The document provides an overview of user experience (UX) design. It defines UX as a person's emotions and attitudes about using a product or service. UX design aims to enhance user satisfaction by improving usability, accessibility, and the overall user experience. The document recommends that developers learn basic design principles and work with UX designers. It also stresses the importance of accessibility and following guidelines like WCAG to ensure all users can access websites.
This document provides an overview of John Chin's lecture on usability testing. It introduces John Chin and his background in user experience design. It then covers various topics related to planning and conducting usability tests, including determining the project lifecycle stage, defining research questions, choosing appropriate prototypes, and methods for recording test sessions. The document aims to provide guidance to practitioners on best practices for planning and executing effective usability studies.
Choosing the Right Research Methods for Your Project (webinar)Susan Mercer
It’s very easy for User Experience researchers to get stuck in the rut of using your favorite research methods for gathering information and getting user feedback. But, are you really gathering the best information that you can? Or are there other methods that are better suited for your project’s specific needs?
Or, if you’re just starting out – how do you know whether you should conduct interviews, run a survey or a card sort, or something different all together?
Don’t stress – in this webinar, we’ll cover the most popular user research methods and discuss their strengths and weaknesses. Each method shines in different circumstances, and we’ll highlight the factors that will make each successful. We will also present a structured approach to helping you choose the best method or methods for a particular situation.
Designing visualisations and dashboards can be a difficult task. It involves working out how to condense large amounts of data into easy to understand visualisations, understanding how the information presented will be used, and even choosing the right kinds of charts.
This presentation covers elements of design thinking, usability, and an understanding of human perception. The goal end goal is to try and enhance the user experience of visualisations and dashboards.
The document provides guidelines for designing interfaces with simple and natural dialogue that speaks the user's language. It discusses using graphic design and color consistently, minimizing user memory load, providing feedback, clearly marked exits, shortcuts, preventing errors, and ensuring helpful documentation and error messages. The guidelines aim to improve usability by making interfaces intuitive for users.
Here are some potential issues with this 11-point satisfaction scale:
- Partially labeled scales can lead to different interpretations of the scale points.
- Forced distribution with a neutral point may push respondents towards the middle who don't truly feel neutral.
- Lumping the 7+ responses together obscures variation in attitudes above satisfied.
- Subtracting below 6 from above 9 assumes equal intervals between scale points which may not reflect how respondents conceptualize satisfaction.
- Unipolar scales can't capture dissatisfaction which is important information. A bipolar scale may better measure the construct.
In summary, this scale has response option and analysis issues that could undermine the validity and reliability of the satisfaction measure.
This document discusses principles of disruptive design. It emphasizes that disruptive design requires careful planning of both design and interactions to evoke an addictive element. Key aspects of disruptive design include a focus on usability, personalization, simplifying complexity, and leveraging psychographic triggers. Metrics like interaction time and clicks at decision points can indicate how well a design includes disruptive elements. The overall goal is to create intuitive, engaging interfaces that encourage exploration and drive user actions.
Seeing the Forest for the Trees: Visual Problem Solving as a Design and Usabi...Christina York
The document discusses using visual problem solving techniques when working with different client groups. It introduces general visualization methodologies and specific tactics for engaging stakeholders. Tactics described include "shock and awe" wallpapering, "splashing the pot" to spread out related information, and creating imperfect visuals to elicit feedback through techniques like "Where's Waldo?" The presentation emphasizes using visual deliverables to communicate outcomes to different client groups.
The document provides an overview of user experience (UX) design. It defines UX as a person's emotions and attitudes about using a product or service. UX design aims to enhance user satisfaction by improving usability, accessibility, and the overall user experience. The document recommends that developers learn basic design principles and work with UX designers. It also stresses the importance of accessibility and following guidelines like WCAG to ensure all users can access websites.
This document provides an overview of John Chin's lecture on usability testing. It introduces John Chin and his background in user experience design. It then covers various topics related to planning and conducting usability tests, including determining the project lifecycle stage, defining research questions, choosing appropriate prototypes, and methods for recording test sessions. The document aims to provide guidance to practitioners on best practices for planning and executing effective usability studies.
Choosing the Right Research Methods for Your Project (webinar)Susan Mercer
It’s very easy for User Experience researchers to get stuck in the rut of using your favorite research methods for gathering information and getting user feedback. But, are you really gathering the best information that you can? Or are there other methods that are better suited for your project’s specific needs?
Or, if you’re just starting out – how do you know whether you should conduct interviews, run a survey or a card sort, or something different all together?
Don’t stress – in this webinar, we’ll cover the most popular user research methods and discuss their strengths and weaknesses. Each method shines in different circumstances, and we’ll highlight the factors that will make each successful. We will also present a structured approach to helping you choose the best method or methods for a particular situation.
Designing visualisations and dashboards can be a difficult task. It involves working out how to condense large amounts of data into easy to understand visualisations, understanding how the information presented will be used, and even choosing the right kinds of charts.
This presentation covers elements of design thinking, usability, and an understanding of human perception. The goal end goal is to try and enhance the user experience of visualisations and dashboards.
The document provides guidelines for designing interfaces with simple and natural dialogue that speaks the user's language. It discusses using graphic design and color consistently, minimizing user memory load, providing feedback, clearly marked exits, shortcuts, preventing errors, and ensuring helpful documentation and error messages. The guidelines aim to improve usability by making interfaces intuitive for users.
Here are some potential issues with this 11-point satisfaction scale:
- Partially labeled scales can lead to different interpretations of the scale points.
- Forced distribution with a neutral point may push respondents towards the middle who don't truly feel neutral.
- Lumping the 7+ responses together obscures variation in attitudes above satisfied.
- Subtracting below 6 from above 9 assumes equal intervals between scale points which may not reflect how respondents conceptualize satisfaction.
- Unipolar scales can't capture dissatisfaction which is important information. A bipolar scale may better measure the construct.
In summary, this scale has response option and analysis issues that could undermine the validity and reliability of the satisfaction measure.
This document discusses principles of disruptive design. It emphasizes that disruptive design requires careful planning of both design and interactions to evoke an addictive element. Key aspects of disruptive design include a focus on usability, personalization, simplifying complexity, and leveraging psychographic triggers. Metrics like interaction time and clicks at decision points can indicate how well a design includes disruptive elements. The overall goal is to create intuitive, engaging interfaces that encourage exploration and drive user actions.
Seeing the Forest for the Trees: Visual Problem Solving as a Design and Usabi...Christina York
The document discusses using visual problem solving techniques when working with different client groups. It introduces general visualization methodologies and specific tactics for engaging stakeholders. Tactics described include "shock and awe" wallpapering, "splashing the pot" to spread out related information, and creating imperfect visuals to elicit feedback through techniques like "Where's Waldo?" The presentation emphasizes using visual deliverables to communicate outcomes to different client groups.
Usability engineering aims to design easy to use and intuitive websites that appeal to many users. Jakob Nielsen is a leading expert in web usability who established discount usability engineering methods using small sample tests repeated frequently. Common usability problems include poor navigation, slow loading speeds, and unclear wording. Ignoring usability can lead to lost sales and customers as frustrated users will visit competitors instead.
Desirability Testing: Analyzing Emotional Response to a DesignMegan Grocki
In the design process we follow, once we have defined the conceptual direction and content strategy for a given design and refined our approach through user research and iterative usability testing, we start applying visual design. Generally, we take a key screen whose structure and functionality we have finalized—for example, a layout for a home page or a dashboard page—and explore three alternatives for visual style. These three alternative visual designs, or comps, include the same content, but reflect different choices for color palette and imagery. The idea is to present business owners and stakeholders with different visual design options from which they can choose. Sometimes there is a clear favorite among stakeholders or an option that makes the most sense from a brand perspective. However, there can often be disagreements among the members of a project team on which direction to choose. If we’ve done our job right, there are rationales for our various design decisions in the different comps, but even so, there may be disagreement about which rationale is most appropriate for the situation.
As practitioners of user-centered design, it is natural for us to turn to user research to help inform and guide the process of choosing a visual design. But traditional usability testing and related methods don’t seem particularly well suited for assessing visual design for two reasons:
1. When we reach out to users for feedback on visual design options, stakeholders are generally looking for large sample sizes—larger than are typical for a qualitative usability study.
2. The response we are looking for from users is more emotional—that is, less about users’ ability to accomplish tasks and more about their affective response to a given design.
With this in mind, we were very interested in articles we saw on Desirability Testing. In one article, the author posits desirability testing as a mix of quantitative and qualitative methods that allow you to assess users’ attitudes toward aesthetics and visual appeal. Inspired by his overview, we researched desirability studies a bit further and tried a modified version of the techniques on one of our projects. This presentation reviews the variants of desirability testing that we considered and the lessons we learned from a desirability study on visual design options for one of our projects. Interestingly, we found that while desirability testing did help us better understand participant’s self reported emotional response to a visual design, it also helped us identify other key areas of the experience that could be improved.
This document summarizes a presentation about user experience (UX) professionals and their emerging value. It defines key UX concepts like usability, effectiveness, efficiency and discusses tools like usability testing. It also covers persuasive design techniques to influence users, like reciprocity, social proof and scarcity. The presentation provides examples of how these concepts can be applied, such as with "freemium" strategies, and suggests reading materials to learn more about getting started in UX.
This document describes a case study conducted to evaluate the Vimeo website using the 5 second test methodology. Two test formats were used - memory dump to measure memorability and attitudinal to measure visual appeal. Tests were conducted both online and in-person. Results found that most users recognized the video streaming purpose but few identified sharing features. While visual appeal was rated highly, the logo was rarely remembered. Recommendations included emphasizing upload/sharing features and reworking the logo design. Insights highlighted best practices for crafting instructions, image optimization, question wording and using both moderated and unmoderated testing.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
This document discusses usability engineering and keeping website visitors engaged. It defines usability and explains that usability engineering aims to create human-computer interfaces with high usability. The first minute a visitor spends on a website is important, as they will look for information in the first 30 seconds and browse the home page in the next 30 seconds. The document lists 10 common website design mistakes and provides examples of good and bad designs related to first impressions, navigation, search functionality, content usability, use of images/videos, and page loading speed. It also discusses how usability testing and search engine optimization relate to usability.
Brightfind world usability day 2016 full deck finalBrightfind
This document provides 40 tips for user experience design and research. Some key tips include:
- Conduct user research first before developing products to understand user needs.
- Test websites using only the keyboard to ensure full accessibility.
- Add ARIA attributes like aria-live and aria-atomic to dynamically updating content.
- Navigate every product with a screen reader to catch accessibility issues.
- Consider usability for all types of users including those with mobility or cognitive impairments.
- Continually test with users and get feedback to improve products based on real user needs.
The tips cover a wide range of topics from research methods, accessibility, interface design, and more.
What is UX and Why should I care in Line of Business Applications?Will Tschumy
The document discusses user experience (UX) and its importance for software applications. UX seeks to understand user needs in order to improve productivity, reduce mistakes and training, and foster loyalty. Common UX techniques include user research through interviews and observations to develop personas and scenarios, as well as prototyping and collaborative design sessions. Prototyping solutions iteratively and testing them with users is important for refining the user experience. The document emphasizes understanding users and involving them in the design process.
Tips for better surveys: better questions in your questionnaire, better overall survey process. From UPA2012 in Las Vegas.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Democratizing Online Controlled Experiments at Booking.comLukas Vermeer
At Booking.com we have been conducting evidenced based product development using online experiments for more than ten years. Our methods and infrastructure were designed from their inception to reflect Booking.com culture, that is, with democratization and decentralization of experimentation and decision making in mind.
In this talk, based on this paper with the same title, we explain how our approach has allowed such a large organization as Booking.com to truly and successfully democratize experimentation.
The document describes the experience of a private citizen trying to use the EPA website to determine the water quality of the Chesapeake Bay and whether it is safe to swim in certain areas, but finding the site difficult to navigate with inconsistent designs, jargon, and data that is unclear about basic questions around swimming safety.
This is a more wordy presentation based on older but useful content around design research methods.It's not so much about how one should collect this information as much as how to make use of it to develop design insights.
Qualitative Research Methods in UX design - Markus Heberleinuxtalktokyo
This document discusses qualitative research methods used in user experience design. It defines qualitative research as research that uses non-numeric data like photos, videos, and interview transcripts. While this data can be converted to quantitative data, doing so is not always useful or appropriate. Qualitative research is good for gaining insights into things researchers did not already know. Some common qualitative research methods discussed include ethnography, case studies, and interviews. The document provides guidance on how to plan, conduct, and analyze qualitative user research.
This document discusses various research methods used in measuring human behavior and perceptions, including experiments, surveys, observation, and analysis of usage data. It provides examples of studies on topics like online shopping behavior, perceived website download speeds, and usability testing methods. Different research methods make tradeoffs between control, realism, and ability to determine causal relationships. The document advocates for using multiple methods to triangulate findings when studying complex issues.
The document discusses several principles of good design for mobile applications. It summarizes guidelines from sources like Apple's iPad User Experience Guidelines, Jakob Nielsen's heuristics for user interface design, and Dieter Rams' principles of good design. The key principles discussed include enhancing interactivity, staying consistent, making designs simple, self-explanatory, and using familiar patterns. Designs should provide feedback, allow for mistakes, consider every detail, and delight users.
Next up in our SlideShare series is "User Research." It will give you an insight into what user research is, types of approaches, why you need to do research in your users and much more.
The document provides a SWOT analysis and market research plan for a sports management software called AthleteTrax. It identifies strengths such as a unique idea and growth potential, as well as weaknesses in marketing. Opportunities include targeting college and youth sports teams in Pennsylvania through attending events and using social media. Competitors have larger marketing budgets and better social media presence. The plan recommends improving branding, using customer testimonials and targeted Google and Twitter ads to reach the desired market.
Usability engineering aims to design easy to use and intuitive websites that appeal to many users. Jakob Nielsen is a leading expert in web usability who established discount usability engineering methods using small sample tests repeated frequently. Common usability problems include poor navigation, slow loading speeds, and unclear wording. Ignoring usability can lead to lost sales and customers as frustrated users will visit competitors instead.
Desirability Testing: Analyzing Emotional Response to a DesignMegan Grocki
In the design process we follow, once we have defined the conceptual direction and content strategy for a given design and refined our approach through user research and iterative usability testing, we start applying visual design. Generally, we take a key screen whose structure and functionality we have finalized—for example, a layout for a home page or a dashboard page—and explore three alternatives for visual style. These three alternative visual designs, or comps, include the same content, but reflect different choices for color palette and imagery. The idea is to present business owners and stakeholders with different visual design options from which they can choose. Sometimes there is a clear favorite among stakeholders or an option that makes the most sense from a brand perspective. However, there can often be disagreements among the members of a project team on which direction to choose. If we’ve done our job right, there are rationales for our various design decisions in the different comps, but even so, there may be disagreement about which rationale is most appropriate for the situation.
As practitioners of user-centered design, it is natural for us to turn to user research to help inform and guide the process of choosing a visual design. But traditional usability testing and related methods don’t seem particularly well suited for assessing visual design for two reasons:
1. When we reach out to users for feedback on visual design options, stakeholders are generally looking for large sample sizes—larger than are typical for a qualitative usability study.
2. The response we are looking for from users is more emotional—that is, less about users’ ability to accomplish tasks and more about their affective response to a given design.
With this in mind, we were very interested in articles we saw on Desirability Testing. In one article, the author posits desirability testing as a mix of quantitative and qualitative methods that allow you to assess users’ attitudes toward aesthetics and visual appeal. Inspired by his overview, we researched desirability studies a bit further and tried a modified version of the techniques on one of our projects. This presentation reviews the variants of desirability testing that we considered and the lessons we learned from a desirability study on visual design options for one of our projects. Interestingly, we found that while desirability testing did help us better understand participant’s self reported emotional response to a visual design, it also helped us identify other key areas of the experience that could be improved.
This document summarizes a presentation about user experience (UX) professionals and their emerging value. It defines key UX concepts like usability, effectiveness, efficiency and discusses tools like usability testing. It also covers persuasive design techniques to influence users, like reciprocity, social proof and scarcity. The presentation provides examples of how these concepts can be applied, such as with "freemium" strategies, and suggests reading materials to learn more about getting started in UX.
This document describes a case study conducted to evaluate the Vimeo website using the 5 second test methodology. Two test formats were used - memory dump to measure memorability and attitudinal to measure visual appeal. Tests were conducted both online and in-person. Results found that most users recognized the video streaming purpose but few identified sharing features. While visual appeal was rated highly, the logo was rarely remembered. Recommendations included emphasizing upload/sharing features and reworking the logo design. Insights highlighted best practices for crafting instructions, image optimization, question wording and using both moderated and unmoderated testing.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
This document discusses usability engineering and keeping website visitors engaged. It defines usability and explains that usability engineering aims to create human-computer interfaces with high usability. The first minute a visitor spends on a website is important, as they will look for information in the first 30 seconds and browse the home page in the next 30 seconds. The document lists 10 common website design mistakes and provides examples of good and bad designs related to first impressions, navigation, search functionality, content usability, use of images/videos, and page loading speed. It also discusses how usability testing and search engine optimization relate to usability.
Brightfind world usability day 2016 full deck finalBrightfind
This document provides 40 tips for user experience design and research. Some key tips include:
- Conduct user research first before developing products to understand user needs.
- Test websites using only the keyboard to ensure full accessibility.
- Add ARIA attributes like aria-live and aria-atomic to dynamically updating content.
- Navigate every product with a screen reader to catch accessibility issues.
- Consider usability for all types of users including those with mobility or cognitive impairments.
- Continually test with users and get feedback to improve products based on real user needs.
The tips cover a wide range of topics from research methods, accessibility, interface design, and more.
What is UX and Why should I care in Line of Business Applications?Will Tschumy
The document discusses user experience (UX) and its importance for software applications. UX seeks to understand user needs in order to improve productivity, reduce mistakes and training, and foster loyalty. Common UX techniques include user research through interviews and observations to develop personas and scenarios, as well as prototyping and collaborative design sessions. Prototyping solutions iteratively and testing them with users is important for refining the user experience. The document emphasizes understanding users and involving them in the design process.
Tips for better surveys: better questions in your questionnaire, better overall survey process. From UPA2012 in Las Vegas.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Democratizing Online Controlled Experiments at Booking.comLukas Vermeer
At Booking.com we have been conducting evidenced based product development using online experiments for more than ten years. Our methods and infrastructure were designed from their inception to reflect Booking.com culture, that is, with democratization and decentralization of experimentation and decision making in mind.
In this talk, based on this paper with the same title, we explain how our approach has allowed such a large organization as Booking.com to truly and successfully democratize experimentation.
The document describes the experience of a private citizen trying to use the EPA website to determine the water quality of the Chesapeake Bay and whether it is safe to swim in certain areas, but finding the site difficult to navigate with inconsistent designs, jargon, and data that is unclear about basic questions around swimming safety.
This is a more wordy presentation based on older but useful content around design research methods.It's not so much about how one should collect this information as much as how to make use of it to develop design insights.
Qualitative Research Methods in UX design - Markus Heberleinuxtalktokyo
This document discusses qualitative research methods used in user experience design. It defines qualitative research as research that uses non-numeric data like photos, videos, and interview transcripts. While this data can be converted to quantitative data, doing so is not always useful or appropriate. Qualitative research is good for gaining insights into things researchers did not already know. Some common qualitative research methods discussed include ethnography, case studies, and interviews. The document provides guidance on how to plan, conduct, and analyze qualitative user research.
This document discusses various research methods used in measuring human behavior and perceptions, including experiments, surveys, observation, and analysis of usage data. It provides examples of studies on topics like online shopping behavior, perceived website download speeds, and usability testing methods. Different research methods make tradeoffs between control, realism, and ability to determine causal relationships. The document advocates for using multiple methods to triangulate findings when studying complex issues.
The document discusses several principles of good design for mobile applications. It summarizes guidelines from sources like Apple's iPad User Experience Guidelines, Jakob Nielsen's heuristics for user interface design, and Dieter Rams' principles of good design. The key principles discussed include enhancing interactivity, staying consistent, making designs simple, self-explanatory, and using familiar patterns. Designs should provide feedback, allow for mistakes, consider every detail, and delight users.
Next up in our SlideShare series is "User Research." It will give you an insight into what user research is, types of approaches, why you need to do research in your users and much more.
The document provides a SWOT analysis and market research plan for a sports management software called AthleteTrax. It identifies strengths such as a unique idea and growth potential, as well as weaknesses in marketing. Opportunities include targeting college and youth sports teams in Pennsylvania through attending events and using social media. Competitors have larger marketing budgets and better social media presence. The plan recommends improving branding, using customer testimonials and targeted Google and Twitter ads to reach the desired market.
This document discusses the interplay between law enforcement and armed conflict paradigms in responding to riots. It defines key terms like law enforcement, armed conflict, and riots. The law enforcement paradigm balances collective security interests with individual rights. An armed conflict involves at least 25 battle deaths between a state and non-state actor over territory or government. International humanitarian law applies in both international and non-international armed conflicts and aims to protect non-combatants. It is important to distinguish direct participation in hostilities from violent civil unrest.
Thomas Palmer II is seeking a position that allows him to work with others as part of a team to achieve goals. He has a wide range of technical skills from simple to complex hardware and software and enjoys applying his skills where they can be fully utilized. He has several years of experience in customer service, inventory management, shipping/receiving, quality control, and electronic repair. Currently, he is studying computer science and working towards CISCO networking certifications.
Shah Hussain from Bacha Khan University Charsadda presented information on river discharge. River discharge is defined as the volume of water passing a gauging station in a river over time. It is affected by factors including the basin's physical characteristics like size, shape, and geology. Meteorological factors such as precipitation amounts, distribution, and evapotranspiration rates also influence discharge. Human impacts through land use and water storage infrastructure can additionally affect discharge volumes.
This document discusses the design and implementation of traffic signals at an intersection in Bahalgarh, India. It first provides an overview of why traffic signals are needed, noting they help direct alternating traffic flow, improve safety, and reduce accidents and delays. It then details the methodology used in the traffic signal design project, including analyzing traffic volumes at the intersection over different time periods, and using various methods recommended by the Indian Roads Congress to design the traffic signal timing and cycle. The document aims to reduce conflicts and ensure the orderly and safe flow of traffic through the intersection.
Users, Usability & User Experience - at PodCamp Cleveland 2011Carol Smith
Presented at PodCamp Cleveland at the Cuyahoga Valley Career Center in Brecksville, Ohio on April 29, 2011 by Carol Smith of Midwest Research, LLC.
The gap between a good design and a great one can be bridged by understanding your users.
In this presentation find out the basics of usability and user experience.
Learn cheap and easy techniques to find out more about your users and improve your audience's experience.
Effective visuals will be introduced that can help you remember and share what you learn.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that consulting with and keeping users as the central focus leads to designs that best solve the problems users face.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that innovation comes from addressing the right problems for the target users.
User Experience & Design…Designing for others…UEDPreeti Chopra
The document discusses user-centered design (UCD) and its multistage process of analyzing how users will interact with a product. It outlines the key phases of UCD - analysis, design, implementation, and deployment. It then provides descriptions and definitions of many important concepts in user experience design, human-computer interaction, and usability testing.
The document provides a quick overview of human-computer interaction (HCI). It discusses who users are, what constitutes a user interface, the importance of usability, and why good usability and designing user interfaces is difficult. Key challenges include understanding users and their tasks, creating prototypes and iterating designs based on user testing, and analyzing systems to evaluate usability. HCI methods like contextual inquiry, prototyping, iterative design, and usability testing are recommended to develop systems with high usability.
Users are Losers! They’ll Like Whatever we Make! and Other Fallacies.Carol Smith
Presented at CodeMash 2013.
If this sounds familiar it is time to make big changes or look for a new job. Failing your users will only end badly. In this session we look at the assumptions that are all-too-often made about users, usability and the User Experience (UX). In response to each of these misguided statements Carol will provide a quick method you can conduct with little or no resources to debunk these myths.
This document discusses UX Thinking (UXT), which aims to bridge human-centered design and agile development practices. It presents UXT models and principles for building digital solutions that have business impact. The key aspects covered are:
- The 3 dimensions that shape solutions: technology, users/solutions, and trends/frameworks.
- Activity theory as a way to understand user motives and design for outcomes.
- The UXT phases from product discovery to delivery.
- The importance of shared understanding and vision statements in aligning teams.
- Psychological safety and its role in team performance based on Google's Project Aristotle research.
In this session we looked at the different kinds of UX research. Primary and Secondary research, foundational research, post launch research, qualitative and quantitative research. Attitudinal and behavioral research. We also looked at the benefits and drawbacks of different UX research methods. Lastly we covered how to chose a UX research method
The document provides an overview of user experience (UX) research methods. It explains that research is done to answer questions, remove ambiguity, understand human behaviors and needs, and build empathy. Research methods include interviews, observations, surveys, usability testing and more. Both qualitative and quantitative methods are used depending on the questions being asked and stage of the project. Numbers from research don't tell the whole story and can sometimes be misleading.
Design Thinking for Managers - Presentationranganayaki10
Design thinking is a human-centered approach to problem solving that involves understanding user needs through methods like empathy and observation. It defines problems from the user's perspective then generates creative solutions. Key aspects include empathizing with users through interviews and observation to define problems, ideating multiple solutions, and prototyping and testing ideas with users in an iterative process. This document outlines the design thinking process and common methods used at each stage to develop solutions that meet user needs.
Symplicit Ark Persona Presentation V2.1jodie moule
I presented this at the Ark Group Conference held in Melbourne in November 2008.
It covers a brief outline of personas and how they can be used in industry, with several case-study examples Symplicit has worked on as a company.
If you have any questions, get in touch!
how to discover requirement by identify problem
how to solve the problem by discovering requirement
how identify customer need
How to Capture Requirements Once They Are Discovered?
What Are Requirements?
There are Different types of requirements
There are Common types of requirements
Data Gathering
Probes
what is Probes
types of Probes
what is Contextual Inquiry
Brainstorming for innovation
Personas and scenarios
The document discusses using user personas to guide the design of a healthcare portal. It describes conducting research including interviews with 43 users from 4 countries to develop 9 personas representing the goals and needs of key user groups such as radiologists, administrators, and patients. The personas are used to ensure the portal design meets user needs and supports critical tasks.
[Case Study] Physician, Know Thy User: Using Personas to Target Content and U...Scott Abel
Presented by Joe Sokohl at Documentation and Training Life Sciences, June 23-26, 208 in Indianapolis.
Ever have a project fail? You met with your project team, you talked with the customer, you reviewed technical requirements. But did you talk to your users? Just as one diagnosis doesn’t fit all patients, one application’s approach doesn’t work for all users. Know who accesses your information and uses your applications. Only then choose your features. Using a case study of a multinational project covering four countries, 10 business units, and tens of thousands of content elements, we’ll explore personas, scenarios, and other user-centered techniques. We’ll look at identifying users as well as segregating content according to users and regulatory needs.
What was involved in this cases study?
First we analyzed the 10 business units and their approaches and definitions of business goals. Next we analyzed industry standards for medical devices and their usage.
But that wasn’t enough. We interviewed 40 people in 4 countries, and created an information architecture prototype. We then tested this prototype in hospitals, doctors’ offices, and on site where medical devices were in use.
Based on this contextual inquiry, we refined the architecture and our understanding of the users. Decisions were then made on what type of content would be both appropriate and legal for each user and in each country.
Only with a solid understanding of the users and their goals could we define a flexible, extensible, and usable information and content architecture.
This document discusses the importance of engaging users early and often in the design process. It provides three main sections: The Whys, which discusses why designers need frequent access to users and common barriers; The Dos, which offers suggestions on how to ensure the user's voice is heard through methods like user research and developing a customer board; and The Don'ts, which advises against practices that don't help user engagement like confusing market research with behavioral research or creating long findings documents. The overall message is that involving users directly leads to increased usability, adoption and productivity of products, but designers must work to overcome barriers to prioritizing user research.
Lectures for Masterclass Customer Experience Strategie & Executie @Business University Nyenrode
user/customer centric design principes voor digital touchpoints & Usability & user experience principes
User Experience Design - Designing for othersBART RADKA
The document discusses user-centered design (UCD). It describes UCD as a multistage process that allows designers to understand how users will interact with a product from the user's perspective. The key stages of UCD are analysis, design, implementation, and deployment. During analysis, user research such as field studies and usability testing is conducted. In the design stage, prototypes are created and tested. Implementation involves working with development teams. Deployment includes gathering user feedback. The goal of UCD is to create products that meet users' needs and are easy to use.
UI/UX/UCD
The document discusses UI/UX/UCD (user interface, user experience, user-centered design). It provides an overview of the presenter's background and qualifications. It then covers principles and heuristics of design, including Nielsen's heuristics. Finally, it discusses concepts relevant to UCD like affordances and the UCD process of discover, define, design, and evaluate.
This document provides guidance for conducting usability testing and quality assurance. It discusses identifying websites to test and key tasks for each site. It encourages identifying sites that may be new to classmates and, ideally, sites that those conducting the test work on. For each chosen site, it recommends identifying 3-5 key tasks that a user should be able to accomplish on the site.
Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
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The 10 Most Influential Leaders Guiding Corporate Evolution, 2024.pdfthesiliconleaders
In the recent edition, The 10 Most Influential Leaders Guiding Corporate Evolution, 2024, The Silicon Leaders magazine gladly features Dejan Štancer, President of the Global Chamber of Business Leaders (GCBL), along with other leaders.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
The Evolution and Impact of OTT Platforms: A Deep Dive into the Future of Ent...ABHILASH DUTTA
This presentation provides a thorough examination of Over-the-Top (OTT) platforms, focusing on their development and substantial influence on the entertainment industry, with a particular emphasis on the Indian market.We begin with an introduction to OTT platforms, defining them as streaming services that deliver content directly over the internet, bypassing traditional broadcast channels. These platforms offer a variety of content, including movies, TV shows, and original productions, allowing users to access content on-demand across multiple devices.The historical context covers the early days of streaming, starting with Netflix's inception in 1997 as a DVD rental service and its transition to streaming in 2007. The presentation also highlights India's television journey, from the launch of Doordarshan in 1959 to the introduction of Direct-to-Home (DTH) satellite television in 2000, which expanded viewing choices and set the stage for the rise of OTT platforms like Big Flix, Ditto TV, Sony LIV, Hotstar, and Netflix. The business models of OTT platforms are explored in detail. Subscription Video on Demand (SVOD) models, exemplified by Netflix and Amazon Prime Video, offer unlimited content access for a monthly fee. Transactional Video on Demand (TVOD) models, like iTunes and Sky Box Office, allow users to pay for individual pieces of content. Advertising-Based Video on Demand (AVOD) models, such as YouTube and Facebook Watch, provide free content supported by advertisements. Hybrid models combine elements of SVOD and AVOD, offering flexibility to cater to diverse audience preferences.
Content acquisition strategies are also discussed, highlighting the dual approach of purchasing broadcasting rights for existing films and TV shows and investing in original content production. This section underscores the importance of a robust content library in attracting and retaining subscribers.The presentation addresses the challenges faced by OTT platforms, including the unpredictability of content acquisition and audience preferences. It emphasizes the difficulty of balancing content investment with returns in a competitive market, the high costs associated with marketing, and the need for continuous innovation and adaptation to stay relevant.
The impact of OTT platforms on the Bollywood film industry is significant. The competition for viewers has led to a decrease in cinema ticket sales, affecting the revenue of Bollywood films that traditionally rely on theatrical releases. Additionally, OTT platforms now pay less for film rights due to the uncertain success of films in cinemas.
Looking ahead, the future of OTT in India appears promising. The market is expected to grow by 20% annually, reaching a value of ₹1200 billion by the end of the decade. The increasing availability of affordable smartphones and internet access will drive this growth, making OTT platforms a primary source of entertainment for many viewers.
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LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
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Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
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At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
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Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
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3. “It isn’t the consumers’ job to
know what they want.”
4. “When the point of contact between the product and
the people becomes a point of friction, then the
designer has failed.
!
On the other hand if people are made safer, more
comfortable, more eager to purchase, more
efficient – or just plain happier – by contact with the
product, then the designer has succeeded.”
!
Henry Dreyfuss,
Designing for People,1955
5.
6.
7.
8.
9.
10.
11. Why do user research?
To build empathy with others
To identify “trouble spots” in a design
To find the “negative space” where new ideas
can emerge
46. Nielsen’s heuristics
Based on a factor analysis of 249 usability
problems
Widely accepted as the baseline principles of
usability engineering
Molich, R., and Nielsen, J. (1990). Improving a human-computer
dialogue, Communications of the ACM 33, 3 (March), 338-348.
47. Visibility of system status
The system should keep users informed of what
is going on, through appropriate feedback within
reasonable time.
48. 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 syste-oriented terms. Follow
real-world conventions, making information
appear in a natural and logical order
49. 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.
50. Consistency and standards
Users should not have to wonder whether
different words, situations, or actions mean the
same thing. Follow platform conventions.
51. Error prevention
Even better than good error messages is a
careful design which prevents a problem from
occurring in the first place.
52. 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.
53. 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 actions.
54. 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 visibility.
55. Help users recognize, diagnose,
and recover from errors
Error messages should be express in plain
language (no codes), precisely indicate the
problem, and constructively suggest a solution.
56. 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.
58. Probing
“Tell me more”!
“Help me understand”!
“Why do you say that?”!
“Talk about ...”!
“Walk me through this...”
59. Controlling for bias
Avoid leading questions
Ask questions grounded in personal experience
Avoid complex, lengthy questions
Don’t defend; don’t offend
60. Three kinds of interviews
Structured
Semi-structured
Unstructured
61. Structured interviews
Exacting wording and sequence of question is
predetermined
Good for quantitative research (e.g. opinion polls)
Produces highly valid, comparable results
62. Semi-structured
Topics selected in advance
Sequence and wording determined over course of
the interview
Some questions may go unasked
Script may evolve over the course of the project
63. Unstructured
Questions emerge in context
Good for early stage, exploratory research
Most likely to produce unexpected results
64. Assessing validity
Credibility
Is the participant believable?
Transferability
Can the findings be applied to others?
Confirmability
Can the findings be replicated?
67. KJ Analysis
Created by Jiro Kawakita (1960s)
!
Powerful method for fostering group consensus
!
Very well-suited to analyzing research results
!
68.
69. Ground rules
Put one idea/observation on a post-it note
!
Place the notes on the wall
!
As a group, cluster them into categories
!
Then, label the categories
!
No talking!
!