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Ux presentation

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  • 1. WTF is UX? UX == “User Experience” UX != “Design”... necessarily - Design's just a facet of it It's a need-based mentality that has practical application. - Remember user stories?
  • 2. Nielson's Ten Usability Heuristics Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Examples: Loading bars, graying out submission buttons http://www.nngroup.com/articles/ten-usability-heuristics/
  • 3. Nielson's Ten Usability Heuristics Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. No technical jargon http://www.nngroup.com/articles/ten-usability-heuristics/
  • 4. Nielson's Ten Usability Heuristics User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Examples: Maps to show progress in forms, forms show exactly what fields user is changing. http://www.nngroup.com/articles/ten-usability-heuristics/
  • 5. Nielson's Ten Usability Heuristics Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Examples: Sitewide vocab, “login” on one page and “sign in” on another, Rails' “Create” and “New” http://www.nngroup.com/articles/ten-usability-heuristics/
  • 6. Nielson's Ten Usability Heuristics Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate errorprone conditions or check for them and present users with a confirmation option before they commit to the action. Examples: “SUBMIT” | cancel, Google's autofill http://www.nngroup.com/articles/ten-usability-heuristics/
  • 7. Nielson's Ten Usability Heuristics Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Example: Showing fonts before selection http://www.nngroup.com/articles/ten-usability-heuristics/
  • 8. Nielson's Ten Usability Heuristics Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Example: Keyboard Shortcuts http://www.nngroup.com/articles/ten-usability-heuristics/
  • 9. Nielson's Ten Usability Heuristics Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. In short, there is a reason for EVERYTHING on the page. http://www.nngroup.com/articles/ten-usability-heuristics/
  • 10. Nielson's Ten Usability Heuristics Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. JarJar Binks error message? Useful if it said what was actually wrong. http://www.nngroup.com/articles/ten-usability-heuristics/
  • 11. Nielson's Ten Usability Heuristics Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. Examples: Help tips on hover (?), BaseCamp's help resource http://www.nngroup.com/articles/ten-usability-heuristics/
  • 12. What does all this mean? “At its core, UX is about empathy; putting yourself in the shoes of someone who has a certain need and has to do something a certain way. It's about meeting that need in an efficient way.” -Erik Evangelista (victusdesign.net)
  • 13. Additional Resources http://designingwebinterfaces.com/6-tips-for-a-greatflex-ux-part-5 http://uxdesign.smashingmagazine.com/2009/02/18/9common-usability-blunders/ https://dash.generalassemb.ly/ http://www.smashingmagazine.com/ http://ux.stackexchange.com/ – (Stack Overflow for non-coders!)

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