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UX 101


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A presentation for Unitec 2nd year BProdDes students to give them an overview of UX. Done on 11 August 2009

Published in: Design, Technology, Business

UX 101

  1. 1. UX 101 (+ IxD & ID) Vicky Teinaki @vickytnz
  2. 2. What is UxD? (user experience design)
  3. 3. IXDA mailing list Nov 2007
  4. 4. Luke W. ‘UX Rationalisation’ This and following examples at
  5. 5. The Elements of the User's Experience » Trigger Some circumstance triggers a need and a corresponding expectation of satisfaction. Trigger » Expectation What does the user expect to do, how do they expect to » do it, what do they expect to get out of it in the end? » Proximity How close is the user to the necessary part of the Expectation » system? Are they on the right webpage, near the instore on » Pr kiosk, or next to the information desk at the airport? » Awareness Does the user notice the necessary part of the system - ox the link, the kiosk, or the information desk? Or are they i The User's at distracted by something else, like a spinning logo? im » Evalu » Connection ity Does the user make the connection between their need Experience Cycle and the neccessary part of the system? Do the system cues match their expectation so that they can make this » The user experience is not one simple action - it connection and then act on it? is an interconnected cycle of attempting to » Action satisfy hopes, dreams, needs, and desires. This Can the user take action, or is there a mismatch with how Awaren Respon takes the shape of individuals comparing their they expected to act and the actual action required? expectations to the outcomes generated by their » Response interaction with a system. Managing expections The system provides a response to the user's action - is it then becomes key to successfully providing a the expected response? Does it meet the need? » Evaluation satisfying "return on experience" that delights ess se users and generates shared, sustainable value. The user compares the response with the expection. Based on this comparison, the user will adjust their » » expectations. - If expectations are managed well, and are met consistently, the user will continue the cycle until their Ac ion initial need is satisfied. tio n » ct - If expectations are not met, the user will stop using the Co nne system and try other channels or abandon the goal for the time being. The Experience Cycle model © 2003-2004 Jess McMullin. All rights reserved. The Experience Cycle model synthesizes work from three sources: » Don Norman's work with mapping and subsequent cognitive walkthrough methods. » The AIDA model from marketing literature - Awareness, Interest, Desire, Action. » The notion of cyclical adjustment of expectation reflects the game theory notion of repeated expected utility. This has been explored in the interactive domain with work done at PARC on information foraging.
  6. 6. The User Experience Cosmos (v1.1) cosmos: n. the universe A personal representation of our space regarded as an orderly, harmonious whole. atoms / analog / mechanic This image is a graphical representation of the user experience field based on my own coordinates, references hardware instruction leaflets and perceptions. It is not a precise work, but neither were those first maps made by Mediterranean environments chartographers. kansei engineering mitsuo nagamachi appliances This diagram is based on one assumption: everything instructional design in the User Experience field ranges between bits and pieter desmet paul mijksenaar atoms, and points predominantly to the brain or the heart. signs stc design and emotion soc. The map displays five different types of elements: people, iea product design edward tufte web resources, professional groups, products and scott mcloud hfes disciplines, and two axis: emotional-rational and analog- heart / emotional / subjective experience design digital. Every element has been placed somewhere in brain / rational / objective donald norman human factors the territory based on its nature. information design Yellow is used for practices and disciplines. Their aiga infovis coordinates are assigned based both on the methods emotion design nathan shedroff isopixel used and their outcomes. richard saul wurman pat jordan infodesign Green is used for people known in the field for their information appliances cooper insights contributions, new ideas or original viewpoints. alan cooper mini-d nitroglicerine Blue is used for professional groups: associations, jmarquez scott weiss aipo foundations, communities, etc. boxes and arrows upa usability engineering fabio sergio Pink is used for online resources that offer original content best of chiweb and sigia-l and are relevant for user experience practitioners. javier cañada information architecture peter morville andrew dillon peter merholz acia louis rosenfeld grancomo chi-web Red is used for products, which are the outcomes of the louise ferguson mark hurst cadius aifia useit disciplines involved in user experience. cesar martin jinwoo kim good experience sigia-l jakob nielsen christina wodtke eduardo manchon usab. meth. toolbox antenna jesse james garret It is assumed that there are many elements missing in usability news ben schneiderman games jeff raskin ibm ease of use steve krug this representation. Further versions could include a jared spool evolt websites e-commerce sites uie different axi, categories or an increased number of points hci web game design a list apart hci displayed. This work is open for revisions and usable web interaction design reformulations. productivity software key to this diagram: bits / digital / electronic For comments, questions or cries about the User activities and disciplines Experience Cosmos, send an email message to: people professional groups Javier Cañada products online resources a list apart appliances donald norman games infodesign jared spool mark hurst product design uie acia ben schneiderman e-commerce sites good experience information appliances javier cañada mini-d productivity software upa aifia best of chiweb and sigia-l eduardo manchon grancomo information architecture jeff raskin mitsuo nagamachi richard saul wurman usability engineering aiga boxes and arrows edward tufte hardware information design jesse james garret nathan shedroff scott mcloud usab. meth. toolbox cadius emotion design hci infovis jinwoo kim nitroglicerine scott weiss usability news aipo cesar martin environments hci web instructional design pat jordan sigia-l alan cooper chi-web evolt hfes instruction leaflets jmarquez paul mijksenaar signs usable web christina wodtke experience design human factors interaction design kansei engineering peter merholz stc useit andrew dillon cooper insights fabio sergio ibm ease of use isopixel louis rosenfeld peter morville steve krug websites antenna design and emotion soc. game design iea jakob nielsen louise ferguson pieter desmet
  7. 7. IXDA mailing list Nov 2007 Dan Saffer ‘The Disciplines of User Experience’
  8. 8. “ Curiosity, passion, and empathy are traits that user experience designers share [along with] a desire to achieve balance … most notably between logic and emotion …. To create truly memorable and satisfying experiences, a UX designer needs to understand how to create a logical and viable structure for the experience and needs to understand the ” elements that are importance to creating an emotional connection with the product’s users. Unger , R., Chandler, C. (2009) A Project Guide to UX Design: For User Experience Designers in the Field or in the Making - p6
  9. 9. So how does this relate to product design?
  10. 10. “ Design a thing by considering it in its next largest context - a chair in a room, a room in a house, a house in an environment, environment in a city plan. Eliel Saarinem ” Henning Fischer, ‘Design Strategy on a Shoestring’
  11. 11. Context =
  12. 12. Context = story
  13. 13. Mad Men “The Carousel”
  14. 14. Sony Handycam
  15. 15. Adaptive Path/Mozilla Labs ‘Aurora’
  16. 16. Macro Micro
  17. 17. Starfire: A Vision of Office Computing (1992, for 2004) Apple Knowledge Navigator Nokia 888 Nokia Morph
  18. 18. Context = steps
  19. 19. Mental Models Young, I (2009) Mental Models
  20. 20. Mental Models Young, I (2009) Mental Models
  21. 21. Context = people
  22. 22. Personas (designing for Clevis) Cooper, A. (1999) The Inmates Are Running the Asylum
  23. 23. Personas (designing for Clevis) Cooper, A. (1999) The Inmates Are Running the Asylum
  24. 24. Context = language
  25. 25. Godwin, K. (2008) Designing for the Digital Age
  26. 26. Design Language (Cooper Studio) Cooper Office Phone - ‘Designing for the Digital Age’ and
  27. 27. Context = reality
  28. 28. The reality of iMode - Bill Moggridge Innovationsforum 2007 (9:23-11:00)
  29. 29. “ People didn’t get it. For about 15 seconds. Scott Jenson, Google ” Stanford HCI Seminar 2007 ‘Why Phones Are Not Computers’ (32:50-36:00)
  30. 30.
  31. 31. SCAD- Freescale Collaboration
  32. 32. The Service Designers - The UX Workshop Kim Gowdin - UStream IXDA - Designing a Unified Experience Adaptive Path: calling all experience design clips video-clips/ Free to read UX books Kicker Studio center-for-canesta/ Behaviour As The Engine Of Interaction Design as-the-engine-of-product-design Robert Fabricant - Behaviour Is Our Medium (Interaction 09) Futuristic Interfaces on Display Dynamically changing buttons on a physical display (Infosthetics) ml Stewart Brand - How Buildings Learn (6 part series) Communicating through video (concepting) video-2-concepting/
  33. 33. twitter: @vickytnz