User Experience

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  • + mychentw Michelle Chen 1 month ago
    Very interesting ppt. The research indicated PPT only contains 30% of information; therefore the 70% valuable information comes from the presenter himself/herself. soEZLecturing.com provides you a chance to record your voice with your PowerPoint presentation and upload to the website. It can share with more readers and also promote your presentation more effectively on soEZLecturing.com.

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  • + rajeshlal Rajesh Lal 5 months ago
    Thanks again for the elaboration Suewah

    That makes it very clear. And you are right, a design definitely helps to visualize the product much better than a set of bullet points of functionality.
  • + suewah suewah 5 months ago
    I agree full heartedly that design should 'never compromise' with function. We won't be doing our jobs if we were to design products or web sites for the sake of design alone. But this is not my point.

    I have been doing this for a very long time. And I find the best process is not linear (as you have it) but highly iterative between definition of the product and design. Prototyping for example is used widely to take a design or creative idea to concept to functional specifications to final design and development stages.

    It is common place in consumer goods to begin with the creative vision first to help understand its function and how it fits within the consumers' context. For example: athletic shoes, cars, LCD or Plasma screens, videos games, everything Apple ... the list could go on.

    I have personally taken many new business ideas and go straight to design to help visualize, communicate and further develop the idea. Then go back and refine its functional requirements for good usability. All I'm saying is that innovation doesn't always live in defining functionality and usability. If you have a good designer he/she knows they are just as responsible for good usability as any IA, interaction designer, usability specialist or engineer.
  • + rajeshlal Rajesh Lal 5 months ago
    Suewah
    Thanks for the message.

    I believe, functionality always comes first than design and one should never compromise functionality for design. This happens when a person tries to be creative without thinking about the function. I am not saying creativity is not good but should always help the functionality. About your comment,

    'As much as functionality needs to inform creative design (form follows function), in many cases the need to be creative or innovative can be a bigger influence on functionality'

    Can you give me some example to elaborate your point.
  • + suewah suewah 5 months ago
    it's a nice simplified introduction to explain the 'design' process of user experience. If I could mention two things. First, user experience can help define much bigger things like the context in which something is used not just the usefulness of the product itself. Secondly, I don't believe the design process is as linear as you have it. As much as functionality needs to inform creative design (form follows function), in many cases the need to be creative or innovative can be a bigger influence on functionality. Otherwise I like the simplicity of it. good job.
  • + rajeshlal Rajesh Lal 6 months ago
    Thanks for your message guest92e0ce
    I am glad you liked the presentation.
  • + guest92e0ce guest92e0ce 6 months ago
    I like your presentation, a very clear and logical presentation of idea. Was almost carried away.

    I am glad there is no pictures in this one. I hate people posting beautiful pictures just for the sake of it and avoid or evade from the core substance of the presentation.
  • + SRINI Srini N 6 months ago
    jsokohl said:
    '....Finally, I would recommend that we design the solution before we specify features.'
    well said. Doesn't form follow function? at times designers seem to get carried away by their creativity and lose sight of the funda - a product is what it does.
  • + rajeshlal Rajesh Lal 6 months ago
    jsokohl ,
    thanks for your comments and your suggestions.

    Likely users and business context are very good points to explore while deciding on User Experience.
  • + jsokohl jsokohl 6 months ago
    It might be good to talk about users and their context more, and how as UX designers we need to talk with and observe real users doing real tasks. Too, I strongly suggest you rethink the slide about a 'typical user.' To my experience & understanding, the typicality is variable. Instead, it's about understanding likely users, and we need also to understand the business context to help make design decisions.

    Finally, I would recommend that we design the solution before we specify features.

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User Experience - Presentation Transcript

  1. Rajesh Lal Senior UI/UX Engineer An Introduction
  2. User Experience The level of satisfaction an average user get from a product User Experience good bad
  3. User Experience
  4. Average User 80% of the target user with similar needs, a Typical User Typical User for Blackberry phone are executives User Experience Blackberry Users
    • Product can be
      • Physical object
      • Web site
      • Software
      • Hardware
      • Mobile device
    User Experience
  5. Like Understand Use User Experience Process
  6. Product Development The process of converting an idea into a commodity, a useful product with some value
  7. Product Development To develop a product you Need an Idea Create functionality Design the product
  8. Product Development Process
  9. Example - Clock
  10. Development process Result Example - Clock A clock with accurate functionality and great aesthetic design
  11. A good functionality and a great design equal to good User Experience ? Question
  12. Answer: No User experience starts from user, we haven’t considered a typical user yet
  13. To find out a typical user we need to know the Context Typical User
  14. Context Context is the environment and the circumstance which surrounds the product and the user Context
  15. Context Context Typical user Airport Passengers Sports Stadium People watching the game Art Gallery Hobbyist
  16. Typical User’s Need What typical user need, decide the user experience
  17. Current Product Product Aesthetic clock Context Airport User Traveler Need Minute detail hh:mm / Clear Analog User Experience Bad
  18. Current Product Product Aesthetic clock Context Sport Stadium User Crowd watching the game Need Precise seconds detail hh:mm:ss User Experience Bad
  19. Current Product Product Aesthetic clock Context Art Gallery User Artist / Hobbyist Need Just Time User Experience Good
  20. Conclusion: Context and typical user define the User Experience Context- User UX Airport-Traveler Bad Stadium-Crowd Bad Gallery-Hobbyist Good
  21. User Experience - Live Example Based on the Presentation Can you think of any?
      • Windows XP is easy to use
      • Vista give bad
      • User Experience
      • to an average user
  22. www.abcofdesign.com

+ Rajesh LalRajesh Lal, 12 months ago

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