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User Experience 2: Talk@Stabilo


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Adaptation of my IA 7/ UX 1 deck for an InnovationLab talk at Stabilo International, Heroldsberg on 10/17/2012.

Credits & image credits within the presentation.

Published in: Education

User Experience 2: Talk@Stabilo

  1. 1. User Experience
  2. 2. Intro #1
  3. 3. Intro #2
  4. 4. Intro #3?
  5. 5. + Dark Social
  6. 6. IA?
  7. 7. Context Content Users
  8. 8. ⁄  Information architectureIA, ⁄  Interaction design IxD, and ⁄  User experience UX design.
  9. 9. ⁄ IA is defined by the Information Architecture Institute as: 1.  The structural design of shared information environments. 2.  The art and science of organizing and labeling web sites, intranets, online communities, and software to support findability and usability. 3.  An emerging community of practice focused on bringing principles of design and architecture to the digital landscape.
  10. 10. IxD
  11. 11. ⁄  According to the Interaction Design Association: 1.  IxD defines the structure and behavior of interactive systems. 2.  Interaction Designers strive to create ⁄  people and meaningful relationships between ⁄  the products and services that they use, ⁄  from computers to mobile devices to appliances and beyond.
  12. 12. UX
  13. 13. Ease of use remains vital usable Usability is necessary but not sufficient Web sites should beaccessible to people with disabilities accessible Eventually, it will become the law
  14. 14. Ask whether our products and systems are useful useful Define innovative solutions that are more useful Navigable web sites Locatable objects findable
  15. 15. Appreciation for the power and value of image desirable Identity, brand, and other elements of emotional design Design elements influence whether users trust and credible believe what we tell them
  16. 16. Value to our sponsors For non-profits: Advance the mission valuable With for-profits: Contribute to the bottom line and improve customer satisfaction
  17. 17. ⁄ UX is defined by the Nielsen Norman Group as: 1.  all aspects of the end-users interaction with the company, its services, and its products. 2.  The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother.
  18. 18. 3.  Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. 4.  True user experience goes far beyond giving customers what they say they want, or providing checklist features. 5.  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.
  19. 19. Deliverables
  20. 20. User Needs Documentation Personas Usability Strategy Documentation Test Plans Competitive Analyses Usability Design Documentation Reports Concept Site Maps Models User Flows Content Wireframes Inventories Screen Designs
  21. 21. Design Diagrams Personas &Use Cases Design Documents Concept DesignModels Briefs Site Maps Competitive Reviews Wireframes UsabilityFlowcharts Plans Usability Reports
  22. 22. ⁄  Marble Model ⁄  Gravitational Map ⁄  Click Step Ladder ⁄  Leader Fellow Call-to-action Principle ⁄  Heat Paradigm ⁄  Hub Model ⁄  Push Pull Spectrum ⁄  Bomb Model ⁄  …
  23. 23. here’s even more
  24. 24.
  25. 25. simple-people-are-naive-to-think-tha.html
  26. 26.
  27. 27.
  28. 28.
  29. 29. Stories
  30. 30.
  31. 31.
  32. 32.
  33. 33.
  34. 34. Wrap-up
  35. 35. In short, in UX, there are too many methods and too littletime. Simply choosing the right methods at the right times is areasonable strategy. In practice, if I’m feeling left behind withnew methods or practices that I’m expected to know, I tellmyself this: ⁄  You don’t have to know everything ⁄  You’ll never know everything ⁄  And actually, as far as UX goes, there isn’t, and probably never will be, an everything. Tim Caynes, Senior User Experience Designer at Flow Interactive
  36. 36. ⁄  The User Experience community needs to get out more ⁄  Most digital agencies are charlatans ⁄  Pitches are a uniquely bad way of finding a good design agency… ⁄  Net Promoter Score is a blunt tool ⁄  The cult of data Ray McCune, Managing Partner at Foolproof
  37. 37. Still not enough Not inventing shiny new … investment in solvingbasic usability issues … but fixing old boring stuff Improve the user More emphasis on user experience as a factor when assessing third-party products experience of boxedproducts Third-party software should be run by customer experience people rather than IT people Targets and incentives Across the customer lifecycle within businessesmust be aligned with Including marketing, sales and service functions long-term value A common view of how a brand wants to be seen, experienced and talked about by customers We need to stop Across devices and channels and with designing experiencesbased on companystructure A holistic and planned view of how it all works for the customer Too much disrespect Customers can be sophisticated and articulate critics of digital products and services for customers User research is futile
  38. 38. !
  39. 39. ?
  40. 40. ?
  41. 41. ?
  42. 42. ⁄ UX is defined by the Nielsen Norman Group as: 1.  all aspects of the end-users interaction with the company, its services, and its products. 2.  The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother.