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Elements of User Experience by Jesse James Garrett

  1. Jesse James Garrett Adaptive Path
  2. user experience design
  3. the design of anything with human experience as an explicit outcome and human engagement as an explicit goal
  4. every design tells a story
  5. the product the user the world
  6. Surface
  7. Surface
  8. Surface
  9. Skeleton
  10. Structure
  11. Scope
  12. Strategy
  13. strategy
  14. scope strategy
  15. structure scope strategy
  16. skeleton structure scope strategy
  17. surface skeleton structure scope strategy
  18. Concrete surface skeleton structure scope strategy Abstract
  19. information technology
  20. product as technology product as information
  21. product as technology product as information
  22. product as technology product as information ce rfa Sensory Design su on el e t Interface Design Navigation Design sk Information Design re t u Interaction Information uc str Design Architecture e c o p Functional Content s Specifications Requirements e gy User Needs at str Product Objectives
  23. Strategy User Needs: what the product must do for the product as technology product as information scope people who use it g y User Needs a te str Product Objectives Product Objectives: what the product must do for the people who build it
  24. Strategy User Needs Not just what the product does, but how it does it: functional, emotional, psychological Always contextual Product Objectives Objectives that don’t address users can’t generate loyalty Must be measurable to be effective
  25. Scope Functional Specifications: application features the product as technology product as information structure product must include e c o p Functional Content s Specifications Requirements Content Requirements: strategy content elements the product must include
  26. Scope Functional Specifications Enabled by technology, not dependent on it Content Requirements What do your users know, and what do they need to have explained? Speak their language
  27. Structure Interaction Design: how the user moves through and product as technology product as information makes sense of a task skeleton reu u c t Interaction Information Information Architecture: str Design Architecture how the user moves through scope and makes sense of information
  28. Structure Interaction Design Making interactions feel natural Information Architecture Information structures reflect our understanding of concepts and the world
  29. Skeleton Information Design: facilitates comprehension of information product as technology product as information surface Interface Design: on el e t Interface Design Navigation Design facilitates user input and sk Information Design system output structure Navigation Design: facilitates movement through the information
  30. Skeleton Information Design Clear communication through text, data, visuals Interface Design Interface elements must support interaction goals Navigation Design Balancing simplicity of presentation with diversity of content
  31. Surface product as technology product as information Sensory Design: how the c e product looks, feels, sounds rfa su Sensory Design (and sometimes smells and tastes!) skeleton
  32. Surface Sensory Design Sensory choices reinforce or undermine other aspects of the design Senses engage emotions We tell stories in sensory terms
  33. product as technology product as information ce rfa Sensory Design su on el e t Interface Design Navigation Design sk Information Design re t u Interaction Information uc str Design Architecture e c o p Functional Content s Specifications Requirements e gy User Needs at str Product Objectives
  34. Staying aligned Understand emotional and psychological context of use to inspire passionate connections Connect feature and design choices with underlying user psychology Express your product’s personality, not just functionality Define the story that your product tells about itself, the user, and the world
  35. Thanks! jjg.net/elements jjg.net/ia
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