This is a presentation from a recent UX ID meetup, where I pointed several lesson from game design that any UX designers can learn from in terms of empowering the user of their products
Improving Functional Usability is a short introduction I provide to Product Managers and my team members or anyone who is interested in knowing what is usability.
Basic principles of Usable Interface
Learnability, Efficiency, Memorability, Errors, Satisfaction
Utility - does it what you need?
How to improve Usability
In the modern day when people develop hundreds of software applications, websites or mobile apps the term UX (User Experience) is getting more and more significant, particularly in the IT industry.
Design and its fundamental process have changed with time, growing challenges among the users, devices and different platforms for UI and UX process.
In Design Fundamentals, a day-long thorough workshop, we will try to understand the fundamentals of UI and UX process, and follow the standard process and approaches to create a user-centric design. With basic Design Principles as the the backbone for our design, of course!
For the past 20 years we have developed, designed, marketed with, for and at users. UX and usability are getting a lot of attention within that context. Beyond the buzzwords, we will look at two practices that shape our daily lives. What does it mean for an application to be usable and how's that part of creating an amazing user experience? This talk aims to discuss some actionable developer tips to ensure that your applications resonate with users.
Improving Functional Usability is a short introduction I provide to Product Managers and my team members or anyone who is interested in knowing what is usability.
Basic principles of Usable Interface
Learnability, Efficiency, Memorability, Errors, Satisfaction
Utility - does it what you need?
How to improve Usability
In the modern day when people develop hundreds of software applications, websites or mobile apps the term UX (User Experience) is getting more and more significant, particularly in the IT industry.
Design and its fundamental process have changed with time, growing challenges among the users, devices and different platforms for UI and UX process.
In Design Fundamentals, a day-long thorough workshop, we will try to understand the fundamentals of UI and UX process, and follow the standard process and approaches to create a user-centric design. With basic Design Principles as the the backbone for our design, of course!
For the past 20 years we have developed, designed, marketed with, for and at users. UX and usability are getting a lot of attention within that context. Beyond the buzzwords, we will look at two practices that shape our daily lives. What does it mean for an application to be usable and how's that part of creating an amazing user experience? This talk aims to discuss some actionable developer tips to ensure that your applications resonate with users.
The Boundless Fundraising® 7.0 Release is here and we’re ready to start upgrading clients this summer in preparation for the Fall event season.
Listen in as CEO Kathy Kempff walks through all the new features and functionality that’s included in the release that will help increase participant engagement and give a boost to your event for the coming season. Updates and new features include the following:
Frictionless login with facial recognition and touch ID support
Redesigned mobile homepage to improve usability
Increase gamification with configurable badges and 'What’s Next' tiles
Boundless Motion 2.0 with Fitbit and Garmin wearable integrations as well as enhanced Challenges to increase engagement and foster competition amongst your participants
Boundless Community integration and add on option
Boundless Solutions Admin Portal enabling clients to manage mobile configuration and content
This lecture is an introduction to Human-Computer Interaction and Usability. The lecture was given as a part of the “Accessible Web Design” summer course in Łódź in 2007 organized by BEST (Board of European Students of Technology).
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
UI-UX Practical Talking, is presentation for a session I did in the GUC & the ITI, about the meaning and the difference between The UI and the UX, the key principals about building good UX of products, focusing on mobility and mobile design.
Fast, easy tips for Tablet app usabilityChris Nodder
Tablet application design talk given at GOTO Amsterdam 2012, covers design guidelines based on how tablets are used in real life and tips for fast usability tests.
-- How people work differently with tablets
-- UX tips for exploiting tablets' strong points
-- fast ways to get actionable user feedback as you develop your app
So much of the mobile experience is context and location specific. App use tends to be more immediate, reactive and transient, prompted by something that happens in the users' environment rather than by their work schedule.
Traditional lab methods really don't work too well to capture these behaviors. From a physical perspective there is seldom a video-out port to capture screen images, and there is no easy way to capture gestures or button presses. From a behavioral perspective, it's often hard to "set the scene" for your app's use when your user is sitting inside a sterile office room.
So how do we cheaply and quickly gather feedback on the mobile apps that we develop? What techniques can we use to balance ecological validity with solid data collection?
Explore some of the principles of mobile app design through example. By tearing down some of the most popular Chinese mobile app like Alipay,DianPing,Taobao and etc. you will learn how to design an effective app navigation and exploration, maximize the value of in-app search features, create a seamless user experience to drive conversions and etc.
UX Coaching - helping developers become better generalistsChris Nodder
A solution for user experience (UX) practitioners struggling in an Agile environment. Coach the whole team in UX methods so that the basic skills become part of their repertoire. Includes reference to Empathizing/Systemizing theory to help ground coaching with techniques that will appeal to developers.
Presented at Balanced Team conference 2011, San Francisco.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This Evaluation Report was created to provide guideline and recommendations on
- How to build in house UX practice
- What to align your UX goals with business goals
- What kind of skills are needed in the team and how to hire
- What is mobile First, and how to approach responsive design
Towards Task-Based Linguistic Modeling for designing GUIsJean Vanderdonckt
The linguistic perspective emphasizes the use of linguistic taxonomy to classify (partition) graphical user interface concepts and elements on several linguistic levels with clearly-defined interfaces between levels. This perspective is based on Nielsen’s Virtual Protocol for Interaction that consists of several linguistic levels: goal, pragmatic (task), semantic, syntactical, lexical,
alphabetical and physical. A linguistic modeling is modeling the graphical interface by abstracting each linguistic level. The aim of the linguistic modeling is to enhance the maintainability
quality of the graphical user interface model as defined
in ISO-25010:2011, by enhancing sub-qualities of
modularity, analyzability and modifiability. Recent research reported on the linguistic perspective and the linguistic modeling requirements. In this paper, we elaborate more towards a linguistic modeling by modeling the task level; the high abstract level in the linguistic stack. Our contribution is an executable
hierarchical task model that fulfils the specific needs
towards linguistic modeling.
What UX is, how it works and why it matters. Train your teams to recognize and strengthen the links between customer experience indicators and your overall business performance. Learn how to work with your customers to design successful products, services and experiences.
The Boundless Fundraising® 7.0 Release is here and we’re ready to start upgrading clients this summer in preparation for the Fall event season.
Listen in as CEO Kathy Kempff walks through all the new features and functionality that’s included in the release that will help increase participant engagement and give a boost to your event for the coming season. Updates and new features include the following:
Frictionless login with facial recognition and touch ID support
Redesigned mobile homepage to improve usability
Increase gamification with configurable badges and 'What’s Next' tiles
Boundless Motion 2.0 with Fitbit and Garmin wearable integrations as well as enhanced Challenges to increase engagement and foster competition amongst your participants
Boundless Community integration and add on option
Boundless Solutions Admin Portal enabling clients to manage mobile configuration and content
This lecture is an introduction to Human-Computer Interaction and Usability. The lecture was given as a part of the “Accessible Web Design” summer course in Łódź in 2007 organized by BEST (Board of European Students of Technology).
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
UI-UX Practical Talking, is presentation for a session I did in the GUC & the ITI, about the meaning and the difference between The UI and the UX, the key principals about building good UX of products, focusing on mobility and mobile design.
Fast, easy tips for Tablet app usabilityChris Nodder
Tablet application design talk given at GOTO Amsterdam 2012, covers design guidelines based on how tablets are used in real life and tips for fast usability tests.
-- How people work differently with tablets
-- UX tips for exploiting tablets' strong points
-- fast ways to get actionable user feedback as you develop your app
So much of the mobile experience is context and location specific. App use tends to be more immediate, reactive and transient, prompted by something that happens in the users' environment rather than by their work schedule.
Traditional lab methods really don't work too well to capture these behaviors. From a physical perspective there is seldom a video-out port to capture screen images, and there is no easy way to capture gestures or button presses. From a behavioral perspective, it's often hard to "set the scene" for your app's use when your user is sitting inside a sterile office room.
So how do we cheaply and quickly gather feedback on the mobile apps that we develop? What techniques can we use to balance ecological validity with solid data collection?
Explore some of the principles of mobile app design through example. By tearing down some of the most popular Chinese mobile app like Alipay,DianPing,Taobao and etc. you will learn how to design an effective app navigation and exploration, maximize the value of in-app search features, create a seamless user experience to drive conversions and etc.
UX Coaching - helping developers become better generalistsChris Nodder
A solution for user experience (UX) practitioners struggling in an Agile environment. Coach the whole team in UX methods so that the basic skills become part of their repertoire. Includes reference to Empathizing/Systemizing theory to help ground coaching with techniques that will appeal to developers.
Presented at Balanced Team conference 2011, San Francisco.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This Evaluation Report was created to provide guideline and recommendations on
- How to build in house UX practice
- What to align your UX goals with business goals
- What kind of skills are needed in the team and how to hire
- What is mobile First, and how to approach responsive design
Towards Task-Based Linguistic Modeling for designing GUIsJean Vanderdonckt
The linguistic perspective emphasizes the use of linguistic taxonomy to classify (partition) graphical user interface concepts and elements on several linguistic levels with clearly-defined interfaces between levels. This perspective is based on Nielsen’s Virtual Protocol for Interaction that consists of several linguistic levels: goal, pragmatic (task), semantic, syntactical, lexical,
alphabetical and physical. A linguistic modeling is modeling the graphical interface by abstracting each linguistic level. The aim of the linguistic modeling is to enhance the maintainability
quality of the graphical user interface model as defined
in ISO-25010:2011, by enhancing sub-qualities of
modularity, analyzability and modifiability. Recent research reported on the linguistic perspective and the linguistic modeling requirements. In this paper, we elaborate more towards a linguistic modeling by modeling the task level; the high abstract level in the linguistic stack. Our contribution is an executable
hierarchical task model that fulfils the specific needs
towards linguistic modeling.
What UX is, how it works and why it matters. Train your teams to recognize and strengthen the links between customer experience indicators and your overall business performance. Learn how to work with your customers to design successful products, services and experiences.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Everybody can improve the User Experience of a product. You will learn about the Lean UX methodology and how you can include it into your own work, no matter whether you're a developer or manager. A few practical tips that anybody can use help you to get started with UX.
Indy 500 - 4 years as an indie developerDiogo Cardoso
The presentation details how I make my living out of the apps I build for consumers, as an independent developer. The talk detailed how important is the media and taking care of the users as well as using analytics and telemetry to find issues with the app and fix them.
ISCTE-IUL ACM #SmartTalk presentation
Advocating for your users is key to project success. Kirsten Burgard and I show how, even developers can accomplish this via our process and case studies.
This presentation is an exploration into why companies that invest in user experience (UX) design have better customer experience (CX) outcomes and how the resulting overall brand experience (BX) builds the value of the brand. Today, more than at any other time, it is becoming increasingly clear there a strong link between designing for experience and the resulting value to its respective brand.
Although design is often difficult to define and measure, the correlation between design investment and its resulting, extraordinary stock performance is undeniable. So, what is UX and how does it affect the CX, which in turn affects the brand BX? The difference between a customer and a user for a product is a subtle but important one, but one that business stakeholders need to keep in mind.
In this presentation, we will explore the differences between the user, customer and resulting brand experience and its correlation to one another. We will present tangible results from companies who invested in design, believed in its value and succeeded.
Learn more: http://www.ics.com/ux-video
Design 101 : Beyond ideation - Transforming Ideas to Software RequirementsHawkman Academy
Most people with an idea ‘know’ they’ve got a market for a product but they usually have limited UX/design capabilities and will not probably develop something that users don’t really want. They also need to move fast as they probably have a limited (or zero) budget. This presentation will give you some insights on how you can achieve this in a light weight way.
Managing Infrastructure as a Product - Introduction to Platform EngineeringAdityo Pratomo
This is an introduction to platform engineering, the bridge that truly fulfills DevOps potential inside a mid-large scale organization. Sure, it's all the rage these days, but I'd argue to completely develop a platform, a product thinking mindset is also required.
This talk was presented in Kubernetes Day Indonesia 2022
A talk about how designer and developer can start work in a more unified flow, breaking the silo between them and get to code as soon as possible when designing UI. This was presented at JSDay Indonesia 2019.
Developing Serverless Microservice in RustAdityo Pratomo
A presentation about my findings while tinkering with possibility of developing serverless microservices using Rust. Presented at Rust Meetup in Mozilla Indonesia, 8 September 2018.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
This slide describes our proposition of concept regarding an OS wide user interface for free gestures input devices such as Leap Motion. This was presented in GNOME Asia 2015 on 9th May 2015. We discusses how we tackle the design issue and our prototype of the concept implemented in GNOME and browser.
Coding as Intersection of Art and TechnologyAdityo Pratomo
This slide is presented during my talk at TEDxTelkomU, 15 December 2013. It's about how I view coding as an intersection of art and technology and how practicing it for art purpose actually increases my then mediocre skill at programming.
Interactive Data Visualization with Tangible User InterfaceAdityo Pratomo
The slide looks into describing data visualization from an art perspective to communicate the research findings regarding how temperature changes affect the life of coral.
A tangible user interface is used to interact with the data to create an engaging experience for the audience of the artwork.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
2. About Me • Adityo Pratomo aka Didit
• Interaction designer / creative coder
• Co-founder of Labtek Indie, a product R&D company,
focusing on rapid prototyping as a service
• Teaches at Surya University
• Current research: UI for gestural input and VR
5. Focus of
HCI:
Useful,
Useable,
Used
• Coined by Alan Dix
• Useful: something that fulfils its functions
• Useable: something that can be used to accomplish
certain goal
• Used: something that is actually used by somebody
• These are traits that we are looking for at interactive
products
6. How Long do
you want it to
be used?
• New York Times? (2001 - present)
7. How Long do
you want it to
be used?
• Google Wave (May 2009 - August 2010)
9. What is it? • Elements that appears by design that empowers users
to do something that they can’t previously do
• Goes hand in hand with the basic premise of UX, which
allows them to use interactive product in a pleasant
manner
• Looking at the bigger picture, the product’s
functionality is then questioned in regards to its value
towards society
• Caters to long time user of a product
10. Why it is
important?
“What I hope I’m most remembered for… is
getting past the idea of user-friendly. I don’t
think people want friendly computers. What
they want is a sense of power to get their job
done.”
–Ben Shneiderman
11. Why it is
important?
“The second reason usability is not opposed
to fun is that the greatest joy of using
computers comes through user
empowerment and engagement”
–Jakob Nielsen
12. Why is it
Important?
• Empowered users are happy users. Creating great and
happy experiences is all about control.
• For the user, control is knowing and understanding the
options and being able to make the “right” decision.
• For us, control is about refining the experience until the
user is always empowered to take the next step.
[http://smashingideas.com/customers-rule-why-the-right-
user-experience-agency-matters/]
13. Why is it
Important?
• You want the user to use the product for as long as it
lives and keeps on coming back for more
• You want the user to grow with the product
• You want the product to be meaningful, a step beyond
accomplish certain mission
• That’s why your product should aim to empower its user
15. Prime
Examples
• Gmail
• Main goal: read and send email
• User empowerment: drag and drop attachment,
reminder when no attachment is attached,
integration with 3rd party service, etc.
• Apple Music
• Main goal: instant access to any music on the planet
• User empowerment: personalised radio station,
choice of preferred genre, suggested music, etc.
• Street Fighter
• Main goal: deplete your opponent energy first
• User empowerment: various special moves, special
techniques, power bar, etc.
16. Types of User
Empowerment
Feature Level Product Level Society Level
Your notes,
everywhere
Have access to ojek
driver from your
hand
Feature rich
product that
makes you coming
back for more
The premise of the
product is already
empowering by
itself Empower the user
by looking at the
bigger picture (e.g.
public
transportation)
more actions
related to digital
photo editing
17. Learning
from Game
Design -
Why?
• Interactive product (website/app) promises
functionality to user, to help him/her accomplishes
certain goal
• Game only promises fun
• Game has always been user-centric from the very
beginning. Because - Game only promises fun
• Thus, it relies heavily on empowering user - to do the
unimaginable, to beat increasingly difficult hurdles - so
that players always coming back.
• In this sense, UX design becomes very parallel with
game design
18. Ways to User
Empowerment
(this applies for
games/apps/ website)
• Design product that makes the user feels powerful and
special
• Talk to the potential users and try to describe the idea. Is it
exciting for them?
• Games have story
• Apps/websites have strong premise of what problem they
try to solve
19. Ways to User
Empowerment
(this applies for
games/apps/ website) low risk/
low reward
high risk/
high reward
player
• Apply meaningful choices
• Give the user freedom to choose
• This makes them feel powerful and appreciated
20. Ways to User
Empowerment
(this applies for
games/apps/ website)
• Give the user the potential of becoming more powerful
• With that, user can reach the goal faster
• This doesn’t need to happen instantly - (hence the word
power user)
• In short, give the user the opportunity to grow with the
product, never hinder his/her development
21. Ways to User
Empowerment
(this applies for
games/apps/ website)
• Watch the flow
• The product should give room so that the users can
challenge themselves to improve the usage of the
product
• The product should appreciate and expect the growth in
the user’s skill
22. Ways to User
Empowerment
(this applies for
games/apps/ website)
• Give increasingly growing reward
• example: simple statistics (points, number of friends,
followers, impressions), badge, voucher, etc.
• Or, instant gratification that shows their achievement
23. Ways to User
Empowerment
(this applies for
games/apps/ website)
• Make sure the interface reflects that the user have full
control of what they want to do with/inside the product
• Remember, full control = full power
24. Summary • User empowerment encourages user to use your
product for a long time
• Achieve this by giving the user a chance to choose from
variety of meaningful choices that helps them achieve
the goal
• For inspiration, look at the nearest game and how they
continuously challenge their player
25. Please, make
a worthwhile
and everlasting
product
Further discussions are encouraged!
• mailto: didit@labtekindie.com
• @kotakmakan
• adityo.net
• linkedin.com/in/apratomo