User eXperience

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User eXperience

  1. 1. User eXperience Carlos J. Costa 2013/2014
  2. 2. What the #$%@ is UX Design? ● ww.youtube.com/watch?v=Ovj4hFxko7c
  3. 3. User Experience ● ● ● ● often abbreviated "UX" is the quality of experience a person has when interacting with a specific design. Source: Knemeyer, Dirk and Svoboda, Eric (2006). User Experience - UX. from http://www.interaction-design.org/encyclopedia/user_experience_or_ux.html
  4. 4. Customer Experience ● the user experience, mostly called “customer experience” when referring to e-commerce websites; the totality of the experience of a user when visiting a website. ● Their impressions and feelings. ● Whether they’re successful. ● Whether they enjoy themselves. ● Whether they feel like coming back again. ● The extent to which they encounter problems, confusions, and bugs. ● Source ● Usability First - Usability Glossary - customer experience | Usability First. (n.d.). Retrieved from http://www.usabilityfirst.com/glossary/customer-experience/
  5. 5. User Experience ● ● ● A set of material rendered by a user agent which may be perceived by a user and with which interaction may be possible. Glossary of Terms for Device Independence, W3C Working Draft 18 January 2005 http://www.w3.org/TR/di-gloss/#def-user-experience
  6. 6. User Experience ● www.youtube.com/watch?v=O94kYyzqvTc
  7. 7. The Elements of User Experience ● Jesse James Garrett, 2000 ● A basic duality: ● The Web was originally conceived as a hypertextual information space; ● ● ● but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion,as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements
  8. 8. User Experience Honeycomb (Peter Morville,2004) ● ● ● ● ● ● Useful: Your content should be original and fulfill a need Usable: Site must be easy to use Desirable: Image, identity, brand, and other design elements are used to evoke emotion and appreciation Findable: Content needs to be navigable and locatable onsite and offsite Accessible: Content needs to be accessible to people with disabilities Credible: Users must trust and believe what you tell them
  9. 9. ● ● ● ● ● ● ● It is a model that tries to explain “what is user experience?” Value is what we want to accomplish For customers and providers, positive user experience is a win-win situation We want to accomplish value through positive user experience The user experience is a series of phases, we have to focus on positivity in findability, accessibility, desirability, usability, credibility and usefulness Numerous factors contribute to the phases of user experience, the model shows 30 factors carefully placed To achieve this we work backwards, starting and ending with search engine strategy, and going through and making a choice about each of the factors
  10. 10. User Experience Tresury Map ● ● ● Jeffery Callender and Peter Morville, 2009 a concise representation of the common deliverables found in a design process. http://semanticstudios.com/publications/semantics/000228.php
  11. 11. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● UX evaluation methods 2DES 3E (Expressing Experiences and Emotions) Aesthetics scale Affect Grid Affective Diary Attrak-Work questionnaire AttrakDiff Audio narrative AXE (Anticipated eXperience Evaluation) Co-discovery Context-aware ESM Contextual Laddering Controlled observation Day Reconstruction Method Differential Emotions Scale (DES) EMO2 Emocards Emofaces Emoscope Emotion Cards Emotion Sampling Device (ESD) Experience clip Experience Sampling Method (ESM) Experiential Contextual Inquiry Exploration test Extended usability testing Facereader Facial EMG Feeltrace Fun Toolkit Game experience questionnaire (GEQ) Geneva Appraisal Questionnaire Geneva Emotion Wheel Group-based expert walkthrough Hedonic Utility scale (HED/UT) ● Product Experience Tracker ● Human Computer trust ● Product Personality Assignment ● I.D. Tool ● Product Semantic Analysis (PSA) ● Immersion ● Property checklists ● Intrinsic motivation inventory (IMI) ● Psychophysiological measurements ● iScale ● QSA GQM questionnaires ● Kansei Engineering Software ● Reaction checklists ● Living Lab Method ● Repertory Grid Technique (RGT) ● Long term diary study ● Self Assessment Scale (SAM) ● Mental effort ● Semi-structured experience interview ● Mental mapping ● Sensual Evaluation Instrument ● Mindmap ● Sentence Completion ● Multiple Sorting Method ● ServUX questionnaire ● OPOS – Outdoor Play Observation Scheme ● SUMI ● PAD ● This-or-that ● Paired comparison ● Timed ESM ● Perceived Comfort Assessment ● TRUE Tracking Realtime User Experience ● Perspective-Based Inspection ● Physiological arousal via electrodermal activity TUMCAT ● ● Playability heuristics UTAUT ● ● UX Curve ● UX Expert evaluation ● UX laddering ● Valence method ● ● ● Positive and Negative Affect Scale (PANAS) PrEmo Presence questionnaire ● Private camera conversation ● Product Attachment Scale ● ews ● ● WAMMI (Website Analysis and Measurement Inventory) Workshops + probe interviews http://www.allaboutux.org/all-methods
  12. 12. User Experience ● http://www.youtube.com/watch?v=3J85SUZFXNM

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