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