This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
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.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
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!
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
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.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
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!
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
It has Modern UI /UX Design Process. Like from
- Hand-holding customers for every feature
- Identifying the key design challenge
- Stepping into the shoes of the user
- Designing the Information Architecture and wireframing
- Nailing the visual design
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
User interface and user experience ui ux design basicsRavi Bhadauria
In this video there is a complete description for what are the basics needed for UI as well as UX. To learn these from an institute, then join ADMEC Multimedia Institute.
An overview about what UX design is, for a mixture of tech, support and business people (tough mix!).
There are two main points I wanted to get across: 1. UX design is not just about usabllity (and Jakob Nielsen) 2. UX design is a rigorous process (not magic and guesswork).
If you have any feedback about how to make this presentation better, I'd be happy to hear it.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
This essential primer distills the critical principles of User Interface (UI) design to 20 fundamental rules. Created by Josh Porter (Director of UX at HubSpot), this guide is a must-have for UX / UI professionals.
These principles are equally valuable to those looking to understand User Experience and User Interface best practices in a quick, well-written and comprehensive deck.
Examples:
01 - Clarity is job #1
02 - Interfaces exist to enable interaction
03 - Conserve attention at all costs
04 - Keep users in control
05 - Direct Manipulation is best
These and the rest of the 20 principles offer basic rules supported by reasoning that is intuitive, makes sense and builds on the information in preceding slides.
The Cliff Notes Bible of delivering great, effective & powerful UI experiences.
There are many reasons why someone might want to become a UI UX designer. One reason could be to create a better user experience for people using a product.
Another reason could be to improve the design of a website or app. A final reason could be to create new and innovative user interfaces.
There are many reasons why someone might want to become a UI UX designer. One reason could be to create a better user experience for people using a product.
Another reason could be to improve the design of a website or app. A final reason could be to create new and innovative user interfaces.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Product design for Non Designers - Montreal Digital Nomad MeetupSebastian Tory-Pratt
The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
It has Modern UI /UX Design Process. Like from
- Hand-holding customers for every feature
- Identifying the key design challenge
- Stepping into the shoes of the user
- Designing the Information Architecture and wireframing
- Nailing the visual design
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
User interface and user experience ui ux design basicsRavi Bhadauria
In this video there is a complete description for what are the basics needed for UI as well as UX. To learn these from an institute, then join ADMEC Multimedia Institute.
An overview about what UX design is, for a mixture of tech, support and business people (tough mix!).
There are two main points I wanted to get across: 1. UX design is not just about usabllity (and Jakob Nielsen) 2. UX design is a rigorous process (not magic and guesswork).
If you have any feedback about how to make this presentation better, I'd be happy to hear it.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
This essential primer distills the critical principles of User Interface (UI) design to 20 fundamental rules. Created by Josh Porter (Director of UX at HubSpot), this guide is a must-have for UX / UI professionals.
These principles are equally valuable to those looking to understand User Experience and User Interface best practices in a quick, well-written and comprehensive deck.
Examples:
01 - Clarity is job #1
02 - Interfaces exist to enable interaction
03 - Conserve attention at all costs
04 - Keep users in control
05 - Direct Manipulation is best
These and the rest of the 20 principles offer basic rules supported by reasoning that is intuitive, makes sense and builds on the information in preceding slides.
The Cliff Notes Bible of delivering great, effective & powerful UI experiences.
There are many reasons why someone might want to become a UI UX designer. One reason could be to create a better user experience for people using a product.
Another reason could be to improve the design of a website or app. A final reason could be to create new and innovative user interfaces.
There are many reasons why someone might want to become a UI UX designer. One reason could be to create a better user experience for people using a product.
Another reason could be to improve the design of a website or app. A final reason could be to create new and innovative user interfaces.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Product design for Non Designers - Montreal Digital Nomad MeetupSebastian Tory-Pratt
The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
The user group you never knew you had ux camp 2015Hello Group
'The user group you never knew you had' is about designing for the experience of the stakeholders who sponsor either internal or external projects. As designers we immediately think of the end users but without subject matter experts, middle managers and corporate sponsors our job would be much harder. In the talk Mette Riisgaard Andresen and Henriette Hosbond describe tactics to ensure to get these key people on board in the design process. Originally shown at UX Camp Copenhagen 2015.
A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
This is my presentation covering Dan Saffer's UX London day one presentation and the workshop from days two and three.
Originally presented at the London IA UX London Redux on August 12th, 2009.
UX Everywhere: how to think like a user experience plannerDeanna Lambert
I ran a full-day workshop for the Account Planning Group of Canada, teaching traditional/mass planners about some of the differences between traditional and UX planning, and workshopping four different ux-centric discovery processes that I've adapted for the needs of the traditional planner who is engaged in multi-channel planning.
Sometimes, they just don’t get it.
We’re just trying to do the right thing here. Isn’t our success dependent on our users being able to shop, buy, apply or contact us through our web site or app? So if we’re dependent on our users, shouldn’t we at least involve them somehow in the design process?
Not so easy.
For some of “those” people, design is easy. Don’t we already know what the problem is and what design we can use to fix it? Can’t we just leverage best practices? Why do we even need to test the design if we’re experts? No one ever says these things, right?
In the real world, user-centered design and usability is ironically, not that easy to adapt. It’s counterintuitive because it’s such hard work to make things easy. What we have to do is to make what we do easy to understand and easy to choose. This session may not change your reality, but by sharing in some lessons learned, hopefully you’ll have the tools to help change some minds.
Learn how user interface designers and user experience designers play an important part in creating products and services that keeps customers or users coming back for more.
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.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
This was a 4-hour workshop that was given at World Usability Day Colombia. #wudco14
Summary:
Now more than ever is the survival of the easiest. Whether the product is a website or a handheld device, success depends largely on how easy it is to use. Usability testing is one of the most effective for creating an intuitive methods. By observing actual people when they use the product, you can get valuable insights if your design is easy to use. Attendees will learn how to conduct a usability test with end users of a product. This workshop is highly interactive and includes several practical exercises to give participants practical experience.
You will learn:
- How to plan a usability testing study
- How to define the goals and objectives
- Explore options (unmoderated usability testing vs. unmoderated & remote vs. in-person)
- How to recruit the right participants
- How to create tasks (Interview-based vs. predefined tasks)
- How to moderate a usability test
- How to analyze and report the results
Similar to Introduction to User Experience Design (20)
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.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
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.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
4. “‘User experience’
encompasses all aspects of
the end-user's interaction
with the company, its
services, and its products.
https://www.pinterest.ca/pin/86623992811488400/
Don Norman
Called the “father of modern user
experience”
5. Interacting with
their website
• Using their website
• Researching the
product
• Using the online chat/
help feature
Buying the
Video Game
Let’s say you wanted to order a video game online...
• Filling out the order form
with your personal
information
• Do they even ship to your
country?
• Will they price match if it
goes on sale after you
buy?
Playing the
Video Game
• Game set up: how easy
or difficult is it?
• Can you play with friends
or only on your own?
• Is it compatible with your
console?
6. Let’s say you wanted to order a video game online...
All of these factors (and more!) contribute to
the user experience of the video game!
Interacting with
their website
Buying the
Video Game
Playing the
Video Game
7. So what is a User Experience Designer?
A user experience designer can have many different responsibilities on a team!
While their main role has to do with designing the experience of their product or service for their
users, they might also be responsible for…
User
research
Content
creation
Coding
User
interface
(UI)
design
Competitive analysis
8. An Introduction to User Experience Design
A User Experience Designer’s Toolkit
9. Building Your UX Design Toolkit
1
Research techniques
Usability testing
What it is: The most formal
of these three techniques,
usability testing is usually
used to test an in-progress
prototype to see what
works well and what can be
refined.
When to do it: Depending
on project timeline and
budget, as frequently and
as often as you can.
Tip: Testing often, making
changes based on
feedback, and then re-
testing is often called
“iterative design”.
Guerilla research
What it is: Guerilla
research is where you go
out into the “real world”
(sidewalks tend to work
well) and ask people
passing by their opinion on
something you’re looking to
test or verify.
When to do it: At the
beginning, so you can use
the quick insights to refine
your research efforts down
the line!
Tip: Only ask one quick
question and don’t take
rejection personally- people
are busy and it’s not you!
Competitive analysis
What it is: Competitive
analysis looks at what your
competition is doing. What
features are they offering?
What are they doing well?
What are they struggling
with that your product or
service could improve on?
When to do it: A big push at
the beginning of the project
will help give you context,
and ongoing awareness of
what’s out in the market will
help you stay relevant
Tip: Look to other
industries for inspiration!
10. Building Your UX Design Toolkit
1 Insightful research starts with asking effective questions. Compare the
following questions: what kind of information will each question give you?
Do you like this
button here?
What do you think
this button is used
for?
vs
11. Building Your UX Design Toolkit
1
Do you like this
button here?
Yes
No
• Questions that start with “do you…” often just lead to “yes” or “no” answers
which, ultimately, don’t provide a lot of information
• Also, some people will say “yes” just to avoid hurting your feelings!
How to make it better:
What does this button
placement mean to you?
How would you use this
button?
What is confusing about this
button?
12. Building Your UX Design Toolkit
1
• Open-ended questions will often yield better insights
• They give your participants the opportunity to expand on their responses
What do you think this
button is used for?
Well, I
think…
Try starting your questions with the 5 Ws…
Who What Where When Why How
13. Building Your UX Design Toolkit
2
Your Persona
It is always helpful to keep in mind who you are designing for. One way that
you can do this is by creating a persona.
A persona is… A persona is not…
Based in demographic information
and other facts
Based in stereotypes
One person who might use the end
product you’re creating
The only person who will use your
end product
A reality check: consider all features
you’re thinking of adding in light of
your persona
A substitute for actually testing your
ideas with potential users
Used to build empathy for potential
users
A bad idea!
14. Building Your UX Design Toolkit
2
https://static.pexels.com/photos/38554/girl-people-landscape-sun-38554.jpeg
Megan Rochester
22 years old
Student, University of Waterloo, studying Environment and Business
Lives in Waterloo, originally from Winnipeg
• Loves camping and being outside
• Buys “green”, sustainable products
• Is saving up for her graduate education
• Wants to adopt a dog but can’t right now, because she’s frequently out of the house,
due to class
Below is an example of a basic persona. Notice how we only need a few
lines of information to start empathizing with Megan and making her feel
real!
15. Building Your UX Design Toolkit
2
Another way we can make Megan come to life is by creating a Thinks –
Feels – Says – Does chart. Based on what we know about Megan, what
does she think, feel, say, and do?
Megan Rochester
Thinks
Says
Feels
Does
16. Building Your UX Design Toolkit
2
Here’s an example of what her chart might look like:
Megan Rochester
Thinks
Says
Feels
Does
“I hope I can afford grad school.” Homesick for family in Winnipeg
Volunteers at a local animal
shelter to be around dogs
Goes camping with friends
Sometimes sleeps through her
8:30 class after working on group
projects through the night
“Do I want to live in Waterloo or
Winnipeg? Should I try to get a
more permanent apartment?”
Determined to graduate with an
excellent academic standing
“I can’t this weekend, I’ve got to
work.”
At peace in nature
“EV3 is practically my second
home at this point.”
“I need more plants in my room.”
17. Building Your UX Design Toolkit
3
As a designer, it is important to make sure you understand exactly what the
problem is you’re trying to solve with your design. One way of making sure
you’re getting to the root cause is by crafting a problem statement.
Problem statements
As a…
I want…
So that…
Who are you designing for? Consider the persona
you’ve created.
What are they looking for? What is the underlying
problem they’re looking to solve?
What is the desired outcome? How will you know if
your solution was successful?
19. Activity: Show What You Know
1 2 3 Bringing it all together
Scenario: Imagine you’re working for a company who is trying to design a revolutionary new way
for people to transport liquid when they’re camping. Consider our persona from before and the
following problem statement:
Megan Rochester
22 years old
Student, University of Waterloo, studying Environment and Business
Lives in Waterloo, originally from Winnipeg
As an… environmentally conscious university student, I want… a
sustainable way to carry water with me so that… I always have water
when I go camping.
20. Activity: Show What You Know
Based on the information we have, what design decisions can we make?
We are designing for
students.
Megan favours
sustainable products.
The product needs to be
durable enough for
camping.
Megan doesn’t go
camping often because of
school, so this solution
will likely find its way into
her “daily life” too.
21. Activity: Show What You Know
Based on the information we have, what design decisions can we make?
We are designing for
students.
Though still durable, it needs to be
relatively cheap for the student budget.
Megan favours
sustainable products.
We need to create something that can
be reused a lot that will still maintain
quality.
The product needs to be
durable enough for
camping.
We probably can’t make the product
out of glass if it’s expected to survive
camping, so metal or plastic is a better
option.
Megan doesn’t go
camping often because of
school, so this solution
will likely find its way into
her “daily life” too.
The product should be built for
“domestic” life: it should be able to go
in the dishwasher, hold hot liquids, and
even potentially be microwave safe.
23. Conclusion
• What user experience is
• The role(s) of a user experience designer
• Some research techniques and how to ask questions that will help you to get information
about your design
• What a persona is and how to create one
• Building empathy through a Thinks – Feels – Says – Does map
• How to create a problem statement
• How to tie these components together to help inform design decisions
Today we learned:
24. Conclusion
This was just a very brief introduction to user experience- there’s so much out there to explore
and the field is growing by the day! Some great resources for further reading:
uxdesign.cc
The Design of Everyday Things by Don Norman
designresources.party
25. Conclusion
“Take chances, make mistakes,
and get messy!”
- Ms. Frizzle
Ms. Frizzle was a character created by Joanna Cole and Bruce Degen in 1985 for Scholastic for the Magic School Bus series.
Editor's Notes
Today we’re going to go in to a brief introduction to user experience design!
Topics covered will include an explanation of what user experience is, some tools that will help you think like a user experience designer, and an activity to apply what you’ve learned. The conclusion will summarize what we went over and also offer some other resources to consider checking out!
“User experience” is a buzzword that’s getting thrown around a lot, especially in tech. But what does it actually mean?
Don Norman, often called the “father of modern user experience”, says that user experience encompasses all aspects all aspects of the end-user’s interaction with the company, its services, and its products. “All aspects” is the important point here: often UX is thought to be limited to mobile apps or websites. However, think about that one time you walked up to a door and you couldn’t figure out how it opened. Push? Pull? Slide?? Or how about when you come across a whole bunch of light switches: which switch controls which light? You end up flipping all of them on before actually finding the one light you were looking for! These are examples of a poor user experience in the “real world”.
Consider all the different aspects of ordering a video game online. You could have a great experience on their website, but, when you actually get the game, maybe it isn’t compatible with the gaming system you have. That would be an example of a poor user experience- and how the company responds to your problem also helps to define your experience as positive or negative. If they take it back, no questions asked, you’ll feel a lot better about the company than if they make returns next to impossible.
In other words, all these factors and more contribute to the user experience of that video game!
So then a user experience designer is someone whose job it is to help design these end-to-end experiences so that they are positive overall. However, user experience designers might also have different responsibilities, depending on the size of the company and how many design resources they have to allocate. For example, a start-up might have a user experience designer who creates content, does research, and designs the UI. A UX designer in a larger corporation might just be focused on the interaction design, while someone else covers research, and yet another person works on the interface design.
These tools are meant to help you start thinking from the perspective of a UX designer. They are not by any means the be-all, end-all skillset, but it is definitely a great place to start!
Even if your job title isn’t “user experience researcher”, it’s always helpful to have a bit of background on how to conduct research that’ll give you useful information. Here are three different styles of research to help you get started:
Competitive analysis
What is the competition offering?
What are they doing well?
What are they struggling with?
Where is the opportunity for our company to enter the market?
Based on the market, what are the conventions that users would expect from your product?
Guerilla research
Good if you have one question you are looking to have answered
Should be quick: people are busy and won’t want to stay for longer than a minute or two!
Tell them in advance you just have one question you want to ask- setting the expectations from the get-go means they might be more likely to answer
Usability testing
Have a task for your user to complete
Don’t step in and show them what you want them to do: seeing where users struggle and what they have problems with is really valuable so you know where you have to “fix” your design
When you are doing research, you need to make sure you’re asking the right questions for the answers you need. For example, if you have a button and you’re not sure if its function is clear, asking “do you like this button here?” will not give you the information to know if the button’s function is clear or not. You’ll just learn whether or not the user likes the button placement.
Additionally, binary (yes/ no) questions will only give you yes/ no answers, so be very purposeful about when you ask them.
Open-ended questions usually encourage expansion on an idea, and yield better insights. Try to start your questions with the five 5 Ws (and an H): who, what, where, when, why, and how.
A persona is a great way to guide your designs. If done right, a persona even becomes part of the team… You consider their needs and wants as if they were a real person and one of your team members to boot! One of your greatest tools as a user experience designer is empathy for others. Creating a persona is a fantastic way to build empathy.
Megan is a 22-year-old student from UW, who’s studying Environment and Business. She lives in Waterloo and is originally from Winnipeg. She almost sounds like someone you know, doesn’t she? From this basic description, she’s already starting to take shape! From her additional information, her hopes (grad school), likes (dogs, nature), and struggles (wants a dog but can’t have one, needs money for school), we’ve built a complex person.
To fully round her out, we’ll do a Thinks – Feels – Says – Does map. Think about what we know about her: what kind of things would she think about? What would she worry about? What makes her happy? Is what she does aligned with what she says? (For most people, it’s not!)
Here’s an example of the filled in chart.
One of the biggest challenges as a designer is to make sure you’re solving the problem, and not slapping a Band-aid solution on the symptoms! Using the As a… I want… So that… structure can help you better get inside of the problem you’re trying to solve, for the person you’re trying to solve for.
Let’s put together all the techniques we’ve learned!
Imagine you’re working for a company who is trying to design a revolutionary new way for people to transport liquid when they’re camping. Consider our persona from before and the following problem statement: As an… environmentally conscious university student, I want… a sustainable way to carry water with me so that… I always have water when I go camping.
Based on this information, we can make some design decisions for our solution. (Also, notice we’re saying “solution” and not “water bottle”: the solution doesn’t necessarily have to be a water bottle! Specifying an exact solution too early limits what our designs could be.)
Take the four points on the side. Where did we get this information? Our persona and the problem statement! Notice that not everything was explicitly outlined: for example, because we know that Megan is really busy with school, we know that she doesn’t have a lot of time. Camping can take a lot of time, so we can make the connection that she probably doesn’t go camping often, and the solution would likely make it into “regular” rotation.
To design our ultimate solution, we’d have to distill these findings into the relevant information and include that in our designs.
For example, we need a solution that’s:
Durable
Not glass
Cheap enough for students
Reusable
Dishwasher safe
Able to hold hot liquids
Microwave safe?
In conclusion…
Today we learned what user experience is and the role(s) of a UX designer. We learned that their responsibilities can be very specific or very far reaching, depending on the resources the company has to allocate to UX. We learned about techniques for research, when to use which research style, and how to ask the real questions to get the information we need. We learned about personas and how to build empathy, and how to spin that information into a comprehensive problem statement. Finally, we learned how to tie all these components together to help inform our design decisions.
Here are a few more resources if you’re interested in learning more about user experience! This presentation really just scratched the surface: there is so much out there to learn…
And as Ms. Frizzle would say, the best way to learn is to “take chances, make mistakes, and get messy!” Practice analyzing the experience of waiting at the doctor’s office, trying to find the perfect pair of jeans, or opening an umbrella in the rain… Try to notice when you have a great experience, as well as when you have a difficult experience. What went well? What could go better?
Get out there and explore!! And always stay curious!!!