THINKING IS
COSTLY
During a typical day, the
brain accounts for about
20% of our daily energy
consumption. Whenever
our energy is depleting,
the natural reaction is to
seek some rest.
MEMORY IS
LIKE A SIEVE
It’s like decoding
gathered data that we
forget with the passing
of time.
Within a month since
experiencing a set of
information, without
repetition, we lose 80%
of what we’ve learnt.
PERCEPTION IS
SELECTIVE
Six blind people meet
an elephant. Each of
them touches a different
part of it and is sure
what animal they’ve
encountered based on
selective information.
HOW IS OUR EXPERIENCE CREATED?
PERCEPTION
(SENSES)
MEMORY
Processing information
Emotions, attention, motivation
STEVE KRUG
His book “Don’t make
me think” describes the
rules for creating an
interface that does not
make the users think
(more than necessary).
WHAT IS UX?
Interface designVisual design
Field research
Face to face interviewing
Creation of user tests
Gathering and organizing data
Creating personas
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information architecture
Usability
Prototyping
Interface layout
Taxonomy creation Terminology creation
Copywriting
Presenting and speaking
Working tightly with programmers
Brainstorm coordination
Design culture evangelism
WHAT DOES THE PRODUCT CONSIST OF
SURFACE
SKELETON
STRUCTURE
SCOPE
STRATEGY
USABILITY
USER EXPERIENCE
VISUAL
WHO IS A UX DESIGNER?
Can define the
problem to
solve
Shares the
knowledge
about the users
Finds, analyzes
and processes
data
Looks after the
quality of
processes
Understands
the technology
and the
busines
Designs and
looks after the
consistency of
the product
DESIGN PROCESS
Gathering information about the product (I know why the product is being created)1
Benchmarking competitive solutions (I know how others did it)3
Technical background (I know the technical limitations affecting my work)4
Designing (I know how to design it)5
Testing (I am sure my design is good)6
Supervising and supporting the implementation (I am sure my design is being
implemented correctly)
7
Gathering data about the end user (I know who the product is being created for)2
They act routinely and rely on habits1
They treat the product like their property3
They don’t always say what they think, and sometimes they lie (also
unconsciously)
4
5 We are not the users of the product we’re making
Changes annoy them2
A FEW TRUTHS ABOUT THE USERS
CHARLES
DUHIGG
In his book “The Power of
Habit”, he describes our life
as something consisting of
thousands of automated
habits that simplify our
everyday lives.
Technology is a part of this
life.
KELLY GOTO
The starting point of
designing a mobile app
should be to understand the
future users’ need that we
want to satisfy.
INTERACTION WITH A DIGITAL PRODUCT
Źródło: http://blog.cloudfour.com/responsive-design-for-apps-part-1/
Touch
Mouse
Keyboard
Touchpad
77%
12%
8%
3%
GOTCHA!
1. It’s just a picture, so we can only review the visual layer and the
placement of the elements (usability)
3. We also don’t know whether the users stumble upon any problems on
this page
2. We don’t know who uses this page and what their expectations are
Snapchat - First-time experience
Test participants aged above 40 were frustrated with the lack of
instructions for beginner users
Test participants aged below 25 were self-confident and wanted to
discover the hidden features of the app and the meaning behind the icons
Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/
Snapchat - Additional features
The members of the youngest group were interested in the additional
features (Stories / Discover) and devoted the most time to them
The members of the oldest group were disoriented and couldn’t focus on
the entertainment. They were still trying to figure out the main function of
the app
Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/
„“I’m really not sure about this whole
Discover thing. It seems to bug me a bit.
I’m not sure what it’s about.”
- Male test participant, 37, United States
Snapchat - Overall appeal
In both groups, there were people who weren’t convinced to using the app
and to the app itself in general
Many members of the youngest group said they did not see any particular
advantage of the app over the other ones, but they still felt like “someone
had designed it for them”
Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/
The members of the oldest group indicated “a generation gap”
Younger users, who stuck to the app, had fun using it.
Their tolerance “for fun” was much higher than in the oldest group, whose
members focused on possibilities and functions.
SUMMARY
1. UX IS KNOWLEDGE ABOUT THE USERS AND THEIR PROBLEMS
2. WITHOUT CONTEXT, WE CAN’T REVIEW THE VALUE OF THE
SOLUTIONS
3. WE ARE NOT THE USERS OF OUR PRODUCTS. EVEN, IF WE’RE
USING THEM