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User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
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User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
User experience
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User experience
User experience
User experience
User experience
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User experience

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Talk during corilus R&D event.

Talk during corilus R&D event.

Published in: Technology, Design
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  • 1. USER EXPERIENCE CORILUS, NEDER-OVER-HEEMBEEK, 4 OKTOBER 2013 Joris Klerkx http://hci.cs.kuleuven.be @jkofmsk 1 1
  • 2. Technology Enhanced Learning e-health Music Research 2.0 2 2
  • 3. THANKS FOR THE INVITATION 3 3
  • 4. UX Removing friction between users and information 4 http://www.web42.com/badday/ 4
  • 5. NOT SO EASY... http://erikduval.wordpress.com/2008/09/10/laptop-fun/ http://www.popsci.com/gadgets/article/2013-07/one-laptop-childs-de-evolution 5 5
  • 6. NOT SO EASY... ... BUT SO IMPORTANT 6 http://www.uxpassion.com/services/usability/usability-evaluations 6
  • 7. http://tweakers.net/nieuws/91693/philips-test-chirurgen-appvoor-google-glass.html 7 7
  • 8. UX 8 8
  • 9. UX NOT (only) about the user interface (UI) What if i want a book from a small publisher? 9 9
  • 10. UX Not (only) about usability Quality attribute of the UI, covering whether the system is easy to learn, efficient to use, pleasant, and so forth http://www.nngroup.com/articles/definition-user-experience/ Copyright © David Siegel - Dray and Associates. http://www.interaction-design.org/encyclopedia/usability_evaluation.html 10 10
  • 11. UX http://www.nngroup.com/articles/definition-user-experience/ 11 Image from http://techmoran.com/ihub-launches-sub-saharan-africas-first-ux-lab-set-to-revolutionize-user-experience-design/ 11
  • 12. UX Human factors science Psychology Information architecture User-centered Design 12 12
  • 13. UX Every solution should be tailored to goals, users, products, etc. 13 13
  • 14. Hashtags #success #fail http://www.insidefacebook.com/2013/10/03/why-facebook-hashtags-were-doomed-to-fail/ 14 14
  • 15. http://vimeo.com/51690799# Everything is connected 15 15
  • 16. http://www.mailboxapp.com/ 16 16
  • 17. Technology is an ENABLER between users and information 15 minutes to patient X http://www.google.com/landing/now/ SEARCH IS SLIGHTY DISAPPEARING? 17 17
  • 18. Flu Outbreak Blood test results patient X ALWAYS connected 18 18
  • 19. http://www.google.com/glass/start/what-it-does/ Answers without having to ask 19 19
  • 20. http://healthdesignchallenge.com/showcase/method/method.pdf EVERYTHING is connected CONTENT first 20 20
  • 21. LITTLE EFFORT PERSONALIZED UNDERSTANDABLE DYNAMIC ACTIONABLE ENGAGING 21 21
  • 22. World Population Growth At the dawn of agriculture, about 8000 B.C., the population of the world was approximately 5 million. Over the 8,000-year period up to 1 A.D. it grew to 200 million (some estimate 300 million or even 600, suggesting how imprecise population estimates of early historical periods can be), with a growth rate of under 0.05% per year. A tremendous change occurred with the industrial revolution: whereas it had taken all of human history until around 1800 for world population to reach one billion, the second billion was achieved in only 130 years (1930), the third billion in less than 30 years (1959), the fourth billion in 15 years (1974), and the fifth billion in only 13 years (1987). During the 20th century alone, the population in the world has grown from 1.65 billion to 6 billion. A PICTURE SAYS 1000 WORDS 22 22
  • 23. ELECTRONIC FORMS MUST DIE 23 23
  • 24. THE ECONOMIST – OCT. 2004 To be truly successful, a complex technology needs to “disappear” The real test is always the mom test 24 http://www.economist.com/displaystory.cfm?story_id=3307363 24
  • 25. DESIGN-PROCESS 25 25
  • 26. DESIGN-PROCESS You’re NOT the user! You’re probably clueless! 26 Image from http://uxdesign.smashingmagazine.com/2010/10/05/what-is-user-experience-design-overview-tools-and-resources/ 26
  • 27. Instead... Image from http://connectedsocialmedia.com/10134/inside-it-user-centered-it/ USER-CENTERED DESIGN 27 27
  • 28. KNOW YOUR USERS... STUDY THEIR WORKFLOW & HABITS 28 28
  • 29. Users cannot tell you what they need (Steve Jobs) Don’t ask for opinions Study behaviour not opinions 29 29
  • 30. ALWAYS RIGHT If the user does something “wrong”, it is the fault of the system designer! 30 30
  • 31. USER TRENDS 31 31
  • 32. ALWAYS CONNECTED 32 32
  • 33. QUANTIFYING http://www.fitbit.com/flex 33 33
  • 34. awareness data (self) reflection questions sense making answers impact behavior change or new meaning 34 34
  • 35. SHARING http://developer.runkeeper.com/healthgraph 35 35
  • 36. 36 36
  • 37. RATING 37 37
  • 38. 38 38
  • 39. INVOLVED 39 39
  • 40. 40 40
  • 41. SOCIAL 41 41
  • 42. Same UX as what they are used to! 42 42
  • 43. Image from http://connectedsocialmedia.com/10134/inside-it-user-centered-it/ USER-CENTERED DESIGN 43 43
  • 44. ITERATIVE DESIGN RAPID PROTOTYPING 44 44
  • 45. Rapid Prototyping Iteration 1 Iteration 2 Time Iteration 3 Iteration N ... • Design • Find focus on usefulness & usability problems early on • Evaluate • with real users • Evaluate • ideas in short iteration cycles in real-life settings with real users 45 45
  • 46. Paper prototypes Digital prototypes Products http://www.wired.com/design/2013/09/appseed-transforms-your-sketches-into-app-prototypes/?mbid=social12565664 46 46
  • 47. Think aloud Usability lab Eye-tracking questionnaires (SUS, TAM, ...) 47 47
  • 48. Usefulness! Usefulness! Usefulness! Unique does not mean useful 48 48
  • 49. FOUR MYTHS Only experts create good designs  experts faster, simple and effective techniques anyone can apply We can fix the user interface at the end  good design is more than just user interface  having right features, building those features right Good design takes too long / costs too much  simple and effective techniques can reduce total development time & cost (finds problems early on) Good design is just cool graphics  graphics part of bigger picture of what to communicate & how 49 49
  • 50. THANK YOU FOR YOUR ATTENTION! joris.klerkx@cs.kuleuven.be @jkofmsk 50 50

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