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Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
Into the landscape of UX
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Into the landscape of UX

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introduction of user experience

introduction of user experience

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  • 1. Into the Landscape of UX* Vinny wyl2000@gmail.com * UX = User Experience
  • 2. Content • A Definition of UX*? – Compared with CEM* • The VALUE of UX • The Elements of UX • UX Methodology • How 2 be an UX designer? – The T-Shaped People/Team * UX=User Experience CEM=Customer Experience Management
  • 3. So, what is Experience? • 体验是主观的 • 体验是内在的、存于个人心中,是 个人在身体、情绪、知识上参与的 所得。 • 人们的体验会受到文化和情景 (contextual)的影响
  • 4. Nintendo WII
  • 5. iPhone
  • 6. 星巴克
  • 7. 糟糕的体验
  • 8. User Experience or Customer Experience? • 用户体验是人跟特定设计在交互时所产生的体验质量,设计可 以是特定产品,如一个杯子、玩具或网站,到更大的整合性体 验,如博物馆或机场。 User Experience (abbreviated: UX) is the quality of experience a person has when interacting with a specific design. This can range from a specific artif act, such as a cup, toy or website, up to larger integrated experiences such as a museum or an airport. Source: http://www.uxnet.org/ • 客户体验是客户与产品或服务供应商打交道时所有体验的总和。 Customer experience is the sum of all experiences a customer has with a supplier of goods or services, over the duration of their relationship with that supplier. It can also be used to mean an individual experience over one transaction; the distinction is usually clear in context. Source: http://en.wikipedia.org/wiki/Customer_experience
  • 9. UxD vs CEM
  • 10. About The Term : UxD* I invented the term because I thought Human Interface and usability were too narrow: I wanted to cover all aspects of the person's experience with a system, including industrial design, graphics, the interface, the physical interaction, and the manual. Since then, the term has spread widely, so much so that it is starting to lose its meaning. Don Norman * UxD=User Experience Design
  • 11. The Value of UX “good design is good business” – TJ Watson, founder of IBM , an engineer a business man “When I am working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong” – Buckminster Fuller , the chemical scientist
  • 12. The UX of Amazon
  • 13. The Mountain Men's Three Wolf Moon Short Sleeve Tee
  • 14. The Mountain Men's Three Wolf Moon Short Sleeve Tee
  • 15. 评论数大拼比: 《哈利波特7》出版后一个月的评论数 319 331 1,805 3
  • 16. The Value of Amazon’s UX 一些数字 • 08年收入$19,166,000,000; 比07年增长29% • 08 Foresee客户满意度总分:83;排名第3位 • 08年订单处理数175,000,000;每秒5.6单 • 如果每订单多消费$5,则Amazon可增收$8.75亿 • ……
  • 17. Engagement
  • 18. 营销漏斗 Marketing Funnel 传统营销
  • 19. 营销漏斗 Marketing Funnel 互联网时代营销
  • 20. 个人涉入度量表 重要 – 有趣 – 与我相关 – 兴奋 – 有意义 – 吸引人 – 迷人 – 有价值 – 投入 – 需要 The Personal Involvement Inventory: Reduction, Revision, and Application to Advertising Judith Lynne Zaichkowsky, Journal of Advertising, Volume XXIII, Number 4 December 1994
  • 21. Four Components of Engagement
  • 22. 互联网用户体验的元素
  • 23. The UX Iceberg
  • 24. The UX Honeycomb • Useful If it's not useful, who cares if it's usable? • Usable Don't make me think! (Steve Krug, who wrote the book) • Desirable Positive experiences build brand loyalty. • Accessible Available to all, regardless of disability. • Findable You can't use what you can't find. (Peter Morville: The Age of Findability) • Credible Quality design builds trust.
  • 25. The UX Wheel Useful Usable Desirable Value
  • 26. Design Thinking • 通过实用的、具有创造性的解决方案来解决问题,或改善现状。 需要将同理心、创造力和理性进行结合,来满足用户的需要, 并驱动实现商业上的成功。 • 这既是一种方法论,亦是一种心智模式,是管理理论范式的一 种改变,在创新和改革过程中,从传统自上而下和定量的方式, 转变为更多的使用从下而上、定性的方法。 • 设计思维鼓励设计者超越外观美感,对复杂的问题设计出简单 的解决方案。
  • 27. How to design UX
  • 28. How to design UX
  • 29. Generic Work Process version 1.0 http://project.cmd.hro.nl/cmi/hci/toolkit/
  • 30. The iNTERACT UCD Activities      
  • 31. 角色原型
  • 32. 心智模式 A mental model is an explanation of someone's thought process about how something works in the real world. It is a representation of the surrounding world, the relationships between its various parts and a person's intuitive perception about their own acts and their consequences. Our mental models help shape our behavior and define our approach to solving problems (think personal algorithm) and carrying out tasks.
  • 33. 卡片分类
  • 34. User & task flow charts
  • 35. 线框图
  • 36. 网站地图
  • 37. The UX Treasure Map http://www.adaptivepath.com/events/training/complete/files.php http://semanticstudios.com/publications/semantics/000228.php
  • 38. Experience Design • 体验设计是设计产品、流程、服务、事件和环境的实践 —每一项都 是人类体验 — 基于对个人或小组的需求、欲望、信念、知识、技能、 经验和观念的考虑。 Experience design is the practice of designing products, processes, services, events, and environments -- each of which is a human experience -- based on the consideration of an individual's or group's needs, desires, beliefs, knowledge, skills, experiences, and perceptions. • 一项新兴的学科,体验设计试图从诸多领域吸取养分,包括:认知心 理学、知觉心理学、语言学、认知科学、建筑学、环境设计、触觉论、 产品设计、信息设计、信息架构、人类学、品牌管理、交互设计、服 务设计、讲故事、启发法和设计思维。 cognitive psychology and perceptual psychology, linguistics, cognitive science, architecture and environmental design, haptics, product design, information design, information architecture, ethnography, brand management, interaction design, service design, storytelling, heuristics, and design thinking.
  • 39. The T-Shaped People
  • 40. A T-Shaped Mind
  • 41. T-Shaped Teams
  • 42. Newegg UX Club

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