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UX 101WAYS TO A BETTER NEXT BIG BANG (WHATEVER IT MAY BE)
howiechang.com
@howiec
WHAT THE HELL IS UX?
DESIGNING FOR EXPERIENCES IS FUNDAMENTALLY
ABOUT PEOPLE, THEIR ACTIVITIES AND
CONTEXT OF THOSE ACTIVITIES... by Stephen P....
ONGOING
EVALUATION
ANALYZE
& PLAN
CONCEPTUALIZE
DESIGN
IMPLEMENT
& LAUNCH
1
2
3
4
One of a simpler development cycle I use...
ANALYZE
& PLAN
1
Planning out the objectives and goals of the project.
Think project space, project management, project
sc...
CONCEPTUALIZE
DESIGN IT
2
3
Define scope, user needs, content and information
architecture. Think functional specification...
DESIGN
1
2
3
Designing for structural and presentation of
information. Think information architecture,
interaction design,...
IMPLEMENT
& LAUNCH
4
Consider good practice guidelines relevant to the
project and improve accessibility.
GOOD PRACTICE GU...
ONGOING
EVALUATION
PLAN OUT
OBJECTIVES
& GOALS
1
2
Think role play, personas & scenarios, user testing,
usability, user gr...
I RECOMMEND YOU TO READ...
‣ Putting People First http://www.experientia.com/blog/
‣ 52 Weeks of UX http://52weeksofux.com...
THANK
YOU
Find me on Twitter:
@HOWIEC
Tumblog:
HOWIECHANG.COM
Find this slide on Slideshare:
SLIDESHARE.COM/HOWIECHANG
UX 101 - Ways To A Better Next Big Bang
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UX 101 - Ways To A Better Next Big Bang

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A broad stroke presentation I gave on User Experience 101 based on Stephen Anderson's User Experience Hierarchy of Needs model. I have also included a simple development cycle which takes into consideration what users really need by focusing on ongoing evaluation of exploring, tweaking and testing the design until these needs are met.

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Transcript of "UX 101 - Ways To A Better Next Big Bang"

  1. 1. UX 101WAYS TO A BETTER NEXT BIG BANG (WHATEVER IT MAY BE) howiechang.com @howiec
  2. 2. WHAT THE HELL IS UX?
  3. 3. DESIGNING FOR EXPERIENCES IS FUNDAMENTALLY ABOUT PEOPLE, THEIR ACTIVITIES AND CONTEXT OF THOSE ACTIVITIES... by Stephen P. Anderson
  4. 4. ONGOING EVALUATION ANALYZE & PLAN CONCEPTUALIZE DESIGN IMPLEMENT & LAUNCH 1 2 3 4 One of a simpler development cycle I use which takes into consideration what users really need by focusing on ongoing evaluation of exploring, tweaking and testing the design until these needs are met.
  5. 5. ANALYZE & PLAN 1 Planning out the objectives and goals of the project. Think project space, project management, project schedule, methods, briefings and techniques. PROJECT SPACE PROJECT MANAGEMENT
  6. 6. CONCEPTUALIZE DESIGN IT 2 3 Define scope, user needs, content and information architecture. Think functional specifications, personas, feature set and research. PERSONAS USER NEEDS & REQUIREMENTS
  7. 7. DESIGN 1 2 3 Designing for structural and presentation of information. Think information architecture, interaction design, wireframe, navigation, visual hierarchy. SKETCH WIREFRAMES
  8. 8. IMPLEMENT & LAUNCH 4 Consider good practice guidelines relevant to the project and improve accessibility. GOOD PRACTICE GUIDELINES
  9. 9. ONGOING EVALUATION PLAN OUT OBJECTIVES & GOALS 1 2 Think role play, personas & scenarios, user testing, usability, user group, observation and feedback. USABILITY TESTING USER FEEDBACK
  10. 10. I RECOMMEND YOU TO READ... ‣ Putting People First http://www.experientia.com/blog/ ‣ 52 Weeks of UX http://52weeksofux.com ‣ UX Myths http://uxmyths.com ‣ Johnny Holland http://johnnyholland.org ‣ Design for Service http://designforservice.wordpress.com ‣ Konigi http://konigi.com ‣ Bobulate http://bobulate.com ‣ Logic+Emotion http://darmano.typepad.com/logic_emotion ‣ Adaptive Path http://www.adaptivepath.com/ideas ‣ Everyday UX http://www.everydayux.com
  11. 11. THANK YOU Find me on Twitter: @HOWIEC Tumblog: HOWIECHANG.COM Find this slide on Slideshare: SLIDESHARE.COM/HOWIECHANG
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