Understand the goals of people who will use the product…
• Meet with key stakeholders to set vision
• Include usability tasks in the project plan
• Assemble a multidisciplinary team to ensure complete expertise
• Develop usability goals and objectives
• Conduct field studies
• Look at competitive products
• Create user profiles
• Develop a task analysis
• Document user scenarios
• Document user performance requirements
Understand pain points and problems of people….Fix the problems
• Begin to brainstorm design concepts and metaphors
• Develop screen flow and navigation model
• Do walkthroughs of design concepts
• Begin design with paper and pencil
• Create low-fidelity prototypes
• Conduct usability testing on low-fidelity prototypes
• Create high-fidelity detailed design
• Do usability testing again
• Document standards and guidelines
• Create a design specification
Meet with the demands of real people…
• Do ongoing heuristic evaluations
• Work closely with delivery team as design is implemented
• Conduct usability testing as soon as possible
Getting started…take feedback of people….
• Use surveys to get user feedback
• Conduct field studies to get info about actual use
• Check objectives using usability testing
It’s a crossroad between the user, computer (hardware) and computer
programs (software). A systematic approach through set of commands in
machine to respond to user’s interaction with the system.
It’s a study of how easy a user interface is to use in order to achieve some
goal. An art of making product more efficient, satisfying to use and easier to
Understand user’s needs, evaluate and make things accessible to them
A comparison between tasks, processes, behaviors, user interface
components etc. based on predefined set of guidelines to evaluate a
A science of understanding what
you want your site to do, defining
site’s goals, understanding target
audience, their goals and creating a
blueprint of things accordingly.
Understanding how people prefer to learn, their cultural differences and
how they use the information.
Designing a system which focuses on user’s goals and defining the
behavior of system in response to its users.
Learn to speak the user’s language.
The technical communication of explaining the user how to use the
Designing a user friendly interface that allows user to effectively and
efficiently accomplish his tasks.
To give a nice, pleasant and beautiful feel to the user by using images,
colors, shapes, typography, visual art and page layout.
Designs are created By Preeti Arora for www.99acres.com
A tool to measure and analyze website traffic to optimize web usage.
A persona represents the real user in form of fictional characterization.
Persona is created By Neha Modgil for www.techved.com
A scenario is a story described on paper of a persona (user) using a
product to achieve a particular goal.
Scenario is created By Neha Modgil for www.techved.com
A technique to illustrate the series of drawings, sketches or words to
explain the interaction between the interface and user. It basically shows
how user interface changes in response to user’s actions.
Storyboard is created By Mahendra for www.jeevansathi.com
A process which gives quantitative and creative multiple ideas or
solutions for any topic or problem organized into groups.
A method for collecting data and information about the user, his
requirement and product requirement through interview, observations or
This is a process of gathering information of how end user uses the
product or website in their natural environment.
Think aloud protocol
It’s a method of user testing in which the user is asked to think out loud
while performing a task. It helps one understand the expectations and
confusions user faces with the system.
It’s a set of possible sequences of interactions between the user and
systems while accomplishing a particular task to achieve a goal by
detailing scenario driven threads. A use case describes "who" can do
"what" with the system.
It’s a method of giving target users to organize the small index cards
while designing the structure of information of any product i.e. websites
having labeling and key content on it, the results reflect how users
expect the concept should be presented.
The way a person moves his eyes when looking at application. It helps
understand which part of the object is getting attention of the user and
which part is missing attention of the user.
It’s a discussion with target group users to find out problems they face
while using any product related to usability issues.
It’s a study of understanding how human know, perceive, make
decisions and construct behavior in different environments.
It helps designer understand the reality of their assumptions and about
user’s behavior by doing real life testing of real user.
It’s a study of interaction between human and computer. The goal is to
improve computers and make it more usable and receptive to user’s needs.
Ergonomics (Human Factor)
It’s a science of multi-disciplinary field for understanding and improving
human computer interaction or human interaction with any product or
system to optimize it’s performance keeping in mind the health and safety of
It’s a usability inspection method of user interface design for usability. It
identify problems in the field of Human computer interaction.
Ten Usability Heuristics – by Jakob Nielsen
by Jakob Nielsen These are ten general principles for user interface design. They are called "heuristics"
because they are more in the nature of rules of thumb than specific usability guidelines.
• Visibility of system status
– The system should always keep users informed about what is going on, through appropriate feedback
within reasonable time.
• Match between system and the real world
– The system should speak the users' language, with words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-world conventions, making information appear in a
natural and logical order.
• User control and freedom
– Users often choose system functions by mistake and will need a clearly marked "emergency exit" to
leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
• Consistency and standards
– Users should not have to wonder whether different words, situations, or actions mean the same thing.
Follow platform conventions.
• Error prevention
– Even better than good error messages is a careful design which prevents a problem from occurring in
the first place. Either eliminate error-prone conditions or check for them and present users with a
confirmation option before they commit to the action.
Ten Usability Heuristics
• Recognition rather than recall
– Minimize the user's memory load by making objects, actions, and options visible. The user should not
have to remember information from one part of the dialogue to another. Instructions for use of the
system should be visible or easily retrievable whenever appropriate.
• Flexibility and efficiency of use
– Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such
that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent
• Aesthetic and minimalist design
– Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of
information in a dialogue competes with the relevant units of information and diminishes their relative
• Help users recognize, diagnose, and recover from errors
– Error messages should be expressed in plain language (no codes), precisely indicate the problem, and
constructively suggest a solution.
• Help and documentation
– Even though it is better if the system can be used without documentation, it may be necessary to
provide help and documentation. Any such information should be easy to search, focused on the user's
task, list concrete steps to be carried out, and not be too large.
The perfect coordination between all the things I have mentioned here in the
presentation and the goal is to create the best possible interaction between
machines and users.
So UED is…. how much you
could understand from me
and my experience
If I am able to make you understand the basics of UED through this
presentation I am a successful designer or I need to learn more….
Thank you by