Designing With Usability In Mind

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    Francis Drucker

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    Designing With Usability In Mind - Presentation Transcript

    1. Cenergy Interactive: Designing with Usability in Mind
    2. What is usability?
      • Usability is the measure of the quality of a user’s experience when interacting with a product.
    3. The 5 E’s Usability Effective Easy to Learn Error Tolerant Engaging Efficient [1] “Using the 5 E’s to Understand Users” Whitney Quesenbery  2002-2004
    4. how the heck do we do all that?
    5. Define Objectives
      • what are the goals of the site?
      • will we be able to measure effectiveness?
      • what do we want the users to do?
    6. Know the User
      • Know thy user!
      • “ Designers who spend more time thinking about the users are the ones that end up with more usable designs.”
        • someone smart? (I forgot)
    7. Who is your primary audience?
    8. Audiences have different needs
    9. A design for all
    10. Gathering Data: Field Research
      • Conduct 1 on 1 interviews with users in target group
      • User environment can yield important clues
      • Use a consistent interview team
      • Don’t ask straight out….analyze!
      • Use research that’s available
    11. Personas
      • Model of a typical user, a “common case”
      • Based on observed behavior patterns and objectives
      • Represent the needs of many
    12. Why Personas?
      • Determine what a site should do and how it should behave
      • Communicate with stakeholders, other MKT companies, clients
      • Measure a design’s effectiveness
      • Get people committed to a design
    13. Developing a Persona
      • Identify variables for the common case
        • - map interviewees to variables
      • Identify characteristics and goals
      • Develop narrative
    14. Map against variables Tech savvy Tech Unskilled High Brand Consciousness Low Brand Consciousness Info Only Entertainment User 1,3,4 User 2 User 1, 2, 3 User 4 User 1, 2 User 4 User 3
    15. What’s next?
      • Defining a structure/navigation based on that user.
    16. Why is navigation important?
      • Navigation is a tool for the user
        • - Find information quickly
        • - Move between tasks easily
        • - Increased confidence = better experience
      • Navigation is a tool for the brand
        • - Drive users to important tasks
    17. Step 1: Identify your audience
      • Use your personas!
      • Who is your primary audience?
      • Are there secondary audiences?
    18. Step 2: Gather Resources and Tasks
      • Define tasks for your primary audience
        • - Your goals research is key!
      • Collect supporting resources
        • - e.g. job postings, logo downloads, etc
    19. Step 3: Choose a Grouping Strategy
      • Consider the following items. How would you group these?
    20. Grouping Strategies
      • Did you pick size? Shape? How about color?
      • How do you know which one to use?
        • - Everyone does it differently!
        • - Your primary audience decides
    21. Best Practices
      • Keep it SIMPLE!
      • Design for Scent by using trigger words
      • Use Seducible Moments to drive user action
      • Plan for growth
    22. Navigational Hazards
      • Ignore the three-click rule
      • Search-dominance?
      • Watch for off-site links
    23. What’s next?
      • Creative Design
    24. A Designer’s Guidelines
      • Know thy user! “Designers who spend more time thinking about the users are the ones that end up with more usable designs.” - Jared Spool
      • Design with scent
      • Persuade the user
      • Follow these usability best practices…
    25. Visual Design
      • A professional looking design: - lends credibility, builds trust - can appropriately serve the user - will match current branding initiatives
    26. Content
      • “ Ultimately, users visit your website for its content. Everything else is just the backdrop" (Nielsen)
      • Not providing the content the user is seeking = ultimate failure
    27. Content tips
      • Write for reader, not the client
      • Trigger words
      • Cute and clever…but clear?
      • Provide substance/positioning
      • Make it memorable
    28.  
    29.  
    30. Content
      • “Seducible Moments” - after completing a task
      • Write for “scan-ability”…less is more
        • use shorter paragraphs
        • bulleted lists
        • highlight key words
    31. Content
      • function 1st.. form 2nd..
      • Include page titles/breadcrumbs
      • 1:1 marketing
    32.  
    33. Interactivity/Functionality
      • Take advantage of the medium
        • - break away from a static page!
      • Engage your users
    34.  
    35.  
    36.  
    37. Page Layout
      • Visual Hierarchy
      • Avoid Clutter!
    38.  
    39.  
    40.  
    41. Visual Design: Be Consistent
      • User feels at ease
      • Find things quicker and confidently
      • Placement & function of nav and elements
        • - fonts (type, size, style)
    42.  
    43.  
    44.  
    45. Visual Design: Consistency
      • Inconsistency creates more “work”
      • Frustration: gets lost or leaves
      • “ Unprofessional feel”: seen as lower quality brand
      • “ Patchwork Quilt”: am I on the same site?
    46. Visual Design: Imagery
      • Represent your brand accurately
      • Be unique to your brand
    47. Visual Design: Imagery
      • Common Mistakes: - Imagery that appears “posed”
    48.  
    49. Visual Design: Imagery
      • Common mistakes: - Imagery that appears “posed” - Imagery that’s cliché in the specific brand - Dated imagery (hair/fashion/bldgs) - Use of stock imagery
    50.  
    51.  
    52. Performance
      • QA all platforms and browsers
      • Usability test
      • Usability Testing
    53. The 5 E’s Usability Effective Easy to Learn Error Tolerant Engaging Efficient [1] “Using the 5 E’s to Understand Users” Whitney Quesenbery  2002-2004
    54. Why test?
      • Find out if it’s successful
      • Designers are “too close” to product
      • You’ll find out eventually .. unhappy client
    55. Some testing better than none
      • “ 3 to 5 participants get you 80-90% of major problems. 10 to 12 participants get you 70 - 80% of minor problems” - Virzi, 1992
    56. Thank you
      • Questions?

    + CenergyDaveCenergyDave, 2 years ago

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