user experience.Sabina Siddiqi5/17/2013
what is user experience?
components of user experience
user experienceThe overallexperience one haswhen interacting witha product, website,service, tool etc..
what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
reduce learning curveConsistencywhat behaves alike looks alike, what behaves different looks different
Consistencywhat behaves alike looks alike, what behaves different looks differentKeep user informedprovide feedback for ev...
Response time - how users perceive delays:<0.1s perceived as “instantaneous”1s user’s flow of thought stays uninterrupted,...
Consistencywhat behaves alike looks alike, what behaves different looks differentKeep user informedas much as is useful no...
reduce learning curveKeep user informedas much as is useful no more, no lessprovide feedback for every actionKeep user inf...
what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
empower your userthe locus of control - let the user initiate actions
A genie offers you two choices...
o eat at the finest restaurantso for freeo twice a weeko but the genie picks the day and restaurant
o eat at “good” restaurantso for freeo twice a weeko this time YOU pick the day and restaurant as longas it’s just “good”
what would you choose?
empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired task
empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows...
empower your userThe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows...
Saves conditionsafter each stepallowing user to goback and fortheasily.
Undo buttonallowing forreversing severalsteps
empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows...
empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows...
what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
ShortcutsKnow Your User
Shortcuts
Predict user needsShortcutsKnow Your User
PredictUser Needs
PredictUser Needs
PredictUser Needs
PredictUser Needs
ShortcutsPredict user needsKnow Your User
to summarize..
reduce learning curve- consistency in function and design- keep user informed (as needed)- provide feedback for every acti...
reduce learning curve- consistency in function and design- keep user informed (as needed)- provide feedback for every acti...
reduce learning curve- consistency in function and design- keep user informed (as needed)- provide feedback for every acti...
Case Study:Google Groups
Consistency
Consistency
Keep userinformedShortcuts
Preserve usermemoryProvidefeedback foractionsFor touch screenshover tooltips areuseless
Prevent errors
Easy reversal
so that’s it?that’s all there is to it?
so that’s it?that’s all there is to it?well not quite..
design.user research.use cases.navigation maps.personas.usability testing.market research.future interfaces.hci / human fa...
… but those will have to be saved for future talks 
FUTURETOPICS
UX DESIGN PROCESS
OTHER AREAS IN UXMarketing• Market research• target market demographics• competitive/gap analysis• Product strategy• Conte...
USER RESEARCHUSER PERSONAProfile:Role: Project manager25-45 yrs oldHigh level knowledge of economicsLay user of technology...
Questions?
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
Introduction to UX
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Introduction to UX
Introduction to UX
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Introduction to UX
Introduction to UX
Introduction to UX
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Introduction to UX

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A short intro to user experience going over some basic usability principles/heuristics

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Introduction to UX

  1. 1. user experience.Sabina Siddiqi5/17/2013
  2. 2. what is user experience?
  3. 3. components of user experience
  4. 4. user experienceThe overallexperience one haswhen interacting witha product, website,service, tool etc..
  5. 5. what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
  6. 6. what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
  7. 7. reduce learning curveConsistencywhat behaves alike looks alike, what behaves different looks different
  8. 8. Consistencywhat behaves alike looks alike, what behaves different looks differentKeep user informedprovide feedback for every actionas much as is useful no more, no lessreduce learning curve
  9. 9. Response time - how users perceive delays:<0.1s perceived as “instantaneous”1s user’s flow of thought stays uninterrupted, butdelay noticed10s limit for keeping user’s attention focused on thedialog>10s user will want to perform other tasks while waiting
  10. 10. Consistencywhat behaves alike looks alike, what behaves different looks differentKeep user informedas much as is useful no more, no lessprovide feedback for every actionPrevent Errorsas far as is possible do not provide functionality that leads to errorreduce learning curve
  11. 11. reduce learning curveKeep user informedas much as is useful no more, no lessprovide feedback for every actionKeep user informedas much as is useful no more, no lessprovide feedback for every actionPrevent Errorsas far as is possible do not provide functionality that leads to errorConsistencywhat behaves alike looks alike, what behaves different looks different
  12. 12. what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
  13. 13. empower your userthe locus of control - let the user initiate actions
  14. 14. A genie offers you two choices...
  15. 15. o eat at the finest restaurantso for freeo twice a weeko but the genie picks the day and restaurant
  16. 16. o eat at “good” restaurantso for freeo twice a weeko this time YOU pick the day and restaurant as longas it’s just “good”
  17. 17. what would you choose?
  18. 18. empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired task
  19. 19. empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows how far they have gotten in their task
  20. 20. empower your userThe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows how far they have gotten in their taskallow easy reversal of actions
  21. 21. Saves conditionsafter each stepallowing user to goback and fortheasily.
  22. 22. Undo buttonallowing forreversing severalsteps
  23. 23. empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows how far they have gotten in their taskallow easy reversal of actionsthe user should not have to remember things
  24. 24. empower your userthe locus of control - let the user initiate actionsuser can easily complete their desired taskuser knows how far they have gotten in their taskallow easy reversal of actionsthe user should not have to remember things
  25. 25. what makes a good (great?) userexperience?empowers the userknows the userno learning curve(or reduced)
  26. 26. ShortcutsKnow Your User
  27. 27. Shortcuts
  28. 28. Predict user needsShortcutsKnow Your User
  29. 29. PredictUser Needs
  30. 30. PredictUser Needs
  31. 31. PredictUser Needs
  32. 32. PredictUser Needs
  33. 33. ShortcutsPredict user needsKnow Your User
  34. 34. to summarize..
  35. 35. reduce learning curve- consistency in function and design- keep user informed (as needed)- provide feedback for every action- prevent errorsto summarize..
  36. 36. reduce learning curve- consistency in function and design- keep user informed (as needed)- provide feedback for every action- prevent errorsempower user- the locus of control- user can easily complete their desired task- user knows how far they have gotten in their task- user knows when the task has been completed- easy reversal of actions- user does not have to remember thingsto summarize..
  37. 37. reduce learning curve- consistency in function and design- keep user informed (as needed)- provide feedback for every action- prevent errorsempower user- the locus of control- user can easily complete their desired task- user knows how far they have gotten in their task- user knows when the task has been completed- easy reversal of actions- user does not have to remember thingsknow the user- provide shortcuts- predict user needsto summarize..
  38. 38. Case Study:Google Groups
  39. 39. Consistency
  40. 40. Consistency
  41. 41. Keep userinformedShortcuts
  42. 42. Preserve usermemoryProvidefeedback foractionsFor touch screenshover tooltips areuseless
  43. 43. Prevent errors
  44. 44. Easy reversal
  45. 45. so that’s it?that’s all there is to it?
  46. 46. so that’s it?that’s all there is to it?well not quite..
  47. 47. design.user research.use cases.navigation maps.personas.usability testing.market research.future interfaces.hci / human factors research.etc..information architecture.
  48. 48. … but those will have to be saved for future talks 
  49. 49. FUTURETOPICS
  50. 50. UX DESIGN PROCESS
  51. 51. OTHER AREAS IN UXMarketing• Market research• target market demographics• competitive/gap analysis• Product strategy• Content strategyUsability• User research• personas/scenarios• process/task analysis• testing• Information Architecture & Design• heuristic analysis• user journey map• Interaction design• interaction framework• wireframes & prototypesDesign• Concept• Design Assets• Style Guide• Visual comps
  52. 52. USER RESEARCHUSER PERSONAProfile:Role: Project manager25-45 yrs oldHigh level knowledge of economicsLay user of technologyTraveling 50-75%High risk sportsFirst time user of our productsGoals & Needs:Use casesRequires easy access to productivity metrics to analyze results of 2-3 yr projects in developing countries.Needs to analyze metrics to:be able to continuously improve processes – once a week.evaluate performance of individual members of the team – once a quarter.report performance KPIs and metrics to apply for future funding – once a year.Desirables:Nice to haves:mobile version of app to be used in low connectivity areas.
  53. 53. Questions?

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