"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
The art of making good: qa & ux (1)
1. THE ANATOMY OF USER
EXPERIENCE
THE ART OF MAKING GOOD: QA & UX (1)
2.
3. ➤ What user experience (UX) is
➤ The elements of user
experience:
strategy
scope
structure
skeleton
surface
I WILL TALK ABOUT:
4. The quality of experience a
person has when interacting
with a specific design.
(interaction-design.org)
WHAT USER EXPERIENCE IS
UX is not about good
industrial design, multi-
touch, or fancy interfaces. It’s
about transcending the
material. It is about creating
an experience through a
device.
(Marc Hassenzahl)
UX focuses on having a
deep understanding of users,
what they need, what they
value, their abilities, and also
their limitations.
(usability.gov)
user experience = the sum of
a series of interactions
(fatdux.com)
UX
5. “UX simply refers to the way a product
behaves and is used in the real world.
A positive UX is one in which the goals
of both the user and the organizations
that created the product are met.
-Jeese James Garrett
7. WHY SHOULD WE CARE ABOUT UX?
➤ for increasing the user’s experience
and for a better product.
➤ the users who will use the product
have:
good experiences;
neutral experiences;
bad experiences.
➤ what the users want:
“my device, my way” (Joe Natoli);
needs to be met;
questions to be answered;
to be treated with respect.
What are the specs of
this Nikon camera?
I want to acces the
website from my tablet,
too.
I need to buy a camera.
8. THE ELEMENTS OF USER EXPERIENCE
➤ Strategy: is where it all begins. What do we want to get out of the
site? What do our users want?
➤ Scope: transforms strategy into requirements. What features will
the site need to include?
➤ Structure: gives shape to scope. How will the pieces of the site fit
together and behave?
➤ Skeleton: makes structure concrete: what components will enable
people to use this site?
➤ Surface: brings everything together visually: what will the
fininshed product look like?
9. STRATEGY
➤ Is about the user needs and
product objectives.
➤ Product objectives
equilibrium between
product objectives: not too
specific, not too general;
brand indentity: not just
visual, but also the
impression about the
organization;
success metrics - concrete
indicators (e.g. launch of
redesigned Website).
10. ➤ User needs
we aren’t designing for ourselves;
we are designing for other people user segmentation: more
pshycographic, than demographic ;
usability and user research;
persona.
12. SCOPE
➤ Is about the functional
specifications and content
requirements.
➤ Functional specifications
describe the feature set of the
product - what are we creating?
➤ Content requirements detail
what information is required to
provide value to users. For
example: images, audio, video,
dynamic, real time data.
➤ Requirements need to be
prioritized.
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13. STRUCTURE
➤ Is about interaction design and
information architecture.
➤ Interaction design (IxD): structured
experience of patterns and
sequences that present
appropriate options to users.
➤ IxD’s principles: consistent,
predictible, feedback, learnable
and visible.
➤ Information architecture (IA)
define the volume of content,
along with how it’s arranged and
organized - on each screen as
well as across the entire product.
14. SKELETON
➤ Is about interface design and
navigation design.
➤ Interface design determines
how to best arrange and
present visual elements for
the user to interact with.
➤ Navigation design provides
onscreen elements that
allow the user to move
through task and
information in an intuitive
way.
15. SURFACE
➤ Is about virtual design.
➤ Virtual design uses colors,
images, typography and effects;
each speciality chosen to:
support and reinforce the meaning
of the content being presented;
guide to user where applicable
through data, tasks and
information;
reduce cognitive load and enable
recognition and intuitive learning;
be culturally/socially appropriate
(to the type of audience).