Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
Blank Page to World Stage [Design Matters 2017] Cheryl Platz
Keynote by Cheryl Platz for Day 1 of Design Matters 2017. To book Cheryl for your next event, visit ideaplatz.com
Most designers are experts at improving upon existing experiences - but how does your process translate to a brand new product? How do you make the case for input modalities no one's ever used in your context before?
Cheryl shares some of the design processes and techniques she used to help get the Echo Look from a blue-sky idea to a tangible, validated experience in the hands of customers worldwide. You'll leave with a clearer picture of how your own skills translate to new product work - and what to expect when you're breaking new NUI (natural user interface) ground on your projects.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
Blank Page to World Stage [Design Matters 2017] Cheryl Platz
Keynote by Cheryl Platz for Day 1 of Design Matters 2017. To book Cheryl for your next event, visit ideaplatz.com
Most designers are experts at improving upon existing experiences - but how does your process translate to a brand new product? How do you make the case for input modalities no one's ever used in your context before?
Cheryl shares some of the design processes and techniques she used to help get the Echo Look from a blue-sky idea to a tangible, validated experience in the hands of customers worldwide. You'll leave with a clearer picture of how your own skills translate to new product work - and what to expect when you're breaking new NUI (natural user interface) ground on your projects.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
The challenges and opportunities of multi-tasked, multi-device and connected users is be explored when designing digital products. An end-to-end methodology based on Contextual Design that addresses the challenges above is presented along with practical examples.
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.
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
The 7 most common usability issues by UserTestingInVision App
After watching hundreds of thousands of hours of user research videos, the folks at UserTesting have identified the 7 most common usability issues. Find out what they are—and how to avoid them.
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 )
Show vs. Tell in UX Design (Front in Amsterdam)Zoe Gillenwater
We’ve all heard these “laws” of design: “People don’t read on the web.” “If you have to explain how to use your product, you’ve failed.” “A picture is worth a thousand words.” It seems like our job as designers is to make things as intuitive as possible, using as few words as possible so that the meaning is self-evident through our visual design. But does this always produce the best user experience? Is showing always better than telling? We’ll look at several examples of design from the real world, the web, and apps that use showing, telling, or both as a method for producing the best UX. Rather than just assuming one is always better than the other, learn how to choose the right approach for your particular design problem and users.
Product design for Non Designers - Montreal Digital Nomad MeetupSebastian Tory-Pratt
The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Apps as Machines — ThingsCon Berlin 2014Martin Jordan
What if your favourite apps turned into little machines? What makes physical objects more emotionally engaging than apps? How do we connect to them through our natural senses and cognitive abilities?
Together we'll break down some of our favourite apps to their elementals and imagine them as physical machines. We'll examine aspects of experience which can bring us closer to the services we use everyday.
How? With a few short hands-on exercises, we'll explore the jobs-to-be-done behind popular apps. Quick prototypes and scenarios of how these might exist as machines will try to uncover what we're after.
The ‘Apps as Machines’ workshop was held during ThingsCon in May 2014 in Berlin — by Boris Anthony, Hannes Jentsch and Martin Jordan
Good design is a myth - Zoltan Kollin @ UX Cambridge 2017 & UX Scotland 2017Zoltan Kollin
Everyone agrees that well-designed products are intuitive, simple, clean, honest, innovative...except when they're not. It's not the design principles that matter the most - it's the users.
In this session I'll show how focusing on the users' needs might end up with you creating amazing products even when it sometimes means barbarously breaking widely accepted design guidelines.
The Creative Career (Girls Unlimited April 2015 Keynote)Cheryl Platz
Redmond's Girls Unlimited program hosts annual workshops focusing on career options for young women in the area. In 2015, I was invited to return for my second Girls Unlimited keynote talk, this time focusing on my career in the arts - both in interaction design and in acting. The talk ends with a number of calls to action that are applicable to any beginning artistic career.
Neilson's 10 Heuristics Application Examples . Examples That represent bad Heuristic Applications and Good Heuristic Applications.
Feel Free to
Contact Me at +923045263206 or at facebook.com/muhammadhassaanmahmood2
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
The challenges and opportunities of multi-tasked, multi-device and connected users is be explored when designing digital products. An end-to-end methodology based on Contextual Design that addresses the challenges above is presented along with practical examples.
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.
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
The 7 most common usability issues by UserTestingInVision App
After watching hundreds of thousands of hours of user research videos, the folks at UserTesting have identified the 7 most common usability issues. Find out what they are—and how to avoid them.
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 )
Show vs. Tell in UX Design (Front in Amsterdam)Zoe Gillenwater
We’ve all heard these “laws” of design: “People don’t read on the web.” “If you have to explain how to use your product, you’ve failed.” “A picture is worth a thousand words.” It seems like our job as designers is to make things as intuitive as possible, using as few words as possible so that the meaning is self-evident through our visual design. But does this always produce the best user experience? Is showing always better than telling? We’ll look at several examples of design from the real world, the web, and apps that use showing, telling, or both as a method for producing the best UX. Rather than just assuming one is always better than the other, learn how to choose the right approach for your particular design problem and users.
Product design for Non Designers - Montreal Digital Nomad MeetupSebastian Tory-Pratt
The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Apps as Machines — ThingsCon Berlin 2014Martin Jordan
What if your favourite apps turned into little machines? What makes physical objects more emotionally engaging than apps? How do we connect to them through our natural senses and cognitive abilities?
Together we'll break down some of our favourite apps to their elementals and imagine them as physical machines. We'll examine aspects of experience which can bring us closer to the services we use everyday.
How? With a few short hands-on exercises, we'll explore the jobs-to-be-done behind popular apps. Quick prototypes and scenarios of how these might exist as machines will try to uncover what we're after.
The ‘Apps as Machines’ workshop was held during ThingsCon in May 2014 in Berlin — by Boris Anthony, Hannes Jentsch and Martin Jordan
Good design is a myth - Zoltan Kollin @ UX Cambridge 2017 & UX Scotland 2017Zoltan Kollin
Everyone agrees that well-designed products are intuitive, simple, clean, honest, innovative...except when they're not. It's not the design principles that matter the most - it's the users.
In this session I'll show how focusing on the users' needs might end up with you creating amazing products even when it sometimes means barbarously breaking widely accepted design guidelines.
The Creative Career (Girls Unlimited April 2015 Keynote)Cheryl Platz
Redmond's Girls Unlimited program hosts annual workshops focusing on career options for young women in the area. In 2015, I was invited to return for my second Girls Unlimited keynote talk, this time focusing on my career in the arts - both in interaction design and in acting. The talk ends with a number of calls to action that are applicable to any beginning artistic career.
Neilson's 10 Heuristics Application Examples . Examples That represent bad Heuristic Applications and Good Heuristic Applications.
Feel Free to
Contact Me at +923045263206 or at facebook.com/muhammadhassaanmahmood2
In this talk I give an overview of the elements of User Experience Design, and more importantly, why you should care about it. The goal is to provide some baseline knowledge of the user-centered design process to equip anyone to take those skills back to their desks and start applying it immediately. I discuss user experience research, content strategy, interaction design, and visual design, and how those elements work together to build great experiences.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
An introductory workshop on UX design, taught to design thinking students at the Hasso-Plattner-Institut School of Design Thinking in Potsdam, Germany.
Companion website: http://paperandcode.weebly.com
Software used in the workshop: Sketch, Invision
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
VIDEO OF THE TALK: https://youtu.be/oeSsyb-tzfo
Understanding your users' behaviours, needs and motivations is key to design a kickass web product.
Learn about quick, easy and efficient user research methods to build user-centered products and services.
This workshop will be led by Charlotte Breton Schreiner, Senior UX Architect.
Whether you are an entrepreneur building a prototype, a developer crafting a product during a hackathon or a designer who wants to test ideas with end users, this workshop is for you.
We will cover accessible user research methods that anyone can apply without any prior UX knowledge. During the workshop, you will have the opportunity to try some of these methods with the other participants and realize how powerful taking a user-centered approach can be.
Le Wagon Workshop, Tuesday 24th October 2017
Is your nonprofit looking to incorporate more design thinking in its projects? Are you confused about what a design thinking approach entails? This recording will help you learn the ins and outs of design thinking.
'10 Great but now Overlooked Tools' by Graham ThomasTEST Huddle
The idea for this presentation came directly from EuroSTAR 2011. Sitting on the bus back to the conference centre after attending the Gala Dinner, a discussion started, about industry luminaries who turn up at conferences and give presentations which roughly say "Don't do all the stuff that I told you to do 5 years ago! Do this stuff now." But, but, but . . . .
As we got talking I realised how many simple effective tools I no longer used, because they have either become overlooked, forgotten and thus fallen into disuse, or because modern methods claim not to need them and they are redundant. I wondered if any of them were worth looking at again - starting with my trusty flowcharting template; I realised it is a great tool which I have overlooked for far too long!
Here is my list of 10 great but now overlooked tools:
• Flowcharts
• Prototypes
• Project Plans
• Mind Maps
• Tools we already have at our disposal like ....
• Aptitude Tests
• Hexadecimal Calculators
• Desk Checking
• Data Dictionaries and Workbenches
This is my list of really useful tools that I think are overlooked. In the webinar I will outline each tool, why I think it was great, and what we are missing out by not using it.
And it naturally follows that if there are some tools we have overlooked then there are also some tools that we should get rid of! I will identify some.
Hopefully this webinar will give you a different perspective on tools to use for testing, some tools that may be improved upon or plain discarded, and help you think about the tools you currently use and maybe to view them in a different light.
A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
User Experience 1: What is User Experience?Marc Miquel
This is an introduction to this course on User Experience in video games and web.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Graham Thomas - 10 Great but Now Overlooked Tools - EuroSTAR 2012TEST Huddle
EuroSTAR Software Testing Conference 2012 presentation on 10 Great but Now Overlooked Tools by Graham Thomas. See more at: http://conference.eurostarsoftwaretesting.com/past-presentations/
Why software will never be the same... Discuss why agile and lean development methodologies alone are not enough to compete in today's software startup market. Explore real-time prototyping and minimal viable experiments that can accelerate learning down to hours, not sprints.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
Talk from Renaissance IO 2014 on how to make sure you’re designing your apps for the right audience. Covers Baxley’s “Universal Model of the User Interface” and designer temperaments.
Similar to WORKSHOP: Making the World Easier with Interaction Design (20)
[DEVit 360] Opti-pessimism: Design for the best case, build for the worstCheryl Platz
How can we design for the promise of the future AND build for the reality of today? Cheryl Platz turns her experience designing for products like Azure and Alexa into survival strategies for products at the cutting edge. From product concepts to system architecture, we'll take a whirlwind tour to build a roadmap for "opti-pessimistic" product design.
Voice user interface expert Cheryl Platz deconstructs the shortcomings of today's voice user interfaces in order to chart a path towards a future of amplified humanity.
[Interaction 18] From Blank Page to World StageCheryl Platz
Most designers are experts at improving upon existing experiences - but how does your process translate to a brand new product? How do you keep a brand new product alive, keep stakeholders passionate, and keep your customer at the center of it all all from behind a veil of secrecy? Cheryl shares some of the processes and techniques she used to help get the Echo Look from a blue-sky idea to a tangible, validated experience in the hands of customers worldwide. You’ll leave with a clearer picture of how to incorporate natural user interface concepts into your envisioning work, and how to set yourself up for success in the challenging and often secretive environment of new product design.
We explore the shortcomings of today's voice user interfaces (like Alexa and Google Home) to chart a course for where the future should take us. Presented on October 20, 2017 at Webdagene in Oslo, Norway.
GeekGirlCon 2011 / Computer Engineer Barbie: Attracting Girls to STEM CareersCheryl Platz
Why don't young girls choose careers in science and technology fields? How can we make a difference? We explore the damaging effects of stereotypes and outdated curricula, and cover ways that you can make a difference in evangelizing STEM careers to girls in your life, today.
Originally delivered at the first annual GeekGirlCon on Oct 9, 2011 in Seattle, WA.
This is a longer, more general-purpose version of the original talk I gave at Interaction '11 in Boulder, CO (also available on Slideshare).
Computer Engineer Barbie: How Interaction Design can entice a new generation ...Cheryl Platz
Presented at Interaction '11 (#ixd11) on Sat Feb 12 in Session 4B.
Abstract:
Why is it that computer science curriculums in the United States have such a hard time attracting and keeping prospective female students? Many university computer science curriculums focus on the theoretical rather than the practical applications of the science. Many of the women I've encountered are looking for something more hands-on, with more direct social benefit. Interaction Design as a field hits the right balance of technology, social benefit, and creativity — but our chosen career is still relatively unknown outside the walls of this convention! This session will discuss trends in computing education, and suggest outreach activities to get the word out and spark the imaginations of the next generation of career women (and men).
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
8. You get to work with art AND technology.
Design is very collaborative –working together!
You can work in many industries with the same skills.
You can make people’s lives easier - and better.
What’s different about interaction
design?
10. The Design Process
1. Research
2. Explore (Brainstorm, Sketch, Critique)
3. Prototype (or Implement)
4. Test
5. Repeat
11. Let’s look at some of the
tools designers use to
communicate their ideas.
12. Storyboarding:
Helps us understand
the context in which
our customers will use
our products.
Most useful for:
Device design, phone apps
Least useful for: Websites
13. Storyboarding:
Helps us understand
the context in which
our customers will use
our products.
Most useful for:
Device design, phone apps
Least useful for: Websites
14. Sketching:
Helps us explore and
communicate many ideas
quickly without investing
development resources.
Encourages discussion of
ideas early in the process.
If you can draw rectangles
and squiggly lines, you can
sketch.
15. Wireframes:
Show all of the pieces
of the UI, but don’t
worry about final
colors and other
smaller details
Term comes from computer animation
– method for showing a shape with as
little detail as possible
19. PSYCHOLOGY:
RULE OF 7
It’s hard for the human brain’s
short term memory to remember
more than 7 things at once (more
or less).
The more “things” you put
onscreen, the more work a person
has to do to remember them.
20. English speakers scan
from left to right and
top to bottom.
Items down here are seen last… and
sometimes not seen at all.
PSYCHOLOGY:
EYE SCANNING
Eyetrackingmapofapast
Facebookhomepagelayout
21. VISUAL DESIGN:
GROUPING
Similar items should be grouped
together: Make groups clear by using
plenty of space
Avoid the
Sesame Street scenario:
“One of these things
is not like the other”
22. VISUAL DESIGN:
GROUPING
Similar items should be grouped
together: Make groups clear by using
plenty of space
Avoid the
Sesame Street scenario:
“One of these things
is not like the other”
Cookie Monster
love Gestalt
principles!
25. There are many more
principles to learn,
but this is a start.
26. Where does computer
science come in?
Helps you understand the technologies you’re using
Teaches you to speak the same “language” as the
people building your designs
Gives you the power to prototype and even build
your work
28. RESEARCH:
MICROWAVES ON THE MARKET
Let’s look at some example microwave
interfaces and look at what we like – and
what we don’t like.
“Most microwaves that you find in the store have a user interface that is so terrible, I can
only assume that it was designed by a committee of middle managers who don’t even
know the meaning of the term “user interface.”
– TimandJeni.com, “Why do most microwaves have such a terrible user experience?”
29. “This Jenn-Air microwave sports 34 buttons. Thirty-four buttons! The microwave in my kitchen at home is a similar Jenn-Air
model, also with thirty-four flat, zero-feedback buttons. The vast majority of the time, I use exactly two of these buttons:
“Add 30 Sec.” (which also starts the heat) and “Stop / Cancel.” (TimandJeni.com)
30. “It’s definitely a step in the right direction, with 14 raised tactile buttons plus a simple knob, but most of the buttons are
still completely superfluous. What the heck is “Inverter Turbo Defrost” or “Inverter Melt & Soften”? No doubt some
microwave engineer worked long hours coming up with these clever features, but seriously… why?” (TimandJeni.com)
32. BRAINSTORMING:
MICROWAVE TASKS
What kinds of tasks do you feel
are REQUIRED in your
microwave?
What will your customers do most
often?
Is there anything your current
microwave does that you don’t
need?
We try to state requirements as
PROBLEMS, not SOLUTIONS. For
example:
š I need to set the length of time
to cook
š I need to start cooking
… What else?
33. SKETCH YOUR MICROWAVE UI
(15 MINUTES)
š Use paper and pencil to draw what you want your
microwave’s user interface to look like
š Don’t worry about the shape of the microwave itself;
focus on the control panel
š Try several different ideas – the goal is to experiment,
even if it seems crazy
35. STEP 3: PROTOTYPING
š The next step would ideally be to make a prototype: this is where computer
science really comes in!
š You take your ideas and make them real, but as quickly as possible
š This step lets you test with customers before you spend a ton of money on
building the real thing
š BUT! You can even make paper prototypes – so we’ll use your sketches as a
paper prototype for Step 4.
36. We don’t have time to BUILD a prototype – but what you
drew was essentially a very rough paper prototype!
Time for Step 4:
Testing
37. TEST YOUR MICROWAVE UI
(15 MINUTES)
This is technically a “paper prototype” test – and you can learn a lot
even from these early stages!
š Find a partner or two next to you
š Take turns showing each other your designs
š See if they can do some of the requirements without help
š Get their feedback!
38. MICROWAVE WRAP-UP:
DISCUSSION
š What did you learn?
š What was hard?
š What was your favorite part?
š Would you use the microwave you designed? Would your parents
want to use it?
š What other things in your life do you think could be improved using
this process?
39. NOW, GO MAKE THE WORLD AN
EASIER PLACE TO LIVE!
š Contacting me: @muppetaphrodite or
Cheryl@cherylplatz.com
š Blog posts on IxD: http://blog.cherylplatz.com/?cat=13
š Schools that teach interaction design:
š Carnegie Mellon University (undergrad & graduate)
š University of Washington (undergrad & graduate)
š Savannah College of Art & Design
š Click here for a Wikipedia list of global IxD college programs
40. EXERCISE: Evaluate an existing
project using heuristics
Optional 30-minute exercise for classes with existing project work.
It can also be used on a specific existing public site, platform or app.
41. What do you do to
improve an existing
user interface?
42. Remember our design process?
1. Research
2. Explore (Sketch, Critique)
3. Prototype (or Implement)
4. Test
5. Repeat
44. Evaluating Existing
User Interfaces
One technique is called a heuristic evaluation,
where someone trained in usability walks through a
UI and notes where it violates key design principles,
or “heuristics”.
45. Jakob Nielsen’s
Usability Heuristics
1. Visibility of system status
2. Match between system and
the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose
and recover from errors
10. Help and documentation
From http://www.nngroup.com/articles/ten-usability-heuristics/
46. Let’s spend some time
evaluating your projects using
some of these heuristics.
Can we make your future
customers happier?
47. Hands-on discussion:
Let’s focus on these heuristics
1. Visibility of system status
2. Match between system and the
real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose
and recover from errors
10. Help and documentation
48. Heuristic:
Match between system & real world
Official Definition:
“The system should speak the
users' language, with words,
phrases and concepts familiar to
the user, rather than system-
oriented terms. Follow real-world
conventions, making information
appear in a natural and logical
order.”
In plain English:
- Don’t make up new terms for
concepts your users already
know.
- Borrow metaphors from the real
world when it’s helpful.
- Don’t be overly technical.
49. Heuristic:
Visibility of System Status
Official Definition:
“The system should always keep
users informed about what is
going on, through appropriate
feedback within reasonable
time.”
In plain English:
- Don’t take too long to let
people know your app is doing
something
- “Appropriate” means don’t
interrupt me unless it’s
important.
50. Heuristic:
Consistency and Standards
Official Definition:
“Users should not have to wonder
whether different words,
situations, or actions mean the
same thing. Follow platform
conventions.”
In plain English:
- Don’t implement lots of
different ways to do a single
task in your app
- Be inspired (and borrow heavily
from) the platform you’re
building for (like iOS).
51. Heuristic:
Recognition rather than Recall
Official Definition:
“Minimize the user's memory load
by making objects, actions, and
options visible. The user should
not have to remember
information from one part of the
dialogue to another.”
In plain English:
- Don’t make your customer
remember too much
- If information is important, find
a way to show it frequently
- Be careful when deciding to
hide content or controls!
52. Now, get together with your project
group and pull up your app or any
screenshots you might have.
We’ll come through to talk to each
of you briefly about how some of
these heuristics might apply to your
project.
54. NOTES FOR INSTRUCTORS
1. It’s important to involve the students in discussion.
Encourage students to share personal stories about good and bad interfaces from their own lives. By discussing
their own moments of excitement or frustration, we slowly build empathy with other customers. If pressed for time,
cut content, not discussion. This empathy is critical for interaction designers!
2. Make sure you have plenty of paper and pencils.
Advanced supplies (scissors, colored markers, etc.) are not needed & can actually distract students.
3. Tailor the content for grade level.
For example, the heuristic section is best for late high school age & above -- and might be too dense for middle
school classes. Microwaves don’t resonate with students too young to cook, but those students probably use email
apps or Facebook, which are valid alternatives.
4. Tie these concepts back to hands-on projects if possible.
If the students are working on a project, use the optional section to look at their work in a new way.
55. NOTES FOR INSTRUCTORS
5. Add your own experience and content.
š If possible, show video from a real user test (if you have the right to do so.)
š Add more case studies or content from your own design experience.
š Choose an alternative to the microwave you think will resonate for your students.
6. Time the session appropriately.
š 90 minutes is the bare minimum to run the workshop (minus the heuristics, which add another 30
minutes.)