User Experience & Design…Designing for others…UED


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User-centered design (UCD) techniques,
Simplification of technology as per user’s needs,
User is right,
User testing,
Information architecture,
Interaction design,

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User Experience & Design…Designing for others…UED

  1. 3. The intersection of all three is User-centered design
  2. 5. UCD User centered design <ul><li>See the world from user’s point of view… </li></ul><ul><li>UCD is a multistage process which allows designers to analyze and foresee how user is going to use the product. </li></ul>
  3. 6. User-centered design process phases
  4. 7. <ul><li>Analysis Phase </li></ul><ul><li>Understand the goals of people who will use the product… </li></ul><ul><li>Meet with key stakeholders to set vision </li></ul><ul><li>Include usability tasks in the project plan </li></ul><ul><li>Assemble a multidisciplinary team to ensure complete expertise </li></ul><ul><li>Develop usability goals and objectives </li></ul><ul><li>Conduct field studies </li></ul><ul><li>Look at competitive products </li></ul><ul><li>Create user profiles </li></ul><ul><li>Develop a task analysis </li></ul><ul><li>Document user scenarios </li></ul><ul><li>Document user performance requirements </li></ul>
  5. 8. <ul><li>Design Phase </li></ul><ul><li>Understand pain points and problems of people….Fix the problems </li></ul><ul><li>Begin to brainstorm design concepts and metaphors </li></ul><ul><li>Develop screen flow and navigation model </li></ul><ul><li>Do walkthroughs of design concepts </li></ul><ul><li>Begin design with paper and pencil </li></ul><ul><li>Create low-fidelity prototypes </li></ul><ul><li>Conduct usability testing on low-fidelity prototypes </li></ul><ul><li>Create high-fidelity detailed design </li></ul><ul><li>Do usability testing again </li></ul><ul><li>Document standards and guidelines </li></ul><ul><li>Create a design specification </li></ul>
  6. 9. <ul><li>Implementation Phase </li></ul><ul><li>Meet with the demands of real people… </li></ul><ul><li>Do ongoing heuristic evaluations </li></ul><ul><li>Work closely with delivery team as design is implemented </li></ul><ul><li>Conduct usability testing as soon as possible </li></ul>
  7. 10. <ul><li>Deployment Phase </li></ul><ul><li>Getting started…take feedback of people…. </li></ul><ul><li>Use surveys to get user feedback </li></ul><ul><li>Conduct field studies to get info about actual use </li></ul><ul><li>Check objectives using usability testing </li></ul>
  8. 11. Designing a product
  9. 12. Innovate Think something new…Be original and simple…
  10. 13. Design Be different and design for average people…
  11. 14. Wireframe Create Blueprint and prototype of product….
  12. 15. User testing Find out how useful, usable and simple to operate product is….
  13. 16. Understand more….
  14. 17. user Interface 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.
  15. 18. usability 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 learn.
  16. 19. Accessibility Understand user’s needs, evaluate and make things accessible to them accordingly.
  17. 20. Checklist A comparison between tasks, processes, behaviors, user interface components etc. based on predefined set of guidelines to evaluate a product.
  18. 21. Information Architecture 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.
  19. 22. Information Design Understanding how people prefer to learn, their cultural differences and how they use the information.
  20. 23. Interaction Design Designing a system which focuses on user’s goals and defining the behavior of system in response to its users.
  21. 24. Content Writing Learn to speak the user’s language.
  22. 25. Technical Writing The technical communication of explaining the user how to use the product.
  23. 26. Usability Engineering Designing a user friendly interface that allows user to effectively and efficiently accomplish his tasks.
  24. 27. Visual Designing 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
  25. 28. Web analytics A tool to measure and analyze website traffic to optimize web usage.
  26. 29. Personas A persona represents the real user in form of fictional characterization. Persona is created By Neha Modgil for
  27. 30. Scenario 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
  28. 31. Storyboard 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
  29. 32. Brainstorming A process which gives quantitative and creative multiple ideas or solutions for any topic or problem organized into groups.
  30. 33. Field Study A method for collecting data and information about the user, his requirement and product requirement through interview, observations or video recording.
  31. 34. Ethnography This is a process of gathering information of how end user uses the product or website in their natural environment.
  32. 35. 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.
  33. 36. Use Case 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 &quot;who&quot; can do &quot;what&quot; with the system.
  34. 37. Card Sorting 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.
  35. 38. Eye Tracking 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.
  36. 39. Focus Group It’s a discussion with target group users to find out problems they face while using any product related to usability issues.
  37. 40. Mental Model It’s a study of understanding how human know, perceive, make decisions and construct behavior in different environments.
  38. 41. Usability Testing It helps designer understand the reality of their assumptions and about user’s behavior by doing real life testing of real user.
  39. 42. Human Computer Interaction 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.
  40. 43. 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 people involved.
  41. 44. Heuristic evaluation It’s a usability inspection method of user interface design for usability. It identify problems in the field of Human computer interaction.
  42. 45. Ten Usability Heuristics – by Jakob Nielsen <ul><li>Visibility of system status </li></ul><ul><ul><li>The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. </li></ul></ul><ul><li>Match between system and the real world </li></ul><ul><ul><li>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. </li></ul></ul><ul><li>User control and freedom </li></ul><ul><ul><li>Users often choose system functions by mistake and will need a clearly marked &quot;emergency exit&quot; to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. </li></ul></ul><ul><li>Consistency and standards </li></ul><ul><ul><li>Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. </li></ul></ul><ul><li>Error prevention </li></ul><ul><ul><li>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. </li></ul></ul>by Jakob Nielsen These are ten general principles for user interface design. They are called &quot;heuristics&quot; because they are more in the nature of rules of thumb than specific usability guidelines.
  43. 46. Ten Usability Heuristics <ul><li>Recognition rather than recall </li></ul><ul><ul><li>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. </li></ul></ul><ul><li>Flexibility and efficiency of use </li></ul><ul><ul><li>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 actions. </li></ul></ul><ul><li>Aesthetic and minimalist design </li></ul><ul><ul><li>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 visibility. </li></ul></ul><ul><li>Help users recognize, diagnose, and recover from errors </li></ul><ul><ul><li>Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. </li></ul></ul><ul><li>Help and documentation </li></ul><ul><ul><li>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. </li></ul></ul>
  44. 47. User Experience 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.
  45. 48. So UED is…. how much you could understand from me and my experience today….? 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….
  46. 49. Thank you by Preeti Arora [email_address]