USER EXPERIENCE DESIGN
           WHAT IS IT & WHY IS IT IMPORTANT?
               + A LOOK AT SOME TOOLS....




        ...
IMPROVING THE DESIGN OF
ANYTHING PEOPLE EXPERIENCE
INTERACTIVE PRODUCTS
INTERACTIVE PRODUCTS ARE EVERYWHERE
HOLISTIC - WHOLE EXPERIENCE
THE INTERSECTION
X-DISCIPLINARY TEAMS
EXPERIENCE IS SUBJECTIVE
WHY DO PEOPLE
USE TECHNOLOGY?
TO ACHIEVE THEIR GOALS
TO ACHIEVE THEIR GOALS
TO ACHIEVE THEIR GOALS
I WANT TO......(ONLINE)
TECHNOLOGY NEEDS TO BE TRANSPARENT
WHO CAN SET ONE OF THESE?
FAMILIAR FEELING?
FAMILIAR FEELING?
DESIGN BY COMMITTEE
UXD IS
CONCERNED WITH
WHY WON’T IT
  JUST WORK?

“TECHNOLOGY &
   ME AREN’T
    FRIENDS




                HOW CAN WE TURN THIS? ... INTO THIS ...
WHY WON’T IT
  JUST WORK?

“TECHNOLOGY &
   ME AREN’T
    FRIENDS




                HOW CAN WE TURN THIS? ... INTO THIS ...
WHY WON’T IT
  JUST WORK?

“TECHNOLOGY &
   ME AREN’T
    FRIENDS




                HOW CAN WE TURN THIS? ... INTO THIS ...
GREAT!
 WHY WON’T IT                                     I JUST...
  JUST WORK?
                                          ...
YOU SEXY
INTERACTIVE
PRODUCT.....

I LOVE YOU &
  CAN’T LIVE
WITHOUT YOU




INTO PLEASURE?
HOW?


HOW?
DESIGN FOR USERS
DESIGN FOR USERS
            NEEDS
DESIGN FOR USERS
            NEEDS


              EXPERIENCE
DESIGN FOR USERS
            NEEDS


              EXPERIENCE



            GOALS
DESIGN FOR USERS
               NEEDS


                    EXPERIENCE



                   GOALS



        THOUGHTS
DESIGN FOR USERS
  EXPECTATIONS

                        NEEDS


                             EXPERIENCE



              ...
DESIGN FOR USERS
           EXPECTATIONS

                                 NEEDS

FEELINGS
                               ...
DESIGN FOR USERS
             EXPECTATIONS

                                   NEEDS

 FEELINGS
                          ...
HTTP://SEMANTICSTUDIOS.COM/PUBLICATIONS/SEMANTICS/IMAGES/HONEYCOMBBIG.JPG

                                         USER E...
APPROACH: USER CENTERED DESIGN
WHAT DO USERS
     WANT?

BUSINESS GOALS?




                  PRACTICE: USER CENTERED DESIGN
WHAT DO USERS
     WANT?

BUSINESS GOALS?                     COLLABORATION
                                      + IDEATI...
WHAT DO USERS
     WANT?

BUSINESS GOALS?                     COLLABORATION
                                      + IDEATI...
WHAT DO USERS
      WANT?

 BUSINESS GOALS?                     COLLABORATION
                                       + IDE...
HTTP://WWW.SLIDESHARE.NET/TODDWARFEL/DELVE-PROTOTYPING-IN-THE-WILD


                                      PRACTICE: PROTO...
UX TOOLKIT
PERSONAS
STORY BOARDS
PROCESS FLOW DIAGRAMS
SITE-MAPS
SKETCHING
WIRE-FRAMES (LO-FI)
LO-FI PROTOTYPING (VALIDATION)
DESIGN<==>REFINE
IN SUMMARY.....
WHY IS IT IMPORTANT?


             USEFUL, USE-ABLE
WHY IS IT IMPORTANT?


             USEFUL, USE-ABLE
                & LOVE-ABLE
WHY IS IT IMPORTANT?

                      ASSISTS
              COLLABORATION
                PROJECT TEAMS
            ...
WHY IS IT IMPORTANT?


           BUSINESS EFFICIENCIES
WHY IS IT IMPORTANT?


            BETTER PRODUCTS
WHY IS IT IMPORTANT?


            HAPPY CONSUMERS
What is User Experience Design?
What is User Experience Design?
What is User Experience Design?
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What is User Experience Design?

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This is a presenatation I gave my uni class about User Experience Design - What is it? Why is it important? A quick look at some tools.

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  • UXD has broad application ---&gt; some examples of where UXD could be used....
    - stores
    - experiences like disney land
    - restaurants/ cafes
    - iphone applications
    - gaming devices/toys
    - customer service
  • UXD is concerned w improving the design of ANYTHING people experience
  • UXD is important when designing new interactive products
  • lets face it technology ---&gt; everywhere
  • UXD is concerned with the WHOLE EXPERIENCE ( Eg Apple (itunes - players plus distribution channel for apps and music)
    Amazon - web site mobile app - kindle as a reader for ebooks.....)
  • the UXD of interactive products --&gt;
    lies at the intersection between users -- technology -- business objectives

    OPPORTUNITY but also CHALLENGES
  • holistic nature of UX --&gt; collaboration between x-disciplinary teams
    [ different ways of doing things - different interests, concerns and accountability - different language and methodologies ]
  • how can we design for something so fleeting - subjective and non-tangible?
  • to achieve their goals.... send a photo - time a race - check the health of an unborn child
  • to achieve their goals.... send a photo - time a race - check the health of an unborn child
  • (some reasons one may go online...)
  • in order to help people achieve their goals....
  • show of hands....
  • show of hands....
  • show of hands....
  • informed by RESEARCH.....
  • informed by RESEARCH.....
  • informed by RESEARCH.....
  • informed by RESEARCH.....
  • informed by RESEARCH.....
  • informed by RESEARCH.....
  • informed by RESEARCH.....
  • the honeycomb of uxd - factors...
  • iterative process - user at the center....
  • iterative process....recurive
  • processes - tools - specifications - user surveys - design pattern libraries - analytics
  • processes - tools - would hans use this feature?
  • processes - tools
  • processes - tools
  • processes - tools
  • processes - tools
  • continual process
  • What is User Experience Design?

    1. 1. USER EXPERIENCE DESIGN WHAT IS IT & WHY IS IT IMPORTANT? + A LOOK AT SOME TOOLS.... WWW.JAXINTERACTIVE.COM TWITTER: @JACWEX UXTHINK.WORDPRESS.COM
    2. 2. IMPROVING THE DESIGN OF ANYTHING PEOPLE EXPERIENCE
    3. 3. INTERACTIVE PRODUCTS
    4. 4. INTERACTIVE PRODUCTS ARE EVERYWHERE
    5. 5. HOLISTIC - WHOLE EXPERIENCE
    6. 6. THE INTERSECTION
    7. 7. X-DISCIPLINARY TEAMS
    8. 8. EXPERIENCE IS SUBJECTIVE
    9. 9. WHY DO PEOPLE USE TECHNOLOGY?
    10. 10. TO ACHIEVE THEIR GOALS
    11. 11. TO ACHIEVE THEIR GOALS
    12. 12. TO ACHIEVE THEIR GOALS
    13. 13. I WANT TO......(ONLINE)
    14. 14. TECHNOLOGY NEEDS TO BE TRANSPARENT
    15. 15. WHO CAN SET ONE OF THESE?
    16. 16. FAMILIAR FEELING?
    17. 17. FAMILIAR FEELING?
    18. 18. DESIGN BY COMMITTEE
    19. 19. UXD IS CONCERNED WITH
    20. 20. WHY WON’T IT JUST WORK? “TECHNOLOGY & ME AREN’T FRIENDS HOW CAN WE TURN THIS? ... INTO THIS ...
    21. 21. WHY WON’T IT JUST WORK? “TECHNOLOGY & ME AREN’T FRIENDS HOW CAN WE TURN THIS? ... INTO THIS ...
    22. 22. WHY WON’T IT JUST WORK? “TECHNOLOGY & ME AREN’T FRIENDS HOW CAN WE TURN THIS? ... INTO THIS ...
    23. 23. GREAT! WHY WON’T IT I JUST... JUST WORK? (ACHIEVED BY “TECHNOLOGY & GOAL) ME AREN’T FRIENDS HOW CAN WE TURN THIS? ... INTO THIS ...
    24. 24. YOU SEXY INTERACTIVE PRODUCT..... I LOVE YOU & CAN’T LIVE WITHOUT YOU INTO PLEASURE?
    25. 25. HOW? HOW?
    26. 26. DESIGN FOR USERS
    27. 27. DESIGN FOR USERS NEEDS
    28. 28. DESIGN FOR USERS NEEDS EXPERIENCE
    29. 29. DESIGN FOR USERS NEEDS EXPERIENCE GOALS
    30. 30. DESIGN FOR USERS NEEDS EXPERIENCE GOALS THOUGHTS
    31. 31. DESIGN FOR USERS EXPECTATIONS NEEDS EXPERIENCE GOALS THOUGHTS
    32. 32. DESIGN FOR USERS EXPECTATIONS NEEDS FEELINGS EXPERIENCE GOALS THOUGHTS
    33. 33. DESIGN FOR USERS EXPECTATIONS NEEDS FEELINGS EXPERIENCE CONTEXT OF GOALS USE THOUGHTS
    34. 34. HTTP://SEMANTICSTUDIOS.COM/PUBLICATIONS/SEMANTICS/IMAGES/HONEYCOMBBIG.JPG USER EXPERIENCE DESIGN
    35. 35. APPROACH: USER CENTERED DESIGN
    36. 36. WHAT DO USERS WANT? BUSINESS GOALS? PRACTICE: USER CENTERED DESIGN
    37. 37. WHAT DO USERS WANT? BUSINESS GOALS? COLLABORATION + IDEATION PRACTICE: USER CENTERED DESIGN
    38. 38. WHAT DO USERS WANT? BUSINESS GOALS? COLLABORATION + IDEATION = MAKE SOMETHING PRACTICE: USER CENTERED DESIGN
    39. 39. WHAT DO USERS WANT? BUSINESS GOALS? COLLABORATION + IDEATION TEST / VALIDATE = MAKE SOMETHING PRACTICE: USER CENTERED DESIGN
    40. 40. HTTP://WWW.SLIDESHARE.NET/TODDWARFEL/DELVE-PROTOTYPING-IN-THE-WILD PRACTICE: PROTOTYPING
    41. 41. UX TOOLKIT
    42. 42. PERSONAS
    43. 43. STORY BOARDS
    44. 44. PROCESS FLOW DIAGRAMS
    45. 45. SITE-MAPS
    46. 46. SKETCHING
    47. 47. WIRE-FRAMES (LO-FI)
    48. 48. LO-FI PROTOTYPING (VALIDATION)
    49. 49. DESIGN<==>REFINE
    50. 50. IN SUMMARY.....
    51. 51. WHY IS IT IMPORTANT? USEFUL, USE-ABLE
    52. 52. WHY IS IT IMPORTANT? USEFUL, USE-ABLE & LOVE-ABLE
    53. 53. WHY IS IT IMPORTANT? ASSISTS COLLABORATION PROJECT TEAMS ON THE SAME PAGE
    54. 54. WHY IS IT IMPORTANT? BUSINESS EFFICIENCIES
    55. 55. WHY IS IT IMPORTANT? BETTER PRODUCTS
    56. 56. WHY IS IT IMPORTANT? HAPPY CONSUMERS

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