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The Science of UX Design
 

The Science of UX Design

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AIGA Statewide Pivot: Cro

AIGA Statewide Pivot: Cro

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    The Science of UX Design The Science of UX Design Presentation Transcript

    • e Science of UX Design Zack Naylor AIGA Statewide Pivot: Crossroads Aug. 20, 2011Saturday, August 20, 2011
    • Art is not DesignSaturday, August 20, 2011
    • Art is not Design Not for us anyway.Saturday, August 20, 2011
    • Art aims to Inspirehttp://3.bp.blogspot.com/_PvnAJNEr__c/TUIqWcUJdVI/AAAAAAAAAoA/F1pPI5hZFt4/s1600/napoleon2g.jpgSaturday, August 20, 2011
    • Design solves ProblemsSaturday, August 20, 2011
    • Art is Interpreted http://www.davidlester.net/abstract%20and%20interpretive.htmSaturday, August 20, 2011
    • Design is UnderstoodSaturday, August 20, 2011
    • Not all Design is created equal.Saturday, August 20, 2011
    • Not all Design is created equal. Nor is any design philosophy universally appropriate.Saturday, August 20, 2011
    • Self Design Genius Design User Centered DesignSaturday, August 20, 2011
    • Self Design Solves your own problem.Saturday, August 20, 2011
    • Self Design Solves your own problem. I hope.Saturday, August 20, 2011
    • Self Design When is Self Design appropriate? When YOU are the user.Saturday, August 20, 2011
    • Genius Design Draws from your experience.Saturday, August 20, 2011
    • Genius Design Draws from your experience. Meh.Saturday, August 20, 2011
    • Genius Design When is Genius Design appropriate? ...not really ever...Saturday, August 20, 2011
    • Genius Design ...except...when you have sufficient domain experience with both the product & usersSaturday, August 20, 2011
    • User Centered Design Focuses on behavior, use & context.Saturday, August 20, 2011
    • User Centered Design Focuses on behavior, use & context. Winner, winner, chicken dinner.Saturday, August 20, 2011
    • “User centered development process shifts from focus on the way the product is made, to how the product is used.” - Mike Kuniavsky “Observing the User Experience”Saturday, August 20, 2011
    • We call it User Experience Design (UX) for shortSaturday, August 20, 2011
    • The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the users movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/Saturday, August 20, 2011
    • A UX process starts with understanding the problem instead of de ning the solution.Saturday, August 20, 2011
    • A successful design is the perfect marriage of user needs and business goals.Saturday, August 20, 2011
    • User Needs Business Goals Perfect marriage of business needs and user needs + pictureSaturday, August 20, 2011
    • The Nerdery Embedded UXSaturday, August 20, 2011
    • The Nerdery Embedded UX Physical Device ConstraintsSaturday, August 20, 2011
    • The Nerdery Embedded UX Physical Device Constraints API Integration ConstraintsSaturday, August 20, 2011
    • The Nerdery Embedded UX Physical Device Constraints API Integration Constraints Software ConstraintsSaturday, August 20, 2011
    • The Nerdery Embedded UX Physical Device Constraints API Integration Constraints User Constraints Software ConstraintsSaturday, August 20, 2011
    • The Nerdery Embedded UX Physical Device Constraints API Integration Constraints User ConstraintsSaturday, August 20, 2011 $ Budget Constraints Software Constraints
    • You dont know what you dont know, until you know that you didnt know itSaturday, August 20, 2011
    • How do we make informed design decisions?Saturday, August 20, 2011
    • ResearchSaturday, August 20, 2011
    • Just like science. http://reeleyes.wordpress.com/2011/07/28/309-back-to-the-future/Saturday, August 20, 2011
    • Scienti c theory: a type of inductive theory, in that its content (i.e. empirical data) could be expressed within some formal system of logic whose elementary rules (i.e. scientific laws) are taken as axioms.Saturday, August 20, 2011
    • Scienti c Method: 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Perform an experiment and collect data, testing the hypothesis 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)Saturday, August 20, 2011
    • UX Method: 1. Define a question 2. Form a hypothesis 3. Observe 4. Collect data 5. Analyze the data 6. Report results 7. Create a solution 8. Retest (often done by the same designer/team)Saturday, August 20, 2011
    • Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.Saturday, August 20, 2011
    • Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.Saturday, August 20, 2011
    • Why do research?Saturday, August 20, 2011
    • Why do research? Build empathy. Inform decisions.Saturday, August 20, 2011
    • Why do research? oroughly de nes the problem.Saturday, August 20, 2011
    • Why do research? Design for the end user.Saturday, August 20, 2011
    • Deductive Reasoning: 1. Men are mortal. 2. Zack is a man. 3. Therefore, Zack is mortal.Saturday, August 20, 2011
    • Inductive Reasoning: 1. Small text is hard to read. 2. Most people can understand larger text. 3. Therefore, we can assume larger text will be easier to read.Saturday, August 20, 2011
    • Abductive Reasoning: 1. Iʼve seen people have a hard time reading small text. 2. Sometimes, people understand a message better if itʼs a picture. 3. We can abduct, people may understand our content better with pictures.Saturday, August 20, 2011
    • This is the good stuff Abductive Reasoning: 1. Iʼve seen people have a hard time reading small text. 2. Sometimes, people understand a message better if itʼs a picture. 3. We can abduct, people may understand our content better with pictures.Saturday, August 20, 2011
    • We’re now using scienti c theory, applied to creative process in order to solve problems through design.Saturday, August 20, 2011
    • anks www.zacknaylor.com @zacknaylor http://speakerrate.com/talks/8176 Sources: “Observing the User Experience”- Mike Kuniavsky http://www.uie.com/articles/five_design_decision_styles/ – Jared Spool “Mental Models” - Indi Young Thoughts on Interaction Design - Jon Kolko http://en.wikipedia.org/wiki/Inductive_reasoning http://en.wikipedia.org/wiki/Deductive_reasoning http://en.wikipedia.org/wiki/Abductive_reasoningSaturday, August 20, 2011