2. GOALS
•Know the fundamentals of the UX (User Experience) Process
•UX Techniques
•A deeper look into Material Design
•Get familiar with latest User Experience Design Trends
•Questions and Answers
7. UX Fundamentals
FOCUS ON THE USER
User-CenteredDesign. Understand your user’s needs, motivations and limitations.
Put them at the centre of your decision making.
8. UX Fundamentals
DO YOUR RESEARCH
Understand the product area, the strengths and weakness of your competitors
Validate your assumptions with friends, relatives and likely users
Adapt your initial plans based on what you learn
9. UX Fundamentals
STRIVE FOR SIMPLICITY
•Make sure your proposition and benefits are clear and can be championed by the user
•Identify which features are most valuable to the user and work hard to remove road blocks from their path
10. UX Fundamentals
PRIORITIZE SPEED
•Get the user to task completion as quickly as possible
•Make the most important actions the easiest to accomplish
•Use existing conventions; don’t confuse the user
11. UX Fundamentals
NEVER STOP LEARNING
•Seize every opportunity to learn from the insights you get about how your product is being used
•Use analytics and experiments to understand usage and adapt your product to build on what you find out
12. UX Fundamentals
SOLVE BIG PROBLEMS
•Be ambitious and innovative in your choice of product area and approach
•Question established procedures and look for opportunities to create lasting value for users
14. UX TECHNIQUES
PERSONAS
A personais a fictitious identity that reflects one of the user groups for whom you are designing.
Personas need to be informed by research to be useful. It can be tempting to put on your creative writing hat and invent details to make them believable or interesting.
However, the goal should be to have your personas reflect patterns that you’ve identified in your users (or prospective users).
There’s no shortcut for identifying these patterns—they come from user research: conducting interviews, surveys, user testing, contextual inquiry and other activities.
15. UX TECHNIQUES
WIREFRAMES
A wireframe—a rough guide for the layout of a website or app—is the deliverable most famously associated with being a UX Designer.
Once created by designers as a series of static images, these days tools like Balsamiq Mockups, Axure RPandUXPinmake it straightforward to evolve your wireframe into an interactive prototype without writing any code.
Other design tools like Adobe Photoshop, Fireworkscan also be used
16. UX TECHNIQUES
USER TESTING
Sitting users in front of your website or app and asking them to perform tasks you’ve planned for them while they think out loud is the fundamental premise of user testing.
User testing is straightforward enough that anyone can—and should—experience running one. Being in the same room while someone struggles to use your product is a powerful trigger for creating empathy with users—a common trait.
19. MATERIAL DESIGN
•Google’s approach towards transforming the look and feel of their products (Android L, Android Wear and even Polymer)
•Based on the concept of an intelligent material that is as simple as paper but could transform and change shape in response to touch
•“…a design for the material of the future.”
-Matias Duarte
Vice President of Design, Google
20. How Google Designed Android L
(Click here to watch the video)
VIDEO PRESENTATION
21. Material Design is the new visual look coming to replace the Holo
MATERIAL DESIGN
23. MATERIAL DESIGN
Themes
Every material theme has:
•colorPrimary–Action bar color
•colorPrimaryDark –Basically darker colorof action bar in status bar, automatically set to black for non- supported apps
•textcolorPrimary
•windowBackground
•navigationBarColor–black for non-supported apps
25. MATERIAL DESIGN
ColorPalette
Primary Colors
Accent Colors
Google suggests using the 500 colorsas the primary colorsin your app and the other colorsas accents colors.
29. MATERIAL DESIGN
Android L Developer Preview contains a new API including new animations such as touch feedback animations, transitions and more.
Animations
30. MATERIAL DESIGN
To make everything in the same simple way so anybody can fully understand them even if it is an app that comes with brand new functions
To create unified experiences across all platforms and screen sizes and input mechanisms
Core Concepts/Idea
Unite classic principles of good design with innovation and possibility of science and technology
32. Layered Interfaces
Done right, this approach gives a real sense of 3D depth and will establish a clear relationship between elements and interactions. This is achieved by putting elements not in use at the back while placing current interaction at the front.
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33. Swipe, swipe, swipe
A gesture, once discovered and learned, can become a delight to use and can bring “magic” to the user experience, reducing steps in the user flow while interacting with the interface.
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Simple colorschemes
Simplifying the interface improves the user experience while having too many colorscan have a negative impact upon it. A good use of colorshighlights the action you want your users to carry out.
35. Icons –Stroke & Fill
This gives better contrast between active and inactive sections.
Recognition of active tabs, controls and toolbars is more straightforward.
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36. Animations –Do it well or don’t
Animated demo tutorials are a great way to capture users’ attention while educating them on how best to use the app for the first time. But don’t animate just for the sake of it, have a clear motivation behind the animation effects, the abuse of motion effects can completely ruin the experience.
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37. One app, one typeface
This one goes hand in hand with simplifying colorschemes. The ultimate goal is
simplicity, functionality and usability.
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38. Thumb focused interaction
When designing, take into consideration that your app will be used in several contexts, people will not always be in the situation where they can use more than one finger or both hands to interact with your interface. Design for the lazy, this can increase the usage of your app!
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39. OTHER TRENDS
Landing Pages
Expanding Search Bars
Lazy Loading
Mobile First Design
Quick User Registration
Vector Icons and Shapes
41. The biggest factor for providing a new UX is internet connectivity. I am not talking about computers, tablets, or smartphones here. Rather, ALL types of products will be connected to the internet at all times. New devices will thus have the ability to send and receive data, display graphs on your smartphone, and store it all on the cloud. Experts call this latest phenomenon the “Internet of things (IoT).”
UX TRENDS
Always Connected
44. The best way to explain products.
UX TRENDS
Concept Movies
Itis very hard –if not impossible –to explain a new type of product through static images or even on a website.
The short movie needs to be able to express how the product will improve the user’s life by giving real life examples.
45. Wrap Up
Fundamentals Of UX Processes
UX Techniques
Introduction To Material Design
Design Trends
UX Trends