Francisco Inchauste - RIA Mojo - Making your Flex application standout with a great UX.

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    Francisco Inchauste - RIA Mojo - Making your Flex application standout with a great UX. - Presentation Transcript

    1. riamojo 360|Flex Indianapolis Making your Flex application standout with a great UX. Francisco Inchauste
    2. Boring old Me ‣ UX Specialist at Universal Mind ‣ SpatialKey Team ‣ Agency background ‣ Obsessed with design and typography ‣ I fight ugliness and the unusable
    3. Here’s the plan ‣ Emotion and UX ‣ Basic XD Principles ‣ Overview of UX Process ‣ SpatialKey Case Study
    4. UX = XD (User Experience) (Experience Design)
    5. What is XD? ‣ Another buzzword ‣ Sum of a series of interactions ‣ All interactions are subjective (best practices) ‣ Emotion and cognition ‣ Understanding the user and their world
    6. This is not XD
    7. “skin the app”
    8. “beauty is only skin deep”
    9. XD is much deeper than just “eye candy.” There are theories, laws, and best practices.
    10. The interface is the product.
    11. So why are most experiences so confusing, rude, and ugly?
    12. Technology in our lives is swiftly adding complexity to our products, services, and environments.
    13. This is where the need for UX has grown. There’s a problem though.
    14. Haven’t you heard? There’s a recession.
    15. There’s a UX recession.
    16. Challenges in the UX recession ‣ Scarce resources ($) ‣ Rush to market ‣ UX isn’t understood ‣ Vague = No value ‣ Always an afterthought ‣ Bad experiences
    17. Crappy UX vs. Good UX * Source: Me
    18. Let’s discuss the why of UX.
    19. 1.Emotion
    20. The Three Levels of Processing Visceral Behavioral Reflective
    21. The Three Levels of Processing Appearance and Aesthetics Ease of Use and Effectiveness Self-image, Satisfaction, and Memory
    22. We are wired to like certain things.
    23. We are wired to dislike certain things.
    24. Attractive things work better.
    25. Researchers in Japan setup two ATMs. The only difference was that one machine’s buttons and screens were arranged more attractively than the other. Researchers found the attractive machines were perceived to be easier to use.
    26. Attractive things make people feel good. When you are happy your mind relaxes and is more open to creative thinking to solve problems encountered. If you are anxious you to tend to narrow your thought process.
    27. People pay to be scared
    28. “Do any of these package-design people actually shop for orange juice? Because I do, and the new cartons stink.” Tropicana Customer
    29. 2.Principles
    30. UX principle Divine Proportion Also known as The Rule of Thirds. The ratio of the greater side over the smaller side equals 1.618 (Phi)—the number known mathematically as \"gold\" or \"golden.\"
    31. The Divine Proportion is evident everywhere in our known universe. Using it can actually help improve the aesthetics and communication of the experience.
    32. UX theory Perceived Affordance User perceives that some action is possible.
    33. Which one is clearly a button?
    34. UX law Fitt’s Law The time to acquire a target is a function of the distance to and size of the target.
    35. 3 4 1 5 2
    36. UX law Gestalt Laws The whole is different than the sum of its parts. Set of principles to explain perceptual organization, or how smaller objects are grouped to form larger ones.
    37. law of proximity
    38. law of similarity
    39. law of closure
    40. law of continuity
    41. law of simplicity
    42. “Simplicity is about subtracting the obvious, and adding the meaningful.” John Maeda
    43. 80/20 Rule. Your application should meet the needs of at least 80 percent of your users. This type of design typically favors simpler, more elegant approaches to problems. If you try to design for the 20 percent of your target audience who are power users, your design may not be usable by the other 80 percent of users. Apple Human Interface Guidelines
    44. 3.Process
    45. Function. Based on user’s goals.
    46. Code Ship Initiate Code Ship Look & Feel Initiate Code QA Design Ship
    47. Initiate Design Code QA Ship Users Users
    48. Who is the user?
    49. UI should be based on user mental models. Implementation Mental Model Represented Models Model Reflects Technology (Worse to Better) Reflects User’s Vision
    50. Enhancement or Innovation
    51. Quantitative Research. Market segmentation and research that is useful for selling. Qualitative Research. How people actually use products. Especially those with complex behaviors.
    52. Goals. Not features or tasks.
    53. Goal-Directed Design Process ‣ Research ‣ Personas and goals ‣ Requirements ‣ Framework ‣ Refinement ‣ Support
    54. What the Flip Can’t Do ‣ Screen is tiny (1.5 inches). No swing out for self-portraits. ‣ There are no tapes or discs. Must offload to a computer when the memory is full (30 to 60 minutes). ‣ There are no menus, no settings, no video light, no optical viewfinder, no special effects. ‣ No optical zoom — only a 2X digital zoom that blows up and degrades the picture.
    55. “Somebody at Pure Digital must have sat through countless meetings, steadfastly refusing to cede any ground to the forces of feature creep” David Pogue - NY Times
    56. Flip took 20% of the market share.
    57. Great UX took 20% of the market share.
    58. What the Flip Can Do ‣ Capture video. Review. Keep or/ Delete. ‣ Everything is self-contained: Software to edit/upload. USB plug. Videos formatted for YouTube to share.
    59. Extra features sometimes take away from the experience and actually remove value. In some cases, doing more actually means less to a user.
    60. I won’t show you Sony’s Handycam guide since it’s 40 pages.
    61. Featuritus ‣ Larger and slower ‣ More complex ‣ Not refining existing features ‣ Risk affecting existing features ‣ Increase the time required to validate
    62. 4.SpatialKey
    63. Officer Jim Smith
    64. After discovery and research extrude the goals.
    65. What are the average response times for high priority calls (A-priority and B-priority)? Users: Watch Commander, Patrol Commander and Command Staff Why it’s important: Life-threatening and potential harm to life situations are even more critical in response time and a small time/ staffing improvement could mean a larger improvement for crime levels. Data: Dispatch information (Response time/High Call Freq Loc/ Number of Units/Call Location) Other questions: Where are the highest volume of calls located? What are the top types of incidents? What is the average time on these calls? When are these calls? Actions: Appropriate staffing for shifts. Analyze: Measure is in time (min). Dimension would be last days/ weeks/months increments. For target, hit closer to set goals.
    66. Prototype and iterate.
    67. Explore user workflows.
    68. Get user feedback.
    69. Wrap up
    70. Fighting the UX Recession ‣ Time = Understanding ‣ Educate clients ‣ UX concerns/improvements ‣ Survival of the Fittest ‣ Not an afterthought ‣ Better experiences
    71. Recommended Reading
    72. muchas gracias Twitter: @iamFinch Blog: www.getfinch.com

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