User eXperience


Published on

User Experience goes beyond just building interfaces. This presentation focuses on the human mind.

Published in: Technology
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Does not mean the software is simpleIt just puts complexity where it needs to be complexHides complexity
  • As developers we tend t focus on technologyUser does not careIt is the process/solution that is important
  • Real estate – apartment blockAd board : LIFE
  • - If something has more focus on it, then we expect it to do something
  • The circles appear as different shades because their backgrounds are different, but they are the same
  • - The bigger the image diff, especially if we have eye movement, easier to make difference
  • - Visited link colors are too close to distinguish
  • Happy to explore your product or servicePush the limitsPatient, they’ll spend time finding out about the productVery few people
  • May already use similar productsThey want to use something more sophisticated, but do not want to use something entirely newThey may want a new phone but only if they can transfer contacts, calendar easilyAgain few people, low learning tolerance
  • Vast majorityThey use tech to get a job doneTend to learn what’s necessary for them, do not add to their repertoirePhones example: I just want my phone to work
  • Vast majorityThey use tech to get a job doneTend to learn what’s necessary for them, do not add to their repertoirePhones example: I just want my phone to work
  • People like to be in the driving seatTokyo Apple has an elevator here you can not push buttons: It just stops at every floor. People did not like it.But give just enough that they can not get in trouble.
  • Describe what's happening in the user’s language: people who use Facebook are not social networking they are sharing news and pictures with friends.If you get away from describing things as user sees them, you will miss an important step. Then you will end up designing a database or high tech cool app, not something the user needs.
  • - Use TV for advanced functionality
  • myth: people prefer search. Wrong. Jarod Spool tested a group, people always preferred easy navigation to search. They prefer the right direction.Except when they are looking for something specific: iTunesInterface should speak for itself.Designing a good search is hard. Spelling mistakes, synonyms, organizing result set (what is relevant, date?)Browsing is easier
  • If software waits longer than 0.1 second to show a response, than the software’s reaction will not seem to be a result of the user’s action. The user will double click. If an operation takes more than this, it should display a busy indicator.
  • - Operation should either complete in 1 second or let the user know what’s happening otherwise, they will get impatient.
  • Ten seconds is also roughly the amount of time users are willing to spend setting up heavyweight operations like file transfers or searchesEach step in a wizard dialog box should be completed within ten seconds
  • User eXperience

    1. 1. User eXperience<br />
    2. 2. Chief Architect - codebyts<br />TJ<br />Loves Silverlight<br />Loves SQL Server<br />Also very big on User Experience<br />Loves Mobile Apps in C#<br />
    3. 3. In software world, although UX is related to user interfaces, it goes beyond that.<br />User eXperience<br />Simplicity<br />
    4. 4. User eXperience<br />Simplicity<br />It’s about making things easier for the user<br />
    5. 5. User eXperience<br />Simplicity<br />It’s about making things simpler for the user<br />
    6. 6. User eXperience<br />Simplicity<br />… without confusing the user<br />
    7. 7. User eXperience<br />Simplicity<br />… or over engineering the solution<br />
    8. 8. User eXperience<br />Simplicity<br />It’s about understanding the human-nature<br />
    9. 9. User eXperience<br />Simplicity<br />… and psychology<br />
    10. 10. User eXperience<br />Simplicity<br />… and behaviour<br />
    11. 11. User eXperience<br />Simplicity<br />OK I got all that, so what’s next?<br />
    12. 12. Humans<br />Perception<br />We Perceive What We Expect<br />
    13. 13. Humans<br />Perception of display<br />We expect based on past experiences<br />
    14. 14. Humans<br />Perception of display<br />We expect things that are different to be presented different<br />
    15. 15. Humans<br />Logical beings<br />We expect things to appear logical… that past experience again<br />
    16. 16. Humans<br />Logical beings<br />And get lost if they are not as this does not feel “natural” to us<br />
    17. 17. Humans<br />Daily Life<br />We want to be able to recall easily and for that we need indicators<br />
    18. 18. Humans<br />Daily Life<br />We are programmed to push big buttons<br />
    19. 19. Humans<br />Daily Life<br />We want to know where we are at all times<br />
    20. 20. Humans<br />Vision<br />We love structure<br />
    21. 21. Humans<br />Vision<br />And grouping<br />
    22. 22. Humans<br />Vision<br />And completion<br />
    23. 23. Humans<br />Vision<br />We love structure so much that, it makes things easier to understand<br />
    24. 24. Humans<br />Vision - clutter<br />We don’t like it<br />
    25. 25. Humans<br />Vision - clutter<br />Did we mention we like structure?<br />
    26. 26. Humans<br />Reading<br />Spoken Language is natural but reading is not<br />This is how the illiterate see our text in daily life<br />
    27. 27. Humans<br />Reading<br />But letters are shapes too and again our brains either complete the words as it does with the shapes<br />
    28. 28. Applications<br />Textbox, Label, TextboxFor<>, …<br />As every application has text in it, some design choices may make the user uneasy (and your software fails)<br />
    29. 29. Applications<br />Textbox, Label, TextboxFor<>, …<br />Uncommon or unfamiliar vocabulary<br />Font type and/or size<br />This is a sample text<br />
    30. 30. Applications<br />Textbox, Label, TextboxFor<>, …<br />Noisy background<br />
    31. 31. Applications<br />Textbox, Label, TextboxFor<>, …<br />Centered text<br />
    32. 32. Applications<br />Too much info<br />Jeep - 2002<br />
    33. 33. Applications<br />Too much info<br />Jeep - 2003<br />
    34. 34. Applications<br />Too much info<br />Jeep - 2007<br />
    35. 35. Applications<br />Too much info<br />Less is more<br />
    36. 36. Applications<br />Too much info<br />Less is more<br />
    37. 37. Applications<br />Too much info<br />Less is more<br />
    38. 38. Applications<br />Too much info<br />Less is more<br />
    39. 39. Applications<br />Too much info<br />Less is more<br />
    40. 40. Humans<br />Colour<br />Our vision is optimized to detect contrasts (edges), not absolute brightness<br />
    41. 41. Humans<br />Colour<br />Our ability to distinguish colours depends on how colours are presented<br />
    42. 42. Humans<br />Colour<br />Our ability to distinguish colours depends on how colours are presented<br />
    43. 43. Humans<br />Colour<br />Some people have colour-blindness<br />
    44. 44. Humans<br />Colour<br />Some people have colour-blindness<br />
    45. 45. Humans<br />Colour<br />Some people have colour-blindness<br />
    46. 46. Humans<br />Colour<br />Some people have colour-blindness<br />
    47. 47. Humans<br />Colour<br />Some people have colour-blindness<br />
    48. 48. Humans<br />Colour<br />User’s display and viewing conditions affect colour perception<br />
    49. 49. Software<br />Your Users<br />Experts<br />
    50. 50. Software<br />Your Users<br />Willing Adopters<br />
    51. 51. Software<br />Your Users<br />Mainstreamers<br />
    52. 52. Software<br />Your Users<br />What Do They Want?<br />Mainstreamers are interested in getting the job done; experts in customizing their settings.<br />Mainstreamers value ease of control; experts value precision of control.<br />Mainstreamers want reliable result; experts want exact results.<br />Mainstreamers are afraid of breaking something; experts want to take things apart to see how they work.<br />
    53. 53. Software<br />Back to Simplicity<br />Simplicity is about control<br />
    54. 54. Software<br />Back to Simplicity<br />And not missing the important steps<br />
    55. 55. Software<br />Simplicity Strategies<br />The remote control <br />
    56. 56. Software<br />Simplicity Strategies<br />Remove what’s unnecessary<br />
    57. 57. Software<br />Simplicity Strategies<br />Organize into logical groups<br />
    58. 58. Software<br />Simplicity Strategies<br />Hide features that can distract<br />
    59. 59. Software<br />Simplicity Strategies<br />Displace – see if you can get the same result in another way<br />
    60. 60. Software<br />Simplicity Strategies<br />Simplifying Text<br />Circle the propositions (of, in, for, onto, into, about). They drain action from the sentence.<br />Circle the “is” verb forms <br />is taking time => takes time<br />Convert passive voice to active voice<br />Time is needed for this project => this project needs time<br />Cut out slow starts<br />One can easily see that…<br />Eliminate redundancies<br />On a daily basis => daily<br />
    61. 61. Software<br />Simplicity Strategies<br />Simplifying Text<br />Please note that although Chrome is supported for both Mac and Windows operating systems, it is recommended that all users of this site switch to the most up-to-date version of the Internet Explorer web browser for the best possible results. (42 words)<br />For best results, use the latest version of Internet Explorer. Chrome for Mac and Windows is also supported. (18 words)<br />
    62. 62. Software<br />Simplicity Strategies<br />Simplifying Text<br />
    63. 63. Software<br />Simplicity Strategies<br />Search<br />
    64. 64. Software<br />Simplicity Strategies<br />Simple Times : shortest gap of silence we can detect in a sound : 1 millisecond (0.001 second )<br />
    65. 65. Software<br />Simplicity Strategies<br />Simple Times : perception of cause and effect: 100 milliseconds (0.1 second)<br />
    66. 66. Software<br />Simplicity Strategies<br />Simple Times : maximum gap expected in a conversation: 1 second<br />
    67. 67. Software<br />Simplicity Strategies<br />Simple Times : maximum time people break down their tasks: 10 seconds<br />
    68. 68. Software<br />Simplicity Strategies<br />The Kitchen Knife<br />
    69. 69. Software<br />Tools<br />Tools that make you go hmmm…<br />Storyboarding :<br />Creative Games:<br />Web Design:<br />Web Design:<br />Wireframing:<br />Prototyping:<br />User Testing:<br />Screen Sharing:<br />
    70. 70.<br />Questions?<br />
    71. 71.<br />Thank You<br />