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Experience the Interface
       Nikhil Chandran
Agenda

•   What User Experience (UX) is and what it’s NOT…
•   Design in everyday things
•   Who are the real UX designers?
•   Design principles and UX process
What's the difference between UI
        design and UX design?
UI Design           UX Design

                                The fly turns into
                                the black outline
                                of a fly, etched
                                into the porcelain.
                                It improves the
                                aim. If a man sees
                                a fly, he aims at it.


                                Fly-in-urinal
                                research found
                                that etchings
                                reduce spillage by
                                80%
User experience design is
                           NOT...
1.    User interface design             It is the system
2.    A step in the process             It is the process
3.    Just about technology             It is about behaviour
4.    Just about usability              It is about value
5.    Just about the user               It is about context
6.    Expensive                         It is flexible
7.    Easy                              It is a balancing act
8.    The role of one person or dept.   It is a culture
9.    A single discipline               It is a collaboration
10.   A choice                          It is a means of survival
Wise men said…

• ―User experience isn't a layer or component of a
  product or service. It's really about the design of
  whole systems and their interconnections.‖
   – Andrew Hinton, Senior information architect at
     Vanguard
• ―User experience design isn't a checkbox. You
  don't do it and then move on. It needs to be
  integrated into everything you do.‖
   – Liz Danzico, Chair, MFA in Interaction Design School
     of Visual Arts in NYC
• ―Most clients expect experience design to be a discrete
  activity, solving all their problems with a single functional
  specification or a single research study. It must be an on-
  going effort, a process of continually learning about
  users, responding to their behaviours, and evolving the
  product or service.‖
   – Dan Brown, Co-founder and principal at EightShapes
• ―User experience design is not limited to the confines of
  the computer. It doesn't even need a screen... User
  experience is any interaction with any product, any
  artifact, any system.‖
   – Bill DeRouchey, Director of interaction design at Ziba Design
• ―While usability is important, its focus on efficiency and
  effectiveness seems to blur the other important factors in
  UX, which include learnability and visceral and behavioral
  emotional responses to the products and services we
  use.‖
   – David Malouf, Professor of interaction design Savannah College
     of Art & Design
• ―We just can’t always do what is best for the users. There
  are a set of business objectives that are needing to be
  met—and we’re designing to that, as well.‖
   – Russ Unger, Director of Experience Planning, DraftFCB
• ―Sometimes a fully-fledged, formal UCD process may not
  be the best thing to try first time. It’s extremely
  important–and totally possible no matter where you’re
  working or when you arrive on a project–to make small
  improvements to both the project and the product by
  introducing some user experience design techniques.‖
   – Steve Baty, Principal and UX strategist, Meld Consulting
• ―People cling to things like personas, user research,
  drawing comics, etc. In reality the best designers have a
  toolbox of options, picking and choosing methods for
  each project what makes sense for that particular
  project.‖
   – Dan Saffer, Founder and principal, Kicker Studio
• Cutting corners
   –   All assumption, no validation
   –   One-size-fits-all solutions
   –   Feature creep
   –   Design during development
• ―User experience isn’t just the responsibility of a
  department or a person. That compartmentalist view of
  UX is evidence that it is not part of the organizational
  culture and hints to teams not having a common goal or
  vision for the experience they should deliver collectively.‖
   – Livia Labate, Principal, UX, Comcast Interactive Media
• ―User experience may not even be a community just yet.
  At best, it’s a common awareness, a thread that ties
  together people from different disciplines who care
  about good design, and who realize that today’s
  increasingly complex design challenges require the
  synthesis of different varieties of design expertise.‖
   – Lou Rosenfeld, UX book publisher at Rosenfeld Media
• “The biggest misconception is that companies have a
  choice to invest in their user’s experience. To survive,
  they don’t.‖
   – Joshua Porter, Principal at Bokardo Design
Bad design makes you look stupid



                 Have you ever
                 wondered how to use
                 that jazzed up
                 washbasin in that
                 hotel?
Bad design makes you look stupid




 Or tried pulling the door
 and it would never open?
The perfect boarding pass
Interesting
designs
Now let’s try this…


       Design the all new central locking remote




       Your all new gas stove
So, who are the real UX Designers?




           WE ALL ARE!!!
           Or at least we have our own contributions
Design Principles

•   Visibility - can I see it?
•   Feedback - what is it doing now?
•   Affordance - how do I use it?
•   Mapping - where am I and where can I go?
•   Constraint - why can’t I do that?
•   Consistency - I think I have seen this before?
Visibility
Make the important features more evident and clearly visible to the user



                                                                           •   Hiding certain
                                                                               functions can be
                                                                               advantageous in
                                                                               interface design
                                                                           •   Certain functions
                                                                               are kept invisible
                                                                               until needed; also
                                                                               contained within a
                                                                               group of similar
                                                                               types
Feedback
Send information back to the user about what the system has done and what result was accomplished




                                                               •   what is it doing now?
                                                                   what action has been
                                                                   performed?
                                                               •   needs to be immediate
                                                                   and synchronized with
                                                                   user action
Affordance
possibilities of actions available to perform while interactive with any environment




                                                                                         •   Perceived and actual
                                                                                             properties of an object
                                   Pushing the bar opens the door, on which side do          that give clues to its
                                                                                             operation
                                   you push? But the door in the image above hides
                                   the signal, making it impossible to know which side
                                   to push. A frustrating door.
                                   The door in the image below has a flat plate
                                   mounted on the side that is to be pushed; this is a
                                   naturally interpreted signal. A nice design, no
                                   frustration for the user.
Mapping
is the relationship between controls, actions and their result on the environment




   •   Relationship to
       controls and their
       effect
Constraints
limit the acceptability of user actions


                                          •   Restricting the kind
                                              of interactions that
                                              can take place

                                          •   Reduce the chance
                                              of error

                                          •   Can also work to
                                              focus user’s
                                              attention to needed
                                              task
Consistency
designing interfaces to have similar operations and use similar elements for achieving similar task


                      •   Mercedes Benz                                        •   Consistent use of
                          vehicles are instantly                                   symbols to
                          recognizable because                                     represent similar
                          the company                                              concepts,
                          consistently feature its                                 leverages prior
                          logo on all its vehicles                                 knowledge and
                                                                                   makes new things
                      •   Associated with                                          easier to use
                          quality and prestige;
                          respected and                                        •   Traffic lights
                          admired; fine                                            always turns
                          craftsmanship and                                        yellow before red
                          reliable
Design Process
                                   Design                                         Engineering

                                         Design Requirement
                                              Gathering



Interview with stake holders/end
users, GAP Analysis                         Strategic Design




Card Sorting and other exercises            Structural Design                Software Architecture Design
for Information Architecture




                                                                   Testing
Low fidelity prototyping – Paper                                                Feature research and
                                            Skeletal Design
prototyping                                                                       feasibility study




Medium fidelity prototyping            Design Implementation                  Feature proof of concepts




                                                                              Implementation with final
Testing final design                 Implementation & Production
                                                                                      design
Parting Notes…
                           Experiences happen, whether or
                            not you plan them. When not
                           intentionally designed, there’s a
                            much higher likelihood of the
                               experience being poor.



And don’t try too hard
to reinvent the wheel in
the name of REDESIGN
Remember folks… User Experience design is not the role of one person or dept.
                             IT’S A CULTURE




                               Thank You



                                                             Additional resources: (Watch later)
                                                  An animated tribute to UX Design Part 1|Part 2

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Experience the Interface

  • 2. Agenda • What User Experience (UX) is and what it’s NOT… • Design in everyday things • Who are the real UX designers? • Design principles and UX process
  • 3. What's the difference between UI design and UX design? UI Design UX Design The fly turns into the black outline of a fly, etched into the porcelain. It improves the aim. If a man sees a fly, he aims at it. Fly-in-urinal research found that etchings reduce spillage by 80%
  • 4. User experience design is NOT... 1. User interface design It is the system 2. A step in the process It is the process 3. Just about technology It is about behaviour 4. Just about usability It is about value 5. Just about the user It is about context 6. Expensive It is flexible 7. Easy It is a balancing act 8. The role of one person or dept. It is a culture 9. A single discipline It is a collaboration 10. A choice It is a means of survival
  • 5. Wise men said… • ―User experience isn't a layer or component of a product or service. It's really about the design of whole systems and their interconnections.‖ – Andrew Hinton, Senior information architect at Vanguard • ―User experience design isn't a checkbox. You don't do it and then move on. It needs to be integrated into everything you do.‖ – Liz Danzico, Chair, MFA in Interaction Design School of Visual Arts in NYC
  • 6. • ―Most clients expect experience design to be a discrete activity, solving all their problems with a single functional specification or a single research study. It must be an on- going effort, a process of continually learning about users, responding to their behaviours, and evolving the product or service.‖ – Dan Brown, Co-founder and principal at EightShapes • ―User experience design is not limited to the confines of the computer. It doesn't even need a screen... User experience is any interaction with any product, any artifact, any system.‖ – Bill DeRouchey, Director of interaction design at Ziba Design
  • 7. • ―While usability is important, its focus on efficiency and effectiveness seems to blur the other important factors in UX, which include learnability and visceral and behavioral emotional responses to the products and services we use.‖ – David Malouf, Professor of interaction design Savannah College of Art & Design • ―We just can’t always do what is best for the users. There are a set of business objectives that are needing to be met—and we’re designing to that, as well.‖ – Russ Unger, Director of Experience Planning, DraftFCB
  • 8. • ―Sometimes a fully-fledged, formal UCD process may not be the best thing to try first time. It’s extremely important–and totally possible no matter where you’re working or when you arrive on a project–to make small improvements to both the project and the product by introducing some user experience design techniques.‖ – Steve Baty, Principal and UX strategist, Meld Consulting • ―People cling to things like personas, user research, drawing comics, etc. In reality the best designers have a toolbox of options, picking and choosing methods for each project what makes sense for that particular project.‖ – Dan Saffer, Founder and principal, Kicker Studio
  • 9. • Cutting corners – All assumption, no validation – One-size-fits-all solutions – Feature creep – Design during development • ―User experience isn’t just the responsibility of a department or a person. That compartmentalist view of UX is evidence that it is not part of the organizational culture and hints to teams not having a common goal or vision for the experience they should deliver collectively.‖ – Livia Labate, Principal, UX, Comcast Interactive Media
  • 10. • ―User experience may not even be a community just yet. At best, it’s a common awareness, a thread that ties together people from different disciplines who care about good design, and who realize that today’s increasingly complex design challenges require the synthesis of different varieties of design expertise.‖ – Lou Rosenfeld, UX book publisher at Rosenfeld Media • “The biggest misconception is that companies have a choice to invest in their user’s experience. To survive, they don’t.‖ – Joshua Porter, Principal at Bokardo Design
  • 11. Bad design makes you look stupid Have you ever wondered how to use that jazzed up washbasin in that hotel?
  • 12. Bad design makes you look stupid Or tried pulling the door and it would never open?
  • 15. Now let’s try this… Design the all new central locking remote Your all new gas stove
  • 16. So, who are the real UX Designers? WE ALL ARE!!! Or at least we have our own contributions
  • 17. Design Principles • Visibility - can I see it? • Feedback - what is it doing now? • Affordance - how do I use it? • Mapping - where am I and where can I go? • Constraint - why can’t I do that? • Consistency - I think I have seen this before?
  • 18. Visibility Make the important features more evident and clearly visible to the user • Hiding certain functions can be advantageous in interface design • Certain functions are kept invisible until needed; also contained within a group of similar types
  • 19. Feedback Send information back to the user about what the system has done and what result was accomplished • what is it doing now? what action has been performed? • needs to be immediate and synchronized with user action
  • 20. Affordance possibilities of actions available to perform while interactive with any environment • Perceived and actual properties of an object Pushing the bar opens the door, on which side do that give clues to its operation you push? But the door in the image above hides the signal, making it impossible to know which side to push. A frustrating door. The door in the image below has a flat plate mounted on the side that is to be pushed; this is a naturally interpreted signal. A nice design, no frustration for the user.
  • 21. Mapping is the relationship between controls, actions and their result on the environment • Relationship to controls and their effect
  • 22. Constraints limit the acceptability of user actions • Restricting the kind of interactions that can take place • Reduce the chance of error • Can also work to focus user’s attention to needed task
  • 23. Consistency designing interfaces to have similar operations and use similar elements for achieving similar task • Mercedes Benz • Consistent use of vehicles are instantly symbols to recognizable because represent similar the company concepts, consistently feature its leverages prior logo on all its vehicles knowledge and makes new things • Associated with easier to use quality and prestige; respected and • Traffic lights admired; fine always turns craftsmanship and yellow before red reliable
  • 24. Design Process Design Engineering Design Requirement Gathering Interview with stake holders/end users, GAP Analysis Strategic Design Card Sorting and other exercises Structural Design Software Architecture Design for Information Architecture Testing Low fidelity prototyping – Paper Feature research and Skeletal Design prototyping feasibility study Medium fidelity prototyping Design Implementation Feature proof of concepts Implementation with final Testing final design Implementation & Production design
  • 25. Parting Notes… Experiences happen, whether or not you plan them. When not intentionally designed, there’s a much higher likelihood of the experience being poor. And don’t try too hard to reinvent the wheel in the name of REDESIGN
  • 26. Remember folks… User Experience design is not the role of one person or dept. IT’S A CULTURE Thank You Additional resources: (Watch later) An animated tribute to UX Design Part 1|Part 2