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Introduction to User Experience Design
School of Visual Arts | 16 February, 2019 Robert Stribley
Today’s presentation will be available on SlideShare following the
workshop:
www.slideshare.net/stribs
Robert Stribley
Associate Creative Director,
Experience
Introductions
Sample clients:
• Citibank, JPMorgan, Morgan Stanley,
Oppenheimer Funds, Prudential, Wachovia
• Boston Scientific, Nasonex
• AMResorts, Choice Hotels, RCI, Sotheby’s
International Realty
• Computer Associates, EMC
• Ford, Lincoln
• Mercedes-Benz, MBFS, Mercedes-Benz
Vans, smart
• AT&T, Nextel
• Red Cross, Smithsonian National Air &
Space Museum
• Pearson, Travel Channel, Women’s Wear
Daily
• I’m an Associate Creative Director,
Experience at SapientRazorfish
• I enjoy literature, cinema, music,
photography
• I drink coffee
About You
• What’s your name?
• What do you do for work?
• What do you do for fun?
• Coffee, tea or bottled water?
Introductions
Goals for our workshop today:
• Understand the basic concepts of user experience (UX)
design
• Review the basic deliverables a UXer develops within a
project
• Experience the general process and techniques used on
a design project
Introductions
Morning
• History & Definition
• UX Principles
• Design Process
• Agile
• Deliverables
• Our Project
• User Research
Agenda
Afternoon
• Card Sorting
• Site Maps
• Page Types
• Navigation
• Sketching
• Break
• Wireframes
• Usability Testing
• Responsive Design
• Q&A
Agenda
History & Definition
information
architectur
e
interactio
n design
content
strategy
usability
testing
user
research
user
experience
Background
Image by Oliver Reichenstein on
flickr
Walt Disney,
the original
user
experience
designer?
A Brief History of UX
1975
• Richard Saul Wurman coined the term “information architecture”
to describe the field now more often described as “information
design”
1994
• Argus Associates founded in Ann Arbor, MI, the first firm devoted
to IA
1998
• First edition of Peter Morville and Lou Rosenfeld’s Information
Architecture for the World Wide Web, affectionately known as
“The Polar Bear” book
2000
• First IA Summit, Boston, MA – Defining Information Architecture
History of UX
Partially adapted from: “A brief history of information architecture” by Peter Morville and Information Architecture: Designing
information environments for purpose, edited by Alan Gilchrist and Barry Mahon
A Brief History of UX
2002
• Boxes & Arrows, online journal for UX and design goes
live
• 3 new books on UX published, including Jesse James
Garrett’s The Elements of User Experience
2014
• Capital One purchases Garrett’s UX-consulting firm
Adaptive Path
2018
• 18th Annual IA Summit was held in Chicago, IL, March
12: “Converge”
History of UX
in•for•ma•tion ar•chi•tec•ture n.
• The combination of organization, labeling,
and navigation schemes within an information
system.
• The structural design of an information space
to facilitate task completion and intuitive
access to content.
• The art and science of structuring and
classifying web sites and intranets to help
people find and manage information.
• An emerging discipline and community of
practice focused on bringing principles of
design and architecture to the digital
landscape.Information Architecture for the World Wide Web (1st Edition), p. 4, Rosenfeld and Morville
Navigation
Interaction
Art/Science
Discipline/
Community
Defining UX
userscontent
context
IA
Defining UX
interface
(skin)
information architecture
(skeleton)
Defining UX
Defining UX
metaphor: architectural plans
Defining UX
Flickr.com: Cornell University Library
UX Principles
Scent of Information
1
3 Clicks? A myth
Designing for
scent is more
successful than
designing for
navigation.
– Jared Spool, UIE
If there is a scientific
basis to the Three-Click
Rule, we couldn't find it
in our data.
- User Interface Engineering,
April 2003
Self Study
“Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering
Progressive Disclosure
2
Tease users.
Then draw them to the
details.
“Progressive disclosure
defers advanced or rarely
used features to a
secondary screen, making
applications easier to learn
and less error-prone.”
- Jakob NielsenSelf Study
“Progressive Disclosure” - Jakob Nielsen, December 4, 2006
Self Study
“Progressive Disclosure” – Jennifer Tildwell
Information Clustering
& Hierarchy
3
“Designers can create
normalcy out of chaos; they
can clearly communicate
ideas through the organizing
and manipulating of words
and pictures.”
—Jeffery Veen, The Art and Science of Web
When information is
clustered appropriately on
a screen, users can scan
and quickly come to terms
with the intent of the
content.
1. Group features
and content by
type
1. Group features
and content by
type
2. Position them
according to an
intuitive hierarchy
1. Group features
and content by
type
2. Position them
according to an
intuitive hierarchy
3. Drop or demote
the less
important content
Remove Paths Not
4
Reduce the field of view
Once users commit to a
path, remove irrelevant
navigation
Example
Screenshot
1
2
3
The Tyranny of Consistency
5
Consistency is an important but
sometimes over-rated tool
It’s key in maintaining a coherent
experience
But develop an eye to know when to
break from it
Design pages so they’re scalable
Suppress modules or sections of the
page until they're needed
Don’t labor to create content just to
ensure every screen or element is
“consistently” populated
Death of the Home
Page
6
People may come to your homepage
But more and more likely not
They’re more likely coming from Google or social
media
Many sites report only 20% of visitors landing on their
homepages
Some as few as 10 or 5%
• 88% of traffic coming to The Atlantic not hitting home page
• More than 50% of visitors to the NYT not arriving at the home
page
Have you ever bought a book on Amazon.com
More Important?
• SEO*
• Taxonomy
• Meta data
• Tagging
*search engine optimization
Example
Screenshot
There Is No Fold
7
iamthefold.com
Large Apple desktop monitor iPhone 6S
“Web users spend 80% of their
time looking at information above
the page fold. Although users do
scroll, they allocate only 20% of
their attention below the fold.”
- Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
“People will look very far down a page if (a) the layout encourages scanning, and (b) the initially viewable
information makes them believe that it will be worth their time to scroll.
Finally, while placing the most important stuff on top, don't forget to put a nice morsel at the very bottom.”
- Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
Know Your Audience
8
Consider the amount
of attention an
audience needs on a
particular screen*
*It may be zero
Recapping:
• Scent of Information
• Progressive Disclosure
• Information Clustering & Hierarchy
• Remove Paths Not Taken
• The Tyranny of Consistency
• Death of the Home Page
• There Is No Fold
• Know Your Audience
Design Process
Discovery Definition Design Development
Design Process
Discovery Definition Development
• Stakeholder Interviews
• Business Requirements
• Feature Prioritization Matrix
• Competitive/Comparative Audit
• User Research
• Site Inventory
• Site Map
Design Process
Design
Discovery Definition Design Development
• Personas
• Content Audit
• Card Sorts
• Use Cases
• Site Map
• User Journeys
• Sketching
• Conceptual Wires/Design
• Experience Brief
Design Process
Discovery Definition Design Development
• Site Map
• Content Matrix
• User Flows
• Sketching
• Wireframes
• Stakeholder Reviews
• Functional Specifications
• Visual Design
• Prototype
• Usability Testing
Design Process
Discovery Definition Development
• User Acceptance Testing
(UAT)
• Quality Assurance (QA)
• Usability Testing
Design Process
Design
Design Process
Design Process
Design Process
Self Study
“Design Thinking 101” by Sarah Gibbons on July 31, 2016 -Nielsen Norman Group
Design Process
Self Study
“How to solve problems applying a Design Thinking, UX, HCD or any Creative Process from scratch V2” – Dan Nessler, February 6, 2018, Medium
Agile
What is “agile”?
relating to or denoting a method of project management, used especially for
software development, that is characterized by the division of tasks into short
phases of work and frequent reassessment and adaptation of plans.
"agile methods replace high-level design with frequent redesign”
—Oxford English Dictionary, contrast with “waterfall”
Agile Methodology
What is “agile”?
points
stories
epics
scrum
sprints
standu
p
backlog
backlog
grooming
kanban board
Agile Methodology
Bug fixing for past sprints
Sprint Diagram by Sasha Tsimbler
Agile Methodology
Lean UX
Agile Methodology
“Lean UX … is less focused on deliverables than traditional UX. It requires a
greater level of collaboration with the entire team. The core objective is to focus
on obtaining feedback as early as possible so that it can be used to make quick
decisions. The nature of Agile development is to work in rapid, iterative cycles
and Lean UX mimics these cycles to ensure that data generated can be used in
each iteration.”
—A Simple Introduction to Lean UX, Interaction Design Foundation
Deliverables
Site Map Discovery
Personas
Small Budget
Big Budget
Planne
r
Promoter
Definition
User Journeys Definition
Self Study
“An introduction to user journeys” - Jason Hobbs, September 6, 2005, Boxes & Arrows
Use Cases Definition
User Flows Definition
Wireframes Design
Prototypes Design
Our Project
Our Project
Events.com
Events.com want to revamp their website to become the go-to
online resource for people wanting to attend or promote a
large variety of events across the United States.
It should default to the city you’re in—New York—but allow
users to change to other cities within the U.S.
Discovery
User Research
User Research in Copenhagen’s Elderly Homes
“Through research, we aim to learn
enough about the business goals,
the users, and the information
ecology to develop a solid strategy.”
– Louis Rosenfeld & Peter Morville
Discovery: User Research
Goal
Identify patterns and trends in user behavior, tasks,
preferences, obstacles.
Methodology
• Focus Groups
• Surveys
• Interviews
Discovery: User Research
William James on User Research?
“[I]n a delicate inquiry like this, little is
to be gained by distributing circulars.
A single patient with the right sort of
lesion and a scientific mind, carefully
cross-examined, is more likely to
deepen our knowledge than a
thousand circulars answered as the
average patient answers them, even
though the answers be never so
thoroughly collated by the
investigator.”
– William James, “The Consciousness of Lost Limbs,”
1887
Discovery: User Research
Class Exercise: Survey Questions
• How do you learn about events in NYC?
• What type of events are you interested in?
• What’s more important to you:
– Price
– Type of Event
– Location
– Date
• Do you ever need to promote an event?
• Do you ever invite people to an event?
Discovery: User Research
Lunch
Afternoon
• Competitive Review
• Card Sorting
• Site Maps
• Page Types
• Navigation
• Sketching
• Break
• Wireframes
• Usability Testing
• Responsive Design
• Q&A
Agenda
Competitive Review
image by brandon schauer
“This type of assessment helps set an industry
‘marker’ by looking at what the competition is up to,
what features and functionalities are standard, and
how others have solved the same problems you
might be tasked with.”
– Dorelle Rabinowitz
Discovery: Competitive Review
Heuristic Evaluation
… involves evaluators examining the
interface and judging its compliance with
recognized usability principles (the
“heuristics”) —Wikipedia
Self Study
For a more detailed explanation of heuristic evaluation, see Jakob Nielsen’s Ten Usability Heuristics.
Discovery: Competitive Review
Sample Usability Criteria
These examples aren’t comprehensive. Appropriate criteria will depend on the project to be completed.
Home Page
• Elements are appropriately weighted and distributed
• Information is clustered in meaningful ways
Navigation
• Navigation structure is concise and consistent
• Paths to important information are intuitive and unobstructed
Content
• Content is content chunked appropriately
• Headings and titles are scannable
• Content is current. There are visible indications of content freshness.
Design
• Colors are appropriate for the Web. White space is used appropriately. Text is readable.
Search
• Search results are relevant and cleanly presented
Functionality
• Functionality and forms are efficiently designed
Messaging
• Errors messages are presented in clear language. Help readily available contextually to users
• Appropriate channels are provided for user feedback
Discovery: Competitive Review
Methodology
• Review and analyze competitor sites according to
particular criteria (heuristics)
• Draw key findings, which can influence and guide IA
through the design phase
• Include a scorecard for high-level comparison of
points across all sites
Also: Comparative Reviews
Discovery: Competitive Review
Competitive Review
Our
Competitors
Discovery: Competitive Review
Key Findings
• Search is fairly prominent on each site
• Filtering on events is valuable, but not always easily available
• Calendars are helpful, but not always prominent
• Profiles and social features are handled with varying degrees of detail
• Free events are often highlighted
• Event detail pages may have maps, RSVP, sharing, rating, commenting
functionality
• Displaying other venues and restaurants adds utility
• Option to add or promote an event isn’t always prominent
Discovery: Competitive Review
Definition
Card Sorts
“There are often better ways to organize data
than the traditional ones that first occur to us.
Each organization of the same set of data
expresses different attributes and messages.
It is also important to experiment, reflect, and
choose which organization best
communicates our messages.”
– Nathan Shedroff, Experience Strategist
Definition: Card Sorts
Methodology
• Grouping and labeling with index cards, post it notes
• Two types:
Open – Participants sort cards with no pre-established categories. Useful for new
architectures
Closed – Participants sort cards into predetermined, provided groups. Useful for fitting
content into existing architectures
• Online card sorts
– E.g. OptimalSort
Goals
• Organize content more efficiently
• Find names for categories based on users’ perspectives
Self Study
"Card sorting: a definitive guide" by Donna Spencer and Todd Warfel, Boxes and Arrows, 2004/04/07
Definition: Card Sorts
Case Studies:
• Wachovia Wealth Management Group
• American Red Cross
• Mercedes Benz
Definition: Card Sorts
Card Sort
As individuals:
• Take 5 minutes to think of all the events a person could
attend
• Write each event you come up with on a Post-It note
Definition: Card Sorts
5mins
Card Sort
Now, as a group:
• Take a few minutes to organize your events into
categories (group & label them)
• Then we’ll share some categories
Definition: Card Sorts
15mins
Characteristics & Findings
• Looking for redundancies
• Lumping and splitting
• Outliers and miscellaneous items
• Placing items in multiple categories
• Categories versus filters
–E.g. Free, Family, Outdoors
• Unique but intuitive labels
–E.g. Geeks, Relax
Definition: Card Sorts
Next Steps
With the results of a card sort we then can:
• Build consensus
• Refine terminology
• Create a site map
• Help define navigation
Definition: Card Sorts
Definition: Card Sort Tools
Post-It Plus
This app from 3M allows
you to scan your Post-It
Notes, organize and share
them.
Design
Site Maps
Conceptual DesignDesign: Site Maps
“A site map is a high level diagram
showing the hierarchy of a system.
Site maps reflect the information
structure, but are not necessarily
indicative of the navigation
structure.” – Step Two Designs
Site Map Tools:
• Omnigraffle (Mac)
• Microsoft Visio
• InDesign
• Sketch
Design: Site Maps
Page Types & Templates
The Mercator Atlas of Europe
From The British Library
Home Page Category Page Details Page
Examples:
Design: Page Types & Templates
Navigation
Navigation Bridge, USS
Enterprise
Types of Navigation
• Site Structure – major nav
• Hierarchical – product families
• Function – sitemap privacy
• Direct – banner ad/shortcut
• Reference – related links
• Dynamic – search results
• Faceted Navigation – filters results
• Breadcrumb – location
• Step Navigation – sequence through forms/results
Self Study
Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites
Design: Navigation
Areas of Navigation
• Global – universal header/footer
• Local – left nav/right nav
• Local content – text links, buttons
Self Study
Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites
Styles of
Navigation
• Rollover
• Dropdown
• Flyout
• Tabs
• Accordion
• Hamburger
Design: Navigation
Mega Dropdowns
Design: Navigation
Design: Navigation
Power Footers
Design: Navigation
Design: Navigation
Sketching
Aerial Screw by Leonardo da Vinci, 1485-1487
Can you guess
what this is a
sketch of?
Design: Sketching
Twitter
Design: Sketching
[This sketch] has very special significance – it's hanging in the office
somewhere with one other page. Whenever I'm thinking about something, I
really like to take out the yellow notepad and get it down.
– Jack Dorsey, Twitter
“There are techniques and processes
whereby we can put experience
front and center in design. My belief
is that the basis for doing so lies in
extending the traditional practice of
sketching. ”
—Bill Buxton
Design: Sketching
Attributes of a Sketch
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear vocabulary
• Distinct gesture
• Minimal detail
• Appropriate degree of refinement
• Suggest & explore rather than confirm
• Ambiguity
Design: Sketching
- Stefan Klocek, “Better
together; the practice of
successful creative
collaboration,” Cooper Journal
“Ninja. Rockstar. Gifted
genius. Many of the
ways we talk about
creative work (whether
it’s design or
development) only
capture the brilliance of
a single individual.”
Design: Sketching
Defining Collaborative
Sketching
• Rooted in Design Studio Methodology
• Grew out of industrial design and
architecture
• No “rockstars”
• Todd Zaki Warfel
o Create. Pitch. Critique.
o 6.8.5 (6 to 8 sketches in 5 minutes)
• Different versions/methods but steps
included to encourage outcomes
Design: Sketching
Goals for Collaborative Sketching
• To communicate your ideas effectively by visualizing them
• To benefit from the participation of your colleagues
• To quickly generate ideas and refine through iterations
Design: Sketching
1. Discuss
2. Sketch
3. Share
4. Iterate
Design: Sketching
Process
• Discuss the purpose of the specific experience you’re
sketching
• What does it need to accomplish?
• What features are necessary?
• How would you prioritize them?
• Who’s the audience?
• You’re not discussing layout or design
• Just the problem you’re trying to solve
• You’re not sketching yet
Discuss
Design: Sketching
Sketch
• Sketch silently
• Limit your time – 5,10 minutes
• Sketch as much as possible, as many different
ideas as possible
• Don’t worry about mistakes or style
• Emphasis is on the quantity of ideas, not the
quality of the sketches
Design: Sketching
Design: Sketching
Share
• Review your work with your team
• Keep it short – 60 seconds each
• Offer your feedback to others
• What you like
• Questions about what didn’t work for you
• You’re not grilling your colleagues and this
isn’t a competition
Design: Sketching
Iterate
• Now sketch again if you need to
• Or collaborate on a high-level wireframe (e.g.
via whiteboard)
• Then begin your wireframe with a more
informed view, with more and better ideas
• Iterate on your design
Design: Sketching
Class Exercise: Collaborative Sketching
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here Remember, no sketching yet
Design: Sketching
Class Exercise: Collaborative Sketching
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here
2. Time for silent sketching
Design: Sketching
Class Exercise: Collaborative Sketching
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here
2. Time for silent sketching
3. Time for sharing your sketches
Design: Sketching
Class Exercise: Collaborative Sketching
Did you come up with any
differentiating ideas for an
event page?
Design: Sketching
Sketching Tools:
The following apps are all for the
iPad:
• Adobe Ideas (Free)
• Bamboo Paper (Free)
• Muji Notebook ($3.99)
• Penultimate (Free)
• SketchBook (Free)
• Paper (Free)
• Adonit Forge (Free)
Design: Sketching
Afternoon Break
Wireframes
sculpture by Jaume Plensa, Yorkshire Sculpture Park
Wireframes
“Web site wireframes are blue prints
that define a Web page’s content and
functionality. They do not convey
design – e.g. colors, graphics, or
fonts.”
- FatPurple
Design: Wireframes
Design a Home Page
In your teams, create your final deliverable, a home page for Events.com
1) Discuss features needed for a homepage
2) Sketch your ideas for a homepage individually
3) Discuss your sketches again with your team
Design: Home Page
Wireframing & Prototyping
Tools:
• Adobe InDesign
• Adobe XD
• Axure
• Omnigraffle (Mac)
• Microsoft Visio
• Sketch
• Invision Studio
• Mockingbird (online, free)
Self Study
Smashing Magazine: 35 Excellent Wireframing Resources
Also:
• Balsamiq
• iPlotz
• iMockups (iPad)
• Omnigraffle (iPad)
Design: Wireframes
Usability Testing
Testing apps on the iPad by K2_UX
Usability Testing
“Usability testing refers to evaluating a product or service by testing it with
representative users. Typically, during a test, participants will try to
complete typical tasks while observers watch, listen and takes notes. The
goal is to identify any usability problems, collect qualitative and quantitative
data and determine the participant's satisfaction with the product.”
- usability.gov
Design: Usability Testing
Types
• Paper prototype
• Clickable prototype
• Full HTML
• Eyetracking
Design: Usability Testing
Methods
• In person/remote
• Moderated/unmoderated
• “Guerilla”
Responsive Design
Responsive Web Design
“Rather than tailoring disconnected designs to each of an ever-
increasing number of web devices, we can treat them as
facets of the same experience. We can design for an optimal
viewing experience, but embed standards-based technologies
into our designs to make them not only more flexible, but more
adaptive to the media that renders them. In short, we need to
practice responsive web design.”
– Ethan Marcotte, Responsive Web Design, A List Apart
Self Study
Ethan Marcotte: Responsive Web Design
Design: Responsive Design
Design: Responsive Design
Responsive Design Characteristics
• Think “mobile first”
• Maintain content and features across devices
• Adjust designs at different “break points” corresponding to
various devices
• Modules may be repositioned but hierarchies are maintained
• Much more in my Guidelines for Responsive UX Design
class
Design: Responsive Design
Final Home Page Collaboration
In your teams, create your final deliverable, a home page for Events.com
Collaborate as a team on a final version of the home
page
Design: Final Exercise
Development
Books:
• Information Architecture for the World Wide Web – Louis
Rosenfeld, Peter Morville
• Information Architecture: Blueprints for the Web – Christina
Wodtke, Austin Govella
• The Elements of User Experience – Jesse James Garrett
• Designing Web Navigation: Optimizing the User
Experience – James Kalbach, Aaron Gustafson
• Design of Everyday Things – Donald Norman
• Responsive Web Design – Ethan Marcotte
Web Sites:
• Alertbox
• A List Apart
• Boxes & Arrows
• wireframes.tumblr.com
Further Studies:
• The IA Summit
• Interaction 19 (IXDA)
• School of Visual Arts
• Continuing Ed classes
• MFA in Interaction Design
• Pratt – Course in Information Design
• Rosenfeld Media
• General Assembly
• Skillshare
• The Information Architecture Institute
• Nielsen Norman Group
• User Interface Engineering
Video:
The Design Studio Method – Todd Zaki Warfel (Vimeo)
The Right Way to Wireframe – Russ Unger (YouTube)
Additional Resources
Q&A
My article on how to find a UX job:
UX: Your Guerilla Guide to Breaking In
My next class
Slideshare address:
http://www.slideshare.net/stribs
stribley@outlook.com
@stribs
thank you

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Introduction to UX Design Principles and Process

  • 1. Introduction to User Experience Design School of Visual Arts | 16 February, 2019 Robert Stribley
  • 2. Today’s presentation will be available on SlideShare following the workshop: www.slideshare.net/stribs
  • 3. Robert Stribley Associate Creative Director, Experience Introductions Sample clients: • Citibank, JPMorgan, Morgan Stanley, Oppenheimer Funds, Prudential, Wachovia • Boston Scientific, Nasonex • AMResorts, Choice Hotels, RCI, Sotheby’s International Realty • Computer Associates, EMC • Ford, Lincoln • Mercedes-Benz, MBFS, Mercedes-Benz Vans, smart • AT&T, Nextel • Red Cross, Smithsonian National Air & Space Museum • Pearson, Travel Channel, Women’s Wear Daily • I’m an Associate Creative Director, Experience at SapientRazorfish • I enjoy literature, cinema, music, photography • I drink coffee
  • 4. About You • What’s your name? • What do you do for work? • What do you do for fun? • Coffee, tea or bottled water? Introductions
  • 5. Goals for our workshop today: • Understand the basic concepts of user experience (UX) design • Review the basic deliverables a UXer develops within a project • Experience the general process and techniques used on a design project Introductions
  • 6.
  • 7. Morning • History & Definition • UX Principles • Design Process • Agile • Deliverables • Our Project • User Research Agenda
  • 8. Afternoon • Card Sorting • Site Maps • Page Types • Navigation • Sketching • Break • Wireframes • Usability Testing • Responsive Design • Q&A Agenda
  • 11. Image by Oliver Reichenstein on flickr
  • 13. A Brief History of UX 1975 • Richard Saul Wurman coined the term “information architecture” to describe the field now more often described as “information design” 1994 • Argus Associates founded in Ann Arbor, MI, the first firm devoted to IA 1998 • First edition of Peter Morville and Lou Rosenfeld’s Information Architecture for the World Wide Web, affectionately known as “The Polar Bear” book 2000 • First IA Summit, Boston, MA – Defining Information Architecture History of UX
  • 14. Partially adapted from: “A brief history of information architecture” by Peter Morville and Information Architecture: Designing information environments for purpose, edited by Alan Gilchrist and Barry Mahon A Brief History of UX 2002 • Boxes & Arrows, online journal for UX and design goes live • 3 new books on UX published, including Jesse James Garrett’s The Elements of User Experience 2014 • Capital One purchases Garrett’s UX-consulting firm Adaptive Path 2018 • 18th Annual IA Summit was held in Chicago, IL, March 12: “Converge” History of UX
  • 15. in•for•ma•tion ar•chi•tec•ture n. • The combination of organization, labeling, and navigation schemes within an information system. • The structural design of an information space to facilitate task completion and intuitive access to content. • The art and science of structuring and classifying web sites and intranets to help people find and manage information. • An emerging discipline and community of practice focused on bringing principles of design and architecture to the digital landscape.Information Architecture for the World Wide Web (1st Edition), p. 4, Rosenfeld and Morville Navigation Interaction Art/Science Discipline/ Community Defining UX
  • 19. metaphor: architectural plans Defining UX Flickr.com: Cornell University Library
  • 22. 3 Clicks? A myth Designing for scent is more successful than designing for navigation. – Jared Spool, UIE If there is a scientific basis to the Three-Click Rule, we couldn't find it in our data. - User Interface Engineering, April 2003 Self Study “Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering
  • 23.
  • 25. Tease users. Then draw them to the details.
  • 26. “Progressive disclosure defers advanced or rarely used features to a secondary screen, making applications easier to learn and less error-prone.” - Jakob NielsenSelf Study “Progressive Disclosure” - Jakob Nielsen, December 4, 2006
  • 28.
  • 29.
  • 31. “Designers can create normalcy out of chaos; they can clearly communicate ideas through the organizing and manipulating of words and pictures.” —Jeffery Veen, The Art and Science of Web
  • 32. When information is clustered appropriately on a screen, users can scan and quickly come to terms with the intent of the content.
  • 33. 1. Group features and content by type
  • 34. 1. Group features and content by type 2. Position them according to an intuitive hierarchy
  • 35. 1. Group features and content by type 2. Position them according to an intuitive hierarchy 3. Drop or demote the less important content
  • 36.
  • 38. Reduce the field of view Once users commit to a path, remove irrelevant navigation
  • 40. 1 2 3
  • 41. The Tyranny of Consistency 5
  • 42. Consistency is an important but sometimes over-rated tool It’s key in maintaining a coherent experience But develop an eye to know when to break from it
  • 43. Design pages so they’re scalable Suppress modules or sections of the page until they're needed Don’t labor to create content just to ensure every screen or element is “consistently” populated
  • 44.
  • 45. Death of the Home Page 6
  • 46. People may come to your homepage But more and more likely not They’re more likely coming from Google or social media Many sites report only 20% of visitors landing on their homepages Some as few as 10 or 5% • 88% of traffic coming to The Atlantic not hitting home page • More than 50% of visitors to the NYT not arriving at the home page Have you ever bought a book on Amazon.com
  • 47. More Important? • SEO* • Taxonomy • Meta data • Tagging *search engine optimization
  • 49. There Is No Fold 7
  • 51. Large Apple desktop monitor iPhone 6S
  • 52. “Web users spend 80% of their time looking at information above the page fold. Although users do scroll, they allocate only 20% of their attention below the fold.” - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  • 53. “People will look very far down a page if (a) the layout encourages scanning, and (b) the initially viewable information makes them believe that it will be worth their time to scroll. Finally, while placing the most important stuff on top, don't forget to put a nice morsel at the very bottom.” - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  • 55. Consider the amount of attention an audience needs on a particular screen* *It may be zero
  • 56. Recapping: • Scent of Information • Progressive Disclosure • Information Clustering & Hierarchy • Remove Paths Not Taken • The Tyranny of Consistency • Death of the Home Page • There Is No Fold • Know Your Audience
  • 58. Discovery Definition Design Development Design Process
  • 59. Discovery Definition Development • Stakeholder Interviews • Business Requirements • Feature Prioritization Matrix • Competitive/Comparative Audit • User Research • Site Inventory • Site Map Design Process Design
  • 60. Discovery Definition Design Development • Personas • Content Audit • Card Sorts • Use Cases • Site Map • User Journeys • Sketching • Conceptual Wires/Design • Experience Brief Design Process
  • 61. Discovery Definition Design Development • Site Map • Content Matrix • User Flows • Sketching • Wireframes • Stakeholder Reviews • Functional Specifications • Visual Design • Prototype • Usability Testing Design Process
  • 62. Discovery Definition Development • User Acceptance Testing (UAT) • Quality Assurance (QA) • Usability Testing Design Process Design
  • 65. Design Process Self Study “Design Thinking 101” by Sarah Gibbons on July 31, 2016 -Nielsen Norman Group
  • 66. Design Process Self Study “How to solve problems applying a Design Thinking, UX, HCD or any Creative Process from scratch V2” – Dan Nessler, February 6, 2018, Medium
  • 67. Agile
  • 68. What is “agile”? relating to or denoting a method of project management, used especially for software development, that is characterized by the division of tasks into short phases of work and frequent reassessment and adaptation of plans. "agile methods replace high-level design with frequent redesign” —Oxford English Dictionary, contrast with “waterfall” Agile Methodology
  • 70. Bug fixing for past sprints Sprint Diagram by Sasha Tsimbler Agile Methodology
  • 71. Lean UX Agile Methodology “Lean UX … is less focused on deliverables than traditional UX. It requires a greater level of collaboration with the entire team. The core objective is to focus on obtaining feedback as early as possible so that it can be used to make quick decisions. The nature of Agile development is to work in rapid, iterative cycles and Lean UX mimics these cycles to ensure that data generated can be used in each iteration.” —A Simple Introduction to Lean UX, Interaction Design Foundation
  • 75. User Journeys Definition Self Study “An introduction to user journeys” - Jason Hobbs, September 6, 2005, Boxes & Arrows
  • 81. Our Project Events.com Events.com want to revamp their website to become the go-to online resource for people wanting to attend or promote a large variety of events across the United States. It should default to the city you’re in—New York—but allow users to change to other cities within the U.S.
  • 83. User Research User Research in Copenhagen’s Elderly Homes
  • 84. “Through research, we aim to learn enough about the business goals, the users, and the information ecology to develop a solid strategy.” – Louis Rosenfeld & Peter Morville Discovery: User Research
  • 85. Goal Identify patterns and trends in user behavior, tasks, preferences, obstacles. Methodology • Focus Groups • Surveys • Interviews Discovery: User Research
  • 86. William James on User Research? “[I]n a delicate inquiry like this, little is to be gained by distributing circulars. A single patient with the right sort of lesion and a scientific mind, carefully cross-examined, is more likely to deepen our knowledge than a thousand circulars answered as the average patient answers them, even though the answers be never so thoroughly collated by the investigator.” – William James, “The Consciousness of Lost Limbs,” 1887 Discovery: User Research
  • 87. Class Exercise: Survey Questions • How do you learn about events in NYC? • What type of events are you interested in? • What’s more important to you: – Price – Type of Event – Location – Date • Do you ever need to promote an event? • Do you ever invite people to an event? Discovery: User Research
  • 88. Lunch
  • 89. Afternoon • Competitive Review • Card Sorting • Site Maps • Page Types • Navigation • Sketching • Break • Wireframes • Usability Testing • Responsive Design • Q&A Agenda
  • 90. Competitive Review image by brandon schauer
  • 91. “This type of assessment helps set an industry ‘marker’ by looking at what the competition is up to, what features and functionalities are standard, and how others have solved the same problems you might be tasked with.” – Dorelle Rabinowitz Discovery: Competitive Review
  • 92. Heuristic Evaluation … involves evaluators examining the interface and judging its compliance with recognized usability principles (the “heuristics”) —Wikipedia Self Study For a more detailed explanation of heuristic evaluation, see Jakob Nielsen’s Ten Usability Heuristics. Discovery: Competitive Review
  • 93. Sample Usability Criteria These examples aren’t comprehensive. Appropriate criteria will depend on the project to be completed. Home Page • Elements are appropriately weighted and distributed • Information is clustered in meaningful ways Navigation • Navigation structure is concise and consistent • Paths to important information are intuitive and unobstructed Content • Content is content chunked appropriately • Headings and titles are scannable • Content is current. There are visible indications of content freshness. Design • Colors are appropriate for the Web. White space is used appropriately. Text is readable. Search • Search results are relevant and cleanly presented Functionality • Functionality and forms are efficiently designed Messaging • Errors messages are presented in clear language. Help readily available contextually to users • Appropriate channels are provided for user feedback Discovery: Competitive Review
  • 94. Methodology • Review and analyze competitor sites according to particular criteria (heuristics) • Draw key findings, which can influence and guide IA through the design phase • Include a scorecard for high-level comparison of points across all sites Also: Comparative Reviews Discovery: Competitive Review
  • 95.
  • 97. Key Findings • Search is fairly prominent on each site • Filtering on events is valuable, but not always easily available • Calendars are helpful, but not always prominent • Profiles and social features are handled with varying degrees of detail • Free events are often highlighted • Event detail pages may have maps, RSVP, sharing, rating, commenting functionality • Displaying other venues and restaurants adds utility • Option to add or promote an event isn’t always prominent Discovery: Competitive Review
  • 100. “There are often better ways to organize data than the traditional ones that first occur to us. Each organization of the same set of data expresses different attributes and messages. It is also important to experiment, reflect, and choose which organization best communicates our messages.” – Nathan Shedroff, Experience Strategist Definition: Card Sorts
  • 101. Methodology • Grouping and labeling with index cards, post it notes • Two types: Open – Participants sort cards with no pre-established categories. Useful for new architectures Closed – Participants sort cards into predetermined, provided groups. Useful for fitting content into existing architectures • Online card sorts – E.g. OptimalSort Goals • Organize content more efficiently • Find names for categories based on users’ perspectives Self Study "Card sorting: a definitive guide" by Donna Spencer and Todd Warfel, Boxes and Arrows, 2004/04/07 Definition: Card Sorts
  • 102. Case Studies: • Wachovia Wealth Management Group • American Red Cross • Mercedes Benz Definition: Card Sorts
  • 103. Card Sort As individuals: • Take 5 minutes to think of all the events a person could attend • Write each event you come up with on a Post-It note Definition: Card Sorts 5mins
  • 104. Card Sort Now, as a group: • Take a few minutes to organize your events into categories (group & label them) • Then we’ll share some categories Definition: Card Sorts 15mins
  • 105. Characteristics & Findings • Looking for redundancies • Lumping and splitting • Outliers and miscellaneous items • Placing items in multiple categories • Categories versus filters –E.g. Free, Family, Outdoors • Unique but intuitive labels –E.g. Geeks, Relax Definition: Card Sorts
  • 106. Next Steps With the results of a card sort we then can: • Build consensus • Refine terminology • Create a site map • Help define navigation Definition: Card Sorts
  • 107. Definition: Card Sort Tools Post-It Plus This app from 3M allows you to scan your Post-It Notes, organize and share them.
  • 108. Design
  • 110. Conceptual DesignDesign: Site Maps “A site map is a high level diagram showing the hierarchy of a system. Site maps reflect the information structure, but are not necessarily indicative of the navigation structure.” – Step Two Designs
  • 111.
  • 112.
  • 113. Site Map Tools: • Omnigraffle (Mac) • Microsoft Visio • InDesign • Sketch Design: Site Maps
  • 114. Page Types & Templates The Mercator Atlas of Europe From The British Library
  • 115. Home Page Category Page Details Page Examples: Design: Page Types & Templates
  • 117. Types of Navigation • Site Structure – major nav • Hierarchical – product families • Function – sitemap privacy • Direct – banner ad/shortcut • Reference – related links • Dynamic – search results • Faceted Navigation – filters results • Breadcrumb – location • Step Navigation – sequence through forms/results Self Study Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites Design: Navigation
  • 118. Areas of Navigation • Global – universal header/footer • Local – left nav/right nav • Local content – text links, buttons Self Study Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites Styles of Navigation • Rollover • Dropdown • Flyout • Tabs • Accordion • Hamburger Design: Navigation
  • 123. Sketching Aerial Screw by Leonardo da Vinci, 1485-1487
  • 124. Can you guess what this is a sketch of? Design: Sketching
  • 125. Twitter Design: Sketching [This sketch] has very special significance – it's hanging in the office somewhere with one other page. Whenever I'm thinking about something, I really like to take out the yellow notepad and get it down. – Jack Dorsey, Twitter
  • 126. “There are techniques and processes whereby we can put experience front and center in design. My belief is that the basis for doing so lies in extending the traditional practice of sketching. ” —Bill Buxton Design: Sketching
  • 127. Attributes of a Sketch • Quick • Timely • Inexpensive • Disposable • Plentiful • Clear vocabulary • Distinct gesture • Minimal detail • Appropriate degree of refinement • Suggest & explore rather than confirm • Ambiguity Design: Sketching
  • 128. - Stefan Klocek, “Better together; the practice of successful creative collaboration,” Cooper Journal “Ninja. Rockstar. Gifted genius. Many of the ways we talk about creative work (whether it’s design or development) only capture the brilliance of a single individual.” Design: Sketching
  • 129. Defining Collaborative Sketching • Rooted in Design Studio Methodology • Grew out of industrial design and architecture • No “rockstars” • Todd Zaki Warfel o Create. Pitch. Critique. o 6.8.5 (6 to 8 sketches in 5 minutes) • Different versions/methods but steps included to encourage outcomes Design: Sketching
  • 130. Goals for Collaborative Sketching • To communicate your ideas effectively by visualizing them • To benefit from the participation of your colleagues • To quickly generate ideas and refine through iterations Design: Sketching
  • 131. 1. Discuss 2. Sketch 3. Share 4. Iterate Design: Sketching Process
  • 132. • Discuss the purpose of the specific experience you’re sketching • What does it need to accomplish? • What features are necessary? • How would you prioritize them? • Who’s the audience? • You’re not discussing layout or design • Just the problem you’re trying to solve • You’re not sketching yet Discuss Design: Sketching
  • 133.
  • 134. Sketch • Sketch silently • Limit your time – 5,10 minutes • Sketch as much as possible, as many different ideas as possible • Don’t worry about mistakes or style • Emphasis is on the quantity of ideas, not the quality of the sketches Design: Sketching
  • 136. Share • Review your work with your team • Keep it short – 60 seconds each • Offer your feedback to others • What you like • Questions about what didn’t work for you • You’re not grilling your colleagues and this isn’t a competition Design: Sketching
  • 137. Iterate • Now sketch again if you need to • Or collaborate on a high-level wireframe (e.g. via whiteboard) • Then begin your wireframe with a more informed view, with more and better ideas • Iterate on your design Design: Sketching
  • 138. Class Exercise: Collaborative Sketching In teams, sketch your ideas. Event Detail Page 1. Take 15 minutes first to discuss what features belong here Remember, no sketching yet Design: Sketching
  • 139. Class Exercise: Collaborative Sketching In teams, sketch your ideas. Event Detail Page 1. Take 15 minutes first to discuss what features belong here 2. Time for silent sketching Design: Sketching
  • 140. Class Exercise: Collaborative Sketching In teams, sketch your ideas. Event Detail Page 1. Take 15 minutes first to discuss what features belong here 2. Time for silent sketching 3. Time for sharing your sketches Design: Sketching
  • 141. Class Exercise: Collaborative Sketching Did you come up with any differentiating ideas for an event page? Design: Sketching
  • 142. Sketching Tools: The following apps are all for the iPad: • Adobe Ideas (Free) • Bamboo Paper (Free) • Muji Notebook ($3.99) • Penultimate (Free) • SketchBook (Free) • Paper (Free) • Adonit Forge (Free) Design: Sketching
  • 144. Wireframes sculpture by Jaume Plensa, Yorkshire Sculpture Park
  • 145. Wireframes “Web site wireframes are blue prints that define a Web page’s content and functionality. They do not convey design – e.g. colors, graphics, or fonts.” - FatPurple Design: Wireframes
  • 146.
  • 147.
  • 148.
  • 149.
  • 150. Design a Home Page In your teams, create your final deliverable, a home page for Events.com 1) Discuss features needed for a homepage 2) Sketch your ideas for a homepage individually 3) Discuss your sketches again with your team Design: Home Page
  • 151. Wireframing & Prototyping Tools: • Adobe InDesign • Adobe XD • Axure • Omnigraffle (Mac) • Microsoft Visio • Sketch • Invision Studio • Mockingbird (online, free) Self Study Smashing Magazine: 35 Excellent Wireframing Resources Also: • Balsamiq • iPlotz • iMockups (iPad) • Omnigraffle (iPad) Design: Wireframes
  • 152. Usability Testing Testing apps on the iPad by K2_UX
  • 153. Usability Testing “Usability testing refers to evaluating a product or service by testing it with representative users. Typically, during a test, participants will try to complete typical tasks while observers watch, listen and takes notes. The goal is to identify any usability problems, collect qualitative and quantitative data and determine the participant's satisfaction with the product.” - usability.gov Design: Usability Testing
  • 154. Types • Paper prototype • Clickable prototype • Full HTML • Eyetracking Design: Usability Testing Methods • In person/remote • Moderated/unmoderated • “Guerilla”
  • 156. Responsive Web Design “Rather than tailoring disconnected designs to each of an ever- increasing number of web devices, we can treat them as facets of the same experience. We can design for an optimal viewing experience, but embed standards-based technologies into our designs to make them not only more flexible, but more adaptive to the media that renders them. In short, we need to practice responsive web design.” – Ethan Marcotte, Responsive Web Design, A List Apart Self Study Ethan Marcotte: Responsive Web Design Design: Responsive Design
  • 158. Responsive Design Characteristics • Think “mobile first” • Maintain content and features across devices • Adjust designs at different “break points” corresponding to various devices • Modules may be repositioned but hierarchies are maintained • Much more in my Guidelines for Responsive UX Design class Design: Responsive Design
  • 159. Final Home Page Collaboration In your teams, create your final deliverable, a home page for Events.com Collaborate as a team on a final version of the home page Design: Final Exercise
  • 161. Books: • Information Architecture for the World Wide Web – Louis Rosenfeld, Peter Morville • Information Architecture: Blueprints for the Web – Christina Wodtke, Austin Govella • The Elements of User Experience – Jesse James Garrett • Designing Web Navigation: Optimizing the User Experience – James Kalbach, Aaron Gustafson • Design of Everyday Things – Donald Norman • Responsive Web Design – Ethan Marcotte Web Sites: • Alertbox • A List Apart • Boxes & Arrows • wireframes.tumblr.com Further Studies: • The IA Summit • Interaction 19 (IXDA) • School of Visual Arts • Continuing Ed classes • MFA in Interaction Design • Pratt – Course in Information Design • Rosenfeld Media • General Assembly • Skillshare • The Information Architecture Institute • Nielsen Norman Group • User Interface Engineering Video: The Design Studio Method – Todd Zaki Warfel (Vimeo) The Right Way to Wireframe – Russ Unger (YouTube) Additional Resources
  • 162. Q&A
  • 163. My article on how to find a UX job: UX: Your Guerilla Guide to Breaking In

Editor's Notes

  1. Introduction to User Experience Design - Robert Stribley 16 February 2019 New York, Hudson Square - Photo by Robert Stribley
  2. Preliminaries
  3. Introductions
  4. Introductions
  5. Workshop goals
  6. Agenda
  7. Agenda – Afternoon
  8. Agenda – Afternoon
  9. UX History
  10. User Experience
  11. The Spectrum of User Experience https://www.flickr.com/photos/formforce/3663684287/
  12. Walt Disney – The original user experience designer? https://uxmag.com/articles/walt-disney-the-worlds-first-ux-designer
  13. Brief History of UX
  14. Partially adapted from: “A brief history of information architecture” by Peter Morville Information Architecture: Designing information environments for purpose, edited by Alan Gilchrist and Barry Mahon
  15. Navigation, interaction design, art/science, discipline/community
  16. Background: Defining IA
  17. Background: Defining IA: skin/skeleton
  18. Oft-used examples like this of “users” creating their own paths
  19. Using architectural plans/blueprints as a metaphor for an IA’s work Flickr.com: Cornell University Library
  20. UX Principles Gardener GIF by Cecily Moore Design
  21. Scent of Information
  22. If you were to take only one thing away with you today, it would be that the 3-click rule is bunk. Can actually make for a very cluttered site if you try to flatten content so it’s all available within three clicks Users will happily click away 5, 6, 7, 8 times without noticing, if there are clear paths to what they’re looking for, concise navigation, intuitive labels, etc. Background: Studies in “information foraging” in the early 90s at PARC (Palo Alto Research Center Incorporated) Better: a dynamic tension between reducing the number of clicks and providing strong scent to content
  23. Uniqlo Site
  24. Progressive Disclosure
  25. Reduce clutter, cognitive overload, so there’s less to process at once - Across multiple pages – or within a page or overlay
  26. “Progressive Disclosure” by Jakob Nielsen, December 4, 2006 Originated with studies in the 80s by user interface specialists Jack Carroll's lab work at IBM
  27. Progressive disclosure in an app – weather details Reduce clutter, cognitive overload, so there’s less to process at once - Across multiple pages – or within a page or overlay
  28. Mercedes Benz product information
  29. Mercedes Benz product information
  30. Information Clustering & Hierarchy
  31. Jeffery Veen quote from The Art and Science of Web Design
  32. When information is clustered appropriately on a screen, users can scan and quickly come to terms with the intent of the content.
  33. Information clustering
  34. Information clustering
  35. Information clustering Isn’t to say that you couldn’t have a lot of content on the page – e.g. Pinterest. But content is grouped logically, can be scanned easily.
  36. Mercedes Benz
  37. Remove paths not taken
  38. Seems simple, but a lot of sites could benefit from adhering to this principle
  39. Remove paths not taken
  40. Remove paths not taken
  41. The Tyranny of Consistency
  42. This is a “Know it when you see it” kind of problem – sometimes tough to put a finger on
  43. But be sure when you break with consistency, you do have a principle in mind for doing so
  44. Varying dropdown styles on MBUSA.com are not “consistent,” per se, but tailored to the needs of the user and the content in each case.
  45. Found this site by searching on Worst Home Page in the World. Clearly, it’s trying to be all things to all people. Instead, it looks like a dog’s breakfast.
  46. Jakob Nielsen wrote in 2002 that home pages are “the most valuable real estate in the world.” Sourcing: http://www.niemanlab.org/2012/08/coming-in-the-side-door-the-value-of-homepages-is-shifting-from-traffic-driver-to-brand/ 88% of traffic coming to The Atlantic not hitting home page More than 50% of visitors to the NYT not arriving at the home page Have you ever bought a book on Amazon.com because you saw it on the homepage?
  47. *Search engine optimization
  48. Note how the site offers plenty of scent
  49. There is no fold – Photo by Gavin Bell
  50. There is no fold - Iamthefold.com
  51. Simple illustration of dramatic difference in “the fold” using Brooklyn Brainery
  52. Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  53. Eyetracking tests by Nielsen Norman Group–Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  54. Know Your Audience
  55. Yes, your site typically has multiple audiences. But not all of them need to be addressed at once. Giving proper thought to who defines a site's audience helps clean out the chaff. Example: Placing find an event functionality in an area where a using is creating an event. Not necessary for that audience.
  56. Recap of UX Principles
  57. The Design Process Illustration from The teapot model: how to explain a fuzzy design process to anxious clients. https://blog.prototypr.io/the-teapot-model-how-to-explain-a-fuzzy-design-process-to-anxious-clients-4a2e8487bc87
  58. The Design Process
  59. 1. Discovery Stakeholder interviewers, Business requirements, Competitive & Comparative Audits, User Research
  60. 2. Definition Persona/Scenario Development, Content & Meta Data Audits, Use cases, Creative Brief, Mood boards
  61. 3. Design Sitemaps, Task Flows, Content Strategy, Sketching, Wireframes, Visual Design, Prototypes, Usability Testing
  62. 4. Development User Acceptance Testing, Quality Assurance Testing, Usability Testing, Site development
  63. The Design Process – Illustration from the Interaction Design Foundation
  64. Illustration from Design Thinking 101 by Sarah Gibbons on July 31, 2016 - https://www.nngroup.com/articles/design-thinking/ Nielsen Norman Group
  65. Illustration from Design Thinking 101 by Sarah Gibbons on July 31, 2016 - https://www.nngroup.com/articles/design-thinking/ Nielsen Norman Group
  66. Diagram from “How to solve problems applying a Design Thinking, UX, HCD or any Creative Process from scratch V2” by Dan Nessler February 6, 2018, Medium
  67. Agile Image from unsplash by Cam Adams / @camadams – Thousand Oaks, United States
  68. Deliverables
  69. Deliverables
  70. Sprint Diagram by Sasha Tsimbler
  71. Lean UX explanation taken from —A Simple Introduction to Lean UX, Interaction Design Foundation
  72. Deliverables Image of New Delhi newspaper delivery from the Financial Times
  73. Site map
  74. Personas
  75. User Journey https://www.toptal.com/designers/product-design/customer-journey-maps
  76. Use Cases
  77. User Flows
  78. Wireframe Wireframe example from here: https://www.mockplus.com/blog/post/basic-uiux-design-concept-difference-between-wireframe-prototype
  79. Wireframe Wireframe example from here: https://www.mockplus.com/blog/post/basic-uiux-design-concept-difference-between-wireframe-prototype
  80. Our Project Photo from Unsplash by Danny Howe @dannyhowe - https://unsplash.com/photos/bn-D2bCvpik
  81. Events.com
  82. Discovery
  83. User Research in Copenhagen’s Elderly Homes - http://www.localhiddenvariable.com/ciid/user-research-in-copenhagens-elderly-homes/
  84. Value of Research
  85. Goals & Methodology
  86. William James on User Research and the advantages of one-on-one interviews? William James, The Consciousness of Lost Limbs, 1887 First published in Proceedings of the American Society for Psychical Research, 1, 249-258 I happened across this quote reading Oliver Sacks’ excellent book Hallucinations
  87. Class Exercise: Survey Questions
  88. Lunch break AP photo of men lunching on a construction beam from Sept. 29, 1932,
  89. Agenda – Afternoon
  90. Competitive Review
  91. Discovery: Competitive Review – or Audit
  92. Heuristics reviews can also be conducted on a single site, of course. For example, to review a client’s site and give them feedback on the existing site, as well as prioritized changes.
  93. Heuristics reviews can also be conducted on a single site, of course. For example, to review a client’s site and give them feedback on the existing site, as well as prioritized changes.
  94. We review each of these sites live during class: Eventbrite, NYCgo.com, Meetup
  95. Key Findings
  96. http://www.flickr.com/photos/cannedtuna/
  97. Nathan Shedroff is Program Director of the MBA in Design Strategy program at the California College of the Arts. His books include Experience Design 1, Making Meaning, and contributing to Richard Saul Wurman's Information Anxiety 2. Advisor for Rosenfeld Media
  98. http://www.optimalworkshop.com
  99. Case Studies: These are stories I share from experiences at Wachovia and Razorfish
  100. Project Guidelines
  101. Project Guidelines
  102. Characteristics & Findings
  103. Characteristics & Findings
  104. Characteristics & Findings
  105. Design
  106. Site Maps
  107. Defining site maps
  108. Site map for Red Cross
  109. Site map for Nextel Brazil
  110. Site map tools
  111. Page Types
  112. Examples: Home page, category page, details page/product page
  113. Navigation
  114. Adapted from Atsushi HASEGAWA’s The 7 Navigation Types of Web Sites http://www.slideshare.net/atsushi/the-7-navigation-types-of-web-site
  115. Adapted from Atsushi HASEGAWA’s The 7 Navigation Types of Web Sites http://www.slideshare.net/atsushi/the-7-navigation-types-of-web-site
  116. Mega Dropdowns
  117. Mega Dropdowns
  118. Power Footers
  119. Power Footers
  120. Sketching
  121. Sketching Example: Twitter
  122. Sketching Example: Twitter
  123. Bill Buxton
  124. Attributes of a Sketch
  125. From Design Studio Methodology – Article by Will Evans http://www.uie.com/articles/design_studio_methodology/ Photo of Stefan from his Twitter profile No rockstars, two heads are better than one
  126. Defining collaborative sketching Todd Zaki Warfel, The Design Studio Method – see the video on Vimeo
  127. Sketching Methodology
  128. Sketching Process
  129. Discuss
  130. Discuss: Example of whiteboarded features and functionality
  131. Sketch
  132. Sketching Example
  133. Share
  134. Revise
  135. Class Exercise: Collaborative Sketching
  136. Class Exercise: Collaborative Sketching
  137. Class Exercise: Collaborative Sketching
  138. Class Exercise: Collaborative Sketching
  139. Sketching Tools
  140. Break
  141. Wireframes - sculpture by Jaume Plensa, Yorkshire Sculpture Park
  142. Defining wireframes
  143. Mercedes Benz Vans – Technology wireframe by SapientRazorfish
  144. Mercedes Benz Vans – Technology visual design by SapientRazorfish
  145. Mercedes Benz wireframe by Razorfish
  146. Mercedes Benz comp/visual design based on wireframe by Razorfish
  147. Final Exercise Home page characteristics: access different cities, add events, category nav, main nav, surfacing events in different ways, search/calendar/map/etc? Also, what can you offer as a differentiator?
  148. Wireframing Tools
  149. Usability Testing Image - Testing apps on the iPad by K2_UX
  150. Usability testing
  151. Usability testing methods Image from this article: “A guide to paper prototyping & testing for web interfaces” by Dan Nessler https://medium.com/digital-experience-design/a-guide-to-paper-prototyping-testing-for-web-interfaces-49e542ba765f
  152. Wireframes
  153. Defining Responsive Web Design
  154. Responsive design example
  155. Responsive design characteristics
  156. Home page collaboration
  157. Development
  158. Additional Resources
  159. Q&A
  160. IA Job article: https://medium.com/@stribs/ux-your-guerilla-guide-to-breaking-in-75eb3e221fc7
  161. Next class
  162. Slideshare address: http://www.slideshare.net/stribs @stribs / stribley AT outlook.com
  163. Thank you!