Touchpoints of User Experience Design (Full Presentation)

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    Touchpoints of User Experience Design (Full Presentation) - Presentation Transcript

    1. Touchpoints of User Experience Design Jason Sack Lead Information Architect June 9, 2008 Flashbelt space150
    2. Participate Look for the flashbelt logo during the presentation as a prompt for discussion, and comment from your laptop or phone on twitter (@jasonsack #flashbelt). If twitter is down, feel free to join the conversation on my blog at jasonsack.com.
    3. Introductory Concepts Design is being transformed, both in practice and purpose. Interactive designers are now agents of conversation and architects of experiences as much as we are message crafters. This presentation explores some core aspects, strategies, and tools of experience design.
    4. Children of Earth and Sun Frank Lloyd Wright once said “Buildings, too, are children of Earth and Sun.” Virtual spaces are also children of Earth and Sun. To the human brain, interacting through a digital medium is equally as real as moving through the spaces of a building. Frank Lloyd Wright, Collected Writings
    5. Tidal Forces The technical interconnectedness of network devices allows us to better serve the social, cultural, ecological, and economic interconnectedness of humanity.
    6. Three Levels of User Experience Design 1 - STRATEGY 2 - STRUCTURE 3 - INTERACTIONS
    7. Three Levels of User Experience Design Level I: Strategy
    8. User Experience Strategy The UX strategy acts as a compass to guide a team through each step of the design process with the goal of creating engaging, usable experiences. A UX strategy need not be complex, but should be explicitly defined at the onset of a project. There is no usability phase in experience design. Usability permeates the entire process holistically.
    9. IM IN UR PLANTR The idea must itself be of usable quality. Cameron Moll found this example and writes about it in his excellent new book Mobile Web Design. Used by permission. What about this idea?
    10. Usability Must Start at the Beginning A UX strategy will help you and your team maintain focus on the heart of the project.
    11. Tools for empathy and Tools communication at the strategic level  Language  Personas  Scenarios  Research Models  Observation
    12. Strategy Tools   Language If you can’t explain your experience   Personas with words, what makes you think you   Scenarios can do it with complex relationships,   Research organizational structures, Models interactions, or code?   Observation
    13. Strategy Tools Examples: User Experience Strategy   Language White Tower Construction Co.   Personas All roads lead to the project. Provide easy access to   Scenarios contextually relevant perspectives on different projects.   Research Models Bartz Television Network   Observation Movies your way. Foster a movie-centric, channel agnostic relationship between viewers and programming content.
    14. Strategy Tools Meet Your User   Language   Personas   Scenarios   Research Models   Observation Persona Layout Example Jason Sack, 2008
    15. Strategy Tools Use Case Scenarios, Narratives   Language   Personas   Scenarios   Research Models   Observation Use Case Scenario Layout Example Jason Sack, 2007
    16. Strategy Tools Visualizations of Relationships   Language   Personas   Scenarios   Research Models   Observation Research Model Example Jason Sack, 2007
    17. Strategy Tools Ethnographic Studies, Contextual Inquiry, Traffic Patterns   Language   Personas   Scenarios   Research Models   Observation From Desire Paths, flickr photo pool Kate Pugh, 9/2/2007
    18. UX Strategy in Practice   Design with your users in mind   Craft a UX strategy as a sounding board for your team   Revisit it often, especially when the team reaches an impasse or difficult decision Have you ever defined and worked from a UX strategy in your design? How did it work?
    19. Three Levels of User Experience Design Level II: Structure
    20. Types of Organizational Systems The structure of the experience should reflect the strategy. Some different types of structural models:   Hierarchical   Contextual   Hybrid   Topical   Task Based   User Segmented   Total Chaos
    21. Example: Bartz Television Network Challenge: Television network site is pushing internal business divisions to the online audience, separating the user from simple direct access to programming – the content they care about most. ? - Channels - Formats - Movies - Distribution
    22. Example: Bartz Television Network Channel, Format Movie Actions
    23. Example: Bartz Television Network UX Strategy: Nurture a direct relationship between users and movies by providing a channel-agnostic experience with the movie at the center – a fundamental change from the existing user experience. ! - Movies
    24. Example: Bartz Television Network Channel, Format Movie Actions
    25. Tools to visualize the structure, Tools organization of the experience.  Site Maps  User Flows  Wireframes
    26. Tools: Structure Visualizing Relationships and UX Priorities   Site Map   User Flow   Wireframe
    27. Tools: Structure Visualizing a Specific User Experience   Site Map   User Flow   Wireframe
    28. Tools: Structure Visualizing Flow   Site Map   Data Flow   Wireframe
    29. Tools: Structure The Page/Screen Structure   Site Map   User Flow   Wireframe
    30. Structure in Practice Structural documents are the blueprints of the overall experience. Some tips for designing usable structures:   Use a structure that supports your UX strategy   Test your structure with user flows and scenarios   Use conventions where appropriate   Be consistent, using design patterns and grids   Establish clear visual and structural hierarchy Should these documents evoke emotion? Why or why not?
    31. Three Levels of User Experience Design Level III: Interaction
    32. A Click is Just a Click   Dials   Buttons   Links   Gestures   Keystrokes   Clicks
    33. Designing Interactions The first and most often disregarded step in designing usable interactions is to eliminate them. As Steve Krug aptly says, “don’t make me think!” The most effective interactions are those most seamlessly integrated into the user’s life. Steve Krug, Don’t Make Me Think
    34. Example: Designing Interactions Idea via Noisy Decent Graphics, March 2008 – bottle via Sam’s Wine Shop
    35. Example: Designing Interactions
    36. Example: Designing Interactions The User Experience strategy behind this design is called out explicitly on the label: TO REMEMBER
    37. Example: Designing Interactions Store Locator Interaction Geolocation based on IP address eliminates an interaction by immediately displaying nearby stores in an integrated Google Maps window. The efficiency of the first interaction also creates potential for deeper user engagement.
    38. Example: Login Interaction Initial concepts used a standard link to a login page for this login function.
    39. Example: Login Interaction By using a JavaScript drawer, we maintain the user’s context so he/she can access movies more quickly. This better reinforces the UX strategy.
    40. Example: Favorites Interaction Existing interaction does not expose Favorite Movie function unless a user is registered and logged in to the site.
    41. Example: Favorites Interaction Redesigned interaction reveals the function through icons, and prompts user to login or register when they interact.
    42. Example: Product Recommendation Original design concept led user through a series of questions to arrive at a recommendation.
    43. Example: Product Recommendation User experience designers measured the flow against the persona (a busy, no nonsense adult) and recreated the interaction based on the user by replacing the linear wizard with dynamic sliders.
    44. Tools: Interactions Tools for interaction design   Wireframes with Annotations   UI Illustrations   Functional Specifications   Prototypes
    45. Tools: Interactions Detailed Wireframes with Annotations   Wireframes w/ Annotations   UI Illustrations   Functional Specifications   Prototypes
    46. Tools: Interactions UI Illustrations   Wireframes w/ Annotations   UI Illustrations   Functional Specifications   Prototypes
    47. Tools: Interactions Functional Specifications   Wireframes w/ Annotations   UI Illustrations   Functional Specifications   Prototypes
    48. Tools: Interactions Prototypes   Wireframes w/ Annotations   UI Illustrations   Functional Specifications   Prototypes Early prototype from space150’s infamous Piss on a Leprechaun Game
    49. Interaction Design in Practice   Eliminate unnecessary interactions   Study cognitive psychology as a threshold for creating usable interactions   Use visual affordances and design patterns to establish a consistent language   Design for user options and control   Use standards where possible, and create gracefully degrading experiences if not Add your best practices to the discussion.
    50. UX Topics June 9, 2008 Flashbelt Design Myths
    51. The Myth of the Site Usability extends across disciplines, platforms, perspectives, and media. Ubiquitous network computing is dissolving barriers between people. This is a great opportunity to explore simple ways for people to communicate, play, and work.   Widgets   Feeds   Mobile   Wearable
    52. The Myth of the Click The click is not the final word when it comes to usability. Studies have shown that users are less concerned with the number of clicks and more concerned with knowing that they are making progress toward their destination. Steve Krug, Don’t Make Me Think
    53. The Myth of the Form Think your content is so cool that users need to sign up? If it’s so cool, show it to them! Pace your forms throughout the experience. Users who engage with your content and find it useful will be more invested and more likely to sign up. Luke Wroblewski, “Sign Up Forms Must Die.” A List Apart. 3/25/2008. DIE
    54. The Myth of the Fold Many of our bad interactive design habits are holdovers from the print/broadcast world. A recent study “found that 76% of users scrolled and that a good portion of them scrolled all the way to the bottom, despite the height of the screen. Even the longest of web pages were scrolled to the bottom … scrolling behavior is independent of screen height.” Milissa Tarquini, “Blasting the Myth of the Fold.” Share some myths in Boxes and Arrows. 7/24/2007. need of debunking.
    55. In Closing   Define a UX strategy as you begin your project.   Use the right visual tools to communicate your strategy and design.   Architect, design, and build usable experiences. Spread happiness through good experience design.   Serve the god of…
    56. Understanding Many people … are serving other Gods: the God of Beauty, the God of Style, the God of Swiss Graphics, the Poster God, the God of Money, Success, Fame, Fortune, and yet there is only one God that I serve and that is the God of Understanding. If you serve that God, all the others will be taken care of. Richard Saul Wurman January 2004 Interview, InfoDesign
    57. Discussion Find links, check references, and carry on the conversation at jasonsack.com and June 9, 2008 drop.io/flashbelt. Flashbelt

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