Introduction to User Experience and User Interface Design: A One-Hour Crash Course

Professor at Carnegie Mellon University, Human Computer Interaction
Mar. 10, 2014
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
Introduction to User Experience and User Interface Design: A One-Hour Crash Course
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Introduction to User Experience and User Interface Design: A One-Hour Crash Course

Editor's Notes

  1. I’m Jason Hong, I’m an associate professor in the Human Computer Interaction Institute, part of the School of Computer Science at Carnegie Mellon University. This is a 1-hour crash course in user experience design and user interface design. UX design is a very broad area, so I’m just going to talk about some of the highlights, along with a focus on pragmatics of how you can quickly apply these ideas right now.Contact me at jasonh at cscmuedu
  2. The current gold standard for understanding people is going out on site and seeing what people are doing, becoming sort of an “apprentice” and getting a deep understanding of their work practices, processes, terminology, and values. This is called a contextual inquiry. This kind of work was inspired by anthropology, where researchers would spend months to understand a group of people, their values, rituals, and ways of thinking.Contextual inquiries are especially important when you (the designer or software engineer) have little experience with the domain at hand. Just interviewing and asking people is still a good first step, but still misses a lot of the underlying context of what really happens and why.This picture shows the Boeing factory floor. We have had some teams from our master’s of HCI program (MHCI) at Carnegie Mellon go visit this factory floor, and shadow workers as they go about doing their work, to get a much deeper first-hand sense of what the workers are doing, how they do it, who talks to whom, what kinds of breakdowns there are, and what kinds of pain points people have.Example Boeing floor, MHCI project 2013 and 2014. See http://www.hcii.cmu.edu/mhci-capstone-project for more examples of our capstone projects.
  3. Pragmatically, I would say there are two important takeaways here. First, you are not the user. As designers or system developers, we know way too much about how computers work, and how our systems work. It takes a great deal of empathy to be able to take a step back and try to see things from your users’ eyes.Second, we can’t just ask people what they want. People often don’t know, and what people say doesn’t always reflect their behaviors. If you asked people, before remote controls were invented, if they would want one for their TVs, most people would probably say “I’m not that lazy.”
  4. Here is another (silly) example of preventing errors. This will likely be the stupidest video you see this week, but it’s also a great example of bad design. How might we prevent this?
  5. Basically, make it harder to hit “Doomsday” button (or far easier to hit Coffee)Examples: add safety locks, increase distance (ie don’t have coffee next to Doomsday button), make coffee button bigger, etc.
  6. These two examples are examples of Fitts’ Law. The basic idea is that, for any pointing device (mouse, finger, stylus, etc), things that are close and/or big are faster and easier to hit than things that are far and/or small. Simple idea, but lots of surprising examples of this principle in user interfaces.For example, windows menus vs mac menus. How might Fitts’ law play out here?Note that Mac menus are at the edge, and the edge is essentially infinite size. That is, there’s a barrier, and you can’t overshoot it. In contrast, if you watch windows menus, people tend to overshoot it to get there, slow down, overshoot again, and then hit the target (this happens pretty quickly though). So in practice, Mac menus should be faster.
  7. Another good example of Fitts’ Law. Note that if you mouse over anywhere in the box of “Watch the iCloud video” the entire thing highlights. Much bigger target. Much bigger. Much wow.
  8. Ok next topic: color.Example from http://www.research.ibm.com/people/l/lloydt/color/color.HTM
  9. So why is the color choice poor? No mapping of color (note on right how blues are used for water, and greens for land)Color is better if you adjust by saturation (purity) or value (brightness) rather than hue (rough color, ie red, green, blue, orange) for mapping. People can more easily see and compare differences in saturation and value over hue. Also, changes in hue don’t naturally map to a scale, whereas saturation and value do.There is tons more to know about good use of color. For not, the simplest thing to do is to look for existing color palettes, and just those. That should account for the vast majority of your needs for colors. There is also red-green color blindness too. Simplest thing to do is to turn your screens into greyscale, and see if you can see differences.
  10. Ok next topic: mental models.
  11. Not only can they see it, apparently that person’s friends can see the tagged image toohttp://rickwash.com/papers/nspw06r-wash.pdf
  12. It can sometimes be hard to make use of mental models directly. The most immediate thing you can do with mental models is to consider predictability.For example, here is a screenshot from WebEx. We’ve selected “Do not record a teleconference”, but to continue, we have to hit the “Start Recording” button. So we have a conflict in the mental model here.
  13. Note how broken this interface is, someone actually drew an arrow on it.
  14. So I signed up for CMU’s text alert system one time. Or rather, I thought I did. It turns out that when you hit “Enter” on the left, it just checks your phone number. I thought I had signed up, but apparently hadn’t.
  15. Here’s a blurred image of Gmail. I blurred it partly for privacy reasons, but it also demonstrates how strong the visual design is as well. Note how prominent the “Compose” button in the top-left still is, even after blurring. It draws the eye immediately, in large part b/c it’s the most important button and they want you to hit it. Great example of a high-visibility action button. Same with the search button with the magnifying glass at the top.Note that the prominence of these buttons is a relative thing. If there were more red and blues on this screen, it would take away from their visual salience.
  16. Another high visibility action button. Note how prominent it is, not just by layout, but by color (relative to the rest of the page), as well as the arrow icon inside of the button.
  17. Look at top of page of Amazon, and bottom of page… same button is shown twice, both above the fold and below the fold. It’s important enough that you want to make sure that people don’t get lost and really click it.
  18. Another very common design pattern. So familiar to everyone now, you might as well do the same for your web site.
  19. So one of the most straightforward ways of fixing this problem is by using a grid.
  20. A consistent grid can make it easier to understand a screen, by making things uniform and clean. By being consistent across screens, it can also make it easier to find things.
  21. Note how the use of a grid for the New York Times helps improve the readability, makes it easier to find info, etc.Pics from Ed Bott’s web site (though he’s talking about Office ribbon vs layout)http://www.edbott.com/weblog/2011/08/pull-down-menus-versus-the-ribbon/
  22. Note that it goes from cheap (sketches) to more expensive (physical mockups, foamcore) to more expensive (working prototypes)
  23. More wii prototypes. I sort of like the big one in the center, I wonder what the big star button would have done.
  24. Same here for Monsters University. Again, note how it gets progressively more expensive to make changes the further downstream you are.
  25. Here is a relatively simple mockup of an interface done via sketching. This one shows Ink Chat, doing instant messaging that people could scribble.
  26. Mockups of iPhones. See how they are just putting mockups on top of a real device.Quick, easy, fast to do, everyone can do it (sales people, designers, software developers, CEOs)
  27. So this is a relatively simple way of evaluating things: just ask users to rate on a 5-point scale. For Halo 3, they just asked people every so often how much fun they were having.
  28. Where’s the elevator button? It’s actually in the center island, on the circle, rather than on the wall, like every other elevator in the world
  29. How to see more Top 10? Not obvious, turns out you mouse over to the right or left side. Doesn’t match any other conventions of web design. Netflix fixed this eventually by showing buttons (see next slide).
  30. When you mouse over an area, they now show arrows to go left and right
  31. Yeah, I have to use this system. Note that it prominently says “The interface is not always self-explanatory”, not a good sign.
  32. Don’t Make Me Thinkhttp://www.amazon.com/Dont-Make-Think-Revisited-Usability/dp/0321965515/ref=sr_1_1The Design of Siteshttp://www.amazon.com/The-Design-Sites-Patterns-Creating/dp/0131345559/ref=sr_1_1
  33. Universal Methods of Designhttp://www.amazon.com/Universal-Methods-Design-Innovative-Effective/dp/1592537561/ref=sr_1_1Design of Everyday Thingshttp://www.amazon.com/The-Design-Everyday-Things-Expanded/dp/0465050654/
  34. This example from Alan Cooper, same basic principle