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UX |= UI
Kelley Howell
ux @ DE
Erik Flowers @ http://www.uxisnotui.com/
ck Berry, IBM, in an article for developers to better understand UX design
The Elements of User Experience
UX/UI User Group: a history
Guerilla UX @ DE
Guerilla UX @ DE
• 2007: BC Wilson, Erin Walsh PMs with Trader
and FR; Andrew Jaswa and Kelley Walker with
FR and Trader
•...
UX timeline
(Leah Buley, UX Team of One)
UX: how people think and feel
User experience design is about
centering the user throughout the
product development process
UX @ DE Square
• UX technique to get people to brainstorm in
innovative ways
• Get people out of their element
• Let’s try...
The Building UX
UX = understanding people
• Architects understand people: what their
tasks, goals, desires, and dreams
• Architects unders...
Buildings |= Software
• Buildings are different from software in an
important way
• Interactive relationship exists betwee...
Don Norman and Steve Jobs
• Leveraged human tendency to apply rules of
social life to computer interaction. ( +
anthropomo...
Examples
• Animation effects (emerged from research
insights from studying computer gaming in
70s and 80s)
• Genie effect ...
Gamification
• Love
• Addiction
• Deviance (habit / ritual )
• Twitter: To be predictable or not to be
UX = ignoring people
“Understand users,
then ignore them.”
-- Robert Hoekman in Designing the Obvious
Everything I know about UX, I learned
in English Class
Rhetoric
• Logos
• Ethos
• Pathos
The Elements of User Experience
The Planes of User Experience
Step 1: Strategy - Who are users, what do they
need, what are their problems, hopes, desires...
UX is about designs that
• Understand how people think and feel
• Center users throughout the product lifecycle –
strategy...
Questions?
UX is not UI
UX is not UI
UX is not UI
UX is not UI
UX is not UI
UX is not UI
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UX is not UI

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A presentation given at the UX Futures Group. The goal was to expand on a popular meme decrying the tendency to reduce User Experience design to User Interface design and UI engineering.

Published in: Design
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UX is not UI

  1. 1. UX |= UI Kelley Howell ux @ DE
  2. 2. Erik Flowers @ http://www.uxisnotui.com/
  3. 3. ck Berry, IBM, in an article for developers to better understand UX design
  4. 4. The Elements of User Experience
  5. 5. UX/UI User Group: a history
  6. 6. Guerilla UX @ DE
  7. 7. Guerilla UX @ DE • 2007: BC Wilson, Erin Walsh PMs with Trader and FR; Andrew Jaswa and Kelley Walker with FR and Trader • User group: find other nerds into usability, HCI, and UX • Use guerilla tactics to win the war. 
  8. 8. UX timeline (Leah Buley, UX Team of One)
  9. 9. UX: how people think and feel User experience design is about centering the user throughout the product development process
  10. 10. UX @ DE Square • UX technique to get people to brainstorm in innovative ways • Get people out of their element • Let’s try this: What is the User Experience of our building • Hint: Architects create user experiences for their buildings – inside and outside
  11. 11. The Building UX
  12. 12. UX = understanding people • Architects understand people: what their tasks, goals, desires, and dreams • Architects understand social interaction: norms, rituals, the unique problems involved in social life
  13. 13. Buildings |= Software • Buildings are different from software in an important way • Interactive relationship exists between people and software
  14. 14. Don Norman and Steve Jobs • Leveraged human tendency to apply rules of social life to computer interaction. ( + anthropomorphize) • Emotional connection with computers I don’t hate it I like it I love it
  15. 15. Examples • Animation effects (emerged from research insights from studying computer gaming in 70s and 80s) • Genie effect (zoom) • Rounded corners • Dog ears
  16. 16. Gamification • Love • Addiction • Deviance (habit / ritual ) • Twitter: To be predictable or not to be
  17. 17. UX = ignoring people “Understand users, then ignore them.” -- Robert Hoekman in Designing the Obvious
  18. 18. Everything I know about UX, I learned in English Class
  19. 19. Rhetoric • Logos • Ethos • Pathos
  20. 20. The Elements of User Experience
  21. 21. The Planes of User Experience Step 1: Strategy - Who are users, what do they need, what are their problems, hopes, desires? Step 2: Scope - Given user needs, what content and functionality is required to obtain needs? What are the limits and constraints. Step 3: Structure - How will content and functionality interact and does it meet users’ needs? Step 4: Skeleton - What are the foundational elements of the interface? How do users navigate & find information? Step 5: Surface - The final visual and tactile elements: visual style, brand identity, style, logo.
  22. 22. UX is about designs that • Understand how people think and feel • Center users throughout the product lifecycle – strategy > • Are based on both listening to users, then ignoring them • centering users through: research advocacy design patterns rules/guidelines
  23. 23. Questions?

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