The money your business makes probably comes from the user.
Incorporating the user into the design process is a good idea. QED.
Back to the names User-centered design Usability design User experience design User interface design Interaction design Human factors engineering Ergonomics
What’s the upshot of it all? Well, it depends. Different people do different things for different projects.
Why bother? What’s the dollar value of usability? It’s a [productivity/admin/reference/functional] tool, not a video game. The user can live with having a few extra clicks in there once in a while. What, do we get paid for each happy user?
In an existing market Differentiate your product and gain the upper hand
In a new market Do it right: land on your feet, make money
Design patterns No need to reinvent the wheel Scroll bar Tabs Breadcrumbs Wizard Preview pane Tooltip And so on…
Design patterns The work’s already been done Users are probably already familiar They’re patterns because they work Use these whenever possible. Caveat: Not everything has been solved, and you should NEVER use a design pattern to solve the WRONG problem.
Novel interactions I’d list some, but they haven’t been invented yet.
Novel interactions Tailored to a specific problem Can be fresh, exciting to a user BUT Users still have to learn how to use it. Caveat: NEVER innovate for the sake of innovation.
Doing usability in ∞easy steps Review Design Test Repeat
Doin’ some usability, step one: Review Domain research and requirements gathering When in doubt, ask the users: interviews and surveys Pro tip: Develop your lexicon and live (i.e. develop) by it. Trust me, this will be useful later.
Ergonomication, step two: Design a.k.a. “The fun part” The tools of the trade: mockups, prototypes, personas, and use cases The goal: create a mental model in your user that matches the operational model of your system as closely as possible. Buy a very large whiteboard.
Human factoring, step three: Testing Test early, test often. Test during design: paper prototypes, interactive mockups Test during development: if it doesn’t crash the computer, explode your server, and erase your Tivo’ed episodes of Jersey Shore, you can put it through a usability test.
Usabilitating, step three point five: Usability testing Very complicated, difficult, and highly involved process : Watch a user use stuff.
Usabilitating, step three point five: Usability testing Ask the user to think out loud Stay removed unless help is absolutely needed Record as much as you can Cheap and easy usability testing: Rocket Surgery Made Easy by Steve Krug
Best practices (or at least some Good Ones) Educate everyone on the team Consider UX early and often (always) Incorporate fresh perspectives whenever possible Know your user and let them design for you
Questions? Thank you! Picture credits Flickr: clodius_maximus, Jeezny, KaworuKoneru, Move The Clouds, silgeo, Steve Wampler, Yannig Van de Wouwer www.edwardtufte.com www.bruceongames.com email@example.com http://www.arghonomics.com Twitter: cbutlerUX
Sidebar: PowerPoint is evil “PowerPoint is evil.” – Edward Tufte Bulleted hierarchy can alter information relationships. PowerPoint templates create gaudy, chaotic visuals. Low-density slides lead to information spanning time, whereas people consume information better visually.