Experience the Interface

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• 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

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Experience the Interface

  1. 1. ConfidentialExperience the Interface Nikhil Chandran
  2. 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. 3. Whats 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. 4. User experience design is NOT...1. User interface design It is the system2. A step in the process It is the process3. Just about technology It is about behaviour4. Just about usability It is about value5. Just about the user It is about context6. Expensive It is flexible7. Easy It is a balancing act8. The role of one person or dept. It is a culture9. A single discipline It is a collaboration10. A choice It is a means of survival
  5. 5. Wise men said…• ―User experience isnt a layer or component of a product or service. Its really about the design of whole systems and their interconnections.‖ – Andrew Hinton, Senior information architect at Vanguard• ―User experience design isnt a checkbox. You dont 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. 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 doesnt 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. 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. 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. 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. 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. 11. Bad design makes you look stupid Have you ever wondered how to use that jazzed up washbasin in that hotel?
  12. 12. Bad design makes you look stupid Or tried pulling the door and it would never open?
  13. 13. The perfect boarding pass
  14. 14. Interestingdesigns
  15. 15. Now let’s try this… Design the all new central locking remote Your all new gas stove
  16. 16. So, who are the real UX Designers? WE ALL ARE!!! Or at least we have our own contributions
  17. 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. 18. VisibilityMake 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. 19. FeedbackSend 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. 20. Affordancepossibilities 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. 21. Mappingis the relationship between controls, actions and their result on the environment • Relationship to controls and their effect
  22. 22. Constraintslimit 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. 23. Consistencydesigning 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. 24. Design Process Design Engineering Design Requirement GatheringInterview with stake holders/endusers, GAP Analysis Strategic DesignCard Sorting and other exercises Structural Design Software Architecture Designfor Information Architecture TestingLow fidelity prototyping – Paper Feature research and Skeletal Designprototyping feasibility studyMedium fidelity prototyping Design Implementation Feature proof of concepts Implementation with finalTesting final design Implementation & Production design
  25. 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 hardto reinvent the wheel inthe name of REDESIGN
  26. 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

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