User experience design

1,158 views
1,098 views

Published on

Presentation given at the Microsoft Insiders event on Thursday 26 January 2012

Published in: Technology, Design
1 Comment
4 Likes
Statistics
Notes
No Downloads
Views
Total views
1,158
On SlideShare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
27
Comments
1
Likes
4
Embeds 0
No embeds

No notes for slide
  • Image by http://alivepixel.deviantart.com/art/Happy-people-1-94410611
  • Image by http://www.userfocus.co.uk/articles/cogwalk.html
  • Image by http://www.userfocus.co.uk/articles/cogwalk.html
  • Image by http://www.userfocus.co.uk/articles/cogwalk.html
  • Image by http://www.developer.nokia.com/Resources/Library/Design_and_UX/designing-for-nokia-devices/usability-overview/about-usability.html
  • Image by http://semanticstudios.com/publications/semantics/000029.php
  • Image by http://gs-trivia.blogspot.com/2007/12/interaction-design.html
  • Image by http://iso9241-210.blogspot.com/2010/04/iso-9241-210-on-ilmestynyt-korvaa-iso.html
  • Image by Centre for User Experience Research (CUO), IBBT / KU Leuven, Belgium
  • Images left and upper right by Centre for User Experience Research (CUO), IBBT / KU Leuven, BelgiumImage below right by http://www.gamestudies.org/0501/ermi_mayra/
  • Image by Centre for User Experience Research (CUO), IBBT / KU Leuven, Belgium
  • Image by Centre for User Experience Research (CUO), IBBT / KU Leuven, Belgium (c) Rob Stevens
  • Image by https://wiki.ucl.ac.uk/display/UCLICACS/Rationality+and+Interaction
  • Images top and bottom by Vero VandenAbeeleImage middle by http://www.uxventure.com/2011/10/fitts-law/
  • Image (back) by http://yusylvia.wordpress.com/tag/gestalt/Image (front) by http://www.interaction-design.org/encyclopedia/gestalt_principles_of_form_perception.html
  • Image (back) by http://forge.morfeo-project.org/wiki_en/index.php/Generic_Task_Model
  • Image (back) by http://www.flickr.com/photos/lordferguson/1580261051/Image (front – top) by Image (front – bottom) by http://learnline.cdu.edu.au/units/hit381/resources/popups/normantheoryofaction.html
  • Image by http://martin.kleppmann.com/2007/07/20/usability-aspects-of-gas-cookers.html
  • Image by BiekeZaman
  • Image by BiekeZaman
  • Images by http://createwithcontext.com/insights-how-people-really-use-the-iphone.php
  • Image byhttp://www.webseoanalytics.com/blog/wp-content/uploads/2011/05/seo-myths-mythbuster.jpg
  • Images by http://www.uie.com/articles/three_click_rule/
  • Image by http://goodinvestmentguide.net/tag/stock-market-software/
  • Image left by http://www.find-me-a-gift.co.uk/backwards-clock.htmlImage right by weburbanist.com/2009/03/03/futuristic-strange-concept-bicycles-designs/
  • Image byhttp://www.lessonsoffailure.com/software/user-interface-affordances/
  • User experience design

    1. 1. Improving the User Experience of Your ApplicationsDr. David Geerts – Research Manager – Centre for User Experience Research (IBBT / KU Leuven)
    2. 2. “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use” ISO 9241-11
    3. 3. Peter Morville’sUX Honeycomb
    4. 4. Emotional Design(Donald Norman)
    5. 5. ISO 9241-210
    6. 6. context of use
    7. 7. user requirements10 / 141
    8. 8. design solutions
    9. 9. evaluate designs
    10. 10. USER CENTERED DESIGN PRINCIPLES
    11. 11. model human processor
    12. 12. fitt’s law
    13. 13. gestalt principles
    14. 14. DonaldPrinciples Norman ’s for Transforming Difficult Tasks into Simple Ones
    15. 15. 1. “USE BOTH KNOWLEDGE IN THE WORLD AND KNOWLEDGE IN THE HEAD””
    16. 16. 2. “SIMPLIFY THE STRUCTURE OF TASKS”1.Keep task the same, but provide mental aids1.Use technology to make the invisible, visible1.Automate but keep the task the same2.Change the nature of the task
    17. 17. 3. “MAKE THINGS VISIBLE:BRIDGE THE GULFS OF EXECUTIONAND EVALUATION”
    18. 18. 4. “GET THE MAPPINGS RIGHT”
    19. 19. 5. “EXPLOIT THE POWER OF CONSTRAINTS, BOTH NATURALANDARTIFICIAL”
    20. 20. 6. “DESIGN FOR ERROR”
    21. 21. 7. “WHENALLELSE FAILS, STANDARDIZE…”
    22. 22. User Experience Myths
    23. 23. EVERYTHING SHOULD BE ACCESSIBLE IN 3 CLICKS “When users find what they want they dont complain about number of clicks”
    24. 24. PEOPLE WILL LEARN HOW TO USE OUR SOFTWARE But not when there are better alternatives available ...
    25. 25. DESIGN HAS TO BE ORIGINAL But not at the cost of becoming unusable ...
    26. 26. THANKS! @davidgeerts
    27. 27. Creditshttp://alivepixel.deviantart.com/art/Happy-people-1-94410611http://www.userfocus.co.uk/articles/cogwalk.htmlhttp://www.developer.nokia.com/Resources/Library/Design_and_UX/designing-for-nokia-devices/usability-overview/about-usability.htmlhttp://semanticstudios.com/publications/semantics/000029.phphttp://www.gamestudies.org/0501/ermi_mayra/http://www.lessonsoffailure.com/software/user-interface-affordances/http://www.flickr.com/photos/lordferguson/1580261051/http://martin.kleppmann.com/2007/07/20/usability-aspects-of-gas-cookers.htmlhttp://createwithcontext.com/insights-how-people-really-use-the-iphone.phphttp://www.webseoanalytics.com/blog/wp-content/uploads/2011/05/seo-myths-mythbuster.jpghttp://www.uie.com/articles/three_click_rule/

    ×