Become a User Experience Designer in 45 Minutes<br />By Sara Summers<br />
Design can seem like a black art.<br />
The toys, messy desks, strange lingo…<br />
User experience is all around us.<br />
User experience can be reduced to one idea:<br />The practice of design that is on behalf of the user in order to bring ab...
…I will tell you to sketch, prototype and be a savvy storyteller.Oh and test, test, test.<br />
…I will tell you to sketch, prototype and be a savvy storyteller.Oh and test, test, test.<br />Let’s start with understand...
It is no longer acceptable to simply serve user’s needs.<br />
People want:delight, discoverability, fun, enchantment, rewards, excitement, connection, goals, direction, participation, ...
No problem right?!<br />
TYPICAL REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal ...
UX takes diverse view points and maps a cohesive direction.<br /><ul><li> Clear
 Actionable
 Insightful
 Humanized Ideas</li></li></ul><li>REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else tol...
REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal org lega...
Psychology<br />
UX Problem 1: <br />We have to have a sign in page<br />
Awesome, I want to play with that…<br />
Ughhhhhhh…<br />
Ok, almost there…<br />
Why is this one better?<br />
You can still see why you are there and it looks like nearly instant reward.<br />
UX Problem 2:<br />Our product has a lot of forms to fill out<br />(either task driven or data collection based)<br />
Typical form layout<br />
*Everything is required<br />
Unclear/ Duplicate info?<br />
Huh, this looks easy…<br />
I can jump right in…<br />
If you either want or need people’s data, make it clear, dead simple and ENJOYABLE.<br />
Web Form Design by Luke Wroblewski<br />
An organized, useable product or application isn’t enough anymore.<br />
UX patterns help people get things done (and have fun doing it).<br />
Experience patterns for people:<br />Task progression:indicators, orientation & engagement<br />Transitions:recognition, r...
Task progression: Satisfies and serves user’s goals.<br />indicators<br /> engagement<br />orientation<br />
Transitions: ‘Is this thing on?!’ Calming frustration & fostering delight.<br />recognition<br />status<br />reassurance<b...
Getting things done: Task easing, comfort and memory.<br />directives<br />human(ize) error <br /> online brain<br />
More great patterns here:<br />quince.infragistics.com/<br />
Game Theory<br />
Mashable.com - December 2009<br />
18 Million<br />69 Million<br />Active, monthly players <br />Mashable.com - December 2009<br />
What is the deal?!<br />
Farmville has the secret sauce:<br />Your real friends…<br />…who you can gift(free!!) <br />Easyand enjoyable to play.<br...
Friends:reciprocity and teamwork required.<br />
Learning:easy start w/ depth for skill and mastery.<br />
Customizable: Zynga listened to user feedback.<br />Don’t want to farm veggies? They made flowers, vineyards, extra livest...
Games and UX are:<br />“…a series of meaningful choices.”<br />- Sid Meier, Civilization <br />
A good, contagious game has:<br />- Points<br />- Badges<br />- Levels<br />- Status <br />Easy enough…<br />
A good, contagious game has:<br />- Points – Encourage & reinforce good behavior <br />- Badges – Acknowledge completion &...
A good, contagious game has a SOUL.<br />- Relevant –adds to my life<br />- Realistic – fits into my life<br />- Trustwort...
What happens when we don’t reward correctly?<br />People feel deceived, bribed and despise you for it.<br />
Understanding human incentives:Punished by Rewards byAlfie Kohn<br />
Amazing game theory: The Art of Game Design by Jesse Schell<br />
Ubiquity<br />
Ubiquitous computing <br />The term was coined by Mark Weiser, Chief Technologist at Xerox Research, in 1988…<br />…descri...
Ubiquitous computing <br />Launched research around:<br />- Distributed and mobile computing<br />- User experience and in...
Ubiquitous computing <br />Defines devices that THINK and improve day to day life.<br />
“In this world of ubiquitous computing, where there are different types of information appliances - your car, your watch, ...
We have a lot to design and build for…<br />
Tools should enable and drive the content not just the structure or device.<br />
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  • This is either asking for duplicate personal info entry OR your mobile carrier’s personal information OR your Insurance details…but it’s not clear which.
  • This is either asking for duplicate personal info entry OR your mobile carrier’s personal information OR your Insurance details…but it’s not clear which.
  • For example…
  • For more great and useful RIA patterns, check out quince.infragistics.com
  • The tools we use should help migrate the content of our designs to different form factors.If they don’t, then we are just trying to do new things, old way. Much harder and arduous.
  • The tools we use should help migrate the content of our designs to different form factors.If they don’t, then we are just trying to do new things, old way. Much harder and arduous.
  • The tools we use should help migrate the content of our designs to different form factors.If they don’t, then we are just trying to do new things, old way. Much harder and arduous.
  • Similar to the Industrial Design and Architecture thinking, where they examine ‘a chair…in a room…in a house…in a city…’So if our tooling can connect our experiences then we are free to focus on user context, needs and goals.
  • Become a User Experience Designer in 45 Minutes

    1. 1. Become a User Experience Designer in 45 Minutes<br />By Sara Summers<br />
    2. 2. Design can seem like a black art.<br />
    3. 3. The toys, messy desks, strange lingo…<br />
    4. 4. User experience is all around us.<br />
    5. 5.
    6. 6. User experience can be reduced to one idea:<br />The practice of design that is on behalf of the user in order to bring about purposeful change and meaning. <br />
    7. 7. …I will tell you to sketch, prototype and be a savvy storyteller.Oh and test, test, test.<br />
    8. 8. …I will tell you to sketch, prototype and be a savvy storyteller.Oh and test, test, test.<br />Let’s start with understanding…<br />
    9. 9. It is no longer acceptable to simply serve user’s needs.<br />
    10. 10. People want:delight, discoverability, fun, enchantment, rewards, excitement, connection, goals, direction, participation, generosity, exploration, play, engagement, serendipity, seduction<br />
    11. 11. No problem right?!<br />
    12. 12. TYPICAL REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal org legacy decision- What the competitor has- What executive management insists we need<br />
    13. 13. UX takes diverse view points and maps a cohesive direction.<br /><ul><li> Clear
    14. 14. Actionable
    15. 15. Insightful
    16. 16. Humanized Ideas</li></li></ul><li>REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal org legacy decision- What the competitor has- What executive management insists we need<br />People’s aspirations say more about what they truly desire than past behavioror what they say they want.<br />
    17. 17. REQUIREMENTS LIST- Technology constraints- What we think we want- What someone else told us we need- The internal org legacy decision- What the competitor has- What executive management insists we need<br />HUMAN<br />People’s aspirations say more about what they truly desire than past behavioror what they say they want.<br />
    18. 18. Psychology<br />
    19. 19. UX Problem 1: <br />We have to have a sign in page<br />
    20. 20. Awesome, I want to play with that…<br />
    21. 21. Ughhhhhhh…<br />
    22. 22. Ok, almost there…<br />
    23. 23. Why is this one better?<br />
    24. 24. You can still see why you are there and it looks like nearly instant reward.<br />
    25. 25. UX Problem 2:<br />Our product has a lot of forms to fill out<br />(either task driven or data collection based)<br />
    26. 26. Typical form layout<br />
    27. 27. *Everything is required<br />
    28. 28. Unclear/ Duplicate info?<br />
    29. 29. Huh, this looks easy…<br />
    30. 30. I can jump right in…<br />
    31. 31. If you either want or need people’s data, make it clear, dead simple and ENJOYABLE.<br />
    32. 32. Web Form Design by Luke Wroblewski<br />
    33. 33. An organized, useable product or application isn’t enough anymore.<br />
    34. 34. UX patterns help people get things done (and have fun doing it).<br />
    35. 35. Experience patterns for people:<br />Task progression:indicators, orientation & engagement<br />Transitions:recognition, reassurance & status<br />Getting things done:directives, online brain & human(ize) error<br />
    36. 36. Task progression: Satisfies and serves user’s goals.<br />indicators<br /> engagement<br />orientation<br />
    37. 37. Transitions: ‘Is this thing on?!’ Calming frustration & fostering delight.<br />recognition<br />status<br />reassurance<br />
    38. 38. Getting things done: Task easing, comfort and memory.<br />directives<br />human(ize) error <br /> online brain<br />
    39. 39. More great patterns here:<br />quince.infragistics.com/<br />
    40. 40. Game Theory<br />
    41. 41. Mashable.com - December 2009<br />
    42. 42. 18 Million<br />69 Million<br />Active, monthly players <br />Mashable.com - December 2009<br />
    43. 43. What is the deal?!<br />
    44. 44. Farmville has the secret sauce:<br />Your real friends…<br />…who you can gift(free!!) <br />Easyand enjoyable to play.<br />Tons ways to connect and customize.<br />
    45. 45. Friends:reciprocity and teamwork required.<br />
    46. 46. Learning:easy start w/ depth for skill and mastery.<br />
    47. 47. Customizable: Zynga listened to user feedback.<br />Don’t want to farm veggies? They made flowers, vineyards, extra livestock.<br />No pets in Farmville? <br />They made dogs.<br />
    48. 48. Games and UX are:<br />“…a series of meaningful choices.”<br />- Sid Meier, Civilization <br />
    49. 49. A good, contagious game has:<br />- Points<br />- Badges<br />- Levels<br />- Status <br />Easy enough…<br />
    50. 50. A good, contagious game has:<br />- Points – Encourage & reinforce good behavior <br />- Badges – Acknowledge completion & participation<br />- Levels – Reward milestones & unlock more stuff <br />- Status – Top User benefits; runs discussions, perks<br />
    51. 51. A good, contagious game has a SOUL.<br />- Relevant –adds to my life<br />- Realistic – fits into my life<br />- Trustworthy – I do good things/makes me better<br />- Intrinsic–Learn, problem solve, help out, desirable<br />
    52. 52. What happens when we don’t reward correctly?<br />People feel deceived, bribed and despise you for it.<br />
    53. 53. Understanding human incentives:Punished by Rewards byAlfie Kohn<br />
    54. 54. Amazing game theory: The Art of Game Design by Jesse Schell<br />
    55. 55. Ubiquity<br />
    56. 56. Ubiquitous computing <br />The term was coined by Mark Weiser, Chief Technologist at Xerox Research, in 1988…<br />…describes human-computer interaction where information processing completely integrated into everyday objects and activities.<br />
    57. 57. Ubiquitous computing <br />Launched research around:<br />- Distributed and mobile computing<br />- User experience and interaction<br />- Content and context awareness<br />
    58. 58. Ubiquitous computing <br />Defines devices that THINK and improve day to day life.<br />
    59. 59. “In this world of ubiquitous computing, where there are different types of information appliances - your car, your watch, your phone - how do these things work together as a society of appliances that exists within a society of people.”<br />- Bill Buxton, on the future of experience design <br />
    60. 60. We have a lot to design and build for…<br />
    61. 61. Tools should enable and drive the content not just the structure or device.<br />
    62. 62.
    63. 63. The tools connect our experiences…so we can focus on context and user goals.<br />
    64. 64. …so you can be experience INNOVATORS<br />

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