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      Daniel Alenquer
 Lead User Experience Designer
    ASUS Design Singapore
About this presentation
 This is a short version of a presentation shared with 2nd year Diploma in
 Experience and Product Design students at the Singapore Polytechnic
 Design School during the World Usability Day 2008 Singapore.

 I hope the slides are a good reference for the students to go back to when
 they need to review what was presented and discussed during the lecture.
Acknowledgements
 I would like to thank the students at SP for their thoughtful and enthusiastic
 participation on the World Usability Day lecture and workshop. I would also
 like to thank Venkatesh Rajamanickam, Thierry Do and Edwin Low - from
 Experience and Product Design program for collaborating with us to get this
 year’s WUD up and running. Many thanks to my colleagues at ASUS Design
 Singapore Ng Wan Lynn, Lionel Wong, and Cindy Liew for everything.
Copyright Info
 The copyright of this work belongs to Daniel Alenquer, who is solely
 responsible for the content. Please direct content feedback or permissions to
 daniel_alenquer@asus.com. This work is licensed under the Creative
 Commons Attribution-NonCommercial-NoDerivs License.

 To view a copy of this license, visit http://creativecommons.org/licenses/bync-
 nd/2.0 or send a letter to Creative Commons, 559 Nathan Abbott Way,
 Stanford, California 94305, USA.

 You may not extract or re-use any of the images in this document, but feel free
 to share its contents, information – and make sure you credit where it came
 from.
asus
2069
awards won in 2008
40
4th
       countries


year
                   225
                   events
1   what is easy?



2   why should products and services be easy?



     3   how can we make things easy?
what is easy?




                1   what is easy?
simple objective
simple objective
now what?
call AT&T wireless




2   why should products and services be easy?
observe


learn why


ask around
45” + 50” + USD 35 + missed game + retype 140 contacts =   AT&T is awful
B

A




    3   how can we make things easy?
how can we make things easy?                 Jakob
                                                Nielsen

learnability    efficiency    memorability     errors      satisfaction




  useful       easy to find    accessible    trustworthy   easy to use



      other
      people
how can we make things easy?                            Usability
                                                     Daniel Alenquer, 2008




                                       communicate
              problem
   identify

               problem   recommend                        stakeholders
                           solutions

   analyze     problem
                                         provide
                                        evidence
          problem
ok, but how?
observe and find out why



                                       communicate
              problem
   identify

               problem   recommend                   stakeholders
                           solutions

   analyze     problem
                                         provide
                                        evidence
          problem
observe and find out why




grass anthropology                              coco ball semantics
A

    B
B




A
C




B
B




C
B




C
observe
find out
why
observe
find out
why
observe and find out why                  build your test




grass anthropology               coco ball semantics     fake joke
methods and practices (ways of observing and finding out)
  plan             requirement         design             prototype               test            benchmark

               styleguides                                         heuristic             critical incidence
                                                                    review                    technique
                                       focus groups
   ISO 13407         stakeholder                              survey
                       meeting                                                    SWAT
                                                wireframing                                        observation
                              Wizard
 afinity diagram              of Oz                                        NASA TLX
                                                      subjective                            card sorting
                                                      evaluation
                        storyboard
                                                                       parallel                    in-depth
                                        task analysis                  design                     interviews
context analysis
                      use cases                                                        digital
                                                         requirements               ethnography
                                     content
                                     analysis              meeting
how NASA finds out
NASA Task Load Index
SWENSEN’S vs. NASA
the secret ingredient
go out and do it

 repeat what went right

change what went wrong

      do it again

        find out
if you want to learn more…
Usability Engineering
Jakob Nielsen

The Usability Engineering Lifecycle
Deborah Mayhew

Handbook of Usability Testing
Jeff Rubin


Observing the User Experience
Mike Kuniavsky
if you want to get involved…

         Usability Professionals Association
         www.upassoc.com



         World Usability Day
         www.worldusabilityday.org
if you want to get in touch with me…

           Daniel Alenquer
           daniel_alenquer@asus.com
           www.alenquer.mobi

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World Usability Day Singapore 2008

  • 1. making life easy! Daniel Alenquer Lead User Experience Designer ASUS Design Singapore
  • 2. About this presentation This is a short version of a presentation shared with 2nd year Diploma in Experience and Product Design students at the Singapore Polytechnic Design School during the World Usability Day 2008 Singapore. I hope the slides are a good reference for the students to go back to when they need to review what was presented and discussed during the lecture.
  • 3. Acknowledgements I would like to thank the students at SP for their thoughtful and enthusiastic participation on the World Usability Day lecture and workshop. I would also like to thank Venkatesh Rajamanickam, Thierry Do and Edwin Low - from Experience and Product Design program for collaborating with us to get this year’s WUD up and running. Many thanks to my colleagues at ASUS Design Singapore Ng Wan Lynn, Lionel Wong, and Cindy Liew for everything.
  • 4. Copyright Info The copyright of this work belongs to Daniel Alenquer, who is solely responsible for the content. Please direct content feedback or permissions to daniel_alenquer@asus.com. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs License. To view a copy of this license, visit http://creativecommons.org/licenses/bync- nd/2.0 or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. You may not extract or re-use any of the images in this document, but feel free to share its contents, information – and make sure you credit where it came from.
  • 5.
  • 8.
  • 9. 40 4th countries year 225 events
  • 10. 1 what is easy? 2 why should products and services be easy? 3 how can we make things easy?
  • 11. what is easy? 1 what is easy?
  • 12.
  • 16. call AT&T wireless 2 why should products and services be easy?
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24. 45” + 50” + USD 35 + missed game + retype 140 contacts = AT&T is awful
  • 25. B A 3 how can we make things easy?
  • 26. how can we make things easy? Jakob Nielsen learnability efficiency memorability errors satisfaction useful easy to find accessible trustworthy easy to use other people
  • 27. how can we make things easy? Usability Daniel Alenquer, 2008 communicate problem identify problem recommend stakeholders solutions analyze problem provide evidence problem
  • 29. observe and find out why communicate problem identify problem recommend stakeholders solutions analyze problem provide evidence problem
  • 30. observe and find out why grass anthropology coco ball semantics
  • 31. A B
  • 32. B A
  • 33. C B
  • 34. B C
  • 35. B C
  • 40. observe and find out why build your test grass anthropology coco ball semantics fake joke
  • 41.
  • 42. methods and practices (ways of observing and finding out) plan requirement design prototype test benchmark styleguides heuristic critical incidence review technique focus groups ISO 13407 stakeholder survey meeting SWAT wireframing observation Wizard afinity diagram of Oz NASA TLX subjective card sorting evaluation storyboard parallel in-depth task analysis design interviews context analysis use cases digital requirements ethnography content analysis meeting
  • 44. NASA Task Load Index
  • 45.
  • 47.
  • 49. go out and do it repeat what went right change what went wrong do it again find out
  • 50. if you want to learn more… Usability Engineering Jakob Nielsen The Usability Engineering Lifecycle Deborah Mayhew Handbook of Usability Testing Jeff Rubin Observing the User Experience Mike Kuniavsky
  • 51. if you want to get involved… Usability Professionals Association www.upassoc.com World Usability Day www.worldusabilityday.org
  • 52. if you want to get in touch with me… Daniel Alenquer daniel_alenquer@asus.com www.alenquer.mobi