When it comes to good user experience, there is good design, unintentionally bad design and then there is evil design. Limina takes a look at what exactly makes design go from bad to evil. Good vs Evil in UX
Basic Visual Design Principles and UI Design Best PracticesAvijit Chinara
On these slides I have explained visual design principles and UI design best practices. This will help you to improve your visualization and UI Designing skills.
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 )
The document provides tips for improving UX design and increasing conversion rates. Some key tips include using a one column layout instead of multiple columns to guide users in a predictable way, merging similar functions instead of fragmenting the UI, using social proof by showing others are endorsing you, giving gifts to trigger reciprocity, repeating primary calls to action, recommending options to reduce choice paralysis, enabling undo actions instead of requiring confirmations, telling who the product is for to build trust, being direct instead of indecisive, increasing contrast between calls to action and other elements, adding personality instead of being generic, reducing form fields to avoid abandonment, exposing options instead of hiding them in dropdowns, limiting distracting links
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/
Show Me You Know Me - An Intro to UX and CROJeremy Hamman
August 2016 - Adobe IDUG Conference Phoenix
Introducing the value of user experience, conversion rate optimization, and some simple tools and resources to an audience of print designers. Talk focuses on methods for learning more about users, where they are in the conversion funnel, and how to meet them in their moment of need.
When you design or work on product their are certain biases of you as a person plays a vital role in your decision making. The users your product cater too also has certain biases. We all as human react to situations differently. These two parts will help you start thinking in the direction.
Basic Visual Design Principles and UI Design Best PracticesAvijit Chinara
On these slides I have explained visual design principles and UI design best practices. This will help you to improve your visualization and UI Designing skills.
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 )
The document provides tips for improving UX design and increasing conversion rates. Some key tips include using a one column layout instead of multiple columns to guide users in a predictable way, merging similar functions instead of fragmenting the UI, using social proof by showing others are endorsing you, giving gifts to trigger reciprocity, repeating primary calls to action, recommending options to reduce choice paralysis, enabling undo actions instead of requiring confirmations, telling who the product is for to build trust, being direct instead of indecisive, increasing contrast between calls to action and other elements, adding personality instead of being generic, reducing form fields to avoid abandonment, exposing options instead of hiding them in dropdowns, limiting distracting links
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/
Show Me You Know Me - An Intro to UX and CROJeremy Hamman
August 2016 - Adobe IDUG Conference Phoenix
Introducing the value of user experience, conversion rate optimization, and some simple tools and resources to an audience of print designers. Talk focuses on methods for learning more about users, where they are in the conversion funnel, and how to meet them in their moment of need.
When you design or work on product their are certain biases of you as a person plays a vital role in your decision making. The users your product cater too also has certain biases. We all as human react to situations differently. These two parts will help you start thinking in the direction.
This document discusses various interface design patterns and principles for navigation. It begins by explaining how interface design dresses up existing behaviors and notes that navigation allows some aspects of information architecture to be visible. It then covers different types of navigation including global navigation, local navigation, contextual navigation, pagination, sorting, and secondary navigation elements like site maps. The document emphasizes following conventions when they are widely adopted but exploring alternatives when usability testing suggests improvements. It concludes with an exercise asking readers to analyze the navigation of competitor websites.
This presentation discusses the importance of user experience (UX) design for higher education institutions facing digital disruption. It begins by providing examples of companies like Kodak that failed to adapt to technological changes. Then it argues that UX matters because it allows institutions to better understand student needs and problems in a digital environment. The presentation provides examples of UX improvements at various levels from small design changes to large process overhauls. Finally, it outlines considerations for building an enterprise UX function with roles like research, design, and analytics to ensure a centralized user-centered approach. The overall message is that focusing on the student experience through UX can help higher education adapt to disruption.
Why UI & UX Design Matters? For building digital and software productsBoldare
Ever stopped to think about good design? And how rare it sometimes seems to be?
A well-designed digital product does more than just function, it does so reliably and with a UX that gives the user exactly what they need and want (and often, more). In a world flooded with cheap products that do the bare minimum, a truly well-designed product stands out.
When you’re building digital products, good design matters. Investing in UX design during the initial development reduces overall costs, increases sales conversions, can boost customer loyalty, reduce the time to market, and increase ROI. This is why, at Boldare, we are intensely committed to great design.
You can check the full version at: https://boldare.click/whydesignmatters-ss
--
Join Boldare's newsletter to learn about a C-level point of view on user-centered design, software outsourcing services and the future of business.
Subscribe now --> https://go.boldare.com/newsletter-slideshare/
--
The document discusses visual hierarchy in UI design. It explains that visual hierarchy involves influencing users to understand and interact with website content in the ideal order. This is achieved through techniques like size, proximity, color, and position to prioritize important information. Establishing an effective visual hierarchy instantly communicates utility, usability and desirability to users.
This document is a presentation by Prince Pal about common mistakes in UX design. It provides humor and levity by listing signs of a "stupid UX designer" including claiming wireframes are complete design work, only learning during live use, and prioritizing creativity over technical skills. It also shares jokes about problematic design decisions like prioritizing certain colors in testing or demanding cross-browser compatibility with outdated browsers. The presentation concludes by crediting various sources for the UX humor and jokes.
Putting the "User" back in User ExperienceJeremy Johnson
If you ask a organization "Are you customer centric?" - of course they say "yes", but as you peel back the layers too many organizations have teams of people building products - and the user is nowhere in sight. This talk will go over a number of ways to include users in your product design process, from start to finish. It's time we truly live up to the term "User Experience".
IxD & UX Design - Personifying Digital InteractionsJayan Narayanan
Interaction design is one of the most challenging area in digital space. Especially when we understand the context of complex lifestyle we are living. It is my try to understand what is happening in the area of interaction design and how design principles & psychological approaches can help us on this area.
Originally this presentation created for present in person in front of a group of people hence you may find some gaps in continuity. I am in a process in fixing these gaps - meanwhile please let me know your views and opinion on the topic / presentation.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
This document provides information about a user experience designer named Jaden Ng. It includes their portfolio, process, tools, case studies and testimonials. The portfolio highlights a case study where Jaden worked with Zipcar to design a carpooling feature and a client project with Chartbeat to redesign their user management system. For both projects, Jaden's role included research, user flows, prototyping and testing.
The 8 Principles of Design – How to Leverage the Power of Design and Turn Con...Josh Levine
From the Internet Retailer Conference (IR FOCUS) in Orlando. The session's focus was to educate retailers on how to apply the 8 principles of design in order to maximize engagement with their customers and increase conversion across all platforms in their digital shopping experience.
—
Description from IRCE Conference Guide:
The Building Blocks of Design: Taking the Basics to a New Level
IRWD Design Workshop - Feb. 10, 2014
Speaker: Josh Levine - Chief Experience Officer, Co-Founder - Ai
Color, typography, placement, organization — even white space — are the visuals that can help attract shoppers’ attention, keep them engaged with the site and intrigued with the brand, and turn them into buyers — or they can turn off or confuse site visitors, detracting from the shopping experience and the brand. In this session, hear from two experienced web experts about how to master your handling of these powerful elements in site design and turn them to your advantage.
This document summarizes Bella Dwi Jayanti's presentation on UI/UX design. The schedule includes an introduction to UX principles, a hands-on activity to design an ice cream ordering app for children, and group presentations. Key topics discussed are UX vs UI, the UX design process of research, design, testing and iterative building, techniques like personas and usability testing, and principles such as keeping it simple and prioritizing the user experience. Examples demonstrate how to apply usability heuristics in a wireframe evaluation. The goal is to learn practical UX skills through an example project.
UX & UI: The differences between two abbreviationsJessica Kainu
The difference is that one has an X and one has an I. I mean, yeah but there's a little more to it. This presentation describes the differences between UX and UI design. This focuses on where overlap with UX and UI happens, why this matters, the UX process, and what it is like to work on an agile team.
This crash course is based on CareerFoundry's one-week course on UI Design. I've selected points I think may be useful for a beginner. Hope you find this series useful! Day 03 will be up soon.
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
This document summarizes key principles for web design according to an adapted textbook. It outlines three main rules:
1) Design for the common user, but account for individual differences. Users have shared abilities but also variations, so design should meet most needs while allowing for exceptions.
2) Visuals heavily influence initial perception but the overall experience is more complex. Appearance affects first impressions but functionality, content, usability ultimately shape satisfaction.
3) A site's success comes from visual appeal, high-quality content, flawless performance, and helping users achieve goals. Design must consider all these factors to create positive lasting impressions.
Have you ever come across a mobile app that is intense and eye-catchy? It is all because of mesmerizing UX/UI design that stops you to browse that mobile app. UI and UX design plays a crucial role in mobile app development. A mobile app is nothing without these two aspects basically. AppClues Infotech is one of the best company to develop a creative & dynamic mobile app designs.
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.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
User research and usability testing are important to remove obstacles for users and maximize benefits. Usability issues can reduce financial gains, damage a company's reputation, and lead to poor product results. While developers may think they know what users need, usability is best understood through field studies and user interviews rather than assumptions. User research should begin early in the design process to gather important insights into the interface design. Usability testing, even on a small scale, can provide valuable feedback to improve the user experience.
Accessibility testing involves considering a range of disabilities and testing a website with users who have those disabilities. It is important to test with blind or low vision users to understand how they experience the site using a screen reader. Testing helps identify accessibility issues and ensure the site meets guidelines like WCAG. Addressing issues uncovered in testing helps make a site usable for all.
This document discusses various interface design patterns and principles for navigation. It begins by explaining how interface design dresses up existing behaviors and notes that navigation allows some aspects of information architecture to be visible. It then covers different types of navigation including global navigation, local navigation, contextual navigation, pagination, sorting, and secondary navigation elements like site maps. The document emphasizes following conventions when they are widely adopted but exploring alternatives when usability testing suggests improvements. It concludes with an exercise asking readers to analyze the navigation of competitor websites.
This presentation discusses the importance of user experience (UX) design for higher education institutions facing digital disruption. It begins by providing examples of companies like Kodak that failed to adapt to technological changes. Then it argues that UX matters because it allows institutions to better understand student needs and problems in a digital environment. The presentation provides examples of UX improvements at various levels from small design changes to large process overhauls. Finally, it outlines considerations for building an enterprise UX function with roles like research, design, and analytics to ensure a centralized user-centered approach. The overall message is that focusing on the student experience through UX can help higher education adapt to disruption.
Why UI & UX Design Matters? For building digital and software productsBoldare
Ever stopped to think about good design? And how rare it sometimes seems to be?
A well-designed digital product does more than just function, it does so reliably and with a UX that gives the user exactly what they need and want (and often, more). In a world flooded with cheap products that do the bare minimum, a truly well-designed product stands out.
When you’re building digital products, good design matters. Investing in UX design during the initial development reduces overall costs, increases sales conversions, can boost customer loyalty, reduce the time to market, and increase ROI. This is why, at Boldare, we are intensely committed to great design.
You can check the full version at: https://boldare.click/whydesignmatters-ss
--
Join Boldare's newsletter to learn about a C-level point of view on user-centered design, software outsourcing services and the future of business.
Subscribe now --> https://go.boldare.com/newsletter-slideshare/
--
The document discusses visual hierarchy in UI design. It explains that visual hierarchy involves influencing users to understand and interact with website content in the ideal order. This is achieved through techniques like size, proximity, color, and position to prioritize important information. Establishing an effective visual hierarchy instantly communicates utility, usability and desirability to users.
This document is a presentation by Prince Pal about common mistakes in UX design. It provides humor and levity by listing signs of a "stupid UX designer" including claiming wireframes are complete design work, only learning during live use, and prioritizing creativity over technical skills. It also shares jokes about problematic design decisions like prioritizing certain colors in testing or demanding cross-browser compatibility with outdated browsers. The presentation concludes by crediting various sources for the UX humor and jokes.
Putting the "User" back in User ExperienceJeremy Johnson
If you ask a organization "Are you customer centric?" - of course they say "yes", but as you peel back the layers too many organizations have teams of people building products - and the user is nowhere in sight. This talk will go over a number of ways to include users in your product design process, from start to finish. It's time we truly live up to the term "User Experience".
IxD & UX Design - Personifying Digital InteractionsJayan Narayanan
Interaction design is one of the most challenging area in digital space. Especially when we understand the context of complex lifestyle we are living. It is my try to understand what is happening in the area of interaction design and how design principles & psychological approaches can help us on this area.
Originally this presentation created for present in person in front of a group of people hence you may find some gaps in continuity. I am in a process in fixing these gaps - meanwhile please let me know your views and opinion on the topic / presentation.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
This document provides information about a user experience designer named Jaden Ng. It includes their portfolio, process, tools, case studies and testimonials. The portfolio highlights a case study where Jaden worked with Zipcar to design a carpooling feature and a client project with Chartbeat to redesign their user management system. For both projects, Jaden's role included research, user flows, prototyping and testing.
The 8 Principles of Design – How to Leverage the Power of Design and Turn Con...Josh Levine
From the Internet Retailer Conference (IR FOCUS) in Orlando. The session's focus was to educate retailers on how to apply the 8 principles of design in order to maximize engagement with their customers and increase conversion across all platforms in their digital shopping experience.
—
Description from IRCE Conference Guide:
The Building Blocks of Design: Taking the Basics to a New Level
IRWD Design Workshop - Feb. 10, 2014
Speaker: Josh Levine - Chief Experience Officer, Co-Founder - Ai
Color, typography, placement, organization — even white space — are the visuals that can help attract shoppers’ attention, keep them engaged with the site and intrigued with the brand, and turn them into buyers — or they can turn off or confuse site visitors, detracting from the shopping experience and the brand. In this session, hear from two experienced web experts about how to master your handling of these powerful elements in site design and turn them to your advantage.
This document summarizes Bella Dwi Jayanti's presentation on UI/UX design. The schedule includes an introduction to UX principles, a hands-on activity to design an ice cream ordering app for children, and group presentations. Key topics discussed are UX vs UI, the UX design process of research, design, testing and iterative building, techniques like personas and usability testing, and principles such as keeping it simple and prioritizing the user experience. Examples demonstrate how to apply usability heuristics in a wireframe evaluation. The goal is to learn practical UX skills through an example project.
UX & UI: The differences between two abbreviationsJessica Kainu
The difference is that one has an X and one has an I. I mean, yeah but there's a little more to it. This presentation describes the differences between UX and UI design. This focuses on where overlap with UX and UI happens, why this matters, the UX process, and what it is like to work on an agile team.
This crash course is based on CareerFoundry's one-week course on UI Design. I've selected points I think may be useful for a beginner. Hope you find this series useful! Day 03 will be up soon.
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
This document summarizes key principles for web design according to an adapted textbook. It outlines three main rules:
1) Design for the common user, but account for individual differences. Users have shared abilities but also variations, so design should meet most needs while allowing for exceptions.
2) Visuals heavily influence initial perception but the overall experience is more complex. Appearance affects first impressions but functionality, content, usability ultimately shape satisfaction.
3) A site's success comes from visual appeal, high-quality content, flawless performance, and helping users achieve goals. Design must consider all these factors to create positive lasting impressions.
Have you ever come across a mobile app that is intense and eye-catchy? It is all because of mesmerizing UX/UI design that stops you to browse that mobile app. UI and UX design plays a crucial role in mobile app development. A mobile app is nothing without these two aspects basically. AppClues Infotech is one of the best company to develop a creative & dynamic mobile app designs.
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.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
User research and usability testing are important to remove obstacles for users and maximize benefits. Usability issues can reduce financial gains, damage a company's reputation, and lead to poor product results. While developers may think they know what users need, usability is best understood through field studies and user interviews rather than assumptions. User research should begin early in the design process to gather important insights into the interface design. Usability testing, even on a small scale, can provide valuable feedback to improve the user experience.
Accessibility testing involves considering a range of disabilities and testing a website with users who have those disabilities. It is important to test with blind or low vision users to understand how they experience the site using a screen reader. Testing helps identify accessibility issues and ensure the site meets guidelines like WCAG. Addressing issues uncovered in testing helps make a site usable for all.
This document summarizes 9 common mistakes in UX design: 1) Designing elements without clear purpose, 2) Overuse of carousels and pagination that distract users, 3) Non-mobile responsive pages, 4) Poor performance slowing down page loads, 5) Overly long texts without formatting, 6) Confusing and poorly designed forms, 7) Difficult sign-in/registration processes, 8) Excessive complexity, and 9) Lack of color/contrast testing. Each mistake is explained along with examples and recommendations to improve the user experience.
Usability: whats the use? Presented by We are Sigma and PRWDNexer Digital
For websites, good usability is a matter of survival. If a website is difficult to use, people leave. If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. If users get lost on a website, they leave. For intranets and applications the question is one of productivity. In many organisations employees waste inordinate amounts of time searching for and assimilating the information they need to do their jobs. This lost time has a real, tangible value so ROI for designing internal systems with User Experience in mind, and spending some time testing and improving the usability of the system, is pretty compelling.
As people with a strong User Experience focus we don’t need to be convinced of the value of good usability, but for many companies who are thinking of revamping their site, intranet or portal it isn’t quite so clear cut.
Presented by Chris Bush, www.wearesigma.com and
Paul Rouke, www.prwd.co.uk
The document discusses 10 principles of effective web design based on how users interact with websites. It explains that users scan pages quickly, click the first link that interests them, and will click back if a page does not meet their expectations. Users want quality content, control of their browsing experience, and instant gratification. Effective design keeps things simple, uses whitespace and focus to guide users, and gets directly to the point with clear navigation and structure. Testing with users is important throughout the design process.
This document discusses how design can improve website conversion rates. It covers the stages of the purchasing decision process, the importance of landing pages, and tools for measuring design effectiveness. Key points that can reduce abandonment and improve conversion include minimizing form fields, clearly displaying prices, offering guarantees, and retargeting past visitors through ads and email. Design should focus on usability, match visitor goals, and guide users through the purchasing funnel to the call to action.
Meeting user expectations is important for good usability. User research, reviewing competitors, and following guidelines can help ensure expectations are met. When expectations are broken, users may deny the issue or resist interacting. For example, users repeatedly clicked "Buy Now" on a site that updated the basket instead of taking them to an expected "Your Basket" page, showing unexpected behaviors must be obvious. Resistance to change was also seen when users did not want to learn a new Office interface. A site's structure, behavior, language, and appearance should match user expectations to have good usability.
The document provides an agenda and overview for DCWW's introduction to user experience workshop. It includes introductions from two UX leads at Huge Inc, an overview of Huge's services and culture, their user-centered design process, examples of good and bad usability, and a case study on freshdirect.com exploring business/user goals, feature prioritization, and concept sketching.
Usability refers to how easy user interfaces are to use. It is measured based on six factors: effectiveness, learnability, efficiency, memorability, error prevention, and satisfaction. Usability testing should start early in the design process and continue through iterations to refine the design. Implementing usability principles leads to products that are intuitive and enjoyable to use, improving user experience and business outcomes.
PRPL Information Architect Tricia D'Antin explains the thought process behind merging business goals with user goals through user experience (UX) design.
How to Create Insanely Cool UX Designs Using Micro-interactions?Kaspar Lavik
Attention to details can help you enhance UX. Read article to know how a web design agency uses microinteractions in web design to help you win customers.
The document discusses 30 common mistakes that businesses make with their websites. Some of the key mistakes highlighted include:
1. Treating a website like an online brochure rather than a sales and marketing tool.
2. Not having a clear purpose or message that visitors understand within 500 milliseconds of landing on the site.
3. Poor navigation, cluttered designs, and vague calls-to-action that make it difficult for visitors to find what they need.
4. Not optimizing the site for mobile devices, when most web traffic now comes from smartphones and tablets.
5. Using outdated technologies like Flash that hurt the user experience and search engine optimization.
The document provides explanations and examples
This document provides guidance on user experience design for non-designers. It emphasizes the importance of understanding users, prioritizing key user goals, and designing for easy and intuitive participation across multiple platforms and devices. The document also stresses keeping designs simple, validating designs with users, and leveraging the skills of others to improve designs.
- Domain expertise needs to be documented before implementation begins, as a consultant with 10-15 years of experience in the domain helped a project that had been struggling for six months make progress within four months.
- User empathy is important, as simple features like grouping names were found very useful by users despite being easy for developers to implement.
- Content should be called content rather than data, as this shifts perspectives to prioritize things like user involvement and content creation tools.
- Architectures need to be understandable to executives in order to guide a project successfully rather than resulting in a "rough ride".
Chanelle Henry is a UX architect and strategist who has worked on projects for clients such as Western Digital, the United Nations, and GlaxoSmithKline. She uses research, personas, wireframing, prototyping, and design to improve user experiences. For Western Digital, she analyzed competitors and restructured information to streamline processes. For the UN, she ensured a system for providing food and services in Africa would be accessible offline. For GSK, she worked directly with sales reps to design an intuitive app allowing them to work more efficiently.
Presentation by John Yesko at the 2011 Information Architecture Summit (IA Summit) entitled: "The User Experience Brief: The What and Why Before the How."
We IAs spend a lot of time discussing the “core” documents in information architecture—wireframes, site maps, prototypes. But we often jump into these very tactical, design-oriented deliverables too hastily.
The user experience brief takes on a more strategic role. Early in the project, it’s our vehicle to summarize what we know so far, particularly requirements and research results. More importantly though, it lays the foundation for the UX design approach, with the goals of gathering consensus and identifying sticking points early on. The user experience brief illuminates the organizing principles—user experience fundamentals to be followed and referenced throughout the project.
We’ll talk about the value of this early-project document, its role in shaping the user experience approach, how its composed, and its limitations. We’ll look at a number of great visual examples too. Introduced the right way and at the right time, the UX brief can be an invaluable stake in the ground with clients and internal stakeholders.
Similar to Design for Good or Evil. World Usability Day & Limina (20)
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.
3. “Good design is actually a lot harder to notice than poor design, in part because
good designs fit our needs so well that the design is invisible.”- Don Norman
4. What makes design good?
“Good design is one that fills the gap between business goals and user needs. In order to fill
this gap, a process must be followed. A process that takes into consideration best practices
of user experience (UX) and usability guidelines to produce the desired outcome. Good
design is one that is tailored for the human use, and not one that is only functional or usable.
A good designer knows how to get into the mindset of his users, and turns their needs into a
meaningful, desirable, and easy-to-use product or service.”
Quote from “Good Design vs. Bad Design: Examples from Everyday Experiences” on UX Collective
https://uxdesign.cc/good-design-vs-bad-design-examples-from-everyday-experiences-18a7d1ba002c
6. What makes design evil?
“Tricks used in websites and apps that make you buy or sign
up for things that you didn’t mean to.”
www.darkpatterns.org
7. Dark Pattern
Works… in its own way
Productive for one party
Exploits human weaknesses
Carefully crafted
Difficult to identify
Not always intentional
Doesn’t Work
Counter-productive
Plain bad design
Poorly executed
Easily identified metrics
Never intentional
Anti-Pattern
VS
8. 12 Different Types of Dark Patterns
1. Bait and Switch
2. Confirmshaming
3. Disguised Ads
4. Forced Continuity
5. Friend Spam
6. Hidden Costs
7. Sneak into Basket
8. Misdirection
9. Price Comparison Convention
10. Privacy Zuckering
11. Roach Motel
12. Trick Questions
9. Bait and Switch
You set out to do one thing, but a
different, undesirable thing happens
instead.
Ex. Confusing buttons on a modal that
you have to interact with the move
forward. When a mobile ad appears a
few seconds after the page loads.
10. Confirmshaming
Confirmshaming is the act of guilting the
user into opting into something. The
option to decline is worded in such a
way as to shame the user into
compliance.
Ex. The most common use is to get a
user to sign up for a mailing list.
11. Disguised Ads
Adverts that are disguised as other
kinds of content or navigation, in order
to get you to click on them.
Ex. Huge download buttons on an ad
that have nothing to do with the rest of
the page.
12. Forced Continuity
When your free trial with a service
comes to an end and your credit card
silently starts getting charged without
any warning. In some cases this is
made even worse by making it difficult
to cancel the membership.
Ex. Many subscription based
companies do this like Netflix, Blue
Apron, The Honest Company.
13. Friend Spam
The product asks for your email or
social media permissions under the
pretence it will be used for a desirable
outcome (e.g. finding friends), but then
spams all your contacts in a message
that claims to be from you.
Ex. LinkedIn does this by trying to get
you to connect with all of your contacts
after confirming one connection. The
primary button is to add all connections.
14. Hidden Costs
You get to the last step of the checkout
process, only to discover some
unexpected charges have appeared,
e.g. delivery charges, tax, etc.
Ex. GoDaddy does this when buying
domains. The site offers the user one
price in the beginning but by the time
they check out, the price increases
exponentially.
15. Sneak into Basket
You attempt to purchase something, but
somewhere in the purchasing journey
the site sneaks an additional item into
your basket, often through the use of an
opt-out radio button or checkbox on a
prior page.
Ex. Sites will sneak this in at the last
second before the user hits “Place
Order”. User has to remove the item in
order to avoid the extra charge.
16. Misdirection
The design purposefully focuses your
attention on one thing in order to
distract you attention from another.
Ex. Hidden extra costs that are
preselected for you but you can avoid if
you hit “skip”.
17. Price Comparison Prevention
The retailer makes it hard for you to
compare the price of an item with
another item, so you cannot make an
informed decision.
Ex. Site doesn’t include how much of
something you’ll be getting, so you can’t
figure out comparing what the final cost
will be.
18. Privacy Zuckering
You are tricked into publicly sharing
more information about yourself than
you really intended to. Named after
Facebook CEO Mark Zuckerberg.
Ex. When you sign up for anything
using Facebook. Hidden private terms
and conditions.
19. Roach Motel
The design makes it very easy for you
to get into a certain situation, but then
makes it hard for you to get out of it
(e.g. a subscription).
Ex. When you sign up for a service
online then try to cancel your
subscription, only to find that you have
to phone the company to do so. Or if
you order something and have to jump
through hoops to return it.
20. Trick Questions
You respond to a question, which, when
glanced upon quickly appears to ask
one thing, but if read carefully, asks
another thing entirely.
Ex. This happens a lot when users are
agreeing to terms and conditions when
creating an account for a website
26. Bad UX + Art
An artist by the name Katerina Kamprani shows us with “The Uncomfortable”, examples of bad UX with a
series of familiar household objects rendered aggravatingly unusable with a few simple adjustments.
28. Jakob Nielsen’s ‘10 General Principles for
Interaction Design.’
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. Error recovery.
10. Help and documentation.
29. Predictable Consequences
The actions you take have predictable
and desired consequences.
Ex. Easily visible buttons with clear text
to set expectations, common and
consistent interaction patterns, an
understanding and reflection of the most
likely user path.
30. Meets the User’s Needs +
The interaction not only allows you, but
helps you achieve your goal as a user,
hopefully with a bit of delight.
“If we want users to like our software we should design it
to behave like a likeable person: respectful, generous
and helpful.” - Alan Cooper
littlebigdetails.com
Ex. If you leave a slack channel before
sending the text you wrote, the # turns
into a edit pencil icon. Google Forms
can tell if you will want checkbox by the
words in your question.
31. Clear Navigation & Organization -
No Cul de sacs
Clear nav. is fundamental to a good experience
and key in accessibility success. Good nav design
also keeps users from becoming stuck somewhere
which can lead to frustration & abandonment.
Ex. The U.S. Web Design System side nav.
component tells the user what page they are,
where that page lives in the hierarchy of the this
section of architecture and when labeled
prescriptively, it can tell the user what type of info
is to be found on each page
32. User Control and Freedom
There is a reason why “empowering the user” is
commonly heard when discussing UX best
practices. Even offboarding is a good chance to
improve users experience, empowering not only
the user, but your brand and reputation as well.
Ex. Clear and easy to use cancellation
flows, unsubscribes and customer
service links readily available, undo,
user customization
uxplanet.org
33. Error Prevention, Error Recovery & Help
“Users hate errors, and even more so hate the feeling
that they themselves have done something wrong. Either
eliminate error-prone conditions or check for them and
notify users about that before they commit to the action.”
https://uxplanet.org/golden-rules-of-user-interface-design-19282aeb06b
Ex. Testing to inform decisions
to help prevent interaction pain-
points that could cause errors,
error checking and user
feedback to help correct errors,
and no dead end error states.
34. Minimal Design Aesthetic
Minimalism isn’t the same as simplicity.
Minimal UI is about making screens as
simple as they need to be.
“Minimalism is a perfect marriage of form and function. It’s greatest strength is
clarity of form — clean lines, generous whitespace, and minimal graphical
elements brings simplicity to even the most confounding subject matter. That is,
of course, if it’s used effectively.” -Nick Babich
Ex. Use of whitespace, clear visual
hierarchy, large readable text, use of
color and icons to organize information.
35. Flexible, Efficient, Consistent System
Often including a symbol library or
component library combine the
concepts of consistency, predictability,
clarity through minimalism.
Ex. Standardized buttons, dropdowns,
models, list styles, etc (including all
states). Google’s Material Design is a
good example of such a library
37. User Trust
There is a reason why the UX industry is ripe
with practices like empathy mapping and
user journeys. There is a real person using
your service, product or app and they are
doing so because you are offering
something they want or need. Users are
smart, the moment we forget or worse try to
exploit their motivations is the moment we
lose them. Trust is hard-won, but rebuilding
user trust after hurting it is close to
impossible.
Comcast’s reputation as a huge internet provider
with horrible customer service (i.e. horrible
support UX) was so ingrained (they lost over
600,000 customers in 2009), they had to change
their entire brand in hopes of regaining customer
good will.
39. Resources & Tools: WCAG Compliance
● WCAG 2.0 checklists and explanations
○ www.wuhcag.com/wcag-checklist/
● Plugins
○ Browser plugins like Chrome Color Contrast
Analyzer
○ Sketch plugins like Stark
● Online testing tools
○ DYNOMAPPER.COM
○ A11Y COMPLIANCE PLATFORM
○ Many more available
● User Testing
“[Testing tools alone] cannot tell you if your web
content is accessible. Only a human can determine
true accessibility ”
40. Resources: U.S. Digital Service & Web
Design System
The U.S. Web Design system of
UI components are designed to
set a new bar for simplicity and
consistency across government
services, while providing you with
plug-and-play design and code.
They also address many aspects
of accessibility and WCAG
requirements.
U.S. Web Design System V2 now in beta
https://v2.designsystem.digital.gov/components/
41. Striving to Go Beyond Good to Noble
Why focus on UX at all? Are you in it purely to win the business of
users, are you trying just “beat your competitors”?
Or… are you looking to truly improve and enhance the lives of your
users… maybe even go beyond that to become meaningful to the
lives of your users, and be a source of happiness in their lives?
There was a TEDx MidAtlantic talk by Joel Salatin who summed up
his talk with the following statement:
“When you strive for nobility in your given vocation, the world
will rise to meet you.”
no·bil·i·ty/nōˈbilədē/
noun. the quality of being noble in character or mind.
synonyms: virtue, goodness, honor, decency, integrity;
magnanimity, generosity, selflessness
"the nobility of his/her deed" Abraham Maslow
https://en.wikipedia.org/wiki/Abraham_Maslow
49. Design Sprints: In a Nutshell
A design sprint is a time-bound, six-part process that uses design thinking with the
purpose of limiting risk when bringing a new product, service or feature to the
market.
It follows six phases:
1. Understand
2. Define
3. Sketch
4. Decide
5. Prototype
6. Validate
https://designsprintkit.withgoogle.com
50. Select a Problem (3 min)
Divide into teams of 2-3. Choose a one
of our example UX problems to tackle
for your design sprint, or, you can tackle
one of your own.
51. Mind Mapping (10 min)
Create a high-level overview of all the
user tasks and subtasks associated with
a product.
● Start high-level
● Expand your branches
● Focus on user needs
52. Crazy 8s (8 min)
Divide your paper into 8 sections, and
sketch 8 ideas.
● Rough sketches are ok!
● All 8 sketches can be towards 1
idea or individual ideas
53. Discussion & Voting (10 min)
After sketching, you have a few minutes
to discuss your ideas. Then, each
person can vote on the 3 best ideas.
● Keep discussion to 3 minutes or
less per person
● Each team member uses their dots
to denote what they think the top 3
compelling ideas are
● You can use your all your votes on
one idea
54. Solution Sketching (10 min)
Based on the top 3 ideas coming out of
Crazy 8s voting, create a more detailed
sketch of a single idea.
● Include a couple states of your
sketch to help illustrate functionality
or flows
55. Storyboarding (10 min)
Select which solution sketch your group
would like to storyboard. Then, visually
show the steps that a user would take to
interact with the product.
● Keep to 1 frame per user task
56. Present (20 min)
Give a quick overview of your problem
and your final outcomes from your
design sprint.
59. About Event Organizers
World Usability Day
LOCO | UX
Limina
World Usability Day is single day of events occurring around the world that brings together communities of
professional, industrial, educational, citizen, and government groups for our common objective: to ensure that the
services and products important to life are easier to access and simpler to use.
This group is for Longmont UX / UI professionals to get together to discuss tools, tips, techniques and
trends in user experience. This meetup will be used to organize happy hours, presentations, civic-tech UX
workshops, and more.
Technical & UX Leadership for Complex Systems
We work with startups, enterprise businesses, and government agencies to lead design and integrated UX for
complex user-centered systems
Editor's Notes
Welcome to WUD. Topic this year is Good vs Evil design. Today we will be going over evil design (dark patterns), good design (what you should be doing) and as well as a problem solving sprint workshop to get everyone involved.
When you’re on your phone, you probably only notice when things aren’t working well.
How many times have you tweeted or called out when something has been bad vs good?
I guess the moral is, your design should be so good that people don’t even notice it.
Eventually Ellie is going to go over in depth what Good Design looks like what I wanted to give you a definition so we have something to compare it to.
Good design fills in the gap between business goals and user needs. We all have clients where we’re trying to fulfill their business goals but we also have to remember that there are humans on the other end, with needs that we have to address. We can do this with a good process of discovery in order to figure out how to provide a meaningful experience for the users.
Switch gears, to Evil Design
This definition comes from DarkPatterns.org
In general this means being dishonest and using trickery to get users to go down a desired path for the company and not the user
Before I explain the 12 different patterns, I want to acknowledge that there are Dark Patterns and just bad design in general, known as anti-patterns. Dark patterns are on purpose... anti-patterns usually come from lack of knowledge, poor discovery, bad design, etc.
If you think you might have some of these anti-patterns, the best way to find out is to turn to your web metrics. Look for users dropping off of pages, random clicking, repeatedly scrolling up and down.
For example, a hover-over menu that closes before you can click a menu item, clickable elements that don’t appear clickable, erasing information in a form when there’s an error...
Evil UX is currently categorized into 12 different categories that we’ll go over in depth on the next few slides called Dark Patterns
Windows became famous for creating this modal. The upgrade now, ok and X all automatically started the upgrade. There was no getting out of it.
One of my favorites because it uses passive aggressive statements to guilt users into either signing up for an email subscription, coupon, etc by writing a statement that means you’re choosing a negative choice by opting out of whatever the site is proposing.
Sites that usually have a download CTA will have these targeted ads with a huge download button in them, trying to trick users into clicking on them since the main action of the page is to download something.
Blue Apron, The Honest Company does this
Continuity = like CONtinent
Many of these sites won’t give your money back once they start charging you
Opt-out instead of an opt-in
The primary button is to add every one of your contacts, including all of your ex girlfriends and ex boyfriends.
This one is done by sites that will quote you at one price in the beginning so it sounds like such a deal but by the time you go through the process and get to your shopping cart to check out, the price has increased exponentially.n
You have to remove it and if you don’t, you’re automatically charged for a random item that the site has added to your cart. I’ve seen this happen a lot with a site adding product insurance.
This airline website automatically selects a seat for you that is extra money. The user can avoid the charge by selecting a free seat but most users would assume their only choice is a preselected seat for more money.
Units aren’t consistent
3rd party sign-up, hard to back out of
Email, ask for shipping label,
Seen this with subscription services where it’s easy to sign up online but to cancel the subscription you have to call someone and they try to convince you out of it.
Not sure whether clicking is opting in or opting out here
Almost like it incentivises it
Kind of like Razzie
Not sure where this should fit in
https://www.wired.com/2014/04/perfect-terrible-redesigns/
As we mentioned, this year’s World Usability Day theme is Design for Good or Evil.
Clearly Dark Patterns are the Evil side
They exploit UX knowledge to trick and manipulate users to ends that are detrimental to them
Transversely, and obviously UX practices can be used for and overwhelming are used for good.
Many of us are familiar with good UX patterns either as UX practitioners or just as users.
Let’s look at some examples of Good design principles in-action
Jakob Nielsen, one of the founders of the Nielsen Norman group
10 General Principles for Interaction Design
These are general guidelines for designers to ensure the usability of their creations are both good and consistent
In response to “Bait and Switch”
Predictable Consequences:
Understanding the most likely user path and making it easy to find an begin
Clearly visible buttons
Text on buttons that gives users a pretty clear idea what will happen when clicked
Not including a lot of other info not useful to the task the user is trying to do at that moment
In response to “Confirmshaming”
Help users with what they are trying to do
beyond path obvious, make sure the interaction is helpful,
confirm and give indication of “status”
Users are interacting with a product, site or application because they need or want to do something.
Good UX doesn’t just allow that, it’s a helper with the task
One way is Contextual guidance and reminders (careful, can get annoying if not implemented correctly - ie clippy)
These are Great opportunities for moments of delight
Response to Disguised Ads : clarity in navigation (where you are, where you want to go next)
Don’t want your users to get stuck
Good nav tells the user where they are
Where they are or can go
And what they will find when they get there
It also helps the user understand the hierarchy and organization of the information
In response to misdirection, and “sneak into the basket”, and “friendspam”, “zuckering”
Users expect to be empowered
Think of all the major market disruptors from the last decade or so
AirBnB
Uber and Lyft
Netflix
They all offered more individual empowerment to the users in industries previously dictated greatly by the companies that led in those markets
Even offboarding is an opportunity to give users the control and freedom they want. Sure they are leaving, but they could still become a brand evangelist if their experience is good OR they could decide to stay
Users are likely to blame themselves for errors
And then abandon the technology thinking they just can’t figure out how to use
Good UX Helps the user
Give feedback as they input a new password to let them know if it meets the requirements and how secure their choice is before they hit enter
Give them context
Remind them when they are about to do something that cannot be undone or impacts other aspects of the interaction that they may not be thinking of
Speed-bumps can be a good thing when applied correctly
Maine.gov, Shazam, Airbnb calendar
Misdirection? Disguised Ads?
Bait n Switch?
Minimal UI Design is about only giving the user what they need at that moment to accomplish what they are trying to do
Google is a big proponent of this philosophy
Not only is it clean and pleasing, it’s clearer
Hierarchy
Scannability
especially important for mobile when screen space is less
Consistent stop signs/street signs
Accessibility signs = wheelchair symbol
Consistent Systems provide
Consistency
Predictability
Clarity
Clear expectations
Google’s Material Design one of many available free
It also helps with branding, speeds up the design process and implementation
Consistent stop signs/street signs
Accessibility signs = wheelchair symbol
Just like Dark UX patterns aren’t just in the digital space, same goes for Positive UX patterns
Paved Desire paths
Picture frames allowing for portrait or landscape images to be hung
Visual cues for escalator
Labeled Dressing Room hooks
Universal Icons and signage
Moments to delight - Disneyland
Make life not just better but safer
Communicate and solves problems
What happens when a company doesn’t make Good UX a priority?
They lose User Trust
It could definitely be argued that Comcast’s customer service model was a dark pattern
It purposely blocked users from accomplishing the task they were trying to do
That broke user’s trust
In 2009, as users shared stories of their interactions with Comcast support across social media
They lost 600,000 customers
Their reputation with users was so damaged that they chose to change their entire brand in hopes of regaining customer goodwill
And in the end it all boils down to User Trust
Dark Patterns exploit this trust and good luck getting it back
There is a reason why UX industry is ripe with terms like Empathy Mapping and User Journey. There are people on the other side of every product, digital service or application. There is a person on the other side of that interaction
Comcast’s reputation as a huge internet provider with horrible customer service (i.e. horrible support UX) was so ingrained (they lost over 600,000 customers in 2009), they had to change their entire brand in hopes of regaining customer good will.
Ex Roach Motel
19% of user , aging population
World Usability Day is single day of events occurring around the world that brings together communities of professional, industrial, educational, citizen, and government groups for our common objective: to ensure that the services and products important to life are easier to access and simpler to use.
It’s about inclusion through user experience and I will hand it off to Jon to finish up the presentation and start us in on the workshop