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Teaching UX to Your Team
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Teaching UX to Your Team

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I updated my slidedeck from my Skillshare class so that I could teach the course internally at Group Commerce. …

I updated my slidedeck from my Skillshare class so that I could teach the course internally at Group Commerce.

If you would like to teach UX within your company, try to use examples with which your coworkers are familiar. This way, stepping into the shoes of the users and evaluating their needs based on the product, is not so difficult.

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  • Gulf of Evaluation is the time between when a user sees an object, interface or product and figures out what to do with ti.
  • This is how we figure out what the user wants
  • This is where we’ll break into groups and review a person
  • Baby steps. The first way to get your eyes thinking in the right direction. People like symmetry, and interfaces should be even, aligned.
  • Class Participation
  • What would you put the emphasis on? What are the most important things people should know?
  • This is where consistency and standards go a long way.
  • Transcript

    • 1. You Don’tKnow C.R.A.P.about UX & UI
    • 2. Who are you? Why are you here? What do you think UX is? How can it help you with what you do?
    • 3. Lets Play a Game!
    • 4. What is User Experience? All aspect’s of user’s interaction with the company, its services and its products. Not only in relationship to software. Meet the needs of the customer. Make the products enjoyable. Go beyond what the customer says they want. User Marketing Experience Branding Quality of Service *Nielsen-Norman Group
    • 5. Gulf of Evaluation We want a small gulf! The common goal of all products *Norman, D. The Gulf of Evaluation
    • 6. Small Gulf of Evaluation
    • 7. Training is not an excuse for poor design
    • 8. User Centered Design• User Research: Sychronous / Asynchronous, Time Sensitive• Design: Low / High Fidelity &/or Interactive• Evaluation: Remote or Onsite, Unmoderated or Not
    • 9. The user is always right…but they rarely know what they want…and they hardly ever know what they need
    • 10. Personas  When to use: The end-users’ goals are unclear, the team isn’t sure how to prioritize features  Why:  Identify your most important customers  Identify user goals and objectives.  Capture use cases for the product  Develop an idea for the market  Have a common “person” to point to  Tool to Try: Usersbox.com
    • 11. Personas: Who are the primary users?  In & Out of GC What about the secondary users? …and tertiary? What matters for the business?
    • 12. Task Analysis When to use: At the beginning of every design cycle. How to use:  Break a goal into specific tasks.  These tasks may be referred to as requirements  Assign a priority to these requirements based on user research and business needs.  Low, Medium, High or N/A
    • 13. Task Analysis Lets Try an Example
    • 14. Visual Design in UI Design Contrast: If they’re not the same, make them different Repetition: Repeat colors, shapes, fonts & sizes. Reuse patterns. Alignment: Line things up. Make it clean. Proximity: Group LIKE things. Put similar information close together. Organize & De- Clutter
    • 15. Point out C.R.A.P. in GoogleSearch
    • 16. DesignExerciseRe-organize a flier
    • 17. Are we ready to sketch?
    • 18. Metaphors and UI Patterns Map to some facet of the real world task Direct engagement & manipulation Lots of resources out there:  UI-Patterns.com  Yahoo! Design Pattern Library  Book: Designing Interfaces by Jenifer Tidwell  Site: http://designinginterfaces.com/firstedition/
    • 19. Example Metaphor
    • 20. Usability Testing
    • 21. Is this familiar?
    • 22. Why we test: VCR Buttons to Control a Printer Tabs of Arbitrary Groups Samples from Interface Hall of Shame
    • 23. Usability Testing Test if a page becomes more usable because of the layout. What does the layout communicate? Guidelines:  Test the interface, not the user  Give clear scenarios and tasks to accomplish Quick & Dirty: Not much time, Grab a co- worker Formal: Determine time requirements for task completion, compare two designs on measurable aspects  Requires Experiment Design