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User Centered Design & User Experience

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An introduction in UCD and UX for designers.

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  1. 1. USER CENTERED DESIGN & USER EXPERIENCE * * MAY CONTAIN GUMBALLS
  2. 2. HI! I AM WOUTER WALGRAEVE AND I WORK AT NASCOM
  3. 3. I’M AN INFORMATION ARCHITECT.
  4. 4. WHAT IS UCD?
  5. 5. SO… WHAT IS UX THEN?
  6. 6. WAIT… WHAT HAPPENED TO USABILITY?
  7. 7. IT’S ALL ABOUT THE USERS
  8. 8. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.* * Boring definition from http://www.upassoc.org/usability_resources/about_usability/what_is_ucd.html
  9. 9. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  10. 10. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  11. 11. BOSS != USER SPONSOR CLIENT ...
  12. 12. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  13. 13. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  14. 14. “IF YOU WANT TO WIN THE RACE,YOU HAVE TO RUN THE ENTIRE COURSE.”
  15. 15. THERE IS NO UX SUPERMAN.
  16. 16. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  17. 17. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  18. 18. “WE ARE NOT THE USABILITY POLICE”
  19. 19. WHY UCD?
  20. 20. DESIGN WITHOUT ANALYSIS WON’T SOLVE THE RIGHT PROBLEM.? YOU NEED TO KNOW WHY THEY WANT TO FIRE A GUN.
  21. 21. “IF THE USER CAN’T USE IT, IT DOESN’T WORK.” SUSAN DRAY
  22. 22. CLIMB THE USER MEANINGFUL EXPERIENCE HIERARCHY OF PLEASURABLE NEEDS. CONVENIENT ACCEPTANCE USABLE RELIABLE FUNCTIONAL
  23. 23. LET’S TALK ABOUT METHODOLOGY.
  24. 24. * LET’S TAKE THE FAST LANE.
  25. 25. 1. ANALYZE UNDERSTAND THE PEOPLE WHO WILL USE THE DESIGN.
  26. 26. LISTEN TO THE USERS DO AN INQUIRY, AS QUESTIONS. AND ASK THEM AGAIN…
  27. 27. LEARN FROM NUMBERS
  28. 28. CLEAN UP THE MESS… CREATE PERSONAS.
  29. 29. PERSONAS EMBODY GROUPS OF USERS WHO ARE SIMILAR
  30. 30. PERSONALITY BEHAVIOR HABITS MOTIVATIONS FEARS PERSONAS EMBODY GROUPS OF USERS WHO ARE SIMILAR GOALS EXPECTATIONS TASKS
  31. 31. PERSONAS ARE A TOOL, NOT A GOAL.
  32. 32. 2. DESIGN SOLVE THEIR PROBLEMS
  33. 33. LOOK AT THE BIG PICTURE FIRST PEOPLE SEE THE FOREST BEFORE THE TREES
  34. 34. SKETCH A LOT OF DIFFERENT IDEAS, FAST.
  35. 35. SKETCH A LOT OF DIFFERENT IDEAS, FAST. THEN THROW MOST OF THEM AWAY.
  36. 36. 100% comic sans 0% humour A crap font was used in the production of this poster There is no margin for negotiation
  37. 37. 100% lorem ipsum 0% content Crap content was used in the production of this website There is some margin for negotiation
  38. 38. GOT MILK? CLEAN UP AND TEST.
  39. 39. 3. EVALUATE MAKE SURE THE DESIGN WORKS. TEST EARLY. AND OFTEN.
  40. 40. EVALUATION IS NOT ABOUT SUCCESS.
  41. 41. EVALUATION IS NOT ABOUT SUCCESS. IT’S ABOUT FAILURE.
  42. 42. LEARN FROM FAILURE.
  43. 43. TESTING WHAT’S OBVIOUSLY WRONG IS A WASTE OF TIME AND MONEY.
  44. 44. DON’T TAKE ANYTHING FOR GRANTED.*
  45. 45. DON’T TAKE ANYTHING FOR GRANTED.* * TURN YOUR HEAD 90° CCW
  46. 46. DESIGN PATTERNS
  47. 47. DESIGN PATTERNS FOR SCREEN LAYOUTS
  48. 48. CLASSIC
  49. 49. BROWSE
  50. 50. COLUMN/BROWSE
  51. 51. PARALLEL PANELS
  52. 52. TABBED
  53. 53. MASTER/DETAIL
  54. 54. WIZARD
  55. 55. Q&A
  56. 56. DASHBOARD
  57. 57. PORTAL
  58. 58. PALLET/CANVAS
  59. 59. DESIGN PATTERNS FOR NAVIGATION
  60. 60. WHY A DUCK? “I HAVE NO IDEA. O'REILLY'S PEOPLE PICKED IT, NOT ME, BUT I THINK IT HAS SOMETHING TO DO WITH THE FACT THAT MANDARIN DUCKS ARE COLORFUL, AND THE BOOK WAS PRINTED IN FULL COLOR. ALSO, SOME OF THEIR OTHER WEB BOOKS HAVE BIRDS ON THEIR COVERS. (BUT HE'S CUTE, ISN'T HE?)” JENIFER TIDWELL
  61. 61. SAFE EXPLORATION “LET ME EXPLORE WITHOUT GETTING LOST OR GETTING INTO TROUBLE.”
  62. 62. INSTANT GRATIFICATION “I WANT TO ACCOMPLISH SOMETHING NOW, NOT LATER.”
  63. 63. SATISFICING “THIS IS GOOD ENOUGH. I DON’T WANT TO SPEND MORE TIME LEARNING TO DO IT BETTER.”
  64. 64. HABITUATION “THAT GESTURE WORKS EVERYWHERE ELSE, WHY DOESN’T IT WORK HERE TOO?”
  65. 65. SPATIAL MEMORY “I SWEAR THAT BUTTON WAS HERE A MINUTE AGO. WHERE DID IT GO?”
  66. 66. GESTALT PRINCIPLES
  67. 67. CONGRATULATIONS, YOU UNLOCKED THE CLOSURE BATCH!
  68. 68. MENTAL MODELS
  69. 69. THINK IN MENTAL MODELS.
  70. 70. USE PATTERNS.
  71. 71. CREATE THE EXPERIENCE.
  72. 72. THE KEYWORD IS… RECOGNITION.
  73. 73. THE KEYWORD IS… RECOGNITION. THE MAGIC TRICK IS…DEAL WITH EXPECTATIONS.
  74. 74. THE KEYWORD IS… RECOGNITION. THE MAGIC TRICK IS… DEAL WITH EXPECTATIONS. AND BE CONSISTENT.
  75. 75. LOGO
  76. 76. IS POSITIONED TOP LEFT LOGO IS CLICKABLE TAKES YOU HOME
  77. 77. BREADCRUMB
  78. 78. ON TOP OF CONTENT BREADCRUMB SHOWS HIERARCHY (NOT THE HISTORY) CLICKABLE, EXCEPT LAST ITEM
  79. 79. SEARCHBOX
  80. 80. POSITIONED ON THE TOP RIGHT SEARCHBOX AV. SEARCH QUERY IS 35 CHARS MIGHT EXPECT AUTOCOMPLEET (OR OTHER GOOGLISH FEATURES)
  81. 81. NAVIGATION
  82. 82. PREFERRED HORIZONTAL NAVIGATION LIMITED ITEMS (MAGIC 7) REQUIRES A ‘SELECTED’ STATE SUBNAVIGATION VERTICAL ON THE LEFT
  83. 83. THÉ ESCAPE HATCH “HOME” FIRST ITEM IN MAIN NAVIGATION * ‘STARTPAGINA-VOOR-IDIOTEN’ * (NAH)
  84. 84. LINE LENGTH
  85. 85. 55 CHARACTERS PER LINE LINE LENGTH NO LIQUID DESIGN HEY… HOW ABOUT GOOGLE?
  86. 86. THIS PAGE
  87. 87. THIS PAGE “WHY ISN’T IT WHITE?”
  88. 88. BECAUSE SOMETIMES, WE NEED This  page   TO BREAK OUT OF THE BOX… FOR CREATIVITY’S SAKE.
  89. 89. SOME OTHER PATTERNS…
  90. 90. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY.
  91. 91. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY. IN FORMS, DEFAULT OS DESIGN IS EXPECTED.
  92. 92. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY. IN FORMS, DEFAULT OS DESIGN IS EXPECTED. A BUTTON SHOULD LOOK LIKE A BUTTON.
  93. 93. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY. IN FORMS, DEFAULT OS DESIGN IS EXPECTED. A BUTTON SHOULD LOOK LIKE A BUTTON. AND THAT … BELOW THE FOLD ISSUE. PEOPLE SCROLL, YES THEY DO. BUT ONLY IF YOU MAKE IT’S WORTH ABOVE THE FOLD. FOR MORE ON THIS TOPIC, CHECK: HTTP://WWW.SLIDESHARE.NET/NETLASH
  94. 94. UX TESTING
  95. 95. HTTP://WWW.SLIDESHARE.NET/HARRYBR EYE TRACKING
  96. 96. EYE TRACKING IS NOT ABOUT “I LIKE”
  97. 97. EYE TRACKING IS NOT EYE TRACKING IS ALL ABOUT “I LIKE” ABOUT “I SEE”
  98. 98. READING TIPS
  99. 99. TWITTER ME: @WOUTERWALGRAEVE LINKEDIN: …/WOUTERWALGRAEVE
  100. 100. WHUFFIES TO HTTP://WWW.FLICKR.COM/PHOTOS/DOMPELLETIER/ HTTP://WWW.FLICKR.COM/PHOTOS/BETSYJEAN79/ HTTP://WWW.FLICKR.COM/PHOTOS/FATOOOMA/ HTTP://WWW.FLICKR.COM/PHOTOS/BOOPSIEDAISY/ HTTP://WWW.FLICKR.COM/PHOTOS/SEZZRS/ HTTP://WWW.FLICKR.COM/PHOTOS/VISBEEK/ HTTP://WWW.FLICKR.COM/PHOTOS/ANDREA_RUM/ HTTP://WWW.FLICKR.COM/PHOTOS/PENSIVE-REFLECTIONS/ HTTP://WWW.FLICKR.COM/PHOTOS/PATRIES71/ HTTP://WWW.FLICKR.COM/PHOTOS/FILMVANALLEDAG/ HTTP://WWW.FLICKR.COM/PHOTOS/JENNAISHAVINGTROUBLEBREATHING/
  101. 101. NASCOM INFO@NASCOM.BE @NASCOM ON TWITTER

Description

An introduction in UCD and UX for designers.

Transcript

  1. 1. USER CENTERED DESIGN & USER EXPERIENCE * * MAY CONTAIN GUMBALLS
  2. 2. HI! I AM WOUTER WALGRAEVE AND I WORK AT NASCOM
  3. 3. I’M AN INFORMATION ARCHITECT.
  4. 4. WHAT IS UCD?
  5. 5. SO… WHAT IS UX THEN?
  6. 6. WAIT… WHAT HAPPENED TO USABILITY?
  7. 7. IT’S ALL ABOUT THE USERS
  8. 8. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.* * Boring definition from http://www.upassoc.org/usability_resources/about_usability/what_is_ucd.html
  9. 9. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  10. 10. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  11. 11. BOSS != USER SPONSOR CLIENT ...
  12. 12. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  13. 13. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  14. 14. “IF YOU WANT TO WIN THE RACE,YOU HAVE TO RUN THE ENTIRE COURSE.”
  15. 15. THERE IS NO UX SUPERMAN.
  16. 16. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  17. 17. USER-CENTERED DESIGN (UCD) IS AN APPROACH TO DESIGN THAT GROUNDS THE PROCESS IN INFORMATION ABOUT THE PEOPLE WHO WILL USE THE PRODUCT. UCD PROCESSES FOCUS ON USERS THROUGH THE PLANNING, DESIGN AND DEVELOPMENT OF A PRODUCT.
  18. 18. “WE ARE NOT THE USABILITY POLICE”
  19. 19. WHY UCD?
  20. 20. DESIGN WITHOUT ANALYSIS WON’T SOLVE THE RIGHT PROBLEM.? YOU NEED TO KNOW WHY THEY WANT TO FIRE A GUN.
  21. 21. “IF THE USER CAN’T USE IT, IT DOESN’T WORK.” SUSAN DRAY
  22. 22. CLIMB THE USER MEANINGFUL EXPERIENCE HIERARCHY OF PLEASURABLE NEEDS. CONVENIENT ACCEPTANCE USABLE RELIABLE FUNCTIONAL
  23. 23. LET’S TALK ABOUT METHODOLOGY.
  24. 24. * LET’S TAKE THE FAST LANE.
  25. 25. 1. ANALYZE UNDERSTAND THE PEOPLE WHO WILL USE THE DESIGN.
  26. 26. LISTEN TO THE USERS DO AN INQUIRY, AS QUESTIONS. AND ASK THEM AGAIN…
  27. 27. LEARN FROM NUMBERS
  28. 28. CLEAN UP THE MESS… CREATE PERSONAS.
  29. 29. PERSONAS EMBODY GROUPS OF USERS WHO ARE SIMILAR
  30. 30. PERSONALITY BEHAVIOR HABITS MOTIVATIONS FEARS PERSONAS EMBODY GROUPS OF USERS WHO ARE SIMILAR GOALS EXPECTATIONS TASKS
  31. 31. PERSONAS ARE A TOOL, NOT A GOAL.
  32. 32. 2. DESIGN SOLVE THEIR PROBLEMS
  33. 33. LOOK AT THE BIG PICTURE FIRST PEOPLE SEE THE FOREST BEFORE THE TREES
  34. 34. SKETCH A LOT OF DIFFERENT IDEAS, FAST.
  35. 35. SKETCH A LOT OF DIFFERENT IDEAS, FAST. THEN THROW MOST OF THEM AWAY.
  36. 36. 100% comic sans 0% humour A crap font was used in the production of this poster There is no margin for negotiation
  37. 37. 100% lorem ipsum 0% content Crap content was used in the production of this website There is some margin for negotiation
  38. 38. GOT MILK? CLEAN UP AND TEST.
  39. 39. 3. EVALUATE MAKE SURE THE DESIGN WORKS. TEST EARLY. AND OFTEN.
  40. 40. EVALUATION IS NOT ABOUT SUCCESS.
  41. 41. EVALUATION IS NOT ABOUT SUCCESS. IT’S ABOUT FAILURE.
  42. 42. LEARN FROM FAILURE.
  43. 43. TESTING WHAT’S OBVIOUSLY WRONG IS A WASTE OF TIME AND MONEY.
  44. 44. DON’T TAKE ANYTHING FOR GRANTED.*
  45. 45. DON’T TAKE ANYTHING FOR GRANTED.* * TURN YOUR HEAD 90° CCW
  46. 46. DESIGN PATTERNS
  47. 47. DESIGN PATTERNS FOR SCREEN LAYOUTS
  48. 48. CLASSIC
  49. 49. BROWSE
  50. 50. COLUMN/BROWSE
  51. 51. PARALLEL PANELS
  52. 52. TABBED
  53. 53. MASTER/DETAIL
  54. 54. WIZARD
  55. 55. Q&A
  56. 56. DASHBOARD
  57. 57. PORTAL
  58. 58. PALLET/CANVAS
  59. 59. DESIGN PATTERNS FOR NAVIGATION
  60. 60. WHY A DUCK? “I HAVE NO IDEA. O'REILLY'S PEOPLE PICKED IT, NOT ME, BUT I THINK IT HAS SOMETHING TO DO WITH THE FACT THAT MANDARIN DUCKS ARE COLORFUL, AND THE BOOK WAS PRINTED IN FULL COLOR. ALSO, SOME OF THEIR OTHER WEB BOOKS HAVE BIRDS ON THEIR COVERS. (BUT HE'S CUTE, ISN'T HE?)” JENIFER TIDWELL
  61. 61. SAFE EXPLORATION “LET ME EXPLORE WITHOUT GETTING LOST OR GETTING INTO TROUBLE.”
  62. 62. INSTANT GRATIFICATION “I WANT TO ACCOMPLISH SOMETHING NOW, NOT LATER.”
  63. 63. SATISFICING “THIS IS GOOD ENOUGH. I DON’T WANT TO SPEND MORE TIME LEARNING TO DO IT BETTER.”
  64. 64. HABITUATION “THAT GESTURE WORKS EVERYWHERE ELSE, WHY DOESN’T IT WORK HERE TOO?”
  65. 65. SPATIAL MEMORY “I SWEAR THAT BUTTON WAS HERE A MINUTE AGO. WHERE DID IT GO?”
  66. 66. GESTALT PRINCIPLES
  67. 67. CONGRATULATIONS, YOU UNLOCKED THE CLOSURE BATCH!
  68. 68. MENTAL MODELS
  69. 69. THINK IN MENTAL MODELS.
  70. 70. USE PATTERNS.
  71. 71. CREATE THE EXPERIENCE.
  72. 72. THE KEYWORD IS… RECOGNITION.
  73. 73. THE KEYWORD IS… RECOGNITION. THE MAGIC TRICK IS…DEAL WITH EXPECTATIONS.
  74. 74. THE KEYWORD IS… RECOGNITION. THE MAGIC TRICK IS… DEAL WITH EXPECTATIONS. AND BE CONSISTENT.
  75. 75. LOGO
  76. 76. IS POSITIONED TOP LEFT LOGO IS CLICKABLE TAKES YOU HOME
  77. 77. BREADCRUMB
  78. 78. ON TOP OF CONTENT BREADCRUMB SHOWS HIERARCHY (NOT THE HISTORY) CLICKABLE, EXCEPT LAST ITEM
  79. 79. SEARCHBOX
  80. 80. POSITIONED ON THE TOP RIGHT SEARCHBOX AV. SEARCH QUERY IS 35 CHARS MIGHT EXPECT AUTOCOMPLEET (OR OTHER GOOGLISH FEATURES)
  81. 81. NAVIGATION
  82. 82. PREFERRED HORIZONTAL NAVIGATION LIMITED ITEMS (MAGIC 7) REQUIRES A ‘SELECTED’ STATE SUBNAVIGATION VERTICAL ON THE LEFT
  83. 83. THÉ ESCAPE HATCH “HOME” FIRST ITEM IN MAIN NAVIGATION * ‘STARTPAGINA-VOOR-IDIOTEN’ * (NAH)
  84. 84. LINE LENGTH
  85. 85. 55 CHARACTERS PER LINE LINE LENGTH NO LIQUID DESIGN HEY… HOW ABOUT GOOGLE?
  86. 86. THIS PAGE
  87. 87. THIS PAGE “WHY ISN’T IT WHITE?”
  88. 88. BECAUSE SOMETIMES, WE NEED This  page   TO BREAK OUT OF THE BOX… FOR CREATIVITY’S SAKE.
  89. 89. SOME OTHER PATTERNS…
  90. 90. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY.
  91. 91. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY. IN FORMS, DEFAULT OS DESIGN IS EXPECTED.
  92. 92. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY. IN FORMS, DEFAULT OS DESIGN IS EXPECTED. A BUTTON SHOULD LOOK LIKE A BUTTON.
  93. 93. SOME OTHER PATTERNS… LINKS SHOULD LOOK AND ACT LIKE LINKS. THINK DESIGN-SEMANTICS. WHITESPACE IS SEXY. IN FORMS, DEFAULT OS DESIGN IS EXPECTED. A BUTTON SHOULD LOOK LIKE A BUTTON. AND THAT … BELOW THE FOLD ISSUE. PEOPLE SCROLL, YES THEY DO. BUT ONLY IF YOU MAKE IT’S WORTH ABOVE THE FOLD. FOR MORE ON THIS TOPIC, CHECK: HTTP://WWW.SLIDESHARE.NET/NETLASH
  94. 94. UX TESTING
  95. 95. HTTP://WWW.SLIDESHARE.NET/HARRYBR EYE TRACKING
  96. 96. EYE TRACKING IS NOT ABOUT “I LIKE”
  97. 97. EYE TRACKING IS NOT EYE TRACKING IS ALL ABOUT “I LIKE” ABOUT “I SEE”
  98. 98. READING TIPS
  99. 99. TWITTER ME: @WOUTERWALGRAEVE LINKEDIN: …/WOUTERWALGRAEVE
  100. 100. WHUFFIES TO HTTP://WWW.FLICKR.COM/PHOTOS/DOMPELLETIER/ HTTP://WWW.FLICKR.COM/PHOTOS/BETSYJEAN79/ HTTP://WWW.FLICKR.COM/PHOTOS/FATOOOMA/ HTTP://WWW.FLICKR.COM/PHOTOS/BOOPSIEDAISY/ HTTP://WWW.FLICKR.COM/PHOTOS/SEZZRS/ HTTP://WWW.FLICKR.COM/PHOTOS/VISBEEK/ HTTP://WWW.FLICKR.COM/PHOTOS/ANDREA_RUM/ HTTP://WWW.FLICKR.COM/PHOTOS/PENSIVE-REFLECTIONS/ HTTP://WWW.FLICKR.COM/PHOTOS/PATRIES71/ HTTP://WWW.FLICKR.COM/PHOTOS/FILMVANALLEDAG/ HTTP://WWW.FLICKR.COM/PHOTOS/JENNAISHAVINGTROUBLEBREATHING/
  101. 101. NASCOM INFO@NASCOM.BE @NASCOM ON TWITTER

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