tried-and-true
design tool.”
26. The Future of User
Interaction
Semantic taxonomy.
Semantic folksonomy.
Applied historical machine learning.
Artificial Intelligence, correlating web
artifact relationships.
RDF/OWL web-objects that are
contextually self-aware
27. Thank you
Raymond A. Monaco
armadadigital.com
raymond@armadadigital.com
702-858-4479