2. Hi, I’m Whitney Hess
User Experience Designer
Consultant
New Yorker
@whitneyhess
3. stakeholder interviews
web analytics storyboards
sketching surveys A/B testing
prototyping flow diagrams
What we usually talk about
when we talk about UX
wireframes scenarios
sitemaps
personas card sorts
heuristic evaluation
usability testing
user research
4. User Experience is the
establishment
of a philosophy
about how to
treat people
5. Visual Design is the
establishment
of a philosophy
about how to
make an impact
23. Principles of Experience Design
1. Stay out of people’s way.
2. Create a hierarchy that matches people’s needs.
3. Limit distractions.
4. Provide strong information scent.
5. Provide signposts and cues.
6. Provide context.
7. Use constraints appropriately.
8. Make actions reversible.
9. Provide feedback.
10. Make a good first impression.
58. “Ten principles that contribute
to a Googley user experience”
Focus on people – their lives, their work, their dreams.
Every millisecond counts.
Simplicity is powerful.
Engage beginners and attract experts.
Dare to innovate.
Design for the world.
Plan for today’s and tomorrow’s business.
Delight the eye without distracting the mind.
Be worthy of people‘s trust.
Add a human touch.
59. “Ten principles that contribute
to a Googley user experience”
Focus on people – their lives, their work, their dreams.
Every millisecond counts.
Simplicity is powerful.
Engage beginners and attract experts.
Dare to innovate.
Design for the world.
Plan for today’s and tomorrow’s business.
Delight the eye without distracting the mind.
Be worthy of people’s trust.
Add a human touch. http://www.google.com/corporate/ux.html
64. Windows User Experience
Design Principles
Reduce concepts to increase confidence.
Small things matter, good and bad.
Be great at “look” and “do”.
Solve distractions, not discoverability.
UX before knobs and questions.
Personalization, not customization.
Value the life cycle of the experience.
Time matters, so build for people on the go.
65. Windows User Experience
Design Principles
Reduce concepts to increase confidence.
Small things matter, good and bad.
Be great at “look” and “do”.
Solve distractions, not discoverability.
UX before knobs and questions.
Personalization, not customization.
Value the life cycle of the experience.
Time matters, so build for people on the go.
http://msdn.microso.com/en-us/library/dd834141.aspx
67. Burning Man
Keep good company.
Notice the ordinary.
Preserve the ephemeral.
Design not for the elite but for the masses.
Explain it to a child.
Get lost in the content.
Get to the heart of the matter.
Never tolerate “OK anything.”
Remember your responsibility as a storyteller.
Zoom out.
Switch.
Prototype it.
Pun.
Make design your life… and life, your design.
Leave something behind.
68. Charles and Ray Eames
Keep good company.
Notice the ordinary.
Preserve the ephemeral.
Design not for the elite but for the masses.
Explain it to a child.
Get lost in the content.
Get to the heart of the matter.
Never tolerate “OK anything.”
Remember your responsibility as a storyteller.
Zoom out.
Switch.
Prototype it.
Pun.
Make design your life… and life, your design.
Leave something behind. http://www.amazon.com/Fieen-ﬔings-Charles-Ray-Teach/dp/193031700X
69. Burning Man
Radical Inclusion.
Giing.
Decommodification.
Radical Self-reliance.
Radical Self-expression.
Communal Effort.
Civic Responsibility.
Leaving No Trace.
Participation.
Immediacy.
71. ﬔe Starbucks Experience
Make it your own.
Everything matters.
Surprise and delight.
Embrace resistance.
Leave your mark.
72. ﬔe Starbucks Experience
Make it your own.
Everything matters.
Surprise and delight.
Embrace resistance.
Leave your mark.
http://www.starbucksexperience.net/excerpts.html
74. Steps to Craing Your
Own Design Principles
1. Research available principles for competitors
and related organizations (even aspirational)
2. Gather, list and print out the business goals,
user needs and brand attributes
3. Brainstorm with key collaborators across
capabilities and functions
4. Narrow down to no more than 10, preferably 7
5. Ensure they don’t conflict or overlap
6. Ensure they’re pithy and memorable
75. 1. Does it come directly from research?
2. Does it help you say ‘No’ most of the time?
3. Does it distinguish your design from your competitors’?
4. Is it something you might reverse in a future release?
5. Have you evaluated it for this project?
6. Is its meaning constantly tested?
http://www.uie.com/articles/creating-design-principles/
76. When to Use Your
Design Principles
1. During the project kickoff meeting
2. When prioritizing features
3. Brainstorming sessions
4. Design critiques
5. Stakeholder presentations
6. Resolving conflict
7. Postmortems
8. Web metrics analysis
77. User Experience is the
establishment
of a philosophy
about how to
treat people