Web User Experience (BGSU ARTD 302)

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    Web User Experience (BGSU ARTD 302) - Presentation Transcript

    1. Web User Experience ARTD 302 April 17, 2008 Keith Instone keith<year>@instone.org © 2008 Keith Instone
    2. Who are you? What are you doing?
      • ARTD 302 - T/R 2:30-4:50. Interactive Graphic Design “Continued exploration in graphic principles and techniques. Emphasis on sequential communication, editorial design and visual communication for the web. Five studio hours.”
        • Designing web graphics.4
        • Becoming a Digital Designer
        • Don't Make Me Think: A Common Sense Approach to Web Usability
      • Navigation in physical space & virtual space
      • Redesign a site to improve navigation
      • Design a World Changing Website (content, site map, and visual aesthetic for a home page & 2 subpages)
      • Future Casts
      • Final web design solution
    3. Who am I? What do I do? Why am I here?
      • IBM > ibm.com > User experience design > Information Architecture lead
      • Computer science > Human-computer interaction > Hypertext > Web usability > Information architecture > User experience
      • Telecommute to work from Maumee
      • BGSU grad 86 & 88, staff until 97
    4.  
    5. Web usability old guy (like Steve) Baltimore Maryland, March, 16, 2002
    6. Overview
      • User experience – huh?
      • Roles – who?
      • Principles – what?
      • Methods – how?
    7. What do we mean by “user experience”? (Microsoft, 2004)
      • User experience…represents an approach that puts the user , rather than the system, at the center of the process …incorporates user concerns and advocacy from the beginning of the design process and dictates the needs of the user should be foremost in any design decisions
    8. What do we mean by “user experience”? (IBM, 2004)
      • User Experience Design addresses the user's initial awareness, discovery, ordering, fulfillment, installation, service, support, upgrades, and end-of-life activities
    9. What do we mean by “user experience”? (UXnet, 2008)
      • User Experience (abbreviated: UX) is the quality of experience a person has when interacting with a specific design. This can range from a specific artifact, such as a cup, toy or website, up to larger, integrated experiences such as a museum or an airport.
    10. Layers of the (web site!) user experience from http://jjg.net/elements/
    11. From http://terremoto.net/uxcosmos/
    12. User experience team
      • Business lead
      • UE lead
      • Business analyst
      • User researcher
      • UE designer
        • Information architect, interaction designer, user interface designer
      • Visual / graphic designer
      • UE evaluator
      • Content specialists (editors, writers, …)
      • Developers
    13. User research – “Users in the Mist”
    14. UE Design (flows and models) Step 1. Users search and browse for the right type of card. Step 2. Examine and customize individual cards. Step 3-4. Preview and/or attempt to send card.
    15. UE Design (wireframes, UIs)
    16. Ways to organize UX teams
      • One-(wo)man-band Programmer/writer/designer/therapist
      • Client – agency model
      • Development team (with perhaps a usability/design consultant)
      • Multidisciplinary (which ones? too many?)
      • End-to-end vs. waterfall model
      • Regardless: “User experience” is a good label for the team to gather under
    17. “Principles” of user experience
      • Don’t fight biology
      • Understand behavior
      • It is not as new as you think
      • You are not as special as you think
      • Plan on getting it wrong the first few times
      • It should be usable and enjoyable
      • Value, value, value
      • Think outside the box
    18. Don’t fight biology Red text Light blue text
    19. Understand behavior (from you know what)
    20. It is not as new as you think http://usability.gov/
    21. You are not as special as you think (“web design patterns”)                                       
    22. Plan on getting it wrong the first few times
      • Include iteration in the project plan
      • Include iteration in the project plan
      • Include iteration in the project plan
      • Include iteration in the project plan
      • Include iteration in the project plan
      • OK, good enough to launch it
      • (See user testing later)
    23. It should be usable and enjoyable
    24. Value, value, value
      • “It is the right thing to do” only goes so far
      • Value to the customer
      • Value to the business
      • Bridge between customer, business and IT – pretty good job security
    25. Think outside the box
    26. What other principles are you learning about? (I bet they mesh with these)
      • we can stop here or continue…
    27. Most important tool: Usability Testing
      • Give representative users realistic tasks, watch quietly, be amazed
    28. Did not get to the usability testing section
      • Instead we had Q&A and discussion on navigation, ibm.com, my interest in geography, accessibility, ….
    29. Recap
      • User experience = team with a broad view
      • It is a matter of principals…
      • User testing: just do it
    30. Thanks for your attention!
      • Blog and other &*$^!, er stuff:
      • http://instone.org/

    + Keith InstoneKeith Instone, 2 years ago

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