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
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.
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?
Fast, easy usability tricks for big product improvementsChris Nodder
Take one week to set a product vision and high level design that the whole team understands and uses to plan and build the product.
1. Find some users to watch
2. Interpret what they tell you without bias
3. Create actionable product ideas
4. Turn your ideas into designs
5. User test your designs
…all before you even start coding!
Find more at questionablemethods.com
Presentation given at GOTO Copenhagen 2012
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
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.
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?
Fast, easy usability tricks for big product improvementsChris Nodder
Take one week to set a product vision and high level design that the whole team understands and uses to plan and build the product.
1. Find some users to watch
2. Interpret what they tell you without bias
3. Create actionable product ideas
4. Turn your ideas into designs
5. User test your designs
…all before you even start coding!
Find more at questionablemethods.com
Presentation given at GOTO Copenhagen 2012
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
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.
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.
A presentation I gave in 2007 to Business School students at the University of Auckland - focusing mostly on the value of sketching, prototyping and iterating in software design & development.
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
User Experience & Design…Designing for others…UEDPreeti Chopra
User-centered design (UCD) techniques,
Simplification of technology as per user’s needs,
User is right,
User testing,
Information architecture,
Interaction design,
ui,
ued
ux
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
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.
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.
A presentation I gave in 2007 to Business School students at the University of Auckland - focusing mostly on the value of sketching, prototyping and iterating in software design & development.
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
User Experience & Design…Designing for others…UEDPreeti Chopra
User-centered design (UCD) techniques,
Simplification of technology as per user’s needs,
User is right,
User testing,
Information architecture,
Interaction design,
ui,
ued
ux
This presentation taget basics of UX design fundamentals. It’s a quick overview, so you can go from zero-to-hero as quickly as possible. One more Advance course on UX practices is coming soon...
Lavacon 2010: Stop Documenting and Start Designing - Smith & AschwandenJames Smith
Presented at LavaCon 2010 in San Deigo: Learn how to stop “documenting a product” and start “designing information” so that needed information is presented to users where/when it’s needed.
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.
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.
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?
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
4. User-centered information
How users work differently with tablets
UX tips for exploiting tablets’ strong points
Fast ways to get actionable user feedback as
you develop your app
6. Entertaining
Second most cited reason for buying a tablet
Browsing: news, sports, videos
Consuming: books, movies, games
Checking in: e-mail, social media
First most cited reason =
19. Design for distractions
86% of mobile internet users use device while watching TV
Tablets used in public spaces – may have to quit at any time
20. Distractions:
Constant saving
One idea per screen
Sequential flow
Pause
Constant saving
21. Distractions:
One concept per
screen
One idea per screen
Sequential flow
Pause
Constant saving
22. Distractions:
Scannable content
One idea per screen
Sequential flow
Pause
Constant saving
23. Design for existing/repeat users
Allow account creation but aim for sign IN, not sign UP
Sharing devices means people will log in/out of apps
24. Existing users:
Sign in easier
than sign up
One idea per screen
Sequential flow
Pause
Constant saving
user@example.com
25. Existing users:
Design for exploration,
not instructions
One idea per screen
Sequential flow
Pause
Constant saving
user@example.com
26. Make content into navigation
Content is the most important thing
Only display key task navigation (actions, back)
Hide other navigation behind a “menu” button
OK to use a big nav pop-up for secondary tasks
31. Infer intention (intelligently)
To really win, figure out what people meant
Search: typically want local answers
Transact: pull up correct loyalty card for location
Entertain: Airplane mode = movies, not youTube
33. Build for one key task
Entertaining,
Searching,
Tracking,
Transacting,
Creating
Include escape routes
34. Develop an app when…
You need interaction
Task flow is non-linear
Being in app stores is beneficial
App adds extra value
Use a Web site when…
Mobile use is secondary
Task flow is linear
You update very frequently
35. User testing the tablet UX
Users can’t tell you what they need,
but they can show you
Get out of the building
Find out what problems to solve
Learn where the sticky bits are
36. Go to where the task occurs
waiting area
coffee shop
building site
sofa
morning commute
Give people a quick task and a gift
Tell them what their end goal is, then shut up
and watch. Save questions until afterwards.
37. Paper prototypes for early concepts
Sketch your interface
One sheet per screen
React to user’s “touch”
Gives early insight
Saves costly mistakes
I do user experience work. I am not a designer – I am a user experience researcher. I bring data about users to the creation process. I normally work at the level of wireframes, but test everything from paper prototypes through to finished code. I work WITH developers rather than throwing a set of pretty pictures over some wall at them.
We’ve come a long way with mobile devices.I’ve been user testing mobile devices since this one came out…
First I’m going to tell you some things(I hope) you already know so that you think I’m a credible source of information.Then, I’m going to talk about some user experience findings from tablet studies that you may not have heard of. Applying those will make your tablet app betterFinally, I’m going to show you how you can quickly test your UX with real people to see whether it’s likely to work for them.
Set some context based on research done into how tablets are really used – YOU ARE NOT YOUR USERSING talk –iPad is different interface to iPhone. Different app.
First most cited reason is HYPE (the cool factor)“entertain me” is different from purposeful consumption of a specific item. People WILL watch videos longer than 3 mins, but only when they’re in the mood.http://news.contentmarketinginstitute.com/articles/10656/tablets-are-content-consumption-devices-period/ tablets used for longer sessionsLong form video is preferred over shorter on tablets
74% of smartphone owners use phone to get real-time location-based information, 18% use geosocial service to check in or share location with friends. http://pewinternet.org/Reports/2012/Location-based-services.aspx
56% had made mobile purchases at home, 42% while out, 36% while in a physical store. - Comscore study (http://www.comscore.com/Press_Events/Press_Releases/2011/12/Mobile_Shopping_Goes_Mainstream)
Tend to defer other tasks until there’s a keyboard
Some things to consider about the unique form factor and what that means for usability
Stayed with friend in London who is CIO of Markets group of a large UK bank. “House” ipad, his ‘n hers ipads, kids had iPod Touch and old iPhone, wife had iPhone, integrated into home sound system, etc. THIS IS NOT NORMAL.
Did set of interviews w/ business users. Google Docs, Keynote, PDF reader (+ annotation), some industry-specific apps.Very distant third most cited reason for getting tablet. And most of those people are probably just finding justification for work to buy it for them. GREAT opportunity to see what people are doing today with standard apps, and then build something better.
Biggest issue with laptop is that it doesn’t have instant-on. Apple (and MSFT) are getting there though.
Probably social rather than physical reasons, but it just doesn’t happen as much. OK to use camera as part of task (take photo for some reason like QR codes). Less likely to be for posterity.
Always try and pair WHY data and WHAT data (what you’ve observed qualitatively vs. instrumentation, other (secondary) research)Obviously no control for quantity of each device, but still…http://www.flickr.com/cameras/apple/?s=rank#models (4/27/2012)
Does app maintain state when closed/sent to background? When device is switched off? Does web service keep track of state?http://www.readwriteweb.com/archives/yahoo_86_use_mobile_devices_while_watching_tv.php
Google Docs – it’s just saved. Not even a button for it. Also needs infinite undo.
Lots of INFO on the screen, but one TASK (reading tweets) plus access to other tasks. Not a perfect example.
Might look OK on PC screen, but lack of formatting makes it hard to come back to recipe and find your place again. GOOD: nice that you can make text very large for kitchen use.
UI to sign in (link to sign up takes you online – lower fidelity experience)Might need UI to choose between several users (games, social media accounts)…
If you feel the need to give people instructions, your UI is probably too complex for the iPad. Existing users should have already learned – so how do you get them to learn? Make everything apparent in the UI. Design for people who have existing expectations (ABC is a NEWS site – expectations of news isn’t seeing a globe, even if that’s part of your icon)
for secondary/maintenance tasks – people are changing their task at that time so hiding content behind nav is OK. (Pulse, FLUD, BBC, etc.)Target sizes at least 1cmx1cm (this won’t change until our fingers evolve)
Autodesk’s Sketchbook pro
1cmx1cm targets, no crowding – NASA app
ABC News globe
Work out what people really meant – that leads to delight – “It just knows what I want…”Location awareness, device state awareness, etc. – don’t be like app that won’t allow texting while the accelerometer thinks you’re in a car (or on a bus, ….). Photo of biz card = OCR, photo of wife = family album, photo of landscape = add GPS infoSTILL PROVIDE OPTION to do other things.
YOU try selecting these without zooming in. (target crowding)
Escape routes (ability to call you to order, for instance)Explore/play – provide new stuff for people to see (user generated content on flickr, latest headlines in BBC site, newest RSS stories in FLUD)Status update – provide up-to-date information (latest messages, flight times, etc.)Find – be smart: you know where someone is, so you can provide hyperlocal answers – get to intentionCreate: if your app is built for this, make it a KEY function. If it’s not, consider whether you really need it, or whether you can streamline the process to involve very little typing. (creating photos may work on phone, less so on tablet)Browsing, consuming, checking in, comparing, locating, cataloging, improving, transacting, creating]
Start with web site, learn from it, move to app when you hit constraints (or when you want access to larger audience)Still, app has to do something BETTER than a plain Web site. Everytimezone.comhttp://mrgan.tumblr.com/post/257187093/pie-guy / / mrgan.com/pieguyBandwidth is important again – less http requests, lighter pagesDetect user agents, but also let users choose mobile or desktop site (& measure how many do)JN says build 2 sites, but that’s brokenCopied links won’t redirect properly (copy mobile link, won’t go to desktop site if shared)
Lots of rules of what to do/not do… but best thing to do – esp. on an emerging platform is WATCH PEOPLEWatching users trying to do tasks before you build your app will show you what problems to solveWatching users do tasks with your app will show you where the sticky bits are- Popularized by lean startup (steve blank, ericreis), but we’ve been doing it for years.
CONTEXT is importantYou can test paper prototypes in your office, but as soon as you’re on the device, you need to go to where your users would normally work with the appGive them the device, get them to read the task out loud, then ask them to think out loud as they try to do the task (can ask people to pair up if they are unlikely to talk otherwise)Shut up and watchSave your questions for afterwardsGive them something to say thank youDiary studiesPeople e-mail or tweet every time they use the app, say what worked/didn’t Field studiesFollow a user around as they use the app (not so useful for casual apps)InstrumentationKnow what questions you want to ask before you add hooks to the code