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An Introduction to User
Experience and Interaction
POP 517: User Experience
Who am I and what
do I know anyway?
Who are YOU and
why are you here?
What are we going to do
over the next ten weeks?
Let’s start at the very
beginning … 1990 or
thereabouts
What different types of
interaction models are
there?
Book = page turn

Site = click

Tablet = tap/swipe

Remote = button

Handle = push/pull

XBOX Kinect/Wii = gesture

Siri App = voice command
Think about mobile
interaction like this
Let’s get our heads
together for a while
If you were to re-design the Netflix screen,
what would you do?? 

Discuss existing design problems &
possible solutions; discuss opportunities
(for content, branding, advertising, design,

technical implementation); discuss how to
strengthen existing target users vs.
changing/broadening target users.
So what is UX?
–UXnet.org and Interaction-Design.org
the quality of experience a person has
when interacting with a specific design
“

”
This relates to any designed product,
digital or physical …
Let’s try and see what we take into account
when designing a good experience for the
end user …
As far as digital experiences go, have a look
at these and figure out how they deliver a
good user experience …
http://www.oneclub.org/

https://www.rijksmuseum.nl/en

http://www.nytimes.com/projects/2012/
snow-fall/#/?part=tunnel-creek
How does this affect the
art director & copywriter?
Strategy 

User needs

Appropriateness
How does UX sit in an
ad agency?
In an ideal situation UX is considered from
the beginning …. UX Design, however, is
sometimes wheeled in after concepts and
strategies have been signed off
Let’s talk process
5Planes
Surface
Skeleton
Structure
Scope
Strategy
Surface
Skeleton
Structure
Scope
Strategy
Pages

Images

Text

Clickable 

Functional

Informational

Visible
Surface
Skeleton
Structure
Scope
Strategy
Optimizes
arrangement of
elements for
maximum effect
Surface
Skeleton
Structure
Scope
Strategy
Defines how users
got there and where
they will go
Surface
Skeleton
Structure
Scope
Strategy
Defines features and
functions of the site
Surface
Skeleton
Structure
Scope
Strategy
Stakeholder needs
and objectives
Working your way from strategy to surface
the framework becomes less abstract
User needs

Product objectives

Content

Technology
Form
Industrial Designers /
Graphic Designers
Behavior
Interaction Designers
Content
Writers / Animators / Information
Architects / Sound Designers
One final thought
Quality depends on context
Shall we do some
homework?
ex
perim
entation
—————
Design
—————————
USABILITY
—————————————
RELIABILITY
———————————————
Core -Functionality
Core Functionality
Simply put, the most basic implementation that
yields the required result
Reliability
Whether someone can count on you
Usability
Your application is a story, not a scavenger hunt
Design
Functionally, it needs to reinforce the
established usability decisions, and
aesthetically, it establishes the tone and feeling
of the entire experience
Experimentation
Here’s where it starts to get inspirational
Please prepare a formal presentation (Keynote, inDesigned PDF, etc) to give in class
next week that provides your favorite brand/product/service examples for each level of
the Hierarchy of UX Needs.

What take-aways do you see? What about opportunities for improvement?

Your presentation should include:

- Each level of the Hierarchy of UX Needs with at least 15 brands/products/services total
across the pyramid

- Examples of the digital media channels in which you experience these brands/
products/services (include screenshots and/or logos; cite relevant content or feature set
examples)

- Be prepared to talk about why you chose what you chose and to present this work to
the whole class

- If you would like to experiment with your own Hierarchy system, feel free to invent a
new one.

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