The webinar organized by Endeavour - The Mobility Company provides insights on Role of User Experience, popularly known as UX in the Mobility Landscape.
This document discusses human factors and ergonomics in software, hardware, and workplace design. It covers types of software interfaces like command-based, menu-based, and icon-based interfaces. It also discusses principles of user interface design, screen layout, and performance support systems. For hardware, it examines monitor, keyboard and mouse design. It analyzes workplace design including office layout models, workstation design, and behavioral concerns like territoriality and socialization. The goal is to apply knowledge of human physical and cognitive abilities to optimize people's interaction with technology and their work environment.
User experience design (UXD) encompasses all aspects of a user's interaction with a company, service, or product. It aims to meet customer needs and provide products that are enjoyable to own and use. UXD includes interaction design, visual design, graphic design, communication design, content design, sound design, service design, ergonomics, human factors, information architecture, and industrial design. UXD focuses on understanding user behavior, context, and putting the user first rather than features. It is an ongoing, team-based process involving research, concept development, prototyping, and product refinement. Great UX is simple and ensures users can successfully use products.
neodes is an award winning design firm helping various businesses & non-profits create integrated value for various stakeholders. We achieve this by employing our domain knowledge from the fields of Industrial design, Interaction design & Visual communication.
The document discusses various factors related to interface design, including the different types of interfaces, interface design activities, and key issues to consider. It notes that interface design involves user profiling, task analysis, defining screen layouts and objects, and evaluation. Some important interface design issues discussed are system response time, user help facilities, error handling, and consistency. The document provides examples and explanations for many of these factors.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
Usability behaviors: Usability and the SDLCTed Tschopp
A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
This document is a presentation on user experience (UX) design for developers. It discusses what UX is, who is responsible for it, the UX process, benefits of UX, evaluating UX success, and resources for UX and design patterns. UX is described as dynamic, innovative, subjective, focused on simplicity and context, and aiming for an invisible user experience. The entire product team is involved in UX across the product lifecycle. Developers are distinguished from UX developers by their additional focus on interactions, intuitiveness, and user goals.
This document discusses human factors and ergonomics in software, hardware, and workplace design. It covers types of software interfaces like command-based, menu-based, and icon-based interfaces. It also discusses principles of user interface design, screen layout, and performance support systems. For hardware, it examines monitor, keyboard and mouse design. It analyzes workplace design including office layout models, workstation design, and behavioral concerns like territoriality and socialization. The goal is to apply knowledge of human physical and cognitive abilities to optimize people's interaction with technology and their work environment.
User experience design (UXD) encompasses all aspects of a user's interaction with a company, service, or product. It aims to meet customer needs and provide products that are enjoyable to own and use. UXD includes interaction design, visual design, graphic design, communication design, content design, sound design, service design, ergonomics, human factors, information architecture, and industrial design. UXD focuses on understanding user behavior, context, and putting the user first rather than features. It is an ongoing, team-based process involving research, concept development, prototyping, and product refinement. Great UX is simple and ensures users can successfully use products.
neodes is an award winning design firm helping various businesses & non-profits create integrated value for various stakeholders. We achieve this by employing our domain knowledge from the fields of Industrial design, Interaction design & Visual communication.
The document discusses various factors related to interface design, including the different types of interfaces, interface design activities, and key issues to consider. It notes that interface design involves user profiling, task analysis, defining screen layouts and objects, and evaluation. Some important interface design issues discussed are system response time, user help facilities, error handling, and consistency. The document provides examples and explanations for many of these factors.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
Usability behaviors: Usability and the SDLCTed Tschopp
A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
This document is a presentation on user experience (UX) design for developers. It discusses what UX is, who is responsible for it, the UX process, benefits of UX, evaluating UX success, and resources for UX and design patterns. UX is described as dynamic, innovative, subjective, focused on simplicity and context, and aiming for an invisible user experience. The entire product team is involved in UX across the product lifecycle. Developers are distinguished from UX developers by their additional focus on interactions, intuitiveness, and user goals.
Designing Rich Mobile Apps in a Fragmented WorldWorklight
User experience and design best practices for the development of high-quality and engaging cross-platform smartphone and tablet applications that meet users' expectations.
The document discusses connected lifestyle solutions and the key factors for success. It describes how mobile devices, connected entertainment/media, homes, autos and health can come together into a connected lifestyle. It outlines customer expectations, usability, access, personalization, integration and other important factors. The document also discusses the services a company could provide to enable the connected lifestyle, such as device engineering, application development, server/cloud apps, testing and certification services.
The GUIDE project aims to create tools to help Connected TV developers integrate accessibility and personalization features for elderly users. It provides automatic adaptation of user interfaces, such as gesture and voice control, to users' impairments and preferences. A virtual user simulation allows developers to test designs "through the eyes" of elderly users. The project focuses on Connected TV platforms and develops example applications to simplify daily life for elderly citizens.
The document is a presentation by Lars Bodenhoff, Business Development Manager at MobileAdvisor, about Zenprise and enterprise mobility management. It summarizes that mobile devices and apps are proliferating rapidly, and the best companies are 3 times as likely to have a mobility strategy. It then outlines Zenprise's offerings for mobile device management, including their MobileManager software, ZenCloud cloud-based solution, and services and support. Finally, it discusses Zenprise's security, compliance, on-premise and cloud architectures.
Using the "five layers of enterprise mobile design" model, James Robertson shows how mobile devices are already transforming how we work. (Presented at Designing for Mobility conference in Melbourne, March 2013.)
User Experience - More Than Just a Pretty StickC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/YLazIT.
Lane Halley advises on building and organizing a User Experience process based on the Lean Startup cycle. Filmed at qconsf.com.
Lane Halley uses lean design & agile development methods to create Web & mobile products. Prior to joining Carbon Five, Lane worked as a UX coach and trainer (LUXr), an in-house design manager (Liquidnet), an agency designer (Cooper, Hot Studio), a director of User Experience (SenSage) and a video game producer (Mindscape/Electronic Arts).
User Experience - More Than Just a Pretty StickLane Goldstone
Presented at QconSF http://qconsf.com/sf2012/tracks/show_track.jsp?trackOID=678
What is user experience (UX)? Why does it matter? UX design is more than just making things look good. How do you create a compelling product that balances user and business needs, efficiently, using the resources you have?
This presentation provide a framework for thinking about the UX of your product and contains examples of my work as a product designer and UX coach for Agile and Lean Startup teams.
Jesse James Garrett outlines the key elements of user experience on the web. Originally, the web was conceived as a hypertext system, but it has increasingly become a software interface. This dual nature has caused confusion in terminology. The goal is to define these terms in their appropriate contexts and clarify the relationships between elements. A diagram is presented that maps elements such as visual design, navigation, information architecture and user needs for both conceptualizations of the web. The model is incomplete as it does not account for all influences on design or define a development process.
Enhancing the User Experience Through the Sense of TouchFITC
Touchscreens have become the default UI in mobile devices, but with their adoption, the lack of tactile feedback is a common complaint. The best applications today, involve multi-sensory – HD graphics and quality sound are no longer sufficient to stand out from the crowd. Haptics (vibration touch feedback) lets people feel what is going on in advance – powering intuitive experiences. Haptics can add a sense of realism which is unexpected in mobile applications. Android developers can now offer different haptic effects in mobile applications by leveraging new free tools and solutions that easily integrate haptic effects feedback into their designs.
In this session Immersion’s Haptic Expert Team, will demonstrate how to enhance the user experience, differentiate your applications from the hundreds and thousands of apps in the market and take your application to the next level of interactions. The presentation will introduce the concept of haptic feedback, development tools, and good design principles for creating haptic effects for mobile apps.
Evaluating and Improving Software UsabilityXBOSoft
The document discusses evaluating and improving software usability. It begins with an introduction that outlines the importance of usability, what usability is, and what user experience (UX) is. The agenda then lists topics that will be covered, including usability modeling and measurements, case studies on measuring and improving usability, and a summary. Key points are made about how usability relates to quality and user satisfaction. Frameworks for understanding usability and UX are presented, distinguishing between pragmatic and hedonic aspects of the user experience. Potential attributes for measuring usability in actual use are also listed.
This document is from MicroVision's 2011 annual shareholders meeting. It discusses MicroVision's pico projection technology for use in mobile devices, automotive head-up displays, and gaming applications. MicroVision aims to commercialize pico projectors using direct green lasers by 2012 to simplify manufacturing and reduce costs compared to existing synthetic green laser technology. The company priorities for 2011 include validating use cases and seeding samples to partners to build market awareness and help commercialize the technology.
my students use ideas from my class on business models to develop a business model for the LEAP, a new user interface for electronic systems. Users can interact with electronic products by moving their hands and the LEAP system recognizes and interprets the gestures. These slides discuss the value propositions for various customer segments including video games, robotics, and 3D modeling. Also discussed are the methods of value capture and strategic control for the LEAP.
Big picture design without Big Design Up Front (Agile Roots 2010)Desiree Sy
One of the toughest problems facing agile UX designers is keeping the big picture in mind while designing incrementally. This talk builds on prior work at Alias (now Autodesk) that described successful agile adaptations of usability testing, contextual inquiry and iterative prototyping. I’ll present a framework we used to create and implement multi-sprint designs for a complex product without violating the agile taboo against big design.
John Fouts has over 10 years of experience in user experience design, managing large projects with teams of 20+ people. He currently works as the Director of Experience Design at Kaneva, a social networking company, where he oversees user interface design, animation, and 3D art direction. Previously he held roles at IQ Interactive as Vice President of Operations and Lead Information Architect.
This document discusses the concept of LeanUX. It begins by clarifying that LeanUX is not about doing less UX work or being lazy. Rather, it is about minimizing waste and focusing UX efforts on validating product hypotheses through prototypes and customer feedback, rather than extensive documentation. The document provides several examples to illustrate LeanUX principles like developing minimum viable products to test ideas quickly and using metrics and iterative design to continually learn and improve. Overall, the document presents LeanUX as an approach to make UX work more efficient and focused on learning what customers need through early testing and feedback.
Applied innovation battle mid term updateArnd Brugman
1. Companies must constantly change and adapt to the exponentially growing technology environment through continuous design and an culture of embracing innovation.
2. Trust will be scaled through technology as organizations become more decentralized and distributed platforms, requiring companies to change and merging IT and business.
3. Platform economies show a world of transparency where reputation becomes the new currency and customers control access to services rather than ownership of products, opening possibilities for new working methods.
The document summarizes the user-centered design approach taken in the DEUS research project to develop solutions for deploying and easing use of wireless services. User research was conducted through observations and interviews in different application domains to understand user needs and tasks. Personas and scenarios were developed from this research. Prototypes of the solutions were iteratively tested with end users to refine the design based on usability feedback. The goal was to develop generic solutions that addressed common user requirements across application domains.
BrandExtract’s VP of Digital, Malcolm Wolter, delivered this helpful overview during our first quarterly Lunch & Learn for 2014, providing context around the mission of our Digital team and clarifying frequently used terminology. Malcolm’s presentation explains the components of UX so you can better understand the complex skill sets required of a highly collaborative, cross-functional team in delivering an effective digital experience.
- The document reports on surveys conducted to understand how people define and understand user experience (UX).
- 275 respondents from different countries and backgrounds generally agreed that UX is dynamic, context-dependent, and subjective, stemming from benefits users derive from products. However, UX is not seen as purely subjective where experience cannot be predicted or designed for.
- While there were some differences, respondents' backgrounds did not strongly influence their views. Those with more experience in user-centered design and UX saw UX as less subjective, having observed common characteristics across projects.
This document discusses the challenges of implementing large Product Lifecycle Management (PLM) projects and how to make them more cost effective. It argues that traditional centralized PLM approaches are no longer suitable due to trends like increased software content in products, globalization and faster development times. Instead, it advocates for a new PLM paradigm that seamlessly connects physical and software design using technologies like cloud computing and enables real-time collaboration across distributed teams. It also emphasizes the importance of systems engineering principles like requirements management and configuration control to successfully manage complex product development projects.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
The document discusses user experience (UX) and its importance in software development. It defines UX as the overall experience a user has when interacting with a product. The document outlines various UX competencies like information architecture, interaction design, and usability testing. It emphasizes designing software with a user-centered approach to ensure it is useful, usable and desirable. It also provides guidance on incorporating UX practices into .NET development.
Designing Rich Mobile Apps in a Fragmented WorldWorklight
User experience and design best practices for the development of high-quality and engaging cross-platform smartphone and tablet applications that meet users' expectations.
The document discusses connected lifestyle solutions and the key factors for success. It describes how mobile devices, connected entertainment/media, homes, autos and health can come together into a connected lifestyle. It outlines customer expectations, usability, access, personalization, integration and other important factors. The document also discusses the services a company could provide to enable the connected lifestyle, such as device engineering, application development, server/cloud apps, testing and certification services.
The GUIDE project aims to create tools to help Connected TV developers integrate accessibility and personalization features for elderly users. It provides automatic adaptation of user interfaces, such as gesture and voice control, to users' impairments and preferences. A virtual user simulation allows developers to test designs "through the eyes" of elderly users. The project focuses on Connected TV platforms and develops example applications to simplify daily life for elderly citizens.
The document is a presentation by Lars Bodenhoff, Business Development Manager at MobileAdvisor, about Zenprise and enterprise mobility management. It summarizes that mobile devices and apps are proliferating rapidly, and the best companies are 3 times as likely to have a mobility strategy. It then outlines Zenprise's offerings for mobile device management, including their MobileManager software, ZenCloud cloud-based solution, and services and support. Finally, it discusses Zenprise's security, compliance, on-premise and cloud architectures.
Using the "five layers of enterprise mobile design" model, James Robertson shows how mobile devices are already transforming how we work. (Presented at Designing for Mobility conference in Melbourne, March 2013.)
User Experience - More Than Just a Pretty StickC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/YLazIT.
Lane Halley advises on building and organizing a User Experience process based on the Lean Startup cycle. Filmed at qconsf.com.
Lane Halley uses lean design & agile development methods to create Web & mobile products. Prior to joining Carbon Five, Lane worked as a UX coach and trainer (LUXr), an in-house design manager (Liquidnet), an agency designer (Cooper, Hot Studio), a director of User Experience (SenSage) and a video game producer (Mindscape/Electronic Arts).
User Experience - More Than Just a Pretty StickLane Goldstone
Presented at QconSF http://qconsf.com/sf2012/tracks/show_track.jsp?trackOID=678
What is user experience (UX)? Why does it matter? UX design is more than just making things look good. How do you create a compelling product that balances user and business needs, efficiently, using the resources you have?
This presentation provide a framework for thinking about the UX of your product and contains examples of my work as a product designer and UX coach for Agile and Lean Startup teams.
Jesse James Garrett outlines the key elements of user experience on the web. Originally, the web was conceived as a hypertext system, but it has increasingly become a software interface. This dual nature has caused confusion in terminology. The goal is to define these terms in their appropriate contexts and clarify the relationships between elements. A diagram is presented that maps elements such as visual design, navigation, information architecture and user needs for both conceptualizations of the web. The model is incomplete as it does not account for all influences on design or define a development process.
Enhancing the User Experience Through the Sense of TouchFITC
Touchscreens have become the default UI in mobile devices, but with their adoption, the lack of tactile feedback is a common complaint. The best applications today, involve multi-sensory – HD graphics and quality sound are no longer sufficient to stand out from the crowd. Haptics (vibration touch feedback) lets people feel what is going on in advance – powering intuitive experiences. Haptics can add a sense of realism which is unexpected in mobile applications. Android developers can now offer different haptic effects in mobile applications by leveraging new free tools and solutions that easily integrate haptic effects feedback into their designs.
In this session Immersion’s Haptic Expert Team, will demonstrate how to enhance the user experience, differentiate your applications from the hundreds and thousands of apps in the market and take your application to the next level of interactions. The presentation will introduce the concept of haptic feedback, development tools, and good design principles for creating haptic effects for mobile apps.
Evaluating and Improving Software UsabilityXBOSoft
The document discusses evaluating and improving software usability. It begins with an introduction that outlines the importance of usability, what usability is, and what user experience (UX) is. The agenda then lists topics that will be covered, including usability modeling and measurements, case studies on measuring and improving usability, and a summary. Key points are made about how usability relates to quality and user satisfaction. Frameworks for understanding usability and UX are presented, distinguishing between pragmatic and hedonic aspects of the user experience. Potential attributes for measuring usability in actual use are also listed.
This document is from MicroVision's 2011 annual shareholders meeting. It discusses MicroVision's pico projection technology for use in mobile devices, automotive head-up displays, and gaming applications. MicroVision aims to commercialize pico projectors using direct green lasers by 2012 to simplify manufacturing and reduce costs compared to existing synthetic green laser technology. The company priorities for 2011 include validating use cases and seeding samples to partners to build market awareness and help commercialize the technology.
my students use ideas from my class on business models to develop a business model for the LEAP, a new user interface for electronic systems. Users can interact with electronic products by moving their hands and the LEAP system recognizes and interprets the gestures. These slides discuss the value propositions for various customer segments including video games, robotics, and 3D modeling. Also discussed are the methods of value capture and strategic control for the LEAP.
Big picture design without Big Design Up Front (Agile Roots 2010)Desiree Sy
One of the toughest problems facing agile UX designers is keeping the big picture in mind while designing incrementally. This talk builds on prior work at Alias (now Autodesk) that described successful agile adaptations of usability testing, contextual inquiry and iterative prototyping. I’ll present a framework we used to create and implement multi-sprint designs for a complex product without violating the agile taboo against big design.
John Fouts has over 10 years of experience in user experience design, managing large projects with teams of 20+ people. He currently works as the Director of Experience Design at Kaneva, a social networking company, where he oversees user interface design, animation, and 3D art direction. Previously he held roles at IQ Interactive as Vice President of Operations and Lead Information Architect.
This document discusses the concept of LeanUX. It begins by clarifying that LeanUX is not about doing less UX work or being lazy. Rather, it is about minimizing waste and focusing UX efforts on validating product hypotheses through prototypes and customer feedback, rather than extensive documentation. The document provides several examples to illustrate LeanUX principles like developing minimum viable products to test ideas quickly and using metrics and iterative design to continually learn and improve. Overall, the document presents LeanUX as an approach to make UX work more efficient and focused on learning what customers need through early testing and feedback.
Applied innovation battle mid term updateArnd Brugman
1. Companies must constantly change and adapt to the exponentially growing technology environment through continuous design and an culture of embracing innovation.
2. Trust will be scaled through technology as organizations become more decentralized and distributed platforms, requiring companies to change and merging IT and business.
3. Platform economies show a world of transparency where reputation becomes the new currency and customers control access to services rather than ownership of products, opening possibilities for new working methods.
The document summarizes the user-centered design approach taken in the DEUS research project to develop solutions for deploying and easing use of wireless services. User research was conducted through observations and interviews in different application domains to understand user needs and tasks. Personas and scenarios were developed from this research. Prototypes of the solutions were iteratively tested with end users to refine the design based on usability feedback. The goal was to develop generic solutions that addressed common user requirements across application domains.
BrandExtract’s VP of Digital, Malcolm Wolter, delivered this helpful overview during our first quarterly Lunch & Learn for 2014, providing context around the mission of our Digital team and clarifying frequently used terminology. Malcolm’s presentation explains the components of UX so you can better understand the complex skill sets required of a highly collaborative, cross-functional team in delivering an effective digital experience.
- The document reports on surveys conducted to understand how people define and understand user experience (UX).
- 275 respondents from different countries and backgrounds generally agreed that UX is dynamic, context-dependent, and subjective, stemming from benefits users derive from products. However, UX is not seen as purely subjective where experience cannot be predicted or designed for.
- While there were some differences, respondents' backgrounds did not strongly influence their views. Those with more experience in user-centered design and UX saw UX as less subjective, having observed common characteristics across projects.
This document discusses the challenges of implementing large Product Lifecycle Management (PLM) projects and how to make them more cost effective. It argues that traditional centralized PLM approaches are no longer suitable due to trends like increased software content in products, globalization and faster development times. Instead, it advocates for a new PLM paradigm that seamlessly connects physical and software design using technologies like cloud computing and enables real-time collaboration across distributed teams. It also emphasizes the importance of systems engineering principles like requirements management and configuration control to successfully manage complex product development projects.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
The document discusses user experience (UX) and its importance in software development. It defines UX as the overall experience a user has when interacting with a product. The document outlines various UX competencies like information architecture, interaction design, and usability testing. It emphasizes designing software with a user-centered approach to ensure it is useful, usable and desirable. It also provides guidance on incorporating UX practices into .NET development.
What are user experiences and how can we design them optimally? Why does UX matter and how does it interface with software development? And what does a unified design approach mean for front-end development at Semantico?
An introduction to UX - User Experience.
Where does UX come from, what are the benefits of using it, and how can it be applied to day to day agency work?
Understanding the User Centred Design process and how UX is an integral part of every piece of digital work that is produced.
Mental Models, Service Design & The Problem With ConvergenceHarry Brignull
This document discusses convergence in the context of telecommunications services and the importance of user experience (UX) design. It notes that while companies may offer converged services under a single brand, users form mental models of the services based on their individual experiences. This can lead to expectations not being met if the backend systems and organizational structure are not designed for true convergence. The document recommends three steps for organizations - 1) converging internal UX efforts, 2) converging product development, and 3) involving UX at the strategic level early in the process to align with user mental models. Proper service design is needed to connect the front-end and back-end experiences for successful converged services.
The document is a white paper from SpireMedia about the importance of usability in web design. It defines usability as how well a website helps users achieve their goals. Poor usability can damage brands through frustrating user experiences. SpireMedia advocates for user-centered design through techniques like user testing to understand users' needs and ensure websites are usable. Usability is at the core of SpireMedia's design process to create websites that strengthen brands and satisfy user goals.
Building for People: 5 Practical Tip for Greating Great UXqixingz
If the 20th century is about technology functions, then the 21st century is about technology users. Building useful, usable, and attractive software applications for people is critical to win customers. User Experience (UX) is much more than just UI, it includes all key aspects of application such as performance and availability that you as developers concern. This session will start off with the ROI of great UX and why you should care. Then, 5 practical tips for creating great UX will be shared that you can take home and start improve your software UX right away.
The agenda covers an introduction to Adobe and customer experience management, the Adobe Digital Enterprise Platform, customer experience solutions in two parts, partnering with Adobe, and closing comments. The document then discusses Adobe's customer experience solutions across the customer journey from learning to committing. It also introduces the Adobe Digital Enterprise Platform for modern technology and context.
User Experience (UX) Design and User Interface (UI) Design are related but distinct roles. UX Design focuses on the overall user experience through research, testing, and iteration. UI Design is responsible for visual design and translating a product's development into an attractive and responsive interface. While UX Design is analytical and involves the entire customer journey, UI Design focuses on visual elements, typography, and crafting interfaces for different devices. Both roles are important for enhancing usability and customer satisfaction.
1) The document discusses usability and user experience in product design. It defines usability as how effectively and efficiently users achieve goals, while user experience encompasses all aspects of a user's interaction with a product.
2) The document advocates for user-centered design and emphasizes the importance of involving users early in the design process. It notes that user-centered design can dramatically reduce downstream costs from issues like maintenance and product revisions.
3) The document provides an example of an early-stage concept map for a software product created using user-centered design methods. It illustrates how focusing on users early can allow for flexibility to incorporate their feedback before a design is finalized.
This document provides an overview of the services offered by Pull Media LLC to help businesses develop digital products and services. It outlines Pull's methodology, which involves conducting research such as interviews and observations to gather user insights, then synthesizing these findings to design interactive applications. The document shares examples of Pull's process, which can be customized for different projects, and highlights the importance of user testing to refine designs. It also includes samples from Pull's work, like prompts used in interviews and mental model diagrams created from research findings.
Integrating usability testing into agile updatedElisa Miller
This presentation describes a case study from GE Healthcare, where I conducted usability testing every two weeks in conjunction with the sprint cycles.
The document discusses user experience design (UXD) and the importance of including UXD professionals on product development teams. It provides examples of how UXD can improve outcomes at various stages, including helping understand customer needs during pre-sales, conceptualizing digital strategies during project inception, prototyping and testing designs during development, and iterating based on user feedback. The overall message is that involving UXD from the start of a project can lead to happier end users, more sales and profits for businesses, and the delivery of greater overall value.
This document discusses a study on user experience (UX) in web applications. It first defines UX and discusses how interaction is a key part of maps and visualizations as they become more interactive online. It then discusses how UX design focuses on user comfort and flexibility due to diverse information provided by web apps. The document reviews related work on UX methods, designs, and factors affecting app popularity. It also discusses UX methodologies like skeuomorphic, flat, and material design. The key goal of UX design for web apps is optimizing the user experience.
The document discusses the importance of user-centered design when redesigning the Campus Solutions database at Embry-Riddle Aeronautical University. It emphasizes engaging users through aesthetics initially, but notes that usability becomes more important over time. User research is essential to understand student and faculty needs and mental models. A redesign of Campus Solutions could enhance the user experience by improving information architecture, visual design, and other interface aspects based on usability testing. The goal is to make the database more intuitive and optimized for completing tasks.
Fundamental principles of Usability and User Centred DesignBART RADKA
The document discusses fundamental principles of usability and user-centered design. It defines usability as the effectiveness, efficiency and satisfaction with which users can achieve goals in a particular environment. It emphasizes involving users in the design process through techniques like interviews, observations, personas and prototyping to gather requirements and iteratively test designs. The goal is to create intuitive, learnable and robust interfaces through an approach focused on the user experience.
The document is a report submitted by Aditya Narayan Chaudhary about his summer training internship at MIND LUSTER focused on UI/UX design. It includes sections on the UI/UX design process, different design processes and their applications, details about his finance app project, and conclusions. The training provided practical experience in applying skills learned in class to develop new design ideas that could change human-computer interaction.
I created this presentation as a brief overview on Usability engineering a.k.a user experience in the context of Software Development. For more details, you can log on to www.texavi.com
User Interface (UI) and User Experience (UX) Design Principles in Software De...Attitude Tally Academy
User Interface (UI) and User Experience (UX) Design Principles in Software Development
Useful Link: https://www.attitudetallyacademy.com/functionalarea/full-stack-web-development
Understand how Endeavour built a state-of-the-art personalized shopper engagement platform, and saved 70% development costs by leveraging Xamarin platform to develop native apps for Android and iOS from a single code base, and accelerated app development and code-sharing using Portable Class Libraries (PCL).
This case study explains how Endeavour Software Technologies, helped develop a visual transaction signing solution for a leading electronic signature solutions company. The highlight of the solution was an identity management feature. The solution was also built keeping in mind the safety standards, thereby safeguarding it from malicious attacks.
This case study takes a look at how Endeavour Software Technologies helped a leading Canadian financial services company, build a check cashing mobile solution, allowing its customers to save time by doing away with the hassle of visiting a bank or an ATM.
Leadership can be inspiring, life-altering — and necessary. Sometimes you need to learn from the best to inspire others. Here are a few tried and tested leadership advices which have inspired a lot of employees in our organization. Read along. As Seth Godin says, This Might Work. And if it does, do share your experiences.
The wave of the Internet of Things (IoT) is hitting the enterprise world at a very rapid pace. Let us take a look at a few predictions, covering the evolving technology and business landscapes, with the inclusion of this disruptive technology. This presentation delves into the impact IoT will have on business and technology landscapes over the next 5 years and how it’ll affect enterprises.
Cloud has evolved to become a key strategic value driver for businesses in various functional and IT areas. Here’s a look at the top verticals and their key priorities areas while considering cloud, the business impact and common concerns associated with cloud adoption.
Developed a state-of-the-art personalized shopper engagement platform for a technology company, that enabled shoppers to search, compare and receive relevant offers on the go.
Developed a modular disease management platform for a health solutions company, that enabled self-management and anytime, anywhere access to patient information.
The client, a large realtor from the tri-state area, needed a sign tracking system to allow agents to order and track the status of sign orders for listings. Endeavour developed a responsive web application using HTML5, Java, and Amazon Web Services that integrated the client's ordering and tracking systems. The solution provides reporting, scalability, and mobile access. It allows 5 user access levels and was chosen for its ability to meet the client's needs and future flexibility.
Built a headhunting solution for 165+ consultants spread out across 24 countries, which provided them comprehensive information on prospective candidates to power the entire hiring process.
Designed a solution which consolidates and integrates the information available with investment managers spread worldwide, empowering managers to access important information related to their portfolio contacts and workflows on the move.
Designed and deployed an ergonomic, multi-lingual mobile platform that empowered the client's global sales force to manage inventory more efficiently. This solution helped reduce transaction time by 50%, improved TAT by 3 secs and boosted overall performance.
Mobile technology has sparked disruptive innovations in the healthcare industry, empowering healthcare institutions with new business models that deliver high quality and low cost healthcare services. mHealth empowers patients with on demand access to medical records and powerful clinical decision support tools that enable them to actively participate in their treatment plans. Healthcare stakeholders are now compelled to reassess and repurpose how they deliver various healthcare services.
The document discusses the potential for Google Glass in enterprise settings. While consumers have viewed Glass as unfashionable, the document argues the technology could significantly benefit businesses. It provides examples of how Glass could help surgeons record surgeries, doctors access patient records, police check licenses, and more. The document concludes that Glass may benefit many companies by improving remote collaboration and that IT departments should start supporting Glass applications to help drive enterprise adoption.
This whitepaper looks at the role of Android Wear in today’s wearable market. It provides insights into vertical specific use cases for different enterprise possibilities and also gives a glimpse of future market trends.
The whitepaper presents a holistic view of the digital retail space. It decodes the impact of technologies like NFC, Beacons and Apple Pay while giving a glimpse into trends and challenges associated with m-Commerce.
The presentation looks at the emergence of the internet of things along with its implications on the enterprise world, with vertical specific use cases.It suggests ways in which enterprises can adapt while presenting a futuristic outlook of this emerging technology.
This webinar presentation by Endeavour (http://www.techendeavour.com/) provides insights into the latest and innovative OS released by Apple, the iOS 7. Listen to the webinar recording @ http://www.techendeavour.com/webinars/ios7-looking-beyond-parallax
The webinar by Endeavour (http://www.techendeavour.com/) provides insights into how to accelerate mobile application development by leveraging reusable component frameworks.
Title: User Experiecne (UX) on Mobility LandscapeUX = User Experience
Agenda of this ppt / webinarImportant of UX : why UX is most gang-ho in today’s inforamtion worldUX defination: what are the perceptions about UX defination and what Endeavour UX lab defination?Mobile UX approach: lots of way people are exploring UX & overall process....we will cover genric methodology of Mobile UXDos & Don’ts : summry of what we have gained from past our experienceLet’s go to agenda 1.0 Importatn of UX
Let’s go to agenda 1.0 Importance of UX
Objective: this slide focus about importance of UX in general & new dimensions of information world.I will talk about brand / experience awarness, compartively better design example, Environmental experiences on human braing & perception and new dimensions of touch to create lasting impressions of user experience.
The experience starts with awareness...Create awareness of your brand / products / service through your quality user experience & it’s one of the important aspect of design communication...
A well made, simple design is always better than a complex design that is poorly executed....As you see ipad & it’s wonderful design language.....please note simple design does not mean blank canvas but rather it convey design that is clear & better for the purpose.This is one of the very important aspects of user experience in this clutter world of information edge, competition and mobility solution for your organization or brand expression.
Here look at the interior design of this room.... (take to next slide)
Wow....that’s what user experience is all about......Create wow factor using different environmental factor to engage user’s perception & also it help to provoke expectations & desires for better user experience.
Yes, (you read correct...) in today's world how about bringing symbolic gestures or physical language to create better ENGAGING solution...
There are many more parameters or dimensions, one can define.....butUltimately all these applied parameters should create moments to connect people for better mobile life style....This is very important to establish of relationship between physical world & digital information world and it’s access.....----------So far I was talking about the why part of user experience.....now let’s move what we understand about user experience......Next slide please...
Let’s go to agenda 2.0 UX Defination
As slide speaks itself ......myths and facts about user experience (UX)...Let’s talk one by one..MYTH:UX design is user interface....User interface (UI) is part of the UX ....as FACT says UX design is a holistic design that covers, User Interface (UI), User Research, Design Study, Prototype, Usability....etc2) UX design is to create animation / interactivity....Many people think to bring some kind of animation or interctivity to context...& that is the UX designAs FACE says, UX is about to create contextual experiecne....context drives interactivity & level of it’s importance3) UX is about Usability to perform task :It’s not just usability or to create better task flow...UX defines the usability of the actual task and also brings the hidden value of the user’s actual needs rather than just wants...4) A diffrentiator of selling product or service..I might be partially agree...As FACT says.....UX create better value propostion to make it more usable & desirable product or service...and visaula appeal or a look one aspect of it5) UX is same for all the platform & reslotuion:Not so true....As a FACT, we need to follow certaion user behaviour as well deisgn guidelines of particular technology as it helps to maintain the better usablity....At thesame time we need to create holistic user experience across platform to make consistant brand value of the product / service6) UX is about Jazz...What to say....for this....As a fact, UX creates better, clear and responsive design....that’s the whole objective of Endeavour UX lab.----------Next slide please
Let me talk about UX definition...or different Guru’s talk about need of the UX definition....----------------Seefigure 1 (honeycomb)Peter Morville’s HoneycombHere's how I explain each facet or quality of the user experience: Useful. As practitioners, we can't be content to paint within the lines drawn by managers. We must have the courage and creativity to ask whether our products and systems are useful, and to apply our deep knowledge of craft and medium to define innovative solutions that are more useful. Usable. Ease of use remains vital, and yet the interface-centered methods and perspectives of human-computer interaction do not address all dimensions of web design. In short, usability is necessary but not sufficient. Desirable. Our quest for efficiency must be tempered by an appreciation for the power and value of image, identity, brand, and other elements of emotional design. Findable. We must strive to design navigable web sites and locatable objects, so users can find what they need. Accessible. Just as our buildings have elevators and ramps, our web sites should be accessible to people with disabilities (more than 10% of the population). Today, it's good business and the ethical thing to do. Eventually, it will become the law. Credible. Thanks to the Web Credibility Project, we're beginning to understand the design elements that influence whether users trust and believe what we tell them. Valuable. Our sites must deliver value to our sponsors. For non-profits, the user experience must advance the mission. With for-profits, it must contribute to the bottom line and improve customer satisfaction.--------------Now see figure 2 ( element of design by Jesse James)The Elements of User ExperienceA basic duality: The Web was originally conceived as a hypertextual information space; but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements.-------------See figure 3 Here we talk about our definition.....At Endeavour, UX is a sum of effective utility, usability and desirability...--------------And let me also share about the core disciplines of UX - in general.....next slide please
Here is the 6 core disciplines of mobility ux @ Endeavour UX lab...Let me explain you each of this one by one....Please read out....User Research: Understanding the people who use a product or system through observations.Design Strategy: Planning for the creation, delivery, and governance of useful, usable content.Information Architecture: Identifying and organizing information within a product or system in a purposeful & meaningful way.Interaction Design: Designing the interactive behaviors of a product or system with a specific focus on their use.Visual Design: Designing the visual qualities of a product or system in an aesthetically pleasing way.Usability Study: Measuring the quality of a user’s experience when interacting with a product or system.---------------------We talked about so far why UX?.......and UX definition & roles.........Now the point is how to implement or to create better design.........Yes, some of you are guessing it right.......i am talking about what methodology should be used?------------Next slide please
Let’s go to agenda 3.0 Mobile UX approachBut before I go....let me breif you....----------------There are multiple methodologies people adapt.....based on the context, demand of business & practice...so on & so forthBut let me touch upon generic process or an approach of Endeavour UX lab-----------------Next slide please
And here is the generic process of UX in mobility.....1) Understand & AnalysisUnderstand the context & objective of the application & what is the core value of the business / usage.2) Design:Design stage is the most creative part of this process, where you create story board based on the user research & behavior study to create better solution in terms of Information Architecture (IA), Visual Design (VD).....And the more the options / quantity of varied idea....is the better to choose quality Also one of the important point is to validate design....by creating prototype to confirm the better direction from number of options3) Test:This stage is all about testing design solution in terms of usability, user scenario or user case as well quality analysis of responsive design.Also based on this we can iterate design solutions to reduce lead time of development...and off course better solutions / design.----------Let me touch upon each,......Please go to next slide
This step helps to understand the business domain of the problem by discussion with stack holder’s interview....that represent group of different people from business organization key decision maker to end userAnd kick-off meeting helps to understand the project team, experts, stack holder as well objective of the solution...it is a open forum to create strategy of the user experience & most important forum to listen....listen all aspects of challenges....limitations....technology...time line....real problems....And selected focus group study / user interview helps us to focus on core objective & context inquiry helps us to understand the usage scenario and behavior of user....As you know UX center around user....people...Let’s understand contextual study of it.....------------UX is all about contextual experienceAnd we study user, their behavior by sheer observation, one-to-one & focus group study.....to understand their demographic study....., usage pattern....., cultural resembles & social behavior...., environmental context of the problems / usage or focusThis is the great way to differentiate requirements wants vs actual needs.....This study gives opportunity to find real better solution and also bring stage to unique problem solution as well as to create innovation.....it simply amazing--------------------Saying so .....Let’s convert or translate our study & analysis of user research, objective & context to design exploration to next level....i.e. Design stage----------------------Let me touch upon it in next slide
But What to focus...where to focus...what solution....There are more subjective questions of design......and the answer areCreate personas to focusObserve user behavior with different methodologies-------------Saying so .....Let’s convert or translate our study & analysis of user research, objective & context to design exploration
1) Let’s start the story board with sketching....The old & the iterative best methods of design....sketchingSo what you are waiting for....let’s get on paper.....------------2) Next step is to create wireframe.Wireframes are simply a tool for communicating design directions of information architecture & navigational flow.This is the stepping stone of effective utility & usability.-------------------------3) And then visual design....And here are the element of successful visual design?Layout: all about grid, space, proportion & hierarchy of information (grouping) / images / structure etc...Typography: one of the important elements....of Visual design. It defines readability (how easily readable) and legibility (the weightage of the text / information, in short how easily viewable)Color: it gives life to a blank canvas....yes color play & it’s valuation sets the tone of liking or disliking....it’s also depends on contextual / cultural aspect of usage..Response: non the less, to make it successful visual design, the hidden agenda or navigation has to be clear & responsive....here usability play very good role in definition of responsive visual design....--------------Let me mention here, wireframe design & visual design is the iterative process by nature....more the option , better the solution---------And prototype / mock-up of wireframe & visual design helps to validate the design decisions based on the utility & usability study along with visual appeal of the solution.------------Overall these activity gives confident to client as well as designer’s to be on right path & reduce the later changes of actual development....------------So we talked about step 2 : DesignNow let me talk about Test – step 3......in next slide
Once we develop actual application, the testing phase really help us to understand actual user behavior in certain environment.We use different kind of usability testing...such as user interview, focus group review, out of room study, heat map study, actual motion / environment studyThese help us to avoid any assumptions of design decision as well it helps to improve overall quality of user experience...
Let’s go to agenda 4.0 Dos 7 Don’t’s
So what’s in store for User Experience ?
As you see some of these application / feature already implemented / displayed to create great user experience...As you see.....clock wise direction from top left sideAugmented realities based on location & visual recognitionGaming consoleMicrosoft surface projectWearable devicesEtc....