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User Experience: Process and Guidelines


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Usability has been one of the ‘non-functional’ requirements in software architecture for a long time now. However, just because you and your team can use your software with your eyes closed does not mean your users can or will. Usability is a very small subset of User Experience (UX) design and an increasing number of companies in Australia and overseas is paying more attention to this growing field.

Contrary to popular belief, UX design is not a ‘black art’ that only the creative or artistic types can do. It’s not a single discipline or role that’s assigned to one person or team either. In fact, it’s an attitude that everyone involved in the project needs to acquire. Hence, it’s something that everyone needs to learn to make products that people actually want to use. This is especially true in the case of software architects who have so much say and stake on the final product.

The User-Centred Design Process

User-centred design (UCD) is the concept of designing and developing a system around the user to fit the user and business needs instead of the other way round. Just like everything in software development, user-centred design also has some standard processes that can be followed to ensure that the software we build meets the needs of the users and the business. We will look at what the UCD process is and how it can be integrated into our existing software development methodologies and timelines. We will present several techniques in the different stages of the process that you can use straightaway whatever phase you are in your project.

UX design principles we can’t live without

We will look at some of the top UX design principles that we can’t live without in our trade. These principles can (and should) be applied by anyone who is involved in software development. We will show you why these principles work and how they can help you get immediate improvements in the UX that your product offers.

Published in: Technology, Design

User Experience: Process and Guidelines

  1. 1. User Experience (UX)The process and guidelines@DanSorvik @NirishShakya
  2. 2. What is User Experience?
  3. 3. User-Centred Design ProcessThe techniques
  4. 4. ? ? UserWho is the user?
  5. 5. Observation
  6. 6. Personas
  7. 7. Personas
  8. 8. Scenarios
  9. 9. ? ? UserHow should it work?
  10. 10. Sketching
  11. 11. Prototyping
  12. 12.
  13. 13. ? ? UserDoes it work?
  14. 14. Hallway testing
  15. 15. “You want to watch the first season of ‘Friends’. How would you find it on this site?
  16. 16. Heuristics testing Eg. Nielsen’s heuristics:1.  Visibility of system status2.  Match between system and the real world3.  User control and freedom4.  Consistency and standards5.  Error prevention6.  Recognition rather than recall7.  Flexibility and efficiency of use8.  Aesthetic and minimalist design9.  Help users recognize, diagnose, and recover from errors10. Help and documentation
  17. 17. Usability testing
  18. 18. Feedback implementation Positive  comments  or  findings   Make  sure  these  features  stay   Minor  issues   Unable  to  implement  in  this  phase   Cosmetic/minor  issue   Showstopper/Road  Block   Significant  detriment  to  user   Result  in  a  loss  of  sales  
  19. 19. UX design principles guidelinesWe can’t live without
  20. 20. Guideline 1Ask why
  21. 21. Make sure you know:  Business Goals  User GoalsAre they the same?Ask why it is being (re) designed
  22. 22. Guideline 2Context is everything
  23. 23.
  24. 24.
  25. 25. Know yourusers and theircontext
  26. 26. Guideline 3Help the user get started
  27. 27. Guideline 4Make it obvious
  28. 28. What can I do here?
  29. 29. What can I do here?
  30. 30. What can I do here? More info Add to cart More info Add to cart
  31. 31. But  HOW  do  I  pay??  
  32. 32. Guideline 5Keep it ‘affording’
  33. 33.
  34. 34.
  35. 35. Buy  now  
  36. 36. Clickable   Not   clickable   Not  clickable  
  37. 37. Guideline 6Make it readable
  38. 38. How users read your webpages 1 2 3 4
  39. 39. THIS IS IMPORTANT. This is less important. This is even less important.  
  40. 40. Guideline 7Take it off slowly
  41. 41. Guideline 8Tell the user whats going onand whats going to happen
  42. 42. Guideline 9Let the computer do the work forthe user
  43. 43. Which "one is the "cheapest?
  44. 44. What’s my Login ID??
  45. 45. What’s my Login ID??
  46. 46. Where am I?
  47. 47. 19 secondsX 1000 visitors per day= 19000 seconds per day= 13 hours per day= 197 days per year!
  48. 48. Guideline 10Let the user be in control
  49. 49. To err is userTo forgive is design
  50. 50. Loss of control can be stressful!
  51. 51. The Undo button ↺  
  52. 52. Register before you buy
  53. 53. Let the guidelines guide you
  54. 54. Keep looking at the bigger picture
  55. 55. TechniquesWho is your Observationuser? Personas ScenariosHow should it Sketchingwork? Prototyping Hallway TestingDoes it work? Heuristic Evaluation Usability Testing
  56. 56. Guidelines 1.  Ask why 2.  Context is everything 3.  Help them get started 4.  Make it obvious 5.  Keep it ‘affording’ 6.  Make it readable
  57. 57. Guidelines 7.  Take it off slowly 8.  Keep the user informed 9.  Let the computer do the work 10. Give the user control
  58. 58. Say hello Nirish Shakya Dan Sorvik 0431 170 608 0401 595 884 @NirishShakya @DanSorvik 301/15 Lime Street King Street Wharf Sydney NSW 2000