Designing for User Experience (UX)


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Designing for User Experience (UX)

  1. 1. Designing forUser Experience (UX) Eric F. Shaver, Ph.D. July 2012 Working Presentation: UX12-1 1
  2. 2. This slide deck is a working presentation in draft form.It is being distributed to facilitate comment anddiscussion in the user experience (UX) community.If you have questions, comments, or suggestions,please contact the author. 2
  3. 3. Overview• Introduction• HFE, Usability, UX, UE, & UCD - How Do They Fit Together?• The Process• UX & Agile• Take Home Message 3
  4. 4. HFE, Usability, UX, UE, & UCD –How Do They Fit Together? 4
  5. 5. Human Factors & Ergonomic (HFE)• HFE is a unique scientific discipline that systematically applies the knowledge of human abilities and limitations to the design of systems with the goal of optimizing the interaction between people and other system elements to enhance safety, performance, and satisfaction.• In simpler terms, HFE focuses on designing the world to better accommodate people. 5
  6. 6. Usability• “Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” • “Guidance for Usability” - ISO 9241-11 (1998)• But … is a “usable” technology sufficient??? 6
  7. 7. User Experience (UX)• "User experience" encompasses all aspects of the end-users interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a companys offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design. ( 7
  8. 8. User Engagement (UE)• It’s a category of user experience characterized by attributes of: • challenge, • positive affect, • endurability, • aesthetic and sensory appeal, • attention, • feedback, • variety/novelty, • interactivity, and • perceived user control. 8
  9. 9. User-Centered Design (UCD) Desirable (Users) Viable Feasible (Marketplace) (Technical) 3 Lenses Model (IDEO) 9
  10. 10. User-Centered Design (UCD), cont. Desirable (Users) Innovation “Sweet Spot” Viable Feasible (Marketplace) (Technical) 3 Lenses Model (IDEO) 10
  11. 11. Maslow’s Hierarchy of Needs Self-Actualization Esteem Belonging Safety Physiological 11
  12. 12. UX Design Hierarchy of Needs Desirability Usability Productivity Functionality Safety 12
  13. 13. Factors To Consider In UX Design• Users - Who will be using it? • Sensation, perception, attention, beliefs, attitudes, emotions, memory, decision making, and behavior .• Tasks - What is trying to be accomplished?• Technology - How will it integrate with other tech?• Environment - Where will it be used?• Organization - Barriers for use? 13
  14. 14. So What’s A Company To Do? 14
  15. 15. The Process• Employ a user-centered design (UCD) approach, which incorporates human factors and ergonomics (HFE) principles, to facilitate the creation of an optimal user experience (UX) to maximize user engagement (UE) when interacting with a given technology.• But, how does it work with an agile development process? 15
  16. 16. Agile Development Process From: 16
  17. 17. Agile Development Process, cont. From: Wolkerstorfer, et al. (2008). Probing an Agile Usability Process. 17
  18. 18. UX & Agile Are Compatible! Innovation Funnel 18
  19. 19. Methods For Gaining Insights From Users• Web Analytics • Remote/Online• Product Returns • Surveys• Failed Sales • Focus Groups• Social Media • Usability Testing• Emails (Objective & Subjective)• Phone Calls • Structured Interviews• Forums • Diaries/Journals• Product Reviews • Longitudinal Use Cases 19
  20. 20. UX Needs To Be• Foundational to all organizational efforts.• Tied to strategy – product & organizational.• “Married” to the agile development process.• Continually improving.• Everyones responsibility. 20
  21. 21. User-Centered ≠ User Only Input 21
  22. 22. Multiple Inputs Are Needed User- Research- Driven Data- Driven Driven Design- Market- Driven Driven Technology Talent- Design, Org- Driven Development, & Driven Deployment 22
  23. 23. Take Home Message• Know thy user. Design for their needs, wants & desires.• It’s not about you – it’s about your customers.• Details matter.• Continual, synthesized feedback from a variety of users results in greater insight.• Everyone can impact UX. 23
  24. 24. Additional Resources• UX Magazine •• UXmatters •• UX Booth •• All About UX • 24
  25. 25. Additional Resources, cont.• Measuring the User Experience •• Usability Counts •• Boxes and Arrows •• Johnny Holland • 25
  26. 26. 26
  27. 27. Author Biography Dr. Shaver is a senior consultant with Benchmark Research & Safety, Inc., where he specializes in human factors & ergonomics, safety, organizational behavior, leadership development, user research, and training. Dr. Shavers work has emphasized achieving an optimal fit between people, technology, and work systems to facilitate safety, performance, and satisfaction. A specific focus has centered on bridging the research-practice gap by synthesizing and disseminating the latest scientific findings about human capabilities and limitations to the design, development, implementation, use, and evaluation of technology. 27
  28. 28. Contact Information• Eric F. Shaver, Ph.D. Email: Blog: LinkedIn: SlideShare: Twitter: @ericshaver 28