SlideShare a Scribd company logo
User Experience
      Design
   in context of
Graphic Design
     ~Jiri Jerabek~
01   The Aim
     of The Presentation
     →→explaining→the→term→“user→experience”

     →→what→is→the→aim→of→UX→design?

     →→how→UX→design→relates→to→graphic→design?

     →→examples→explaining→main→UX→design→→→ → →
     → principles

     →→historical→and→contemporary→confrontation→→ →
     → of→phone→interface→design→

     →→concludes,→what→we→as→designers→should→→ → →
     → stick→to;→major→principles→of→UX→design
What is
User Experience
    Design?
02   Explaining term
     “User Experience”

     →→User→Experience→is→how→users→feel→when→→ → →
     → using→a→product→

     →→if→they→like→or→dislike→using→it→

     →→determines→if→they→will→use→it→again
03          What is the aim
            of UX Design?


“
“It doesn’t matter if you used a device
hundred times successfully - you will
remember the unsuccessful attempt.”
Donald→Norman
→→the→main→goal→is→to→design→a→product→which→we→→
→ will→be→able→to→use→not→only→with→a→success→

→→but→with→pleasure→as→well→

→→to→design→a→product→that→users→will→want→to→use→→
→ again
04           How does it relate
             to Graphic Design?
            →→graphic→design→is→an→integral→part→of→the→→→ → →
            → concept→of→the→product→

            →→thus→it→is→an→integral→part→of→user→experience→→→




“
            → design→process


“A picture is worth a thousand words.
An interface is worth a thousand
pictures.”
Ben→Shneiderman
→→the→user→interface→we→create→is→actually→a→→ → →
→ meeting→plane→of→user’s→needs→and→product’s→→
→ features→

→→when→users→see→an→interface,→they→create→a→→ →
→ “conceptual→model”→in→their→mind→

→→that→means→they→try→to→imagine→how→the→
→ product→works→and→what→they→have→to→do→to→→ →
→ make→the→desired→action;→ie.→to→play→a→game→on→→
→ the→mobile→phone→

→→designers→know→how→the→product→works→so→→
→ they→should→investigate→user’s→needs→and→→
→ apply→these→findings→to→the→design→of→the→user→→
→ interface→

→→designers→are→responsible→not→→only→for→how→→
→ the→product→will→look→but→how→users→will→→
→ interact→with→it
05           What does make
             a design successful?


“
“People think it’s this veneer -- that the
designers are handed this box and
told, ‘Make it look good!’ That’s not what
we think design is. It’s not just what it
looks like and feels like.
Design is how it works.”
Steve→Jobs
→→in→today’s→society,→good→design→is→synonym→→ →
              → for→aesthetics→

              →→but→good→design→is→about→good→user→→ → → → →
              → experience




“
“Appearance has a strong impact on
functionality: An application that
appears cluttered or illogical is hard to
understand and use.”
iPhone→Human→Interface→Guidelines
→→decisions→leading→to→successful→design→aren’t→→
→ accidental,→they→are→a→result→of→strategy→
→ planning,→careful→research→and→user→testing→

→→it’s→very→important→to→research→who→we→design→→
→ for→-→the→users→-→what→their→needs→and→→
→ problems→are,→how→the→product→is→going→to→→
→ help→them
06   So is it just
     about the users?


     →→we→do→not→design→only→to→satisfy→users’→needs,→→
     → but→to→meet→needs→and→goals→of→
     → the→manufacturers→as→well
07   What is UX Design
     about after all?
     →→UX→is→not→about→aesthetics→-→it’s→about→→
     → understanding→user´s→behavior→and→needs→

     →→but→aesthetics→is→important→

     →→UX→is→not→user→interface→design→-→but→designing→
                                                      →
     → UI→is→an→integral→part→of→the→UX→Design→process→

     →→it’s→a→design→discipline→concentrating→on→→
     → finding→a→solution→to→make→a→product→which→→
     → people→will→enjoy→using,→won’t→struggle→and→→
     → will→want→to→use→again
Historical & contemporary
      confrontation of

   telephone
interface design
08   The history of a
     telephone interface
     →→the→history→of→a→telephone→dates→back→to→the→→
     → invention→of→a→Morse→telegraph→in→the→first→half→→
     → of→the→19th→century

     →→though→the→device→itself→had→pretty→simple→→→ →
     → interface,→it→wasn’t→very→user→friendly→

     →→only→skilled→operators→with→knowledge→of→the→→
                                                    →
     → Morse→code→were→able→to→successfully→send→→
     → and→receive→a→message→

     →→the→operator→had→to→translate→the→message→into→→
     → the→Morse→code→and→then→operate→a→bar→to→send→ →
     → the→message→to→the→receiver
→→the→breakthrough→in→telecommunication→dates→→
→ back→to→1876→when→Alexander→Graham→→
→ Bell→was→awarded→a→patent→for→invention→of→a→→
→ telephone→

→→the→interface→of→the→early→telephones→was→→
→ quite→complicated→

→→an→operator→had→to→use→a→crank→to→rung→→
→ the→telephone→on→the→other→end→of→the→line→

→→separated→earpiece→and→microphone→

→→no→dial,→just→2→telephones→connected→together
→→the→evolution→of→the→telephone→continued→→
→ and→brought→several→improvements→to→
→ the→telephone’s→interface→

→→a→dial,→allowing→to→connect→to→other→→
→ telephone→lines→in→user→friendly→way→

→→a→“switchhook”,→a→hook→on→which→an→→
→ earpiece→was→hung→if→not→in→use→

→→a→seamless→handset→connecting→the→→
→ earpiece→and→microphone
09   Modern office
     telephone
     →→in→the→2nd→half→of→20th→century,→rapid→evolution→→
     → of→technology,→allowed→manufacturers→to→→
     → introduce→new→functions→

     →→competition→forced→the→manufacturers→→
     → to→reduce→design→&→development→costs→

     →→these→phones→brought→lots→of→different→functions,→→
     → rows→of→similar→buttons→and→a→user→manual→you→had→→
     → to→read→and→remember→how→to→use→all→these→functions→

     →→user→was→forced→to→create→complex→conceptual→→
     → models→-→which→buttons→in→what→order→to→press→to→call→→
     → a→desired→function
10 Example         Features→these→functions:

                   -→headset→connection→with→line→button
                   -→computer/fax→connector→and→mute→→button
                   -→20→direct→non-volatile→memories
                   -→On-hook→dialling→with→LED→indicator
                   -→Speakerphone

 -→One-touch→memory→dialling→(on/off)
 -→Message→waiting→and→visual→ringing→indicator
 -→Hold,→headset→and→microphone→muting→have→LED→indicator
 -→Time→break→recall/earth→recall
 -→Adjustable→receiver,→ringer→and→speaker→volume
 -→PBX→message→waiting
“
“The phone has some features (such as ringtones) where
the manual doesn’t tell you how to set them. I had to
contact their helpline, only to find out that the settings are
hidden behind a screwed-on panel.

There are speed dial buttons, but you can see from
the picture of the phone that there isn’t a place beside
the buttons to write names (they are 5mm apart). This
phone seems to me to have poor usability overall.

I wouldn’t buy it again. In fact, I’m shopping for
a replacement, and I’ve only had this about 2 months.”
The→Amazon.co.uk→user→“TreeHouseCoach”→(Oxford)
What do I think
is wrong from the
 User Experience
  point of view?
11   Conceptual
     models
     →→To→use→the→function,→users→have→to→press→→
     → a→particular→button;→or→worse→a→sequence→of→→
     → buttons→

     →→ie.→*1→for→hold,→103#→to→call→a→colleague,→*3→to→→
     → transfer→a→call,→and→finally→hang→up→

     →→Basically,→I→need→to→remember→which→buttons→→
     → should→I→use→in→what→order→to→perform→a→→
     → desired→action.→This→is→a→conceptual→model→

     →→Users→are→forced→to→create→such→conceptual→→
     → models→for→every→action→they→want→to→perform,→→
     → mainly→due→to→the→design→of→the→phone,→which→→
     → is→nowhere→close→to→being→self-explanatory
12   Lack of
     Constraints

     →→User→has→no→guidance→what→buttons→in→what→→
     → order→to→press,→apart→from→the→user→guide→

     →→Errors→are→common→and→there→is→no→way→how→→
     → to→precede→them.
13   Lack of
     Visibility
     →→All→buttons→are→often→similar→looking,→same→→
     → size.→

     →→Display→is→often→unused→or→shows→information→→
     → not→relating→to→desired→action.→

     →→No→indication→which→buttons→press→in→which→→
     → situations.
let’s have
a look on
Apple’s
iPhone
“
“Good design is also an act of commu-
nication between the designer and the
user, except that all the communication
has to come about by the appearance of
the device itself.
The device must explain itself.”
Donald→Norman
14 Metaphors
  →→iPhone’s→interface→is→built→around→“Metaphors”→→
  → -→a→software→representation→of→the→object→or→→
  → action→in→real→world.→

  →→For→example→-→a→“Folder”→on→our→desktop→is→a→→
  → software→metaphor→for→real→folder→we→use→to→→
  → store→documents.
→→When→a→Metaphor→is→used→as→a→part→of→
→ the→interface,→user→can→easily→understand→the→→
→ particular→function.→

→→Metaphors→are→self-explanatory→–→a→sort→of→→
→ Holy→Grail→of→interface,→because→user→is→not→→
→ forced→to→create→a→complicated→conceptual→→
→ model,→but→immediatelly→sees,→what→the→→
→ particular→function→is→for→or→uses→his→intuition→→
→ to→perform→actions→in→the→same→way→he→would→→
→ perform→them→in→a→real→world.
15            Direct
              Manipulation


“
“A great user interface follows human
interface design principles that are
based on the way people—users—think
and work, not on the capabilities of
the device.”
iPhone→OS→Reference→Library
Users→operating→a→phone→with→classic→interface→with→
buttons→are→forced→to→create→conceptual→models.

They→need→to→understand→and→remember→what→particular→
buttons→do,→how→to→get→the→cursor→to→the→desired→
location,→how→to→navigate→through→menu→etc.

This→often→makes→using→a→phone→difficult→and→unnatural.

In→contrast,→due→to→its→touch-screen→and→gestures,→
iPhone→users→can→perform→actions→just→with→their→fingers→
in→a→very→natural→way,→without→a→need→for→creating→
additional→conceptual→models.→
→
People→feel→they→control→something→tangible,→not→
abstract.
Conclusion
16   Questions
     to ask
     Questions→I→think→a→designer→should→ask→before→starting→
     a→design→project:


     →→how→do→we→want→to→benefit→from→the→project?→

     →→how→do→our→users→want→to→benefit→from→our→→
     → project?→

     →→who→are→the→users?→(demographic→and→→
     → psychographic→research)→

     →→what→are→our→users→needs?
17   Most important
     thing I have learned
     Designers→should→learn→more→about:


     →→how→people→think,→behave→and→interact→→
     → (psychology,→human→-→computer→interaction)→

     →→UX→design→and→Interactive→Design→methods→→
     → and→process→

     →→keep→learning→about→visual→communication,→→
     → typography→and→graphic→design→in→general→-→→
     → it’s→very→important→to→stay→informed→and→up→to→→
     → date
18   Major
     design principles

     →→visibility→

     →→affordance→

     →→feedback→

     →→constraints
19   Prototype
     & test

     →→prototype→and→test→your→design
The End

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User Experience Design in context of Graphic Design

  • 1. User Experience Design in context of Graphic Design ~Jiri Jerabek~
  • 2. 01 The Aim of The Presentation →→explaining→the→term→“user→experience” →→what→is→the→aim→of→UX→design? →→how→UX→design→relates→to→graphic→design? →→examples→explaining→main→UX→design→→→ → → → principles →→historical→and→contemporary→confrontation→→ → → of→phone→interface→design→ →→concludes,→what→we→as→designers→should→→ → → → stick→to;→major→principles→of→UX→design
  • 4. 02 Explaining term “User Experience” →→User→Experience→is→how→users→feel→when→→ → → → using→a→product→ →→if→they→like→or→dislike→using→it→ →→determines→if→they→will→use→it→again
  • 5. 03 What is the aim of UX Design? “ “It doesn’t matter if you used a device hundred times successfully - you will remember the unsuccessful attempt.” Donald→Norman
  • 7. 04 How does it relate to Graphic Design? →→graphic→design→is→an→integral→part→of→the→→→ → → → concept→of→the→product→ →→thus→it→is→an→integral→part→of→user→experience→→→ “ → design→process “A picture is worth a thousand words. An interface is worth a thousand pictures.” Ben→Shneiderman
  • 8. →→the→user→interface→we→create→is→actually→a→→ → → → meeting→plane→of→user’s→needs→and→product’s→→ → features→ →→when→users→see→an→interface,→they→create→a→→ → → “conceptual→model”→in→their→mind→ →→that→means→they→try→to→imagine→how→the→ → product→works→and→what→they→have→to→do→to→→ → → make→the→desired→action;→ie.→to→play→a→game→on→→ → the→mobile→phone→ →→designers→know→how→the→product→works→so→→ → they→should→investigate→user’s→needs→and→→ → apply→these→findings→to→the→design→of→the→user→→ → interface→ →→designers→are→responsible→not→→only→for→how→→ → the→product→will→look→but→how→users→will→→ → interact→with→it
  • 9. 05 What does make a design successful? “ “People think it’s this veneer -- that the designers are handed this box and told, ‘Make it look good!’ That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.” Steve→Jobs
  • 10. →→in→today’s→society,→good→design→is→synonym→→ → → for→aesthetics→ →→but→good→design→is→about→good→user→→ → → → → → experience “ “Appearance has a strong impact on functionality: An application that appears cluttered or illogical is hard to understand and use.” iPhone→Human→Interface→Guidelines
  • 12. 06 So is it just about the users? →→we→do→not→design→only→to→satisfy→users’→needs,→→ → but→to→meet→needs→and→goals→of→ → the→manufacturers→as→well
  • 13. 07 What is UX Design about after all? →→UX→is→not→about→aesthetics→-→it’s→about→→ → understanding→user´s→behavior→and→needs→ →→but→aesthetics→is→important→ →→UX→is→not→user→interface→design→-→but→designing→ → → UI→is→an→integral→part→of→the→UX→Design→process→ →→it’s→a→design→discipline→concentrating→on→→ → finding→a→solution→to→make→a→product→which→→ → people→will→enjoy→using,→won’t→struggle→and→→ → will→want→to→use→again
  • 14. Historical & contemporary confrontation of telephone interface design
  • 15. 08 The history of a telephone interface →→the→history→of→a→telephone→dates→back→to→the→→ → invention→of→a→Morse→telegraph→in→the→first→half→→ → of→the→19th→century →→though→the→device→itself→had→pretty→simple→→→ → → interface,→it→wasn’t→very→user→friendly→ →→only→skilled→operators→with→knowledge→of→the→→ → → Morse→code→were→able→to→successfully→send→→ → and→receive→a→message→ →→the→operator→had→to→translate→the→message→into→→ → the→Morse→code→and→then→operate→a→bar→to→send→ → → the→message→to→the→receiver
  • 16.
  • 17. →→the→breakthrough→in→telecommunication→dates→→ → back→to→1876→when→Alexander→Graham→→ → Bell→was→awarded→a→patent→for→invention→of→a→→ → telephone→ →→the→interface→of→the→early→telephones→was→→ → quite→complicated→ →→an→operator→had→to→use→a→crank→to→rung→→ → the→telephone→on→the→other→end→of→the→line→ →→separated→earpiece→and→microphone→ →→no→dial,→just→2→telephones→connected→together
  • 18. →→the→evolution→of→the→telephone→continued→→ → and→brought→several→improvements→to→ → the→telephone’s→interface→ →→a→dial,→allowing→to→connect→to→other→→ → telephone→lines→in→user→friendly→way→ →→a→“switchhook”,→a→hook→on→which→an→→ → earpiece→was→hung→if→not→in→use→ →→a→seamless→handset→connecting→the→→ → earpiece→and→microphone
  • 19. 09 Modern office telephone →→in→the→2nd→half→of→20th→century,→rapid→evolution→→ → of→technology,→allowed→manufacturers→to→→ → introduce→new→functions→ →→competition→forced→the→manufacturers→→ → to→reduce→design→&→development→costs→ →→these→phones→brought→lots→of→different→functions,→→ → rows→of→similar→buttons→and→a→user→manual→you→had→→ → to→read→and→remember→how→to→use→all→these→functions→ →→user→was→forced→to→create→complex→conceptual→→ → models→-→which→buttons→in→what→order→to→press→to→call→→ → a→desired→function
  • 20. 10 Example Features→these→functions: -→headset→connection→with→line→button -→computer/fax→connector→and→mute→→button -→20→direct→non-volatile→memories -→On-hook→dialling→with→LED→indicator -→Speakerphone -→One-touch→memory→dialling→(on/off) -→Message→waiting→and→visual→ringing→indicator -→Hold,→headset→and→microphone→muting→have→LED→indicator -→Time→break→recall/earth→recall -→Adjustable→receiver,→ringer→and→speaker→volume -→PBX→message→waiting
  • 21. “ “The phone has some features (such as ringtones) where the manual doesn’t tell you how to set them. I had to contact their helpline, only to find out that the settings are hidden behind a screwed-on panel. There are speed dial buttons, but you can see from the picture of the phone that there isn’t a place beside the buttons to write names (they are 5mm apart). This phone seems to me to have poor usability overall. I wouldn’t buy it again. In fact, I’m shopping for a replacement, and I’ve only had this about 2 months.” The→Amazon.co.uk→user→“TreeHouseCoach”→(Oxford)
  • 22. What do I think is wrong from the User Experience point of view?
  • 23. 11 Conceptual models →→To→use→the→function,→users→have→to→press→→ → a→particular→button;→or→worse→a→sequence→of→→ → buttons→ →→ie.→*1→for→hold,→103#→to→call→a→colleague,→*3→to→→ → transfer→a→call,→and→finally→hang→up→ →→Basically,→I→need→to→remember→which→buttons→→ → should→I→use→in→what→order→to→perform→a→→ → desired→action.→This→is→a→conceptual→model→ →→Users→are→forced→to→create→such→conceptual→→ → models→for→every→action→they→want→to→perform,→→ → mainly→due→to→the→design→of→the→phone,→which→→ → is→nowhere→close→to→being→self-explanatory
  • 24. 12 Lack of Constraints →→User→has→no→guidance→what→buttons→in→what→→ → order→to→press,→apart→from→the→user→guide→ →→Errors→are→common→and→there→is→no→way→how→→ → to→precede→them.
  • 25. 13 Lack of Visibility →→All→buttons→are→often→similar→looking,→same→→ → size.→ →→Display→is→often→unused→or→shows→information→→ → not→relating→to→desired→action.→ →→No→indication→which→buttons→press→in→which→→ → situations.
  • 26. let’s have a look on Apple’s iPhone
  • 27. “ “Good design is also an act of commu- nication between the designer and the user, except that all the communication has to come about by the appearance of the device itself. The device must explain itself.” Donald→Norman
  • 28. 14 Metaphors →→iPhone’s→interface→is→built→around→“Metaphors”→→ → -→a→software→representation→of→the→object→or→→ → action→in→real→world.→ →→For→example→-→a→“Folder”→on→our→desktop→is→a→→ → software→metaphor→for→real→folder→we→use→to→→ → store→documents.
  • 29. →→When→a→Metaphor→is→used→as→a→part→of→ → the→interface,→user→can→easily→understand→the→→ → particular→function.→ →→Metaphors→are→self-explanatory→–→a→sort→of→→ → Holy→Grail→of→interface,→because→user→is→not→→ → forced→to→create→a→complicated→conceptual→→ → model,→but→immediatelly→sees,→what→the→→ → particular→function→is→for→or→uses→his→intuition→→ → to→perform→actions→in→the→same→way→he→would→→ → perform→them→in→a→real→world.
  • 30. 15 Direct Manipulation “ “A great user interface follows human interface design principles that are based on the way people—users—think and work, not on the capabilities of the device.” iPhone→OS→Reference→Library
  • 33. 16 Questions to ask Questions→I→think→a→designer→should→ask→before→starting→ a→design→project: →→how→do→we→want→to→benefit→from→the→project?→ →→how→do→our→users→want→to→benefit→from→our→→ → project?→ →→who→are→the→users?→(demographic→and→→ → psychographic→research)→ →→what→are→our→users→needs?
  • 34. 17 Most important thing I have learned Designers→should→learn→more→about: →→how→people→think,→behave→and→interact→→ → (psychology,→human→-→computer→interaction)→ →→UX→design→and→Interactive→Design→methods→→ → and→process→ →→keep→learning→about→visual→communication,→→ → typography→and→graphic→design→in→general→-→→ → it’s→very→important→to→stay→informed→and→up→to→→ → date
  • 35. 18 Major design principles →→visibility→ →→affordance→ →→feedback→ →→constraints
  • 36. 19 Prototype & test →→prototype→and→test→your→design