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.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Why meetings matter to designers; common pitfalls for bad meetings (and conversely, characteristics for good meetings) and tips on how to have more effective meetings.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
User Experience Design Fundamentals - Part 2: Talking with UsersLaura B
#2 in a 3-part series on UX Fundamentals: Talking with Users
Understand why you should talk to users to uncover, validate and/or understand their goals.
Learn how and when to talk with your users:
User research methods
Planning
Best practices for interviews
Remote Fieldwork: How observational studies elevated usability at AutoTrader.comEmily Schroeder
While traditional task-based usability research provides invaluable insights, sometimes expanding your practice to include additional methodologies allows usability to have greater influence in an organization. In this session, you will learn how adding remote observational studies enabled the team at AutoTrader.com to become more involved in projects from the beginning.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Why meetings matter to designers; common pitfalls for bad meetings (and conversely, characteristics for good meetings) and tips on how to have more effective meetings.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
User Experience Design Fundamentals - Part 2: Talking with UsersLaura B
#2 in a 3-part series on UX Fundamentals: Talking with Users
Understand why you should talk to users to uncover, validate and/or understand their goals.
Learn how and when to talk with your users:
User research methods
Planning
Best practices for interviews
Remote Fieldwork: How observational studies elevated usability at AutoTrader.comEmily Schroeder
While traditional task-based usability research provides invaluable insights, sometimes expanding your practice to include additional methodologies allows usability to have greater influence in an organization. In this session, you will learn how adding remote observational studies enabled the team at AutoTrader.com to become more involved in projects from the beginning.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
In my presentation we will talk about what is User Experience (UX) and why it is important nowadays.
Also we will briefly talk about Usability of a product and how to contact some easy Usability tests.
Finally we will learn the 10 Heuristics of Nielsen and revers-engineer our way back to designing thoughtful User Interfaces (UI) based on those rules of thumb.
Disclaimer: I am not a UX researcher or expert! I am a UX enthusiast. I am trying to study and learn as much as I can about UX (workshop, seminars, uni classes, articles etc.) and all I am trying to de here is to make people understand the importance of it, through what I have learned so far.
Creating Your Dashboard & Universal Measures with Userzoom – The Deep-Dive Ho...UserZoom
Dr. Peer covers how experienced practitioners can accomplish bringing Universal Measures to their organizations by creating their eXperience Score, determine their story, and crafting their executive dashboard and product scorecards.
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
General UX activities & process overviewBen Melbourne
Here's a somewhat somewhat lengthy (by still far from comprehensive) presentation introducing and detailing the process and activities involved in Agile UX. The content focuses on introducing the basic steps of UX and explaining what they are.
It's liberally referenced from anywhere I could cut and paste from, and includes lots of links for more reading, where more comprehensive explanations of each activity can be found.
This presentation is an exploration into why companies that invest in user experience (UX) design have better customer experience (CX) outcomes and how the resulting overall brand experience (BX) builds the value of the brand. Today, more than at any other time, it is becoming increasingly clear there a strong link between designing for experience and the resulting value to its respective brand.
Although design is often difficult to define and measure, the correlation between design investment and its resulting, extraordinary stock performance is undeniable. So, what is UX and how does it affect the CX, which in turn affects the brand BX? The difference between a customer and a user for a product is a subtle but important one, but one that business stakeholders need to keep in mind.
In this presentation, we will explore the differences between the user, customer and resulting brand experience and its correlation to one another. We will present tangible results from companies who invested in design, believed in its value and succeeded.
Learn more: http://www.ics.com/ux-video
In my presentation we will talk about what is User Experience (UX) and why it is important nowadays.
Also we will briefly talk about Usability of a product and how to contact some easy Usability tests.
Finally we will learn the 10 Heuristics of Nielsen and revers-engineer our way back to designing thoughtful User Interfaces (UI) based on those rules of thumb.
Disclaimer: I am not a UX researcher or expert! I am a UX enthusiast. I am trying to study and learn as much as I can about UX (workshop, seminars, uni classes, articles etc.) and all I am trying to de here is to make people understand the importance of it, through what I have learned so far.
Creating Your Dashboard & Universal Measures with Userzoom – The Deep-Dive Ho...UserZoom
Dr. Peer covers how experienced practitioners can accomplish bringing Universal Measures to their organizations by creating their eXperience Score, determine their story, and crafting their executive dashboard and product scorecards.
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
General UX activities & process overviewBen Melbourne
Here's a somewhat somewhat lengthy (by still far from comprehensive) presentation introducing and detailing the process and activities involved in Agile UX. The content focuses on introducing the basic steps of UX and explaining what they are.
It's liberally referenced from anywhere I could cut and paste from, and includes lots of links for more reading, where more comprehensive explanations of each activity can be found.
This presentation is an exploration into why companies that invest in user experience (UX) design have better customer experience (CX) outcomes and how the resulting overall brand experience (BX) builds the value of the brand. Today, more than at any other time, it is becoming increasingly clear there a strong link between designing for experience and the resulting value to its respective brand.
Although design is often difficult to define and measure, the correlation between design investment and its resulting, extraordinary stock performance is undeniable. So, what is UX and how does it affect the CX, which in turn affects the brand BX? The difference between a customer and a user for a product is a subtle but important one, but one that business stakeholders need to keep in mind.
In this presentation, we will explore the differences between the user, customer and resulting brand experience and its correlation to one another. We will present tangible results from companies who invested in design, believed in its value and succeeded.
Learn more: http://www.ics.com/ux-video
UXD - A quick overview on what you need to work with your UX team Guilherme Rodrigues
The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
This is a quick overview of my design process which I can hardly call my own, because most of it is based on the work done by various experts in the field. I have compiled this to make it easier for anyone to get a quick overview of an end to end research to development lifecycle.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
User Experience professionals are commonly called upon to fix a problematic design or help drive product enhancements. There is a wealth of research methods to help assess the success of an existing interface. But what about the early phases of a new product or concept? Do these same methods still apply? How can you best tailor your approach to gather useful input when your product and/or company are still in the formative stages?
For this presentation, Dorothy M. Danforth will discuss various low overhead, high-impact research methods available to Web Designers and UX professionals when creating new products, scenarios for when and how to use these methods, as well as general insights on how to get the most out of early stage R&D processes. Some illustrative examples and ideas from past product-concept research efforts will be provided.
Talking points to include:
• considerations when developing a UX focused research plan for a new product or concept
• how brand and corporate culture can impact and possibly drive interface decisions
• how the research process can identify organizational knowledge gaps (and vice versa)
• integrating UX research within the creative (visual design) and engineering processes
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
Simple Ways of Planning, Designing and Testing Usability of a Software Produc...KAROLINA ZMITROWICZ
Originally presented at QS-Tag 2016
https://www.qs-tag.de/en/abstracts/tag-1/simple-ways-of-planning-designing-and-testing-usability-of-a-software-product/
Are you looking to gather insights from your potential customers? When it comes to your prospects, do you really know what they want? Many startup teams tell us they are missing the key information they need to get into their users' mind. Without this information, the products often fall short of delighting users.
There are those that believe that user research and usability testing must be a complex and scientific process that takes lots of time, money, and resources. However, in the real world, most startups don't have the luxury to spend weeks or months on their user research. That's where guerrilla research techniques come into play.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
The marriage of people and technology - Jon Winter, Worthers Media Solutions Internet World
Digital Marketing Theatre - June 18th, 11:30-12:00
The presentation looks at the importance of integrating real people at each stage of the web development lifecycle to create intuitive user centred solutions.
Task maps. Customer journeys. Cognitive walk-throughs. All are artifacts of our process of seeking understanding about our users that we likely create on a regular basis. But how can we better connect that work to the process of web site data collection and analysis?
Learn how we can adapt our existing process and artifacts to drive the definition of what user data we need to collect, as well as how to better analyze and validate what we do, including:
- Using existing site analytics to set a behavioral baseline.
- Defining what we want to measure based on task maps and other UX artifacts.
The result? Consensus on user behavior as expressed through data that can be used to tell the evolving story about our users and create better products for them.
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https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
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Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
3. What we will cover today
• Overview and Why
• Usability Principles
• Workflow of a UX designer
• Tactics and Tools
• How to get involved
4. What is User Experience?
“User experience is a discipline focused on designing
the end-to-end experience of a certain product.”
- from Rui Barroca, Product Designer
6. UX Design
UX Design encompasses = Visual Design, Content
Messaging, and How Easy it is for a User to
Accomplish a Task.
As people, we all have different mental models to
define our world.
7. What is Usability?
Usability has to do with:
• Effectiveness - can users complete tasks, achieve
goals with the product
• Efficiency - how much effort do users require to do
this?
• Satisfaction – what do users think about the
products ease of use?
8. Why does UX matter?
- Fast Company Design article
http://www.fastcodesign.com/1669283/dollars-and-
sense-the-business-case-for-investing-in-ui-design
9.
10.
11.
12. - March 18, 2015 Infographic from Frank Spillers
published on Experience Dynamics; https://
www.experiencedynamics.com/blog/2015/03/30-
ux-statistics-you-should-not-ignore-infographic
18. Nielsen’s 10 Usability Principles
1. Visibility of System Status
Keep users oriented and clear about where they
are in the system or where they are up to in a
process.
“I know what’s going on.”
19.
20.
21. 2. Match between the System and the real world
Follow real-world conventions, making information
appear in a natural and logical order.
“I know what you’re talking about.”
Nielsen’s 10 Usability Principles
22.
23.
24. Nielsen’s 10 Usability Principles
3. User Control and Freedom
Users should be free to select and sequence tasks
(when appropriate), rather than having the system
do this for them.
“Oops, let me out of here.”
25.
26.
27.
28. Nielsen’s 10 Usability Principles
4. Consistency and Standards
Follow platform conventions. Principle of least
surprise.
“Seems familiar, makes sense.”
29.
30.
31.
32. Nielsen’s 10 Usability Principles
5. Help Users Recognize, Diagnose, and Recover
From Errors
Error messages in plain language. Give users
understanding of how they will solve the problem in
plain language.
“I know what went wrong, I can fix it.”
33.
34.
35. Nielsen’s 10 Usability Principles
6. Error Prevention
Even better than good error messages is a careful
design that prevents a problem from occurring in
the first place.
“Glad I didn’t do that.”
36.
37.
38.
39.
40. Nielsen’s 10 Usability Principles
7. Recognition Rather than Recall
Make objects, actions, and options visible.
“I know what I need to do here.”
41.
42.
43. Nielsen’s 10 Usability Principles
8. Flexibility and efficiency of use
Cater the system to the inexperienced and expert
user. Encourage exploration.
“Allow me to do more or less.”
44.
45.
46. Nielsen’s 10 Usability Principles
9. Aesthetic and Minimalist Design
Dialogues should not contain information that is
irrelevant or rarely needed. Simplicity.
“Looks good, works beautifully.”
47.
48.
49. Nielsen’s 10 Usability Principles
10. Help and Documentation
Integrate help with the system. “How do I…?”
“Okay, I need help.”
57. What does this UX person do?
• Research
• Information Architecture
• Interaction Design
58. PLANNING AND DISCOVERY METHODS
Goal: Find out WHAT you
are trying to accomplish
and for WHOM.
59. UX Questionnaire
Ask the product owner or client these questions:
What is the primary goal of the site/app? Secondary goal?
Is this part of a larger marketing plan? If so, please briefly describe.
Why is the website being redesigned?
Who is the primary demographic? Secondary demographic?
What is the most likely user scenario? (Example: X visits the site, clicks on Y, which translate into action Z.)
What is your ideal user scenario? (What should they do when they come to the site?)
Who are your peer schools/programs?
What existing content/functionality must stay?
Is there any content that you’d like to add?
What content needs to be moved to the new site? All? Does it need to be edited/updated?
Is there any content that should be added? Created?
Is there any content that can be removed?
If yes, to any of the above, what is the timeline for content creation?
How will we evaluate if the project is successful?
Who are your key stakeholders? Is there any one else I should talk to?
63. Competitive Review
A competitive analysis is used to evaluate how a given
product’s competition stacks up against usability
standards and overall user experience.
64. User Research
• The most important thing we can do.
• Understanding who.
• Step 1: Who are our users, what do they care about,
why are they coming here, what is important to
them?
• Step 2: Is this effective?
66. Organizational Research
• Organizational research is learning about those
individuals and rules that make up an organization.
• Identify and interview stakeholders, do analysis
67. Competitive Research
• Who also competes for your user’s attention to fill a
need?
• In most of our cases, it is examining peer schools or
products.
• Tactic: Competitive Audit (strengths, weaknesses,
opportunities, threats)
68. User Research
• User Research is ethnography, the study of humans
in their natural environment.
• Understanding how and why they behave is very
different than gathering opinions.
• Goal: to identify patterns/behaviors and develop
empathy.
70. User Research
• Talk to humans: one-on-one interviews
• Contextual inquiry: observe users in their natural
environments
- Uxpassion.com
71. Evaluative Research
• Evaluative Research is assessing the merit of your
design.
• Answering our question: Is this effective?
• Tactics:
1. Heuristic Analysis (UX Expert Review)
2. Usability Testing
72. What can you test?
• What can you test?
– Existing site or application before it’s redesigned.
– Competitors service or product.
– Early sketches and prototypes.
– Final product (eee!)
73. Usability Testing
• Is watching the user trying to do something so you
can detect what confuses or frustrates them.
• Main point: You watch people actually use the thing
you are working on versus talk about it.
• Three key people: Facilitator, participant, note taker
74. Proto-Personas
• Technique to provide empathetic, customer-
oriented thinking without necessarily requiring you
to do exhaustive customer research or have loads
of statistical data to under pin your thinking.
77. Information Architecture
Information architecture (IA) focuses on organizing,
structuring, and labeling content in an effective and
sustainable way. The goal is to help users find
information and complete tasks.
- Wikipedia
82. Content Analysis/Patterns
• content matrix that separates out each piece of
content type = content modeling
• includes recommendations, attributes, and
suggestions.
83.
84. Content Priorities
• A priorities list of most important types/pieces of
content.
• Example: Registration button, about paragraph, key
dates, news articles, directory of people, resources
86. Design Brief
• Describes at a high level the target design solution,
the features/personality of the product, and who it
is designed for.
• Principles: What should the experience of using the
product feel like the the user?
89. User Story Mapping
• User Story Mapping is a dead simple idea. Talk
about user’s journey through your product building
a simple model that tells your user’s story as you
do.
- Jeff Patton
91. Wireframes
• Shows how the product will look and function in
detail.
• The “meat and potatoes” of UX Design.
• A lot of the work up until this point has been to
make educated decisions in this phase.
93. Steps
1. Pick your tool
2. Consult sketches and all the research you’ve done
3. Create a wireframe list: what do you need to wireframe
to communicate the product?
4. Go for it. Think about: sequences and states, content
priorities and chunks, design principles, user story and
flow, error messages, design principles.
5. Get feedback from team & users
6. Iterate
107. If you forget everything I said
Remember to put time, budget, and energy into
researching the what and who to greatly increase your
chance of success.
Most importantly, TALK TO USERS and constantly ask
yourself IS THIS EFFECTIVE?