Slides for a short course I taught for UXPA DC on Feb 27, 2013. This is a UX 101- basics if you are new to UX and Usability. The focus is on desktop websites, but many of these principles apply to other products (e.g., surveys, apps) and devices (e.g., tablets, smartphones). Stay tuned for an updated version that is mobile-heavy.
Fast, easy usability tricks for big product improvementsChris Nodder
Take one week to set a product vision and high level design that the whole team understands and uses to plan and build the product.
1. Find some users to watch
2. Interpret what they tell you without bias
3. Create actionable product ideas
4. Turn your ideas into designs
5. User test your designs
…all before you even start coding!
Find more at questionablemethods.com
Presentation given at GOTO Copenhagen 2012
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
User Experience Design Fundamentals - Part 3: From People to ProductLaura B
#3 in a 3-part series on UX Fundamentals: From People to Product
* Learn how to analyze the information you get from your users.
* Learn how to apply findings to your product design.
Activity-Based Serendipitous Recommendations with the Magitti Mobile Leisure ...bo begole
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
The Florida Memory Project furnishes online access to evidentiary documents relating to the history and culture of Florida. At the time of this overview of the usability of the website, it was undergoing redesign and reconfiguration. As an exercise in tracking the obstacles to users, a surface examination of the site and general usability tests were performed. The problems identified with the site corresponded to those already identified in the literature and brought home the fact that documents presented online require assessment of user interests and information behavior.
Fast, easy usability tricks for big product improvementsChris Nodder
Take one week to set a product vision and high level design that the whole team understands and uses to plan and build the product.
1. Find some users to watch
2. Interpret what they tell you without bias
3. Create actionable product ideas
4. Turn your ideas into designs
5. User test your designs
…all before you even start coding!
Find more at questionablemethods.com
Presentation given at GOTO Copenhagen 2012
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
User Experience Design Fundamentals - Part 3: From People to ProductLaura B
#3 in a 3-part series on UX Fundamentals: From People to Product
* Learn how to analyze the information you get from your users.
* Learn how to apply findings to your product design.
Activity-Based Serendipitous Recommendations with the Magitti Mobile Leisure ...bo begole
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
The Florida Memory Project furnishes online access to evidentiary documents relating to the history and culture of Florida. At the time of this overview of the usability of the website, it was undergoing redesign and reconfiguration. As an exercise in tracking the obstacles to users, a surface examination of the site and general usability tests were performed. The problems identified with the site corresponded to those already identified in the literature and brought home the fact that documents presented online require assessment of user interests and information behavior.
So much of the mobile experience is context and location specific. App use tends to be more immediate, reactive and transient, prompted by something that happens in the users' environment rather than by their work schedule.
Traditional lab methods really don't work too well to capture these behaviors. From a physical perspective there is seldom a video-out port to capture screen images, and there is no easy way to capture gestures or button presses. From a behavioral perspective, it's often hard to "set the scene" for your app's use when your user is sitting inside a sterile office room.
So how do we cheaply and quickly gather feedback on the mobile apps that we develop? What techniques can we use to balance ecological validity with solid data collection?
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
Presented at Iowa Code Camp, May 2010: Iterative and Agile development mean shorter cycles and a desperate need for quick feedback. Luckily, improving the user experience of your software doesn’t require days in a lab. This session will present more than twenty-five tools and techniques for gaining insight into your users’ minds and actions.
Building on the Usability Study: Two Explorations on How to Better Understan...mprabaker
In this presentation, we describe two separate studies that improved our ability to
understand our users’ experience of our products at salesforce.com. The first study
explored a methodology of combining expert and novice performance data to yield a
measure of intuitiveness. The second study created a methodology that combines both
verbal and nonverbal emotion scales to better understand the emotional effect our
products have on our users. We present both these methods as expansions on the
standard usability study and examples of ways to better understand your users within
an industry environment.
Building better products requires up-front investment in product planning and strategy. This talk will cover basic User Experience tools and techniques for breaking down a project, planning the architecture, organizing development, and communicating those ideas to colleagues and technical partners. We will cover creative ways to generate ideas and collaborate with your stakeholders. We’ll also introduce you to conceptual tools that will help solve problems visually as well as design activities including sketching and wireframing.
This talk was done during softshake 2014.
Can you give me a definition of the “User Experience”? I don’t! And the Internet neither. User Experience is a really broad domain from analytics to psychology to interface design.
Come to this talk and I’ll present you what is User Experience and what it means for your product. I’ll also give you some tips to help you improve the experience of your software.
Pouvez vous me donner une définition de “l’Experience utilisateur” (UX)? Moi je ne peux pas! Et l’internet n’y arrive pas non plus. L’expérience utilisateur est un domaine très large couvrant la psychologie, le design d’interface et les mesures de performance.
Durant ce talk, je vous présenterai ce qu’est l’expérience utilisateur et ce que ça implique pour votre travail. Je vous donnerai aussi quelques conseils pour améliorer l’expérience de vos logiciels.
Future-Proofing the Web: Choosing the Optimal Mobile Design StrategyHuge
This report, first in a series, focuses on how businesses should choose a mobile design strategy. It considers the rapid evolution of the mobile ecosystem, the exponential growth in devices, and how the right design strategy can not only address these issues, but provide solutions that support the overall goals of a business.
So much of the mobile experience is context and location specific. App use tends to be more immediate, reactive and transient, prompted by something that happens in the users' environment rather than by their work schedule.
Traditional lab methods really don't work too well to capture these behaviors. From a physical perspective there is seldom a video-out port to capture screen images, and there is no easy way to capture gestures or button presses. From a behavioral perspective, it's often hard to "set the scene" for your app's use when your user is sitting inside a sterile office room.
So how do we cheaply and quickly gather feedback on the mobile apps that we develop? What techniques can we use to balance ecological validity with solid data collection?
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
Presented at Iowa Code Camp, May 2010: Iterative and Agile development mean shorter cycles and a desperate need for quick feedback. Luckily, improving the user experience of your software doesn’t require days in a lab. This session will present more than twenty-five tools and techniques for gaining insight into your users’ minds and actions.
Building on the Usability Study: Two Explorations on How to Better Understan...mprabaker
In this presentation, we describe two separate studies that improved our ability to
understand our users’ experience of our products at salesforce.com. The first study
explored a methodology of combining expert and novice performance data to yield a
measure of intuitiveness. The second study created a methodology that combines both
verbal and nonverbal emotion scales to better understand the emotional effect our
products have on our users. We present both these methods as expansions on the
standard usability study and examples of ways to better understand your users within
an industry environment.
Building better products requires up-front investment in product planning and strategy. This talk will cover basic User Experience tools and techniques for breaking down a project, planning the architecture, organizing development, and communicating those ideas to colleagues and technical partners. We will cover creative ways to generate ideas and collaborate with your stakeholders. We’ll also introduce you to conceptual tools that will help solve problems visually as well as design activities including sketching and wireframing.
This talk was done during softshake 2014.
Can you give me a definition of the “User Experience”? I don’t! And the Internet neither. User Experience is a really broad domain from analytics to psychology to interface design.
Come to this talk and I’ll present you what is User Experience and what it means for your product. I’ll also give you some tips to help you improve the experience of your software.
Pouvez vous me donner une définition de “l’Experience utilisateur” (UX)? Moi je ne peux pas! Et l’internet n’y arrive pas non plus. L’expérience utilisateur est un domaine très large couvrant la psychologie, le design d’interface et les mesures de performance.
Durant ce talk, je vous présenterai ce qu’est l’expérience utilisateur et ce que ça implique pour votre travail. Je vous donnerai aussi quelques conseils pour améliorer l’expérience de vos logiciels.
Future-Proofing the Web: Choosing the Optimal Mobile Design StrategyHuge
This report, first in a series, focuses on how businesses should choose a mobile design strategy. It considers the rapid evolution of the mobile ecosystem, the exponential growth in devices, and how the right design strategy can not only address these issues, but provide solutions that support the overall goals of a business.
UX Design + UI Design: Injecting a brand persona!Jayan Narayanan
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
Service Design Thinking - How to successfully innovate beyond buzzwordsMarc Stickdorn
These are the slides of a talk I gave at the Interaction South America Conference 2013 in Recife, Brazil.
Find the videos I showed on our websites:
www.myservicefellow.com (available from summer 2014)
www.smaply.com (launching in December 2013)
The book website of TiSDT:
www.thisisservicedesignthinking.com
Presentation by Marc Stickdorn & Jakob Schneider.
Graphic design by Jakob Schneider (Designer of TiSDT). Like his style? Check his agency: http://kd1.com ;)
Next up in our SlideShare series is "User Research." It will give you an insight into what user research is, types of approaches, why you need to do research in your users and much more.
Getting Started with User Research was created for the WebFWD weekly interactive seminar. WebFWD ("Web Forward") is Mozilla's Open Innovation program. They support Open Source projects which extend the Web; providing participants with mentorship from industry experts, access to the Mozilla global network, infrastructure and other world-class resources.
Designing for Mobile – An Overview of Early Stage UX ProcessesFITC
Designing for Mobile – An Overview of Early Stage UX Processes
with Raine Qian
Presented on September 18 2014, 2:45 - 3:30pm
at FITC's Web Unleashed Toronto 2014
More info at www.fitc.ca
Mobile has a huge influence in our everyday lives and behaviour; technology has evolved and we’re always “connected”, which creates so much opportunity for designers.
It is essential that we (as designers) understand the mechanisms that drive human perception, cognition and behaviour, so that we can ultimately craft solutions that achieve our desired outcomes.
OBJECTIVE
Understanding how UX processes impact design outcomes in mobile applications
TARGET AUDIENCE
UI/UX Developers and Designers
ASSUMED AUDIENCE KNOWLEDGE
Basic UI/UX Principles
FIVE THINGS THAT THE AUDIENCE WILL LEARN
An overview of how Pivotal Labs approaches the Discovery process.
Key considerations when designing for Mobile.
An overview of early stage UX research.
Understanding user personas, behaviour and use cases.
How to identify the right problem(s) to solve.
Explore visualization for user experience, information architecture, and interaction design, including tools and when and how to use them. (UPA 2011 - Usability Fundamentals Track)
Program evaluation is a component of program design and implementation that is often considered after the program is in place and serving a population. Designing a program with measurable goals in mind creates stronger programming, gives grant proposals a competitive edge, and provides an agency with useful feedback to help achieve its mission. Most importantly, program evaluation allows for program tweaking to deliver the best service possible to the client.
Processing Speed and Vocabulary are Related to Older Adults' Internet Experie...Jennifer Romano Bergstrom
Some cognitive declines commonly occur with aging; yet they are seldom taken into account by Website designers and User Experience (UX) researchers. In this empirical study, we compared younger adults, middle-age adults, high-functioning older adults, and low-functioning older adults to examine whether there is a relationship between aspects of cognition
and performance when using a Website. Performance was measured by accuracy (percent of tasks completed successfully), efficiency (mean time to complete tasks) and self-rated satisfaction, three commonly used usability metrics. Results
suggest that processing speed and vocabulary may be related to Internet performance. Specifically, older adults with faster processing speed and/or high vocabulary may perform better than their lower-functioning counterparts. More importantly, these older adults perform similar to younger adults.
Whether surveys or forms are your final product or a part of your website/app, creating usable surveys and forms is crucial to a strong user experience for both the user entering information and the user receiving the information. In this session, you will learn about UX principles that drive a strong user experience when completing surveys/forms. The session will focus on understanding the key components of surveys/forms, what they are used for, and how to use them effectively. Topics include using labels to make forms and surveys easier, writing clear instructions, reducing respondent burden, and determining appropriate input fields such as check boxes versus radio buttons. Examples will include findings from usability studies and empirical research, some of which include eye tracking. Usability testing, eye tracking, and other user experience research methods will be discussed.
The way we ask questions and behave during UX sessions affects the data we collect and the interpretations of our findings. In order to collect good UX data, it is important for the moderator to be neutral, structured, and unbiased while setting a comfortable stage for participants to share their thoughts and reactions. In this interactive 45-minute session, you will learn about the importance of structured, unbiased methods to collecting user feedback. We will discuss different methods (e.g., in-lab testing, remote moderated/unmoderated testing, surveys, card sorting, focus groups) and pros/cons of each. You will learn about different data that can be collected from usability tests, including subjective (e.g., what participants verbalize about their experience), behavioral (e.g., what participants do) and implicit (e.g., what participants think but cannot explain) data. We will discuss how to ask participants questions in ways that do not introduce biases, and how additional methods, such as eye tracking, may be valuable in understanding the users’ experience. You will learn how to ensure the data we get from UX tests are reliable and valid.
User-Centered Research on the Paying for College Website and Tools - EDUI 2014Jennifer Romano Bergstrom
The Paying for College website is designed to help consumers make informed decisions about college finance. The Consumer Financial Protection Bureau (CFPB) began development with a user-centered design process for this tool-set, which is now in its 4th iteration. The college cost and financial aid comparison tool, a central feature of these resources, supports efforts by the Department of Education to standardize financial aid disclosures.
During this session, we’ll cover the most recent rounds of usability testing conducted with multiple groups across the U.S. We’ll highlight difficulties when designing and testing for multiple audiences with different needs as well as testing and iterating with live and prototype versions of the site. Data will also be emphasized as we share collection methodologies (click paths, eye tracking, questionnaires, etc.) and the importance of each. We’ll also provide insights into planning, execution, and reporting and how these findings informed major changes on the website.
workshop for UXPA DC on April 12, 2014, entitled "All this UX data! Now what?" Attendees learned how to deal with large amounts of user experience data from tests, and how to combine certain data to tell a succinct story.
This talk briefly covers usability and the user experience and then discusses posting to social media in a way that is consistent with how people use it.
The visual design of surveys and other types of online data collection tools impacts how users perceive, understand and navigate the instrument as well as the responses they provide. Two key considerations that impact how users experience online data collection tools are the device they are using (e.g., smartphone, tablet, computer) and the method of interaction (e.g., website, app or both). When designing online data collection tools, creating a common user experience across different devices and methods of interaction is important to create a consistent user experience and to minimize measurement differences.
In this talk, we will compare the user experience across four different combinations of device and method of interaction of a survey: (1) desktop PC-website, (2) smartphone-app, (3) tablet-app, and (4) tablet-website. Through performance and eye-tracking data, we identify UX elements that must be unified across all devices as well as elements that might need customization for difference devices or methods of interaction.
Age-Related Differences in Search Strategy and Performance When Using a Data-...Jennifer Romano Bergstrom
Erica Olmsted-Hawala presented these findings at HCII 2013 in Las Vegas. Data are from a lab-based experimental usability study, in which we showed that older adults have greater difficulties with cognitively challenging tasks. However, even young adults have difficulties with complex data tables that are often found on government Web sites.
Jonathan Mendelson presented this talk at HCI in Las Vegas. Data are from a probability-based online panel with US adults over the age of 25. We found that QR Code awareness, knowledge, and usage were highest for young adults and lowest for older adults. See slides for more details and see Jonathan's blog post about this talk at: http://www.forsmarshgroup.com/index.php/blog/post/hcii-2013-preview-age-and-qr-codes
Caitlin Krulikowski presented this at ESOMAR 2013 in Boston. Results are based on a probability-based paper survey of American youth. Find out what youth think about and do on Pinterest... See Caitlin's blog post about this presentation here: http://www.forsmarshgroup.com/index.php/blog/post/esomar-pinterest-preview
Jon Strohl organized an Ignite session in which many of us "pitted" different UX methods against each other. In mine, I argue for why remote UX testing is the best UX method. (Of course, I like many methods, and each is "the best" in different situations, but for the sake of this presentation, I hd some fun...) See my blog post about this: http://www.forsmarshgroup.com/index.php/blog/post/uxpa-recap-part-ii-why-remote-testing-is-the-most-preferred-ux-method.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
How libraries can support authors with open access requirements for UKRI fund...
UX Fundamentals
1. 2013 User Experience Intensive
February 27, 2013 | Goethe Institut | 9a-5:30p
Snacks sponsored by:
2. 2013 User Experience Intensive
Schedule
9 - 11: UX Fundamentals - Jen Romano Bergstrom
11 - 11:30: Rock Creek Strategic Marketing
11:30 - 12:30: lunch at RFD
12:30 - 2:30: UX Strategy and Lean UX - John Whalen
2:30 - 4: UX and SEO - Andrew Stevens
4 - 4:15: afternoon break
4:15 - 5:30: Hands-On Usability Testing - Jon Rubin
5:30 - 6:30: Networking
3. UX Fundamentals
Jennifer Romano Bergstrom
UXPA DC Short Course
February 27, 2013
@romanocog
@forsmarshgroup
4. Background Knowledge
•What does usability mean to you?
•Have you been involved in usability research?
•How is “user experience” different from “usability?”
@romanocog
@forsmarshgroup
5. Usability vs. User Experience
•Usability: “the extent to which a product can be used
by specified users to achieve specified goals with
effectiveness, efficiency, and satisfaction in a
specified context of use.” ISO 9241-11
•Usability.gov
•User Experience includes emotions and perceptions.
@romanocog
@forsmarshgroup
6. Understanding Users
Peter’s User Experience
Whitney’s 5Es of Usability Honeycomb
The 5 Es to Understanding Users (W. Quesenbery): http://www.wqusability.com/articles/getting-started.html
User Experience Design (P. Morville): http://semanticstudios.com/publications/semantics/000029.php
8. !
Evaluation Questions Addressed:
!
Advantages Disadvantages
Tool Do your users…
! • Navigate or use your product efficiently? • Objective measure of usability • Does not reveal complete experience (e.g., few
Measuring the UX
!
Objective • Use your design as you intended? • Provides multiple measures that are easy to collect errors, but bad experience)
!
! Task Performance • Find key items or content? • Straightforward quantitative comparisons between different • Does not inform the source or cause of the
!
Real-time
(e.g., accuracy, efficiency) designs or groups of users. issue
! Behavioral
! • Answers “what” but not “why.”
• Verbalize a positive experience? • Insight into users’ thoughts • Lack insight into user’s experience as they
• Express frustration about functionality, • Satisfaction surveys provide quantitative measure of subjective work with the interface (e.g., satisfaction
navigation, or content? experience measure at end)
Subjective Subjective Reactions • Indicate that they will use your product again in • Some insight into emotional responses • Memory is fallible (debriefing and satisfaction
Recalled (e.g., satisfaction survey, the future? • Explicit intentions (e.g., on whether they will use product in measures at end)
Explicit debriefing interview) future). • Responses are biased by social desirability,
overthinking, and uncertainty.
• Indicate a positive experience in the moment? • Insight into users’ thoughts • Responses are biased by social desirability,
Subjective Moment-to-moment
• Run into problems at a specific point when • Real-time insight into participants explicit emotional reactions. overthinking, and uncertainty
Real-time participant feedback
using your product? • May interfere with normal task performance.
Explicit (e.g., think aloud, button
• Get turned off at a specific moment?
presses, rating dial)
• Visually scan your product as you intended? • Objective assessment about items that may be distracting, • Some participants eyes do not track well
• Get excited or frightened when looking at attracting, or confusing • Somewhat expensive
specific components of your product? • Can assess visual search strategy and efficiency • Longer analysis time.
• Notice your advertisements? • Objective assessment of or anxiety, which is difficult to describe
Eye Tracking • See the content and features you want them to or people may not describe due to social desirability
Objective see? • Assess mental workload (e.g., hand-eye movement)
(e.g., fixation quantity,
Real-time • Get engaged with your product? • Modern non-invasive and non-obtrusive technology
fixation duration, pupil
Eyes dilation) • Run into problems after looking at a specific • Implicit measure that is well understood and researched in UX .
component?
• Overwork their eyes and attention when using
your product?
Objective- • Emotionally react to your product? • Real-time tracking of facial expressions and voice fluctuations • Not well studied in UX research
Subjective Emotion Recognition • Have the emotional reaction you intended from • Modern non-invasive and non-obtrusive technology. • Somewhat expensive
(e.g., facial or audio) using your product? • Longer analysis time.
Real-time
Face, voice
• Emotionally react to your product (how intense • Real-time measure of sympathetic nervous system through the • Moderately correlated with palm
is that emotion)? skin • Not well studied in UX research
Objective • Have the emotional responses you intended? • A measure of emotional intensity • Somewhat expensive
Real-time • Engage with your product throughout its use? • Correlated with stress, excitement, engagement, frustration, • Longer analysis time.
Sympathetic ElectroDermal Activity (EDA) anger
nervous system • Modern non-invasive and non-obtrusive technology
(conductance from wrist).
Objective • Respond in a way that will lead to behavior • Deeper understanding of what user is experiencing (e.g., fear, • Invasive and obtrusive technology (varies
change? engagement, excitement) among options).
Real-time
• Over or underwork attention and mental • Deeper understanding of engagement • Need complex lab space
Hemodynamic Neuroimaging
resources when using your product? • More temporally or spatially precise (varies among options). • Expensive
response, (e.g., fMRI, EEG, fNIRs)
• Engage with your product throughout its use? • Long set-up time
electrical neural • Long analysis time.
activity
!!
9. Measuring the UX
•How does it work for the end user?
•What does the user expect?
•How does it make the user feel?
@romanocog
@forsmarshgroup
10. What People do on the Web
@romanocog
@forsmarshgroup Krug, S. Don’t Make Me Think
16. The Aging Brain
• Study 1: Decreased Processing Speed
• Young are faster than older adults
• Study 2: Speed/Accuracy Trade-Off
• Older adults take longer and are more precise
• Younger adults are faster and make more errors
• Studies 3 & 4: Useful Field of View (UFoV) Decline
• Older adults do not look in the periphery
Study 1: Romano Bergstrom, J. C. & Olmsted-Hawala, E. L. (2012). Effects of Age and Think-Aloud Protocol on Eye-Tracking Data and
Usability Measures. Paper presentation at EyeTrackUX, Las Vegas, NV, June 2012.
Study 2: Olmsted-Hawala, E. L., Romano Bergstrom, J. C. & Rogers, W. (2013). Age-related differences in search strategy and performance
@romanocog when using a data-rich Web site. Proceedings from the Human Computer Interaction Internationals Conference, July 2013, Las Vegas, NV.
Study 3: Romano Bergstrom, J. C., Olmsted-Hawala, E. L. & Jans, M. E. (2012). Age-related differences in eye tracking and usability
performance: Web site usability for older adults. International Journal of Human-Computer Interaction, in press.
@forsmarshgroup Study 4: Romano Bergstrom, J. C., Olmsted-Hawala, E. L. & Bergstrom, H. C. (under review). Older adults fail to see the peripheral parts of
the display during a Web site search task.
17. Romano Bergstrom, J. C., Olmsted-Hawala, E. L. & Bergstrom, H. C. (under review). Older adults fail to see the peripheral parts of the display during a Web site search task.
Study 4: UFoV
young middle age older adults
18. Memory
• Remembering is not a completely independent function,
entirely distinct from perceiving, imaging, or even from
constructive thinking, but it has intimate relations with them
all…One’s memory of an event reflects a blend of information
contained in specific traces encoded at the time it occurred,
plus inferences based on knowledge, expectations, beliefs,
and attitudes derived from other sources.
• Mental Models
@romanocog
@forsmarshgroup Sir Frederick Bartlett (1886-1969), Remembering: A Study in Experimental and Social Psychology, 1932
20. Content Considerations
•Why do users come to your site?
•Define your purpose
•Objectives of the site
• The site’s purpose
• The user’s purpose, task, goals (personas)
• Content must meet both
• It’s not reading; it’s information sharing.
@romanocog
@forsmarshgroup
21. Content Considerations
•Does it need to be there?
• Self evident
• Obvious
• Self explanatory
•Less is more
• Get rid of half the words on each page, then
half of what’s left
•Don’t Make Me Think
@romanocog
@forsmarshgroup
24. Cut Unnecessary Words
•Due to Becausethat business is good at this point in
the fact
business is good now...
time =
•Click on these links to find out about the Zoo hours,
Zoo admission fees, or Zoo directions =
VISIT THE ZOO
admission fees
directions
hours
@romanocog
@forsmarshgroup Redish, J. Letting Go of the Words: Writing Web Content that Works
25. Put Action in Verbs, not
Nouns
•Retention of these records for seven years is a
requirement for licensees =
Licensees must keep these records for seven years.
Look for... As in... Change to...
-al denial deny
-ance maintenance maintain, keep up
-ment assignment assign
@romanocog
@forsmarshgroup Redish, J. Letting Go of the Words: Writing Web Content that Works
26. Readability
•Default: 8th - 12th grade
•We all read simple, short,
common words faster
•Helping low-literacy users
helps everyone
•Assess with MS Word:
Flesch-Kincaid
@romanocog
Redish, J. Letting Go of the Words: Writing Web Content that Works
@forsmarshgroup Summers & Summers, 2005: http://iat.ubalt.edu/summers/papers/Summers_ASIST2005.pdf
27. Improving Readability
Time on Task (Mean) Site 1 Site 2 Improvement
high literacy users 14:19 5:05 +182%
low literacy users 22:16 9:30 +134%
Success Rate (Mean) Site 1 Site 2 Improvement
high literacy users 68% 93% +37%
low literacy users 46% 82% +77%
@romanocog
@forsmarshgroup Summers & Summers, 2005: http://iat.ubalt.edu/summers/papers/Summers_ASIST2005.pdf
28. Improving Readability
Instead of this Try this
obtain get
prior to before
purchase buy
request ask for
subsequent next
terminate end
@romanocog
@forsmarshgroup Redish, J. Letting Go of the Words: Writing Web Content that Works
29. Ability to Skim
•Key info in first two sentences
• Users should know if they want to stay
•Rule of twos
•F-Shaped pattern
30. Emphasizing Text
•Use bold and italics sparingly.
•Say the emphasized text aloud. Does it make
sense?
•Never underline plain text.
@romanocog
@forsmarshgroup
31. Hypertext
•Use meaningful words or
phrases.
•Be specific.
•Avoid “more” and “click
here”
•Do not repeat hypertext.
@romanocog
@forsmarshgroup
38. Font
•Don’t use a format simply because you like it.
•Don’t avoid a format because you don’t like it.
•Avoid small fonts.
•Use high contrast settings.
•Color contrast checkers
@romanocog
@forsmarshgroup
44. Instructions and Error
Messages
•Place them
near action
item.
•Don’t Make
Me Think
@romanocog
@forsmarshgroup
45. The “Fold”
•Users think they
have reached the
end of the page
•Keep pages short
•Give cues
•1024 x 768
• (Stay tuned for the endless scroll)
@romanocog
@forsmarshgroup
49. How can we fix this?
@romanocog
@forsmarshgroup
50. How can we fix this?
@romanocog
@forsmarshgroup
51. The “new” Epic Scroll
•Let the content decide
•No standard formula
•Social media
•E-commerce
@romanocog Burridge, L & Rowe, A. The User Experience of
Social Media. Forthcoming in Schall & Romano
@forsmarshgroup Bergstrom. Eye Tracking in User Experience.