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INTRODUCTION to USER EXPERIENCE
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  • 要談 UX ,首先要講的是什麼是 experience ,迪士尼樂園大家都知道,它就是一個販賣體驗的地方。
  • Former Vice President of the Advanced Technology Group at Apple (1995-1997) 大學碩士主修電子工程,後取得心理學博士學位 1998 設計 & 日常生活 ( 設計心理學 ) The Design of Everyday Things 2004 情感設計 Emotional Design 2007 設計 & 未來生活 The Design of Future Things
  • 工業時代 ( form follows function, 型隨機能, human factor / Ergonomics = 人因工程 / 人體工學 ) 情感設計 ( form follows emotion 或 form follows fun) 感性工學 = Kansei Engineering 強調 感覺、意象 資訊時代 (Human Computer Interaction 人機介面,網路經濟,強調網站的 usability ) 體驗經濟 產品 + 服務, ipod = 放在口袋,介面好用方便搜尋,造型簡約時尚 + 廣告營造產品形象 + 後端服務源源不絕  iphone 的流行同理可證
  • The user experience is the sum of the feelings and thoughts somebody experiences when using a product. 以網站為例,最早主要在談 user experience 是網路業
  • http://www.sitepoint.com/article/quantify-user-experience/ 一.品牌   用來衡量網站品牌的描述包括: 1 .用戶為訪問都提供了有吸引力的難忘的體驗 2 .網站的視覺效果與品牌一致 3 .圖片,附加內容,多媒體內容提供了體驗過程的價值 4 .網站傳達了品牌設定的程度。 5 .網站充分運用了這個體能力,加強了或延伸了品牌。   二、功能性   功能性包括所有的技術上的及螢幕之後的流程及應用,它伴隨著為所有最終使用者提供互動服務。而且有時對公眾和管理員都有意義。   用來衡量功能性的描述包括:   1 . 使用者及時獲得對其查詢和提交資訊的回饋。 2 . 深晰的任務過程的告知(比如成功頁面或郵件更新提示) 3 . 網站和應用加上了一般的安全及個人隱私的標準 4 . 線上功能與離線業務結合 5 . 網站包含管理工具,加強管理員的效率。   三、 使用性   使用性包括 一般意義上的對所有網站的內容和特點的易用性。在可能之下的二級主題還包括導航的友好性。他們包括:   1 . 網站防止錯誤發生,並説明使用都從錯誤中恢復。 2 . 整體頁面側重應針對主要目標受眾優化。 3 . 網站説明其訪問都達成一般性目標和任務。 4 . 網站保持其一致性和標準。 5 . 網站能為有殘疾使用者提供特定內容。   四、內容   內容指網站的實際內容,文本,圖片,多媒體等到,以及其結構,資訊體結構。 我們考慮資訊和內容是如果根據使用者需要和客戶業務要求而組織的。   1 . 連接密度帶來的清晰度和簡單的網站流覽。 2 . 內容組織方便了使用者實現他們的目標 3 . 內容及時準確 4 . 內容與使用者需要和商務目標相切合。 5 . 多語言的綜合性內容。  
  • Useful. As practitioners, we can't be content to paint within the lines drawn by managers. We must have the courage and creativity to ask whether our products and systems are useful, and to apply our deep knowledge of craft and medium to define innovative solutions that are more useful. Usable. Ease of use remains vital, and yet the interface-centered methods and perspectives of human-computer interaction do not address all dimensions of web design. In short, usability is necessary but not sufficient. Desirable. Our quest for efficiency must be tempered by an appreciation for the power and value of image, identity, brand, and other elements of emotional design . Findable. We must strive to design navigable web sites and locatable objects, so users can find what they need. Accessible. Just as our buildings have elevators and ramps, our web sites should be accessible to people with disabilities (more than 10% of the population). Today, it's good business and the ethical thing to do. Eventually, it will become the law. Credible. Thanks to the Web Credibility Project , we're beginning to understand the design elements that influence whether users trust and believe what we tell them. Valuable. Our sites must deliver value to our sponsors. For non-profits, the user experience must advance the mission. With for-profits, it must contribute to the bottom line and improve customer satisfaction.
  • 理性:哪裡買,現在流行什麼,多少錢 感性:跟朋友碰面的時候我想得到讚美。名模們今天夏天怎麼穿?我想要讓所有人的目光都集中在我身上!
  • 要達到以上各種 UX 的要素並不容易,以下介紹一個好的 UXD 需要經過哪些流程才能實現
  • poster by UPA ( 使用性專家協會 ) ,台灣目前也成立了一個 UPA 台灣籌備處,定期舉辦 UI Gathering 的活動 -- 1. user experience design process 2. 分為五個階段,與各位手上的 UPA poster 有所不同, 主要 focus 在 design , UPA 則主要 focus 在 usability -- by Justin Lee 李易修 華碩電腦工業設計部 創新工程師 for UPA poster: Vision + Research = ANALYSIS phase Design + Validate = DESIGN phase Implement = IMPLEMENTATION phase none = DEPLOYMENT phase 李易修的版本 focus 在 analysis( 分析 ) 和 design( 設計 ) 的階段。
  • PEGA D&E 為 Pegatron 的工業設計部門,源自 ASUSD ESIGN
  • 決定未來的十種人 tom kelly = IDEO 總經理 研究員:人類學家 (UX researcher) 、實驗家 (R&D) 、異花授粉者 ( 趨勢觀察家 ) 、 管理者:跨欄運動員 (problem solver) 、共同合作人 (team leader) 、導演 (chief) 、 行動者:體驗建築師 (designer) 、舞台設計師 (HR) 、看護人 (PM) 、說故事的人 (branding+communication)
  • Here is the top 10 things a wii controller has done to you or your home! 1. Crack in television 電視被砸    2. Hole in window 窗戶破洞    3. Wiimote-shaped dent in wall 牆壁凹陷    4. Shattered 4-inch PDA screen PDA 螢幕被砸破    5. Severed blad from ceiling fan 捲入吊扇    6. Broken chair from Zelda fishing 椅子壞掉    7. Hole in mother-in-law‘s china cabinet 五斗櫃被砸    8. Four stitches in index finger 食指縫四針    9. Black eye on girlfriend 女朋友黑眼圈   10. Bruise on infant son’s head 小貝比頭部瘀青
  • Concept Design of next XBOX 360 提供更好的使用者經驗:更自然的互動方式 不需要遙控器、平衡板等,身體就是遙控器 infrared camera 用以測量深度 (depth) , video camera 則用來偵察動作 (Movement) Problem: 缺乏力回饋、影像辨識對膚色較黑者特別容易發生誤判

INTRODUCTION to USER EXPERIENCE INTRODUCTION to USER EXPERIENCE Presentation Transcript

  • INTRODUCTION to USER EXPERIENCE Jun- Yu Chen HP Lab July 17, 2009 Photography by Joe Penniston
  • Photography by Joe Penniston
  • Photography by Joe Penniston
  • Photography by Joe Penniston
  • Photography by Joe Penniston
  • 1. What is User Experience?
  • Don Norman
  • User Experience I invented the term because I thought human interface and usability were too narrow. I wanted to cover all aspects of the person’s experience with the system including industrial design, graphics, the interface, the physical interaction, and the manual. “ ”
  • User Experience I invented the term because I thought human interface and usability were too narrow. I wanted to cover all aspects of the person’s experience with the system including industrial design, graphics, the interface, the physical interaction, and the manual. “ ”
  • 2. The Elements of User Experience
  •  
  • Graphic from “The Elements of User Experience” by Jasse James Garrett (October 21, 2002)
  • Graphic from “How To Quantify The User Experience” by Robert Rubinoff (April 21, 2004)
  • Graphic from “User Experience Design” by Peter Morville (June 21, 2004)
  • Logic │ Emotion Graphic by David Armano (April 23, 2006)
  • 3. User Experience Design Process
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  • 4. User Experience Design Team
  • User Behavior Researcher Psychology Anthropology, Sociology Color & Material Researcher Industrial Designer Interaction Designer Visual Designer Advertising, Film , Photography, Fine Art… Branding Designer Mechanical Engineer Electrical Engineer Software Engineer
  • Teams * Branding * Business Design * Communication Design * Electrical Engineering * Environments Design * Healthcare * Human Factors * Industrial Design * Interaction Design * Kid-Centric Design * Manufacturing * Mechanical Engineering * Software Design
  • The Learning Personas The Anthropologist The Experimenter The Cross-Pollinator The Organizing Personas The Hurdler The Collaborator The Director The Building Personas The Experience Architect The Set Designer The Storyteller The Caregiver
  • TechTeam Open Innovation / Living Labs Branding DesignTeam UXLab OpenLab Academia- Industry International Cooperation Color & Material Researcher Industrial Designer Interaction Designer User Behavior Researcher Usability Specialist Visual Designer Branding Designer Mechanical Engineer Electrical Engineer Software Engineer
  • 5. User Experience Research Methods
  • UXLab User Behavior Researcher Questionnaire Interview Focus Group Observation Contextual Inquiry Cultural Probes Work Models Usability Specialist Questionnaire Usability Testing Eye Tracking Heuristic Evaluation Cognitive Walkthrough
  • Work Models - The context of elders’ communication activities – Flow Model "Modeling the Relationships between Context of Use and Behavior Pattern in Domestic Environment" by Yi-Shin Deng
  • Work Models - The context of elders’ communication activities – Artifact Model "Modeling the Relationships between Context of Use and Behavior Pattern in Domestic Environment" by Yi-Shin Deng
  • Work Models - The context of elders’ communication activities – Physical Model "Modeling the Relationships between Context of Use and Behavior Pattern in Domestic Environment" by Yi-Shin Deng
  • Work Models - The context of elders’ communication activities – Sequence Model "Modeling the Relationships between Context of Use and Behavior Pattern in Domestic Environment" by Yi-Shin Deng
  • Work Models - The context of elders’ communication activities – Cultural Model "Modeling the Relationships between Context of Use and Behavior Pattern in Domestic Environment" by Yi-Shin Deng
  • Heuristic Evaluation & Cognitive Walkthrough
  • a 5 mins introduction to Heuristic Evaluation
  • Heuristic Evaluation is A discount usability engineering method
    • for finding Usability problems in user interface design
    • Easy - can be taught in a half-day seminar
    • Fast - about a day in most evaluations
    • Cheap - as cheap as you want it
  • evaluation session
    • Goes through the interface several times
    • Inspects the various dialogue elements
    • Compares with a list of usability principles
    • a typical usage scenario listing the various steps a user would take to perform a set of tasks is provided
    • Each evaluator inspects the interface alone
    • A typical session lasts one or two hours
  • 10 usability principles (1994, Nielsen)
    • 1. Visibility of system status
    • 2. Match between system and the real world
    • 3. User control and freedom
    • 4. Consistency and standards
    • 5. Error prevention
    • 6. Recognition rather than recall
    • 7. Flexibility and efficiency of use
    • 8. Aesthetic and minimalist design
    • 9. Help users recognize, diagnose, and recover from errors
    • 10. Help and documentation
  • The output of Heuristic Evaluation
    • a list of usability problems in the interface with references to those usability principles that were violated by the design
    • After evaluation session, conduct a debriefing session in brainstorming mode, focus on discussions of possible redesigns
  • How many evaluators is enough?
    • 5 is recommend, at least 3
  • 6. Innovative User Interface  
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  • http://www.youtube.com/watch?v=Urh-SAVlIbA PROJECT NATAL Better User Experience
  • INTRODUCTION to USER EXPERIENCE Jun- Yu Chen HP Lab July 17, 2009 Photography by Joe Penniston Thank You!