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Designing A Great User Experience
1. Designing A Great User Experience
Presented by Steve Hickey — fresh tilled soil
fresh tilled soil
Designing A
Great User Experience
2. fresh tilled soil Designing A Great User Experience
About Your Instructor
Hi, I’m Steve Hickey.
I design and develop for Fresh Tilled Soil.
I write, speak and teach.
You can find me on Twitter @stevehickeydsgn
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01What is User Experience Design?UI vs UX and select principles of user experience design
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UI VS. UX Design
User Interface Design is:
A component of User Experience Design. It’s the look and the feel, the form.
User Experience Design is:
The bigger picture. How well does the site/app function? Is it pleasant to
use? Can a user accomplish their goals with ease?
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UI VS. UX Design
How do I feel while using the product?
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UI VS. UX Design
All of the pieces of building a product affect the UX.
Excellent user interface design is part of what creates a great user
experience. But you can have a great UI with a terrible experience.
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Select Principles
Let’s talk about some of the things that a great user experience designer
must keep in mind when building a truly amazing product for the web.
This list is not exhaustive, but the provided sources have a lot more info.
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The Robustness Principle
Be conservative in what you do,
be liberal in what you accept from others.
alistapart.com/article/your-website-has-two-faces
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The Robustness Principle
In other words, there are certain constraints that must be embraced to
balance human needs with computer needs for a robust web application.
• It must accept input in a human-friendly fashion.
• It must accept the burden of translating info to a computer-friendly format.
• It must be clear about what human input is reasonable.
• It must provide feedback on this input.
alistapart.com/article/your-website-has-two-faces
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The Robustness Principle
Err towards making it easier for the user.
alistapart.com/article/your-website-has-two-faces
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The Robustness Principle
Phone Number:
Submit
12. fresh tilled soil Designing A Great User Experience
The Robustness Principle
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1 (508) 833-8469 Submit
13. fresh tilled soil Designing A Great User Experience
The Robustness Principle
Phone Number:
1 (508) 833-8469 Submit
Error: must be entered in this format: 555-867-5309
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The Robustness Principle
Phone Number:
example: 508-833-8469 Submit
15. fresh tilled soil Designing A Great User Experience
The Robustness Principle
Phone Number:
example: 508-833-8469
Submit
16. fresh tilled soil Designing A Great User Experience
The Robustness Principle
Phone Number:
__ __ __ - __ __ __ - __ __ __ __ Submit
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The Pareto Principle
For many events, roughly 80% of the effects
come from 20% of the causes.
measuringusability.com/blog/pareto-ux.php
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The Pareto Principle
In other words, focusing on the top 20% of your bugs and design problems
can fix 80% of the problems encountered by your users.
Or, 80% of your users will only use 20% of your features/options.
measuringusability.com/blog/pareto-ux.php
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The Pareto Principle
Country:
Afghanistan Submit
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The Pareto Principle
Country:
United States of America SubmitAfghanistan
Albania
Algeria
American Samoa
Andorra
Angola
Anguilla
Antarctica
Antigua And Barbuda
Argentina
Armenia
Aruba
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The Pareto Principle
Country:
United States of America SubmitUnited States of America
Canada
United Kingdom
Australia
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Afghanistan
Albania
Algeria
American Samoa
Andorra
Angola
Anguilla
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Fitts’s Law
The time required to rapidly move to a
target area is a function of the distance to
the target and the size of the target.
codinghorror.com/blog/2006/08/fitts-law-and-infinite-width.html
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Fitts’s Law
In other words, the farther away a touch/click target is from where the
user starts, the larger it needs to be in order for it to be quickly and
accurately reached.
Two ways to make frequently used items easier to click/tap:
1: Put them near the edge of the screen.
2. Make them larger than other items.
codinghorror.com/blog/2006/08/fitts-law-and-infinite-width.html
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The Principle of Least Astonishment
When two elements of an interface conflict
or are ambiguous, the behavior should be
that which will least surprise the user.
wikipedia.org/wiki/Principle_of_least_astonishment
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The Principle of Least Astonishment
In other words, the best result of an action is whatever the user is most
likely to expect, not the result that comes through in depth knowledge.
This will change from system to system. Mac OSX users could expect
something different than Microsoft Windows users. Android and iOS have
different design patterns for different interactions as well.
wikipedia.org/wiki/Principle_of_least_astonishment
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The Principle of Least Astonishment
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The Principle of Least Astonishment
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Dieter Rams: Principle 10
Good design is as little design as possible.
vitsoe.com/us/about/good-design
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Dieter Rams: Principle 10
He also stated this as “less, but better.” Many would refer to it as simplicity.
vitsoe.com/us/about/good-design
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Dieter Rams: Principle 10
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Dieter Rams: Principle 10
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Joshua Porter: Principle 6
One primary action per screen.
bokardo.com/principles-of-user-interface-design/
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Joshua Porter: Principle 6
Screens or states with more than one primary action become confusing.
It’s better for any screen to have one primary reason for existing.
bokardo.com/principles-of-user-interface-design/
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Joshua Porter: Principle 6
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Joshua Porter: Principle 6
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Joshua Porter: Principle 17
Great design is invisible.
bokardo.com/principles-of-user-interface-design/
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Joshua Porter: Principle 17
An interface shouldn’t distract a user from what they are trying to
accomplish, which is the reason the interface exists in the first place. Turn
the special effects down a notch.
bokardo.com/principles-of-user-interface-design/
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Joshua Porter: Principle 17
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Joshua Porter: Principle 17
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BJ Fogg’s Behavior Model
Three factors drive behavior: motivation, ability and triggers.
ability
motivation
HighLow
Low
High Target behavior
Triggers fail here.
Triggers succeed here.
behaviormodel.org/
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BJ Fogg’s Behavior Model
The amount of motivation and ability required vary based on how much of
the other is present. These must be combined with an effective trigger for a
target behavior to happen.
All three are required to persuade a user to do something.
behaviormodel.org/
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BJ Fogg’s Behavior Model
Motivation happens on three spectrums:
Sensation: Pleasure <> Pain
Anticipation: Hope <> Fear
Social Cohesion: Acceptance <> Rejection
behaviormodel.org/
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BJ Fogg’s Behavior Model
You can increase ability in two ways:
Train Your User: Harder to do but sometimes necessary.
Make The Target Behavior Easier: Usually the right thing to do.
behaviormodel.org/
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BJ Fogg’s Behavior Model
In other words, make it simpler.
Think of simplicity as a function of your scarcest resource at the moment in
which you want to accomplish something. Time and money fit this model.
behaviormodel.org/
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Resources
You can read a lot more at these sites:
Joshua Porter: bokardo.com/principles-of-user-interface-design/
Dieter Rams: vitsoe.com/us/about/good-design
Jeremy Keith: principles.adactio.com/
BJ Fogg: behaviormodel.org/
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02Methods of Effective UX DesignThe habits of highly effective UX designers
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Methods
Every UX designer’s process is different, but the way successful ones
approach their process include some useful commonalities.
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1. Be Prolific
Your best idea is never your first. Don’t tell me it is, I don’t believe you.
Come up with 5 ideas. Come up with 10. Come up with 20!
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1. Be Prolific
The point is to get the obvious out of your system. Once you’ve gotten past
that you can really start to be creative and innovative.
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1. Be Prolific
teehanlax.com/story/medium/
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1. Be Prolific
teehanlax.com/story/medium/
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1. Be Prolific
teehanlax.com/story/medium/
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1. Be Prolific
teehanlax.com/story/medium/
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1. Be Prolific
teehanlax.com/story/medium/
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1. Be Prolific
teehanlax.com/story/medium/
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2. Collaborate
Nobody works well in a vacuum. When you don’t seek outside opinions
you can get trapped and focus on things that may not be as important.
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2. Collaborate
Other opinions will break you out of mental traps and improve your work.
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2. Collaborate
designstaff.org/articles/product-design-sprint-day-2-diverge-2012-10-26.html
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3. Iterate
The best way to test your assumptions is to make something. You’ll get a
lot of stuff wrong, but there’s no better way to learn about your problems
and move beyond them.
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3. Iterate
Fail early and often and you’ll set yourself up better for eventual success.
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3. Iterate
azarask.in/blog/post/iterative_design_isnt_design_by/
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4. Be Flexible
As you work you’ll realize that previous assumptions needs to be changed.
You shouldn’t think of deliverables as a checklist, they are a web of
connected items.
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4. Be Flexible
Each change has the potential to affect every other deliverable.
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03Artifacts of a UX Design ProcessThe things we build
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Definition Statement
1. What is the product’s experience?
2. What is the product meant to do?
3. What is the product’s audience?
iosworkshops.com/
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Definition Statement
This should be short. A couple of sentences, a brief paragraph at most.
It is the guiding principle of what you’re building.
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User Types & User Personas
User types rely on existing data and informed assumptions to decide what
distinct types of users you have and what they will want to accomplish.
They aren’t complicated, they’re just a quick way of remembering the
differences in your primary users and their objectives.
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User Types & User Personas
User personas are much more involved, requiring research and interviews
with actual potential users, and typically take weeks or months to compile.
Findings are compiled into categories, then assigned traits, habits, names
and photos so that they are visible and easy to remember as you work.
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User Types & User Personas
uxmag.com/articles/personas-the-foundation-of-a-great-user-experience
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User Types & User Personas
Whether you decide to deal with user types or user personas is a question
of resources and time, but using at least one of them tends to remind you
that your users are real.
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User Stories & Features
As a { type } user, I would like to { task/objective }.
These become your features. Have you come up with a feature idea that
doesn’t fit into a user story? It may not be nearly as important as you
thought it was.
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User Stories & Features
https://www.apptrajectory.com/
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Site Map & User Journeys
Features are going to fit into logical groups that define pages and flows.
Placing these into a site map will help you create the appropriate
relationships between components, and show you just how simple or
complex your plan is.
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Wireframes & Sketches
Your wireframes are the blueprints for your product. They generally consist
of layouts of the pages and flows you listed previously.
They help make sure all functionality is available, and that there is a logical
hierarchy. Beyond those basics, wireframes really shouldn’t be used to
dictate design decisions.
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Wireframes & Sketches
Wireframes don’t even have to be high fidelity to be effective. Sketches
can make excellent wireframes if they’re complete and well rendered.
As another advantage, sketches are much faster to produce and iterate
through than other, higher fidelity methods of wireframing.
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Wireframes & Sketches
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Wireframes & Sketches
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Wireframes & Sketches
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Wireframes & Sketches
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Prototypes
Prototypes are a bit more advanced than wireframes. They mimic
completed functionality to the point that you can run tests with a user.
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Prototypes
They can be as small as a single piece of functionality, or they can mimic a
completed product in every meaningful way. They are used to test a product
without building it.
A good prototype helps you decide what to build.
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Prototypes
alistapart.com/article/dive-into-responsive-prototyping-with-foundation
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Prototypes
These products can help you prototype:
Foundation: foundation.zurb.com
Bootstrap: twitter.github.io/bootstrap
Ratchet: maker.github.io/ratchet
Flinto: flinto.com
Briefs: giveabrief.com
POP: popapp.in
Xcode/Storyboard: blog.mengto.com/prototype-xcode-storyboard
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User Tests
A user test helps you validate whatever you decided to build.
You can test a finished product and get lots of great information, but the
greatest advantage is conferred when you are able to start testing early.
We’ll discuss this more in the next section.
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04What to Build and WhyYour first test
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So, what Should I build?
Whatever you can. Sometimes that’s not much. But ask yourself this:
Would you rather invest years and millions of dollars into building
something only to find out nobody can figure out how it works? Or even
worse, that nobody wants it?
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Prototype
For us, the answer is often a prototype. We aren’t back-end developers, we
don’t employ back-end developers. If we aren’t working with a dev team yet
we still need to build something to test. Fortunately, front-end tech makes
it easy to fake a back-end.
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Minimum Viable Product
For startups and product companies a minimum viable product is often the
answer. An MVP is popular in Lean circles. Building one means building the
smallest thing you can learn something from. Build it, test it, learn from
those tests, build something new.
It is the smallest amount of effort you can go to and still get validated
learning from it.
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Usability Testing
Regardless of what you build, you should test it with real users.
Assumptions are often wrong, and a user test will uncover that quickly.
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Steve Krug’s Maxims of User Testing
A morning a month, that’s all we ask.
sensible.com/rsme.html
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Steve Krug’s Maxims of User Testing
Start earlier than you think makes sense.
sensible.com/rsme.html
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Steve Krug’s Maxims of User Testing
Recruit loosely and grade on a curve.
sensible.com/rsme.html
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Steve Krug’s Maxims of User Testing
Make it a spectator sport.
sensible.com/rsme.html
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Steve Krug’s Maxims of User Testing
Focus ruthlessly on a small number of the
most important problems.
sensible.com/rsme.html
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Steve Krug’s Maxims of User Testing
When fixing problems, always do the least
you can do.
sensible.com/rsme.html
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Steve Krug’s Maxims of User Testing
Read this. Thank me later. I’ll let Steve know I’m expecting a commission.
sensible.com/rsme.html
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Q&A
We’ll do Q&A now.
If you’re looking for some of the sources I used,
you can find this presentation on Slideshare:
goo.gl/MAbqN