Most of us don’t really understand what User Experience (UX) actually means. People tend to think UX is just the trendy new term for User Interface (UI). But that suggests that we forget that users are human beings who need to be treated that way.
UX Workshop introducing what UX is and why it is important. The audience may or may not be familiar with UX so the presentation focuses more on principles than a step-by-step how-to.
Hacking UX: Product Design Thinking for TechiesMelissa Ng
Developers often struggle with user experience (UX) design because their technical mindset does not always align with how users think and behave. They may focus too much on execution and technical requirements rather than usability. Understanding user needs through research methods like interviews is important for designing products that meet business goals and satisfy customers. The workshop aimed to get developers doing hands-on user research exercises to better understand UX design processes. Participants conducted speed interviews with each other about a travel app concept to generate insights for creating user personas.
You Can UX Too: Avoiding the Programmer's User Interface @ NEPHP 2013Eryn O'Neil
1) The document discusses how programmers can improve user experience (UX) when designing interfaces, even without being UX professionals. It provides practical tips like using user-centered design principles to prioritize users' needs.
2) The author recommends techniques like pattern matching interfaces usefully, protecting users, and not expecting users to read extensive instructions. Programmers are advised to observe how users interact with their software.
3) When working with dedicated UX professionals, the document says programmers should think about how implementations impact the user experience, provide constructive feedback, and defer to UX experts' judgments about interface designs.
The document is a presentation on user experience (UX) design that defines UX, outlines key aspects of UX like understanding user needs, and provides examples. It emphasizes understanding the user through research, testing assumptions, and iterating on designs based on user feedback. The presentation includes defining UX, discussing the importance of understanding user needs through research, and providing a hands-on workshop where participants conduct user research, sketch design ideas, and get feedback to improve their designs.
The Ten Dictums of User Experience (UX) Design (with captions) – John KueflerJohn Kuefler
The document summarizes the "Ten Dictums of User Experience Design" discovered by the author while visiting a Japanese garden. The dictums provide principles for UX design such as: remember the user's perspective not the designer's; simplify the interface and prioritize intuitiveness; test prototypes with users through an iterative process; and accept responsibility for usability issues rather than blaming the user. The document advocates applying these human-centered principles to create highly usable digital products and services.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
UX Workshop introducing what UX is and why it is important. The audience may or may not be familiar with UX so the presentation focuses more on principles than a step-by-step how-to.
Hacking UX: Product Design Thinking for TechiesMelissa Ng
Developers often struggle with user experience (UX) design because their technical mindset does not always align with how users think and behave. They may focus too much on execution and technical requirements rather than usability. Understanding user needs through research methods like interviews is important for designing products that meet business goals and satisfy customers. The workshop aimed to get developers doing hands-on user research exercises to better understand UX design processes. Participants conducted speed interviews with each other about a travel app concept to generate insights for creating user personas.
You Can UX Too: Avoiding the Programmer's User Interface @ NEPHP 2013Eryn O'Neil
1) The document discusses how programmers can improve user experience (UX) when designing interfaces, even without being UX professionals. It provides practical tips like using user-centered design principles to prioritize users' needs.
2) The author recommends techniques like pattern matching interfaces usefully, protecting users, and not expecting users to read extensive instructions. Programmers are advised to observe how users interact with their software.
3) When working with dedicated UX professionals, the document says programmers should think about how implementations impact the user experience, provide constructive feedback, and defer to UX experts' judgments about interface designs.
The document is a presentation on user experience (UX) design that defines UX, outlines key aspects of UX like understanding user needs, and provides examples. It emphasizes understanding the user through research, testing assumptions, and iterating on designs based on user feedback. The presentation includes defining UX, discussing the importance of understanding user needs through research, and providing a hands-on workshop where participants conduct user research, sketch design ideas, and get feedback to improve their designs.
The Ten Dictums of User Experience (UX) Design (with captions) – John KueflerJohn Kuefler
The document summarizes the "Ten Dictums of User Experience Design" discovered by the author while visiting a Japanese garden. The dictums provide principles for UX design such as: remember the user's perspective not the designer's; simplify the interface and prioritize intuitiveness; test prototypes with users through an iterative process; and accept responsibility for usability issues rather than blaming the user. The document advocates applying these human-centered principles to create highly usable digital products and services.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
User experience (UX) encompasses all aspects of a user's interaction with a company, its services, and products. UX involves a person's behaviors, attitudes, and emotions when using a product or service. It also includes their perceptions of aspects like usability, ease of use, and efficiency. UX is dynamic as it changes over time with usage circumstances and system changes. To design for positive UX, companies use user-centered design approaches like personas, user stories, prototypes, and usability testing to understand users and optimize the product around their needs and goals. Various tools and methods are used to measure and improve UX.
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
Jason Moore - Interaction design in enterprise teamsroblund
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
These days almost anyone can create a wireframe. So what does it take to go beyond boxes and arrows and produce work to be proud of?
In this recent talk given at UX Crunch, London I share insights into areas I encourage my team to explore to help them produce even more fantastic work.
Originally presented at Digital Summit Dallas in Dec 2014, this deck details how lessons from Bruce Lee's Jeet Kune Do philosophy can be applied in UX design... and in life. Based on the Uxmag.com article I wrote of the same name.
The document describes a workshop on agile usability testing through user checks. User checks involve testing a design with real users within their context and retesting after improvements within one week. This allows testing early and often to improve the design iteratively based on user feedback. The workshop covers how to structure user check sessions, including introducing tasks, observing users and evaluating findings after each session to prioritize improvements for retesting. Volunteers then do a practice user check session with observers collecting feedback on sticky notes to discuss findings and potential design updates.
Hacking UX : Design Thinking for TechiesMelissa Ng
Melissa is facilitating a workshop on design thinking for developers. She began by introducing herself and her company, which provides product design services. She then had participants introduce themselves and their roles. To get a sense of the group's objectives, Melissa had them write down goals on post-its and sort them into piles of similar objectives. Some common goals were learning UX techniques and best practices, building products with a user-focused mindset, and understanding how to apply methods. To make the session relevant, Melissa conducted user research with developers to understand what they struggle with regarding UX, such as effort prioritization, aligning work with business needs, and understanding how users think.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
The Top 10 things that UX people get obsessed aboutAndy Marshall
This document discusses common obsessions of people who work in user experience (UX) design. It presents a "top 10" list of things UX professionals tend to get obsessed about, beginning with stationary supplies and ending with door handles being identified as the number one obsession. This is attributed to Donald Norman's influential book "The Design of Everyday Things" which analyzes everyday objects like door handles and engenders an obsessiveness in examining the design of common items. The document explores each item on the list in turn, providing examples and explanations for why they capture the attention of and fuel the obsessions of people in the UX field.
This document summarizes a presentation about how to effectively sell UX (user experience) design. The presentation argues that UX professionals often struggle to sell the value of UX because they talk about it using insider terminology instead of language that non-UX people understand. It suggests stopping talking about UX deliverables like wireframes and personas, and instead focusing on how UX can save time, money, increase revenue and improve customer satisfaction. The presentation also stresses the importance of understanding customers' needs from their perspective in order to position UX in a way that meets those needs. It argues UX professionals need to practice the same empathy and contextual thinking they bring to design when talking to potential customers about UX.
This document discusses user research and provides guidance on how to conduct it effectively. It explains that user research should be done to build empathy, gather context, de-risk product decisions, and solve real problems for users. Research should be conducted throughout the product development process, including scoping, problem discovery, solution generation, and iterative testing. Both exploratory and evaluative interviews are important. Interviews should be conducted respectfully and without leading questions to get genuine user feedback. Notes should be taken comprehensively and insights should be shared and synthesized with the team. The goal is to understand users and make informed decisions to create the best possible products and experiences.
The document summarizes different low-cost methods for conducting user research on web products with limited resources. It discusses using heatmapping and analytics tools to evaluate existing use, as well as virtual usability testing, guerrilla testing, and microfeedback forms to gather user experience feedback during the design process. Specific tools mentioned include CrazyEgg, Google Analytics, Usabilla, and building your own microfeedback forms. Examples are provided from a case study of redesigning a university library website.
The 10 Commandments of UX provide guiding principles for user experience design:
1. Understand the user's perspective rather than your own perspective or the client's perspective.
2. Understand the problem you are trying to solve for the user and identify the core problem before forming solutions.
3. Avoid over-engineering and focus on simplicity - most of the time simpler is better. Ask questions to ensure you understand user needs and expectations.
The document is a workbook aimed at helping users understand audiences for their products or services. It provides a step-by-step process for identifying different types of users, connecting with users through interviews and observations to understand their needs, and visualizing the findings by developing user archetypes, personas and journey maps. The workbook contains various exercises and activities to guide users through each step of the process to demystify audiences and gain insights.
Midwest UX 2014 - Pay It Forward: How To Mentor Your UX Co-Workers Without Th...Naa Marteki Reed
Want to be a mentor in the UX field, but you’re not sure where to start? Feel like you want to give back and help strengthen our industry, but running low on time and resources? You’re in luck: this presentation will not only reveal your personal secret UX superpower to you, but it’ll also show you how to use it on your co-workers to grow your mentoring skills, improve their careers, and build up the UX industry as a whole.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
This document provides an overview of user experience (UX) design. It discusses what UX is, how to deliver good UX by understanding users' needs and goals, envisioning key use cases, creating feature lists, prototyping solutions, testing prototypes with users, and following usability heuristics like ensuring visibility of system status and matching systems to the real world. The document aims to provide both high-level and practical tips for designing more usable solutions that solve problems and meet user needs.
Usability in Virtual Worlds (Metaverse08)Markus Breuer
This document discusses usability in virtual worlds and provides recommendations for improving usability based on user-centered design principles. It summarizes challenges with current usability in virtual worlds and provides examples of poor usability. The document recommends using user interviews, personas, scenarios and iterative user testing to understand users and improve designs. Conducting user research and testing designs with target users early and often is emphasized as key to achieving better usability.
This document provides an overview of UX design in Singapore. It begins with introductions and then defines UX design, noting it refers to how a product is used in the real world and that a positive experience meets both user and business goals. The document outlines UX design elements and processes. It then provides examples of how UX design can increase adoption rates, revenue, and help or delight users. Next, it analyzes local government sites and suggests improvements. Observations are shared on short-term thinking and the need for collaboration and customer focus. The document ends by asking for questions.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
User experience (UX) encompasses all aspects of a user's interaction with a company, its services, and products. UX involves a person's behaviors, attitudes, and emotions when using a product or service. It also includes their perceptions of aspects like usability, ease of use, and efficiency. UX is dynamic as it changes over time with usage circumstances and system changes. To design for positive UX, companies use user-centered design approaches like personas, user stories, prototypes, and usability testing to understand users and optimize the product around their needs and goals. Various tools and methods are used to measure and improve UX.
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
Jason Moore - Interaction design in enterprise teamsroblund
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
These days almost anyone can create a wireframe. So what does it take to go beyond boxes and arrows and produce work to be proud of?
In this recent talk given at UX Crunch, London I share insights into areas I encourage my team to explore to help them produce even more fantastic work.
Originally presented at Digital Summit Dallas in Dec 2014, this deck details how lessons from Bruce Lee's Jeet Kune Do philosophy can be applied in UX design... and in life. Based on the Uxmag.com article I wrote of the same name.
The document describes a workshop on agile usability testing through user checks. User checks involve testing a design with real users within their context and retesting after improvements within one week. This allows testing early and often to improve the design iteratively based on user feedback. The workshop covers how to structure user check sessions, including introducing tasks, observing users and evaluating findings after each session to prioritize improvements for retesting. Volunteers then do a practice user check session with observers collecting feedback on sticky notes to discuss findings and potential design updates.
Hacking UX : Design Thinking for TechiesMelissa Ng
Melissa is facilitating a workshop on design thinking for developers. She began by introducing herself and her company, which provides product design services. She then had participants introduce themselves and their roles. To get a sense of the group's objectives, Melissa had them write down goals on post-its and sort them into piles of similar objectives. Some common goals were learning UX techniques and best practices, building products with a user-focused mindset, and understanding how to apply methods. To make the session relevant, Melissa conducted user research with developers to understand what they struggle with regarding UX, such as effort prioritization, aligning work with business needs, and understanding how users think.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
The Top 10 things that UX people get obsessed aboutAndy Marshall
This document discusses common obsessions of people who work in user experience (UX) design. It presents a "top 10" list of things UX professionals tend to get obsessed about, beginning with stationary supplies and ending with door handles being identified as the number one obsession. This is attributed to Donald Norman's influential book "The Design of Everyday Things" which analyzes everyday objects like door handles and engenders an obsessiveness in examining the design of common items. The document explores each item on the list in turn, providing examples and explanations for why they capture the attention of and fuel the obsessions of people in the UX field.
This document summarizes a presentation about how to effectively sell UX (user experience) design. The presentation argues that UX professionals often struggle to sell the value of UX because they talk about it using insider terminology instead of language that non-UX people understand. It suggests stopping talking about UX deliverables like wireframes and personas, and instead focusing on how UX can save time, money, increase revenue and improve customer satisfaction. The presentation also stresses the importance of understanding customers' needs from their perspective in order to position UX in a way that meets those needs. It argues UX professionals need to practice the same empathy and contextual thinking they bring to design when talking to potential customers about UX.
This document discusses user research and provides guidance on how to conduct it effectively. It explains that user research should be done to build empathy, gather context, de-risk product decisions, and solve real problems for users. Research should be conducted throughout the product development process, including scoping, problem discovery, solution generation, and iterative testing. Both exploratory and evaluative interviews are important. Interviews should be conducted respectfully and without leading questions to get genuine user feedback. Notes should be taken comprehensively and insights should be shared and synthesized with the team. The goal is to understand users and make informed decisions to create the best possible products and experiences.
The document summarizes different low-cost methods for conducting user research on web products with limited resources. It discusses using heatmapping and analytics tools to evaluate existing use, as well as virtual usability testing, guerrilla testing, and microfeedback forms to gather user experience feedback during the design process. Specific tools mentioned include CrazyEgg, Google Analytics, Usabilla, and building your own microfeedback forms. Examples are provided from a case study of redesigning a university library website.
The 10 Commandments of UX provide guiding principles for user experience design:
1. Understand the user's perspective rather than your own perspective or the client's perspective.
2. Understand the problem you are trying to solve for the user and identify the core problem before forming solutions.
3. Avoid over-engineering and focus on simplicity - most of the time simpler is better. Ask questions to ensure you understand user needs and expectations.
The document is a workbook aimed at helping users understand audiences for their products or services. It provides a step-by-step process for identifying different types of users, connecting with users through interviews and observations to understand their needs, and visualizing the findings by developing user archetypes, personas and journey maps. The workbook contains various exercises and activities to guide users through each step of the process to demystify audiences and gain insights.
Midwest UX 2014 - Pay It Forward: How To Mentor Your UX Co-Workers Without Th...Naa Marteki Reed
Want to be a mentor in the UX field, but you’re not sure where to start? Feel like you want to give back and help strengthen our industry, but running low on time and resources? You’re in luck: this presentation will not only reveal your personal secret UX superpower to you, but it’ll also show you how to use it on your co-workers to grow your mentoring skills, improve their careers, and build up the UX industry as a whole.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
This document provides an overview of user experience (UX) design. It discusses what UX is, how to deliver good UX by understanding users' needs and goals, envisioning key use cases, creating feature lists, prototyping solutions, testing prototypes with users, and following usability heuristics like ensuring visibility of system status and matching systems to the real world. The document aims to provide both high-level and practical tips for designing more usable solutions that solve problems and meet user needs.
Usability in Virtual Worlds (Metaverse08)Markus Breuer
This document discusses usability in virtual worlds and provides recommendations for improving usability based on user-centered design principles. It summarizes challenges with current usability in virtual worlds and provides examples of poor usability. The document recommends using user interviews, personas, scenarios and iterative user testing to understand users and improve designs. Conducting user research and testing designs with target users early and often is emphasized as key to achieving better usability.
This document provides an overview of UX design in Singapore. It begins with introductions and then defines UX design, noting it refers to how a product is used in the real world and that a positive experience meets both user and business goals. The document outlines UX design elements and processes. It then provides examples of how UX design can increase adoption rates, revenue, and help or delight users. Next, it analyzes local government sites and suggests improvements. Observations are shared on short-term thinking and the need for collaboration and customer focus. The document ends by asking for questions.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
1. We’re all wrong about UX
User Experience is nothing like User Interface
2. Disclaimer
o We have no magic
o We have no certainty
o Feel free to disagree with us
o Debate is good
o The following is based on our observations and
thoughts
5. Really dangerous…
o In 2007 and 2008:
• 79,500 emergency room visits due to table and bench
saws injuries
o Around 4,000 fingers chopped off each year
• 76.7% of injuries occurred when operator was pushing the
stock
• 65.7% of injuries because blade guard was absent
50,900 lacerations
8,100 amputations
Source: US Consumer product Safety Commission
6. Introducing Saw Stop
o A table saw that recognizes flesh and drops the
spinning saw so fast that injury is impossible.
o Really, watch this:
7. What came before Saw Stop
Gloves
Finger/blade guards
Warning labels
User manuals
Anti-kickback pawls
Safety switches
Push sticks
Mitter gauges
9. What the heck does any of this have
to do with UX?
o UI is
• Finger guards
• Warning signs
• Training booklets & videos
10. What the heck does any of this have
to do with UX?
o UI is
• Finger guards
• Warning signs
• Training booklets & videos
o UX is
• Recognizing that no matter what... sometimes
humans do stupid things
• Using design to keep stupidity from causing
catastrophic results... like serious injury & death
14. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
15. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
Google image search: "users"
16. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
Google image search: "users" Google image search: “people"
17. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
"as a user I want a post-
click response time of
less than 2 seconds"
Google image search: "users" Google image search: “people"
18. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
"as a user I want a post-
click response time of
less than 2 seconds"
Google image search: "users"
"as a person I get annoyed if I
click something and I am not
sure if anything is happening"
Google image search: “people"
19. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
"as a user I want a post-
click response time of
less than 2 seconds"
Google image search: "users"
UI is for users
"as a person I get annoyed if I
click something and I am not
sure if anything is happening"
Google image search: “people"
20. Users are actually people
o The 'U' in UX is for user
o User is a clean, rational and sterile term
o People are rarely any of those things
"as a user I want a post-
click response time of
less than 2 seconds"
Google image search: "users"
UI is for users
"as a person I get annoyed if I
click something and I am not
sure if anything is happening"
Google image search: “people"
UX is for people
21. So what do we know about people?
o People are impatient
o People are easily distracted
o People are afraid of change
… these things don’t surprise anyone
23. Something less obvious and more
fundamental about people
o Happiness is not really generated in people by
modules, features or buttons
24. Something less obvious and more
fundamental about people
o Happiness is not really generated in people by
modules, features or buttons
o People's happiness and satisfaction are based
on meeting or exceeding expectations
25. Something less obvious and more
fundamental about people
o Happiness is not really generated in people by
modules, features or buttons
o People's happiness and satisfaction are based
on meeting or exceeding expectations
o Even if those expectations are irrational or
incorrect
26. So if we are following along...
Great UX can be achieved by:
o First, truly understanding people's expectations
o Second, managing those expectations
o Third, exceeding those expectations
28. #1 - understand expectations
o We've gotten too comfortable thinking "as a
user“
o Expectation should be more "person" oriented
29. #1 - understand expectations
o We've gotten too comfortable thinking "as a
user“
o Expectation should be more "person" oriented
Example
30. #1 - understand expectations
o We've gotten too comfortable thinking "as a
user“
o Expectation should be more "person" oriented
Example
• A user needs to easily be able to access the list of
features they need without clutter slowing them down
31. #1 - understand expectations
o We've gotten too comfortable thinking "as a
user“
o Expectation should be more "person" oriented
Example
• A user needs to easily be able to access the list of
features they need without clutter slowing them down
• A person can be any of a number of different types of
user depending on a variety of factors
32. #2 - manage expectations
o Buttons, icons, effects... in other words, interface
features are all important
o But not on their own.
33. When considering the “save” icon in our software,
we considered alternative designs that made sense
with our overall UI…
Example
And some that were a little bit more outside of the box…
34. But “people” want an icon that is familiar and
recognizable irrespective of the overall interface.
Example
35. #3 - exceed expectations
o Give them more than they knew they wanted
Remote Keyless Entry
-Renault, 1982
39. How to deal with changing
expectations
• Allow for change
• Marketing requirements
• Constantly challenging assumptions
• Agile Scrum and Iterations
40. How to deal with changing
expectations
• Allow for change
• Marketing requirements
• Constantly challenging assumptions
• Agile Scrum and Iterations
and...
This is how we handled it
The Golden Triangle
(at least that's what we did)
• Infinite attributes
• Associations
• Rules
47. Let the user control the workflow
(put the logic in the database)
o Simple API for quick rule scripting
o Simple interface for making business logic rules
o Availability to write JavaScript rules for the really
hairy stuff
48. Conclusions
o We like humans
o Even the confused, impatient, distracted and
stupid ones
o Good UX driven design assumes that at any
moment they might just stick their hands into a
tables saw…
o Good UX driven design assumes that they won't
wear seat belts…
o Or that they won't hold the railing…
o Or that they won't stay behind this line…
49. So…
o Anything we design for humans should be
useable with almost no training
o We should assume that anything that we design
for humans will be used differently than
anticipated... and that's ok
o Designing for humans should assume there is a
lot we don't know when we start
50. On a final note
o Understanding expectations
o Managing expectations
o Exceeding expectations
These work for any process seeking positive
human interaction