Ebook UX: Bringing User Experience Design into the Picture - ebookcraft 2014 - Anne Kostick


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"Ebook UX: Bringing User Experience Design into the Picture" - Anne Kostick (Foxpath IND) at ebookcraft 2014, presented by BookNet Canada and eBOUND Canada - March 5, 2014.

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Ebook UX: Bringing User Experience Design into the Picture - ebookcraft 2014 - Anne Kostick

  1. 1. eBOOK UX Bringing User Experience Knowledge Into the Picture ebookcraft Toronto—March 5, 2014 Foxpath IND :: Anne Kostick
  2. 2. What Is UX? Research and design aimed at making the user’s experience of a product, process or service better. UXK= UX Knowledge
  3. 3. A Fast UX History UX: User experience UXD: User experience design Experience design User research Usability UI: User Interface design Interaction design Human factors Ergonomics HCI: Human computer interaction
  4. 4. The Machine Age
  5. 5. Human Factors Complexity can be dangerous People come first.
  6. 6. Don Norman
  7. 7. Uxers from Everywhere Social Science Psychology, Anthropology, Sociology Design Industrial, Interactive, Graphic Engineering Software dev, Mechanical Development Product dev, Editorial dev Production Product management, Project management UX in Publishing Discovery buying, browsing Device using, managing Reading start to finish; searching, finding, saving, marking
  8. 8. A Fast History of the Book Codex established between 100 – 300 CE Movable type 1455 (Germany) 1377 (Korea) Illustrations 1461 (Germany)
  9. 9. Innovations Table of contents [c 100] Spaces between words [c 700] Margins [1400s] Bookmarks [c 1590] Pagination [c 1590] Indexes [1600s] Footnotes [1600s] Color ink Table of illustrations Card page Appendix Thumb tabs Edge color Spine printing
  10. 10. Book = Object 1870 2013
  11. 11. Enter Digital • Digital removes the object so well developed over 1500 years of use. • There’s no ―there‖ there • Digital undermines the behaviors and processes readers know.
  12. 12. DIGRESSION: Rename the Book! … the codex, the format, the object … the intellectual property; the meaning of the text, behind the letters on the page Then there’s … … the experience
  13. 13. Book Design / UX Design • Book design takes existing graphic elements to create the known page/volume, visually. Use is understood. • UX design uses graphic elements, among other elements, to create the reading experience.
  15. 15. UX Tool Kit (partial) • Observation • Survey/Questionnaire • Comparative Assessment • Bug List/Wish List • Ideation • Mental Models • Drawing/Sketching • Workshop/Brainstorm sessions • Prototyping • Paper • Files • Templates
  16. 16. Special E-book Kit Research and testing Not You Not your work colleagues, either Design and Ideating Use your customers’ strengths, i.e., verbal skew Use your product’s strengths, i.e., each book is unique. Protyping and Iterating Paper is perfect! Files are flexible!
  17. 17. RULE OF 5 Five research subjects in a study will yield 85% of the information you need for UX design.
  18. 18. GOGGLES
  19. 19. User Research Ask Questions “He just got tired of his Kindle.” “After a day at the office, staring at a screen seemed too much like work.” “I kept losing my place. If I wanted to remind myself about a character, I couldn’t go back.” “I missed the feel of a book.”
  20. 20. Observation • Set up a task and a goal • Ask subject for feedback afterward Subject Observers
  21. 21. Gather Information Comparative Assessment examine features of other products Bug List what things do users dislike? Wish List what do they wish the product could do for them? Observer’s notes
  22. 22. Ideate
  23. 23. Prototype and Test
  24. 24. Parts of a Book
  25. 25. Ideas from Everywhere
  26. 26. Dimensional Navigation?
  27. 27. My Library
  28. 28. Dimensional Location?
  29. 29. Findings: What Do Readers Want? • Flow • Serendipity • Transparency • Simplicity • Orientation in space
  30. 30. Betterment! Use UXK Change goggles Iterate often Use e-books’ advantages Join the evolution of digital reading For recommended reading and online resources, email me: anne@foxpath.com