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HOUSTON STARTUP DESIGN
     WORKSHOP
    Quick, grounded user interface critiques

              Houston Experience Design, Tue, Oct 11 @ Caroline Collective
                    http://houstonexperiencedesign.wordpress.com/

  http://www.slideshare.net/austingovella/ux-critiques-the-houston-startup-design-workshop
AGENDA

MIND GAMES
how to think when giving and receiving critiques

GOALS & CONTEXTS
Modelling the user, the interaction, the interface, and
comparisons

ACTIVITIES
Documenting and critiquing interfaces
MIND GAMES
MINDGAMES

Designers don’t design anything. Organizations design
everything. Always remember it’s never about you. It’s
always about the TEAIM.

Everything has GOALS & CONTEXTS. Goals are the
point, contexts the constraints. Nothing else matters.

Identify what achieves the goal and what doesn’t.You
want to evaluate OUTCOMES, not identify solutions.
GIVING CRITIQUES

TEAIM:
It’s not about right or wrong. It’s about “us”
succeeding.

GOALS & CONTEXTS:
Ask questions about context and what the goals are.

OUTCOMES:
Identify what may work and what may not.
RECEIVING CRITIQUES

TEAIM:
Remember it’s not about you. It’s about “our” goals.

GOALS & CONTEXTS:
Focus on goals and contexts. Judo aesthetics and
preferences.

OUTCOMES:
Note what works, what doesn’t, and open questions.
GOALS & CONTEXTS
GOALS & CONTEXTS


Model the user

Model the interaction

Model the interface

Compare and evaluate
MODEL THE USER



Who is the user?
Young? Old? Busy? Relaxed?

Why is the user here?
What’s their goal? What are they trying to do?
MODEL THE INTERACTION



When will the user use this interface?
Just once? Once a day? A week? A month? A year?

Where will they be?
At home? Work? In the car? On a tablet?
MODEL THE INTERFACE


What kind of interface is it?
Words, lists, galleries, infographics?
(Usually evident at first glance)

How will they use it?
Browse? Click? Drag? Select? A wizard?
COMPARED TO WHAT?



What’s a similar interface or experience we can
compare this to?

Compared to that interface or experience, how good
is this one supposed to be?
EVALUATE


Not as good as our comparison, but still usable.

As good as our comparison.

Better than our comparison.

Better than any other experience out there.
QUESTIONS?
ACTIVITY TIME!!!
DOCUMENT YOUR
    SCREENS
ACTIVITY TIME!!!
 CRITIQUES
FOR MORE INFORMATION

Our speaker:                          Houston Experience Design:
AUSTIN GOVELLA                        A user experience community for information
                                      architecture and interaction design
Information Architect + UX Designer
                                      houstonux@gmail.com
ag@agux.co
                                      @houstonux
@austingovella
                                      http://houstonexperiencedesign.wordpress.com
http://www.thinkingandmaking.com
                                      http://facebook.com/groups/
                                      houstonexperiencedesign

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UX Critiques (the Houston Startup Design Workshop) - revised

  • 1. HOUSTON STARTUP DESIGN WORKSHOP Quick, grounded user interface critiques Houston Experience Design, Tue, Oct 11 @ Caroline Collective http://houstonexperiencedesign.wordpress.com/ http://www.slideshare.net/austingovella/ux-critiques-the-houston-startup-design-workshop
  • 2. AGENDA MIND GAMES how to think when giving and receiving critiques GOALS & CONTEXTS Modelling the user, the interaction, the interface, and comparisons ACTIVITIES Documenting and critiquing interfaces
  • 4. MINDGAMES Designers don’t design anything. Organizations design everything. Always remember it’s never about you. It’s always about the TEAIM. Everything has GOALS & CONTEXTS. Goals are the point, contexts the constraints. Nothing else matters. Identify what achieves the goal and what doesn’t.You want to evaluate OUTCOMES, not identify solutions.
  • 5. GIVING CRITIQUES TEAIM: It’s not about right or wrong. It’s about “us” succeeding. GOALS & CONTEXTS: Ask questions about context and what the goals are. OUTCOMES: Identify what may work and what may not.
  • 6. RECEIVING CRITIQUES TEAIM: Remember it’s not about you. It’s about “our” goals. GOALS & CONTEXTS: Focus on goals and contexts. Judo aesthetics and preferences. OUTCOMES: Note what works, what doesn’t, and open questions.
  • 8. GOALS & CONTEXTS Model the user Model the interaction Model the interface Compare and evaluate
  • 9. MODEL THE USER Who is the user? Young? Old? Busy? Relaxed? Why is the user here? What’s their goal? What are they trying to do?
  • 10. MODEL THE INTERACTION When will the user use this interface? Just once? Once a day? A week? A month? A year? Where will they be? At home? Work? In the car? On a tablet?
  • 11. MODEL THE INTERFACE What kind of interface is it? Words, lists, galleries, infographics? (Usually evident at first glance) How will they use it? Browse? Click? Drag? Select? A wizard?
  • 12. COMPARED TO WHAT? What’s a similar interface or experience we can compare this to? Compared to that interface or experience, how good is this one supposed to be?
  • 13. EVALUATE Not as good as our comparison, but still usable. As good as our comparison. Better than our comparison. Better than any other experience out there.
  • 17. FOR MORE INFORMATION Our speaker: Houston Experience Design: AUSTIN GOVELLA A user experience community for information architecture and interaction design Information Architect + UX Designer houstonux@gmail.com ag@agux.co @houstonux @austingovella http://houstonexperiencedesign.wordpress.com http://www.thinkingandmaking.com http://facebook.com/groups/ houstonexperiencedesign