Francisco Inchauste - RIA Mojo - Making your Flex application standout with a great UX.

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The interface is the product. Make it great. Creating a differentiating experience and effectively positioning your RIA in the market is key to success. We'll look at why it's important to invest in the experience in this tough economy, explore UX methodologies, and touch on real world examples.

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Francisco Inchauste - RIA Mojo - Making your Flex application standout with a great UX.

  1. 1. riamojo 360|Flex Indianapolis Making your Flex application standout with a great UX. Francisco Inchauste
  2. 2. Boring old Me ‣ UX Specialist at Universal Mind ‣ SpatialKey Team ‣ Agency background ‣ Obsessed with design and typography ‣ I fight ugliness and the unusable
  3. 3. Here’s the plan ‣ Emotion and UX ‣ Basic XD Principles ‣ Overview of UX Process ‣ SpatialKey Case Study
  4. 4. UX = XD (User Experience) (Experience Design)
  5. 5. What is XD? ‣ Another buzzword ‣ Sum of a series of interactions ‣ All interactions are subjective (best practices) ‣ Emotion and cognition ‣ Understanding the user and their world
  6. 6. This is not XD
  7. 7. “skin the app”
  8. 8. “beauty is only skin deep”
  9. 9. XD is much deeper than just “eye candy.” There are theories, laws, and best practices.
  10. 10. The interface is the product.
  11. 11. So why are most experiences so confusing, rude, and ugly?
  12. 12. Technology in our lives is swiftly adding complexity to our products, services, and environments.
  13. 13. This is where the need for UX has grown. There’s a problem though.
  14. 14. Haven’t you heard? There’s a recession.
  15. 15. There’s a UX recession.
  16. 16. Challenges in the UX recession ‣ Scarce resources ($) ‣ Rush to market ‣ UX isn’t understood ‣ Vague = No value ‣ Always an afterthought ‣ Bad experiences
  17. 17. Crappy UX vs. Good UX * Source: Me
  18. 18. Let’s discuss the why of UX.
  19. 19. 1.Emotion
  20. 20. The Three Levels of Processing Visceral Behavioral Reflective
  21. 21. The Three Levels of Processing Appearance and Aesthetics Ease of Use and Effectiveness Self-image, Satisfaction, and Memory
  22. 22. We are wired to like certain things.
  23. 23. We are wired to dislike certain things.
  24. 24. Attractive things work better.
  25. 25. Researchers in Japan setup two ATMs. The only difference was that one machine’s buttons and screens were arranged more attractively than the other. Researchers found the attractive machines were perceived to be easier to use.
  26. 26. Attractive things make people feel good. When you are happy your mind relaxes and is more open to creative thinking to solve problems encountered. If you are anxious you to tend to narrow your thought process.
  27. 27. People pay to be scared
  28. 28. “Do any of these package-design people actually shop for orange juice? Because I do, and the new cartons stink.” Tropicana Customer
  29. 29. 2.Principles
  30. 30. UX principle Divine Proportion Also known as The Rule of Thirds. The ratio of the greater side over the smaller side equals 1.618 (Phi)—the number known mathematically as quot;goldquot; or quot;golden.quot;
  31. 31. The Divine Proportion is evident everywhere in our known universe. Using it can actually help improve the aesthetics and communication of the experience.
  32. 32. UX theory Perceived Affordance User perceives that some action is possible.
  33. 33. Which one is clearly a button?
  34. 34. UX law Fitt’s Law The time to acquire a target is a function of the distance to and size of the target.
  35. 35. 3 4 1 5 2
  36. 36. UX law Gestalt Laws The whole is different than the sum of its parts. Set of principles to explain perceptual organization, or how smaller objects are grouped to form larger ones.
  37. 37. law of proximity
  38. 38. law of similarity
  39. 39. law of closure
  40. 40. law of continuity
  41. 41. law of simplicity
  42. 42. “Simplicity is about subtracting the obvious, and adding the meaningful.” John Maeda
  43. 43. 80/20 Rule. Your application should meet the needs of at least 80 percent of your users. This type of design typically favors simpler, more elegant approaches to problems. If you try to design for the 20 percent of your target audience who are power users, your design may not be usable by the other 80 percent of users. Apple Human Interface Guidelines
  44. 44. 3.Process
  45. 45. Function. Based on user’s goals.
  46. 46. Code Ship Initiate Code Ship Look & Feel Initiate Code QA Design Ship
  47. 47. Initiate Design Code QA Ship Users Users
  48. 48. Who is the user?
  49. 49. UI should be based on user mental models. Implementation Mental Model Represented Models Model Reflects Technology (Worse to Better) Reflects User’s Vision
  50. 50. Enhancement or Innovation
  51. 51. Quantitative Research. Market segmentation and research that is useful for selling. Qualitative Research. How people actually use products. Especially those with complex behaviors.
  52. 52. Goals. Not features or tasks.
  53. 53. Goal-Directed Design Process ‣ Research ‣ Personas and goals ‣ Requirements ‣ Framework ‣ Refinement ‣ Support
  54. 54. What the Flip Can’t Do ‣ Screen is tiny (1.5 inches). No swing out for self-portraits. ‣ There are no tapes or discs. Must offload to a computer when the memory is full (30 to 60 minutes). ‣ There are no menus, no settings, no video light, no optical viewfinder, no special effects. ‣ No optical zoom — only a 2X digital zoom that blows up and degrades the picture.
  55. 55. “Somebody at Pure Digital must have sat through countless meetings, steadfastly refusing to cede any ground to the forces of feature creep” David Pogue - NY Times
  56. 56. Flip took 20% of the market share.
  57. 57. Great UX took 20% of the market share.
  58. 58. What the Flip Can Do ‣ Capture video. Review. Keep or/ Delete. ‣ Everything is self-contained: Software to edit/upload. USB plug. Videos formatted for YouTube to share.
  59. 59. Extra features sometimes take away from the experience and actually remove value. In some cases, doing more actually means less to a user.
  60. 60. I won’t show you Sony’s Handycam guide since it’s 40 pages.
  61. 61. Featuritus ‣ Larger and slower ‣ More complex ‣ Not refining existing features ‣ Risk affecting existing features ‣ Increase the time required to validate
  62. 62. 4.SpatialKey
  63. 63. Officer Jim Smith
  64. 64. After discovery and research extrude the goals.
  65. 65. What are the average response times for high priority calls (A-priority and B-priority)? Users: Watch Commander, Patrol Commander and Command Staff Why it’s important: Life-threatening and potential harm to life situations are even more critical in response time and a small time/ staffing improvement could mean a larger improvement for crime levels. Data: Dispatch information (Response time/High Call Freq Loc/ Number of Units/Call Location) Other questions: Where are the highest volume of calls located? What are the top types of incidents? What is the average time on these calls? When are these calls? Actions: Appropriate staffing for shifts. Analyze: Measure is in time (min). Dimension would be last days/ weeks/months increments. For target, hit closer to set goals.
  66. 66. Prototype and iterate.
  67. 67. Explore user workflows.
  68. 68. Get user feedback.
  69. 69. Wrap up
  70. 70. Fighting the UX Recession ‣ Time = Understanding ‣ Educate clients ‣ UX concerns/improvements ‣ Survival of the Fittest ‣ Not an afterthought ‣ Better experiences
  71. 71. Recommended Reading
  72. 72. muchas gracias Twitter: @iamFinch Blog: www.getfinch.com

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