GDG Dhaka - UX quick talk - Masrur Hannan
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GDG Dhaka - UX quick talk - Masrur Hannan

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A quick talk on UX at Goggle Developer Group (GDG), Dhaka, 6 Sept, 2013 by Masrur Hannan

A quick talk on UX at Goggle Developer Group (GDG), Dhaka, 6 Sept, 2013 by Masrur Hannan

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  • 1. UX User Experience (UX) Design a quick talk! 6 September, 2013 At UIU, Dhanmondi, Dhaka. Dhaka devfest
  • 2. MASRUR HANNAN User Experience Design Consultant, • BDJobs.com (corporate panel) • StarZam, a Washington D.C. startup • TTBC Wintel (Alo Ashbei) http://www.linkedin.com/in/masrurhannan Lead UX Consultant, Bonolota Designs. (incepted) Managing Director, MNHs e-Solutions Ltd.
  • 3. WHAT IS UX?
  • 4. WHAT IS USER EXPERIENCE (UX) DESIGN?
  • 5. UX DESIGN OBJECTIVE
  • 6. THE ULTIMATE USER EXPERIENCE Donald A. Norman (often called father of UX) believes that the best computer program is the one in which the computer 'disappears' and the user seems to be working directly on the problem.
  • 7. WHO DESIGNS UX?
  • 8. WHO DESIGNS UX? .. IDEAL SCENARIO  http://www.slideshare.net/nickf/user-experience-best-practices
  • 9. WHO DESIGNS UX?
  • 10. HOW TO DESIGN GOOD UX? The User Experience Honeycomb – Peter Morville
  • 11. MY PROCESS FOR DESIGNING GOOD UX 1. Initial RESEARCH 2. Prototyping 3. User Testing of prototypes 4. Iterative design and development with USER TESTING 5. Post-launch performance measuring resources:
  • 12. 1. INITIAL RESEARCH  Information Ecology  Storyboarding  Needfinding Interviews  Inspiration Search Three inter-dependent components of an information ecology [Information Architecture for the World Wide Web: Designing Large-Scale Web Sites, 2006, page 25]
  • 13. 2. PROTOTYPING  Paper Prototypes  Wireframes  GUI mockups SANTA CLARA, California -- People thought Jeff Hawkins was crazy when they saw him taking notes, checking appointments, and synchronizing a small block of wood with his PC, pretending all the while that the block was a handheld computer. “If I wanted to check the calendar I'd take it out and press the wooden button.” Source: “The Philosophy of the Handheld.” Wired Magazine, October 1999.
  • 14. 3. USER TESTING  Task Oriented  Thoughts spoken out loud  Simple pencil-paper notes
  • 15. 4. ITERATIVE DESIGN AND DEVELOPMENT http://www.nngroup.com/articles/parallel-and-iterative-design/
  • 16. 5. POST-LAUNCH PERFORMANCE MEASURING
  • 17. MOBILE APP UX  As few features as possible  Easy readability and smooth interactions  As less User Input as possible
  • 18. THANKS … :) Q&A www.slideshare.net/mhannan http://www.linkedin.com/in/masrurhannan