Analysis PhaseUnderstand the goals of people who will use the product…• Meet with key stakeholders to set vision• Include usability tasks in the project plan• Assemble a multidisciplinary team to ensure complete expertise• Develop usability goals and objectives• Conduct field studies• Look at competitive products• Create user profiles• Develop a task analysis• Document user scenarios• Document user performance requirements
Design PhaseUnderstand pain points and problems of people….Fix the problems• Begin to brainstorm design concepts and metaphors• Develop screen flow and navigation model• Do walkthroughs of design concepts• Begin design with paper and pencil• Create low-fidelity prototypes• Conduct usability testing on low-fidelity prototypes• Create high-fidelity detailed design• Do usability testing again• Document standards and guidelines• Create a design specification
Implementation PhaseMeet with the demands of real people…• Do ongoing heuristic evaluations• Work closely with delivery team as design is implemented• Conduct usability testing as soon as possible
Deployment PhaseGetting started…take feedback of people….• Use surveys to get user feedback• Conduct field studies to get info about actual use• Check objectives using usability testing
Designing a product
InnovateThink something new…Be original and simple…
DesignBe different and design for average people…
WireframeCreate Blueprint and prototype of product….
User testingFind out how useful, usable and simple to operateproduct is….
user InterfaceIt’s a crossroad between the user, computer (hardware) and computerprograms (software). A systematic approach through set of commands inmachine to respond to user’s interaction with the system.
usability It’s a study of how easy a user interface is to use in order to achieve somegoal. An art of making product more efficient, satisfying to use and easier tolearn.
AccessibilityUnderstand user’s needs, evaluate and make things accessible to themaccordingly.
ChecklistA comparison between tasks, processes, behaviors, user interfacecomponents etc. based on predefined set of guidelines to evaluate aproduct.
InformationArchitectureA science of understanding whatyou want your site to do, definingsite’s goals, understanding targetaudience, their goals and creating ablueprint of things accordingly.
Information DesignUnderstanding how people prefer to learn, their cultural differences andhow they use the information.
Interaction DesignDesigning a system which focuses on user’s goals and defining thebehavior of system in response to its users.
Content WritingLearn to speak the user’s language.
Technical WritingThe technical communication of explaining the user how to use theproduct.
Usability EngineeringDesigning a user friendly interface that allows user to effectively andefficiently accomplish his tasks.
Visual DesigningTo give a nice, pleasant and beautiful feel to the user by using images,colors, shapes, typography, visual art and page layout. Designs are created By Preeti Arora for www.99acres.com
Web analyticsA tool to measure and analyze website traffic to optimize web usage.
PersonasA persona represents the real user in form of fictional characterization. Persona is created By Neha Modgil for www.techved.com
ScenarioA scenario is a story described on paper of a persona (user) using aproduct to achieve a particular goal. Scenario is created By Neha Modgil for www.techved.com
StoryboardA technique to illustrate the series of drawings, sketches or words toexplain the interaction between the interface and user. It basically showshow user interface changes in response to user’s actions. Storyboard is created By Mahendra for www.jeevansathi.com
BrainstormingA process which gives quantitative and creative multiple ideas orsolutions for any topic or problem organized into groups.
Field StudyA method for collecting data and information about the user, hisrequirement and product requirement through interview, observations orvideo recording.
EthnographyThis is a process of gathering information of how end user uses theproduct or website in their natural environment.
Think aloud protocolIt’s a method of user testing in which the user is asked to think out loudwhile performing a task. It helps one understand the expectations andconfusions user faces with the system.
Use CaseIt’s a set of possible sequences of interactions between the user andsystems while accomplishing a particular task to achieve a goal bydetailing scenario driven threads. A use case describes "who" can do"what" with the system.
Card SortingIt’s a method of giving target users to organize the small index cardswhile designing the structure of information of any product i.e. websiteshaving labeling and key content on it, the results reflect how usersexpect the concept should be presented.
Eye TrackingThe way a person moves his eyes when looking at application. It helpsunderstand which part of the object is getting attention of the user andwhich part is missing attention of the user.
Focus GroupIt’s a discussion with target group users to find out problems they facewhile using any product related to usability issues.
Mental ModelIt’s a study of understanding how human know, perceive, makedecisions and construct behavior in different environments.
Usability TestingIt helps designer understand the reality of their assumptions and aboutuser’s behavior by doing real life testing of real user.
Human ComputerInteractionIt’s a study of interaction between human and computer. The goal is toimprove computers and make it more usable and receptive to user’s needs.
Ergonomics (Human Factor)It’s a science of multi-disciplinary field for understanding and improvinghuman computer interaction or human interaction with any product orsystem to optimize it’s performance keeping in mind the health and safety ofpeople involved.
Heuristic evaluationIt’s a usability inspection method of user interface design for usability. Itidentify problems in the field of Human computer interaction.
Ten Usability Heuristics – by Jakob Nielsenby Jakob Nielsen These are ten general principles for user interface design. They are called "heuristics"because they are more in the nature of rules of thumb than specific usability guidelines. • Visibility of system status – The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. • Match between system and the real world – The system should speak the users language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. • User control and freedom – Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. • Consistency and standards – Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. • Error prevention – Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
Ten Usability Heuristics• Recognition rather than recall – Minimize the users memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.• Flexibility and efficiency of use – Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.• Aesthetic and minimalist design – Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.• Help users recognize, diagnose, and recover from errors – Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.• Help and documentation – Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the users task, list concrete steps to be carried out, and not be too large.
User ExperienceThe perfect coordination between all the things I have mentioned here in thepresentation and the goal is to create the best possible interaction betweenmachines and users.
So UED is…. how much youcould understand from meand my experiencetoday….?If I am able to make you understand the basics of UED through thispresentation I am a successful designer or I need to learn more….
Thank you by Preeti Arora Priiti_chopra@hotmail.com