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Methods of evolving the user experience
Dimensions in user experience 
 behavioral/attitudinal 
 quantitative/qualitative 
 innovative/adapted/traditional 
 exploratory/generative/evaluative 
 participatory/observational/self-reporting/ 
expert review/design process
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.
Wayfinding 
 Having the intuitive ability to traverse the 
system without contextual 
understanding would be the ideal state 
to design the systems navigation.
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.
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.
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.
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.
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.
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.
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.
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
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
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
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
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
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)
Design Anthropology 
“Design Anthropology has a direct 
correlation and basis for understanding 
the genesis of your design and how it is 
evolving”
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
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
Taxonomy 
Taxonomies are collections of 
facets, which are created by 
organizing concepts into 
categories.
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
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
Card sorting 
Card sorting is one of the best ways to 
identify categories by having 
controlled tests with groups of users to 
create categories.
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.”
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
Thank you 
Raymond A. Monaco 
armadadigital.com 
raymond@armadadigital.com 
702-858-4479

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Useful interactions

  • 1. Methods of evolving the user experience
  • 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