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Uxd01 uxd fundamental
- 1. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
User Experience Design
UXD Fundamental
1
FAKULTAS TEKNIK DAN ILMU KOMPUTER
UNIVERSITAS TEKNOKRAT INDONESIA
Muhammad Bakri, M.T.
- 2. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
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Robbi zidnii 'ilman warzuqnii fahmaa, waj'alnii minash-
shoolihiin
2
- 3. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Learning the
concepts of User
Experience Design
3
Learning Objectives
- 4. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
4
1.Definition
2.UX Design Phases
Outlines
- 5. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Google Classroom
UXD-SI19C
5
shq774w
- 6. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
What is UX Design?
6
- 8. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
“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 the system
including industrial design,
graphics, the interface, the physical
interaction, and the manual”
8
- 9. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
The creation and synchronization
of the elements that affect users’
experience with a particular
company, with the intent of
influencing their perceptions and
behavior.
9
Definition
- 10. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Good UX design creates
a positive experience for
your user by
anticipating—and
fulfilling—their needs
10
Why UX matter?
- 13. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
13
1.Understand
2.Research
3.Analyze
4.Design
5.Launch
6.Analyze Again
- 14. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Understand
14
- 15. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
As the old saying goes: If
you have four hours to
chop down a tree, spend
the first three hours
sharpening your axe.
15
- 16. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
1. User
2. Brand
16
Understand your:
- 17. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
What’s their
problem?
17
Answer this question
- 19. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
How does this
project align with
your brand?
19
Answer this question
- 21. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
1:1 interviews
21
- 23. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
User/Focus groups
23
- 25. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Usability testing
25
- 27. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
User personas
27
- 28. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Designers use them to
help understand a
number of things
about their customers
including their:
28
- 29. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
29
1. Goals
2. Background
3. Age
4. Gender
5. Behaviors
6. Spending habits
7. Pain points
8. Needs
- 35. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
User journey maps
35
- 38. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Site map
User flow
Mockups
Images
Icons
Colors
38
- 40. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
A wireframe is like the
prototype of your
product—a bare
essentials
representation of your
product.
40
- 42. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
42
1. Presents information that
will be displayed on the page
2. Gives an outline of the
structure and layout of the
page
3. Conveys overall direction
and description of the user
interface
- 44. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
That means it’s time to
implement; pass everything to
the development team who
will create a high fidelity
version of the user interface.
44
- 45. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Like the usability test,
this involves you
observing your target
audience using the
actual program.
45
User testing
- 46. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
This is a limited release of
your product to a small
amount of people with the
goal of finding issues and
cleaning them up before you
launch it to the world.
46
Beta launch
- 47. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
When your own team
uses the product and
tests out each facet of
it.
47
Internal testing
- 48. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Analyze (again)
48
- 49. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Some questions you
might ask yourself:
49
- 50. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
50
1. Where did our process go right? And
why?
2. Where did we struggle? And why?
3. How are our users responding to the
product?
4. Did it solve their issues and pain points?
5. Where can we improve the product?
6. What lessons can we take away from this
process for future products?
- 51. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
Conclusions
51
- 52. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
• Your UX process is going to be
entirely unique to your
business and product.
• The important thing is that you
find a process that works for
you, your team, and—most
importantly—your users.
52
- 53. Muhammad Bakri | FTIK | Universitas Teknokrat Indonesia © 2021
“People often say that
motivation doesn't last. Well,
neither does bathing -- that's
why we recommend it daily.
_Zig Ziglar”
53