#UXNERDSMonday, April 30, 2012
MATT TONAK                         COMMUNITY MANAGER                                         #UXNERDSMonday, April 30, 2012
ZACK                         SENIOR USER EXPERIENCE DESIGNER                         USER RESEARCH PRACTICE LEAD          ...
MIKE                         DIRECTOR OF USER EXPERIENCE                                                       #UXNERDSMon...
HOW TO PARTICIPATE                         ¼   Using the questions panels in the GoToMeeting app                         ¼...
THE SCIENCE OF                         USER EXPERIENCE                            INTERACTIVE PRIMER SERIES               ...
ART IS NOT DESIGN                                             #UXNERDSMonday, April 30, 2012
ART IS NOT DESIGN                             NOT FOR US ANYWAY                                                 #UXNERDSMo...
ART    AIMS TO      Body Level 1       ¼      Body Level 2       ¼    INSPIRE3      Body Level         ¼                  ...
DESIGN                         ¼   Body Level 1                         ¼   Body Level 2     SOLVES                       ...
ART    IS    INTERPRETED                         #UXNERDSMonday, April 30, 2012
DESIGN                                  IS                         UNDERSTOOD                                 #UXNERDSMond...
DESIGN PHILOSOPHIES                                               #UXNERDSMonday, April 30, 2012
DESIGN PHILOSOPHIES                            There is no “one-size-fits-all”                                            ...
DESIGN PHILOSOPHIES                            There is no “one-size-fits-all”                                   Self Desi...
DESIGN PHILOSOPHIES                            There is no “one-size-fits-all”                                   Self Desi...
DESIGN PHILOSOPHIES                            There is no “one-size-fits-all”                                   Self Desi...
SELF DESIGN                         SOLVING YOUR OWN PROBLEMMonday, April 30, 2012
SELF DESIGN                         SOLVING YOUR OWN PROBLEM                                 I know what I want for dinner...
SELF DESIGN                         SOLVING YOUR OWN PROBLEM                                 I know what I want for dinner...
GENIUS DESIGN                         SOLVING A PROBLEM YOU’VE SOLVED BEFOREMonday, April 30, 2012
GENIUS DESIGN                         SOLVING A PROBLEM YOU’VE SOLVED BEFORE                                        If I’v...
GENIUS DESIGN                         SOLVING A PROBLEM YOU’VE SOLVED BEFORE                                        If I’v...
GENIUS DESIGN                           THERE’S A CATCHMonday, April 30, 2012
GENIUS DESIGN                           THERE’S A CATCH                              Genius Design presupposes that       ...
USER-CENTERED DESIGN                               AKA: UX Design                                                #UXNERDSM...
USER-CENTERED DESIGN                                  AKA: UX Design                              A UX process starts with...
USER-CENTERED DESIGN                          Focuses on behavior, use, and context                                       ...
USER-CENTERED DESIGN                          Focuses on behavior, use, and context                                    Bui...
HOLISTIC DESIGN:                               FOCUSED ON PEOPLE                           USER     INFORMATION    INTERAC...
HOLISTIC DESIGN:                               FOCUSED ON PEOPLE                           USER     INFORMATION    INTERAC...
HOLISTIC DESIGN:                               FOCUSED ON PEOPLE                           USER         INFORMATION      I...
DESIGN SOLVES PROBLEMS                                                  #UXNERDSMonday, April 30, 2012
NERDERY UX APPROACH                    Throughly define the problem            DEFINE THE “WHAT”                    Build ...
DEFINING THE “WHAT”                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEMMonday, April 30, 2012
DEFINING THE “WHAT”                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM                         ¼   Can’...
DEFINING THE “WHAT”                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM                         ¼   Can’...
DEFINING THE “WHAT”                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM                         ¼   Can’...
DEFINING THE “WHAT”                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM                         ¼   Can’...
DEFINING THE “WHAT”                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM                         ¼   Can’...
SCIENCE                                   #UXNERDSMonday, April 30, 2012
Science is a systematic enterprise that                         builds and organizes knowledge in the form                ...
SCIENTIFIC METHOD                                             #UXNERDSMonday, April 30, 2012
SCIENTIFIC METHOD                         1. Define a question                         2. Gather information and resources...
SCIENTIFIC METHOD                         1. Define a question                         2. Gather information and resources...
SCIENTIFIC METHOD                         1. Define a question                         2. Gather information and resources...
UX DESIGN METHOD                         1. Define the problem                         2. Gather information and resources...
UX DESIGN METHOD                         1. Define the problem                         2. Gather information and resources...
HUMAN LOGIC:                         SCIENTIFIC REASONING                                                #UXNERDSMonday, A...
HUMAN LOGIC:                         SCIENTIFIC REASONING                         How do we make design decisions?        ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                         How do we make design decisions?        ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                         How do we make design decisions?        ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                                                #UXNERDSMonday, A...
HUMAN LOGIC:                         SCIENTIFIC REASONING                             Deductive reasoning                 ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                             Deductive reasoning                 ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                             Deductive reasoning                 ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                                                #UXNERDSMonday, A...
HUMAN LOGIC:                         SCIENTIFIC REASONING                               Precondition                      ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                               Precondition                      ...
HUMAN LOGIC:                         SCIENTIFIC REASONING                               Precondition                      ...
DEDUCTIVE REASONING                         ¼   Determining the conclusion                         ¼   Precondition and ru...
DEDUCTIVE REASONING                         1. Men are mortal.                         2. Zack is a man.                  ...
DEDUCTIVE REASONING                         1. When our conversion rate on the checkout page is 5% or                     ...
INDUCTIVE REASONING                         ¼   Uses probability to draw conclusion.                         ¼   Abstracts...
INDUCTIVE REASONING                                                                  Easier to read.                      ...
INDUCTIVE REASONING                         1. There were usability flaws every time we had                            con...
ABDUCTIVE REASONING                         ¼   Separation of facts within limited contexts.                         ¼   P...
ABDUCTIVE REASONING                         1. I’ve seen people have a hard time reading small text.                      ...
ABDUCTIVE REASONING                         1. I’ve seen conversion rate lower on websites with                           ...
SCIENTIFIC REASONING                         AND APPLIED LOGIC IN UX                                                   #UX...
APPLIED LOGIC IN UX DESIGN                         1. Define the problem                                      DEDUCTIVE LO...
APPLIED LOGIC IN UX DESIGN                         1. Define the problem                                DEDUCTIVE LOGIC   ...
APPLIED LOGIC IN UX DESIGN                         1. Define the problem                                DEDUCTIVE LOGIC   ...
APPLIED LOGIC IN UX DESIGN                         3. Form an explanatory hypothesis                     INDUCTIVE LOGIC  ...
APPLIED LOGIC IN UX DESIGN                         3. Form an explanatory hypothesis                     INDUCTIVE LOGIC  ...
APPLIED LOGIC IN UX DESIGN                         5. Analyze the data                                                    ...
APPLIED LOGIC IN UX DESIGN                         5. Analyze the data                                                    ...
APPLIED LOGIC IN UX DESIGN                         8. Measure design decisions                DEDUCTIVE & INDUCTIVE LOGIC ...
APPLIED LOGIC IN UX DESIGN                         8. Measure design decisions                DEDUCTIVE & INDUCTIVE LOGIC ...
WHAT DOES ALL THIS MEAN?                                                    #UXNERDSMonday, April 30, 2012
FINAL THOUGHTS                                          #UXNERDSMonday, April 30, 2012
FINAL THOUGHTS                         UX Design and “Scientific-like” approach allows us to:                             ...
FINAL THOUGHTS                             UX Design and “Scientific-like” approach allows us to:                         ...
We’re using scientific methods, logic and                         reasoning, applied to creative process in               ...
THANKS                                  #UXNERDSMonday, April 30, 2012
QUESTIONS?                         ¼   Using the questions panels in the GoToMeeting app                         ¼   On Tw...
#UXNERDSMonday, April 30, 2012
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The Science of UX - April 2012 Nerdery Interactive Primer

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Nerdery Interactive Primer Series - The Science of UX

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The Science of UX - April 2012 Nerdery Interactive Primer

  1. 1. #UXNERDSMonday, April 30, 2012
  2. 2. MATT TONAK COMMUNITY MANAGER #UXNERDSMonday, April 30, 2012
  3. 3. ZACK SENIOR USER EXPERIENCE DESIGNER USER RESEARCH PRACTICE LEAD #UXNERDSMonday, April 30, 2012
  4. 4. MIKE DIRECTOR OF USER EXPERIENCE #UXNERDSMonday, April 30, 2012
  5. 5. HOW TO PARTICIPATE ¼ Using the questions panels in the GoToMeeting app ¼ On Twitter @The_Nerdery ¼ Send us an email at primers@nerdery.com #UXNERDSMonday, April 30, 2012
  6. 6. THE SCIENCE OF USER EXPERIENCE INTERACTIVE PRIMER SERIES #UXNERDSMonday, April 30, 2012
  7. 7. ART IS NOT DESIGN #UXNERDSMonday, April 30, 2012
  8. 8. ART IS NOT DESIGN NOT FOR US ANYWAY #UXNERDSMonday, April 30, 2012
  9. 9. ART AIMS TO Body Level 1 ¼ Body Level 2 ¼ INSPIRE3 Body Level ¼ #UXNERDSMonday, April 30, 2012
  10. 10. DESIGN ¼ Body Level 1 ¼ Body Level 2 SOLVES ¼ Body Level 3 PROBLEMS #UXNERDSMonday, April 30, 2012
  11. 11. ART IS INTERPRETED #UXNERDSMonday, April 30, 2012
  12. 12. DESIGN IS UNDERSTOOD #UXNERDSMonday, April 30, 2012
  13. 13. DESIGN PHILOSOPHIES #UXNERDSMonday, April 30, 2012
  14. 14. DESIGN PHILOSOPHIES There is no “one-size-fits-all” #UXNERDSMonday, April 30, 2012
  15. 15. DESIGN PHILOSOPHIES There is no “one-size-fits-all” Self Design #UXNERDSMonday, April 30, 2012
  16. 16. DESIGN PHILOSOPHIES There is no “one-size-fits-all” Self Design Genius Design #UXNERDSMonday, April 30, 2012
  17. 17. DESIGN PHILOSOPHIES There is no “one-size-fits-all” Self Design Genius Design User-Centered Design #UXNERDSMonday, April 30, 2012
  18. 18. SELF DESIGN SOLVING YOUR OWN PROBLEMMonday, April 30, 2012
  19. 19. SELF DESIGN SOLVING YOUR OWN PROBLEM I know what I want for dinner. Self Design is cooking for yourself.Monday, April 30, 2012
  20. 20. SELF DESIGN SOLVING YOUR OWN PROBLEM I know what I want for dinner. Self Design is cooking for yourself. Pretty simple.Monday, April 30, 2012
  21. 21. GENIUS DESIGN SOLVING A PROBLEM YOU’VE SOLVED BEFOREMonday, April 30, 2012
  22. 22. GENIUS DESIGN SOLVING A PROBLEM YOU’VE SOLVED BEFORE If I’ve made dinner for Mike (or people like him) many times before, I rely on my domain specific experience to cook dinner for Mike.Monday, April 30, 2012
  23. 23. GENIUS DESIGN SOLVING A PROBLEM YOU’VE SOLVED BEFORE If I’ve made dinner for Mike (or people like him) many times before, I rely on my domain specific experience to cook dinner for Mike. I don’t actually cook for Mike. #justsayin’Monday, April 30, 2012
  24. 24. GENIUS DESIGN THERE’S A CATCHMonday, April 30, 2012
  25. 25. GENIUS DESIGN THERE’S A CATCH Genius Design presupposes that you originally did your research to define the problem.Monday, April 30, 2012
  26. 26. USER-CENTERED DESIGN AKA: UX Design #UXNERDSMonday, April 30, 2012
  27. 27. USER-CENTERED DESIGN AKA: UX Design A UX process starts with understanding the problem #UXNERDSMonday, April 30, 2012
  28. 28. USER-CENTERED DESIGN Focuses on behavior, use, and context #UXNERDSMonday, April 30, 2012
  29. 29. USER-CENTERED DESIGN Focuses on behavior, use, and context Building empathy #UXNERDSMonday, April 30, 2012
  30. 30. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATION INTERACTION VISUAL RESEARCH ARCHITECTURE DESIGN DESIGN #UXNERDSMonday, April 30, 2012
  31. 31. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATION INTERACTION VISUAL RESEARCH ARCHITECTURE DESIGN DESIGN Where art occurs in design #UXNERDSMonday, April 30, 2012
  32. 32. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATION INTERACTION VISUAL RESEARCH ARCHITECTURE DESIGN DESIGN INTERSECTION OF ART, DESIGN AND SCIENCE #UXNERDSMonday, April 30, 2012
  33. 33. DESIGN SOLVES PROBLEMS #UXNERDSMonday, April 30, 2012
  34. 34. NERDERY UX APPROACH Throughly define the problem DEFINE THE “WHAT” Build empathy with the audience LEARN THE “WHO” Understand why it’s a problem UNDERSTAND THE “WHY” Evaluate and execute the solution CRAFT THE “HOW” #UXNERDSMonday, April 30, 2012
  35. 35. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEMMonday, April 30, 2012
  36. 36. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problemMonday, April 30, 2012
  37. 37. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problemsMonday, April 30, 2012
  38. 38. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems ¼ Unable to measure successMonday, April 30, 2012
  39. 39. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems ¼ Unable to measure success ¼ Measuring the wrong factors to successMonday, April 30, 2012
  40. 40. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems ¼ Unable to measure success ¼ Measuring the wrong factors to success ¼ Can create tumbler effect of: undefined problem incorrect solution intangible successMonday, April 30, 2012
  41. 41. SCIENCE #UXNERDSMonday, April 30, 2012
  42. 42. Science is a systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe. #UXNERDSMonday, April 30, 2012
  43. 43. SCIENTIFIC METHOD #UXNERDSMonday, April 30, 2012
  44. 44. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) #UXNERDSMonday, April 30, 2012
  45. 45. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) #UXNERDSMonday, April 30, 2012
  46. 46. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis Iterations 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) #UXNERDSMonday, April 30, 2012
  47. 47. UX DESIGN METHOD 1. Define the problem 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to inform design decisions 7. Document results 8. Measure design decisions #UXNERDSMonday, April 30, 2012
  48. 48. UX DESIGN METHOD 1. Define the problem 2. Gather information and resources (observe) INJECTION OF 3. Form an explanatory hypothesis SCIENTIFIC REASONING 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to inform design decisions 7. Document results 8. Measure design decisions #UXNERDSMonday, April 30, 2012
  49. 49. HUMAN LOGIC: SCIENTIFIC REASONING #UXNERDSMonday, April 30, 2012
  50. 50. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions? #UXNERDSMonday, April 30, 2012
  51. 51. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions? How do we define problems? #UXNERDSMonday, April 30, 2012
  52. 52. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions? How do we define problems? How do we craft solutions? #UXNERDSMonday, April 30, 2012
  53. 53. HUMAN LOGIC: SCIENTIFIC REASONING #UXNERDSMonday, April 30, 2012
  54. 54. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning #UXNERDSMonday, April 30, 2012
  55. 55. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning Inductive reasoning #UXNERDSMonday, April 30, 2012
  56. 56. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning Inductive reasoning Abductive reasoning #UXNERDSMonday, April 30, 2012
  57. 57. HUMAN LOGIC: SCIENTIFIC REASONING #UXNERDSMonday, April 30, 2012
  58. 58. HUMAN LOGIC: SCIENTIFIC REASONING Precondition #UXNERDSMonday, April 30, 2012
  59. 59. HUMAN LOGIC: SCIENTIFIC REASONING Precondition Rule #UXNERDSMonday, April 30, 2012
  60. 60. HUMAN LOGIC: SCIENTIFIC REASONING Precondition Rule Conclusion #UXNERDSMonday, April 30, 2012
  61. 61. DEDUCTIVE REASONING ¼ Determining the conclusion ¼ Precondition and rule “follows necessarily” ¼ Conclusion must be true where rule and precondition are #UXNERDSMonday, April 30, 2012
  62. 62. DEDUCTIVE REASONING 1. Men are mortal. 2. Zack is a man. 3. Therefore, Zack is mortal. #UXNERDSMonday, April 30, 2012
  63. 63. DEDUCTIVE REASONING 1. When our conversion rate on the checkout page is 5% or less, our total revenue decreases. 2. Our conversion rate on the checkout page is less than 5% 3. Our total revenue has decreased. #UXNERDSMonday, April 30, 2012
  64. 64. INDUCTIVE REASONING ¼ Uses probability to draw conclusion. ¼ Abstracts of observations from individual cases ¼ It’s possible that the conclusion is false. #UXNERDSMonday, April 30, 2012
  65. 65. INDUCTIVE REASONING Easier to read. 1. Small text is hard to read for most Harder to read. people. 2. Most people can understand larger text. 3. Therefore, we can assume larger text will be easier to read. #UXNERDSMonday, April 30, 2012
  66. 66. INDUCTIVE REASONING 1. There were usability flaws every time we had conversion rate of 5% or less on the checkout page. 2. Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws. #UXNERDSMonday, April 30, 2012
  67. 67. ABDUCTIVE REASONING ¼ Separation of facts within limited contexts. ¼ Precondition is related, but must be a reasonable suggestion that the conclusion is true. #UXNERDSMonday, April 30, 2012
  68. 68. ABDUCTIVE REASONING 1. I’ve seen people have a hard time reading small text. 2. Sometimes, people understand a message better if it’s with a picture. 3. We can abduct, people may understand our content better with pictures. #UXNERDSMonday, April 30, 2012
  69. 69. ABDUCTIVE REASONING 1. I’ve seen conversion rate lower on websites with usability flaws. 2. Sometimes, usability flaws are caused by unclear calls to action. 3. We can abduct that clearer calls to action can improve conversion rate. #UXNERDSMonday, April 30, 2012
  70. 70. SCIENTIFIC REASONING AND APPLIED LOGIC IN UX #UXNERDSMonday, April 30, 2012
  71. 71. APPLIED LOGIC IN UX DESIGN 1. Define the problem DEDUCTIVE LOGIC 2. Gather information and resources (observe) 3. Form an explanatory hypothesis INDUCTIVE LOGIC 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to INDUCTIVE & inform design decisions ABDUCTIVE LOGIC 7. Document results 8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC #UXNERDSMonday, April 30, 2012
  72. 72. APPLIED LOGIC IN UX DESIGN 1. Define the problem DEDUCTIVE LOGIC “When our conversion rate on the checkout page is 5% or less, our total revenue decreases.” “Our conversion rate on the checkout page is less than 5%” “Our total revenue has decreased.” #UXNERDSMonday, April 30, 2012
  73. 73. APPLIED LOGIC IN UX DESIGN 1. Define the problem DEDUCTIVE LOGIC “When our conversion rate on the checkout page is 5% or less, our total revenue decreases.” “Our conversion rate on the checkout page is less than 5%” “Our total revenue has decreased.” Deductive logic for problem definition #UXNERDSMonday, April 30, 2012
  74. 74. APPLIED LOGIC IN UX DESIGN 3. Form an explanatory hypothesis INDUCTIVE LOGIC “There were usability flaws every time we had conversion rate of 5% or less on the checkout page.” “Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.” #UXNERDSMonday, April 30, 2012
  75. 75. APPLIED LOGIC IN UX DESIGN 3. Form an explanatory hypothesis INDUCTIVE LOGIC “There were usability flaws every time we had conversion rate of 5% or less on the checkout page.” “Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.” Inductive logic for hypothesis formation #UXNERDSMonday, April 30, 2012
  76. 76. APPLIED LOGIC IN UX DESIGN 5. Analyze the data INDUCTIVE & 6. Interpret the data and draw conclusions to inform ABDUCTIVE LOGIC design decisions “I’ve seen conversion rate lower on websites with usability flaws.” “In our research and observations, we saw usability flaws caused by unclear calls to action.” “We can abduct that clearer calls to action can improve conversion rate.” #UXNERDSMonday, April 30, 2012
  77. 77. APPLIED LOGIC IN UX DESIGN 5. Analyze the data INDUCTIVE & 6. Interpret the data and draw conclusions to inform ABDUCTIVE LOGIC design decisions “I’ve seen conversion rate lower on websites with usability flaws.” “In our research and observations, we saw usability flaws caused by unclear calls to action.” “We can abduct that clearer calls to action can improve conversion rate.” Abductive logic for research data analysis and informing design decisions #UXNERDSMonday, April 30, 2012
  78. 78. APPLIED LOGIC IN UX DESIGN 8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC “When we fixed our usability flaws, our conversion rate increased to 10%, also increasing our total revenue.” “We’ve fixed our usability flaws.” “Therefore, our total revenue has increased.” #UXNERDSMonday, April 30, 2012
  79. 79. APPLIED LOGIC IN UX DESIGN 8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC “When we fixed our usability flaws, our conversion rate increased to 10%, also increasing our total revenue.” “We’ve fixed our usability flaws.” “Therefore, our total revenue has increased.” Deductive logic for design success measurement #UXNERDSMonday, April 30, 2012
  80. 80. WHAT DOES ALL THIS MEAN? #UXNERDSMonday, April 30, 2012
  81. 81. FINAL THOUGHTS #UXNERDSMonday, April 30, 2012
  82. 82. FINAL THOUGHTS UX Design and “Scientific-like” approach allows us to: #UXNERDSMonday, April 30, 2012
  83. 83. FINAL THOUGHTS UX Design and “Scientific-like” approach allows us to: ¼ Thoroughly define the problem ¼ Learn how to make informed design decisions ¼ Articulate our reasoning for design decisions and features ¼ Reduce risk and strengthen chance for success ¼ Measure ROI of design (even against KPIs) #UXNERDSMonday, April 30, 2012
  84. 84. We’re using scientific methods, logic and reasoning, applied to creative process in order to solve problems through design. #UXNERDSMonday, April 30, 2012
  85. 85. THANKS #UXNERDSMonday, April 30, 2012
  86. 86. QUESTIONS? ¼ Using the questions panels in the GoToMeeting app ¼ On Twitter @The_Nerdery ¼ Tweet with the #uxnerds hashtag ¼ Send us an email at primers@nerdery.com ¼ More answers online at http://nerdery.com #UXNERDSMonday, April 30, 2012
  87. 87. #UXNERDSMonday, April 30, 2012
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