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A THING OR TWO ABOUT UX
Yael Keren
UX Expert
Feb 2013
50% chance of putting it in right
Get it wrong 89% of the time
Agenda
The UX process
Key points to remember
What is UX
Who am I
Who am I
Yael Keren
BSc. Industrial Engineering & Management
Business analyst & Production planner @ HP Indigo
Software Developer @ SAP
MSc. Human Factors Eng. (Human Computer Interaction)
Usability Researcher @ Deutche Telekom Labs
UX Consultant @ Aman UI & Design
UX Architect @ HP Software
WHAT IS UX
Our Goal
and be happy
People will use the system
A user will be happy when…
The system helps the user finish his task
quickly without errors
• He feels in control
• He understands how to do what he wants to do
• He does not have to think to much
• No memory/visual load on the user
• He does not make errors
User Centered Design
User Centered Design is a development methodology that
focuses on the real needs of the user throughout the
development process.
User Centered Design
“What functionality should the app provide?”
“Which user goals should this app support?”
“What features are we able to add?”
“What is Alice’s primary goal in this scenario?”
“Someone may want to…”
“How important is it for Alice to…?”
What is UX
User experience (UX) is how a person feels when
interfacing with a system.
What is UX
What is UX
• Learnability
• Efficiency
• Affordance
• Mapping
• Visibility
• Simplicity
• Performance
• Information architecture
• Navigation
• Feedback
• Mental models
• Intuitiveness
• Consistency
• Familiarity
• Accessibility
• Fun
• Prevent errors
• Interaction
• Aesthetic
• Predictable
Some interesting findings
Users don’t read!
Some interesting findings
Users don’t read!
• Avoid long texts
• Emphasize key words
• Start with conclusion
• Don’t rely on “Help”
• Use Images
Some interesting findings
8% are color blind
Some interesting findings
8% are color blind
• Color should not be the only indication
For all population –
• Good contrasts
• Readable fonts (San serif)
• Large enough fonts
• Consider lighting
Some interesting findings
Short term memory = 7 +- 2 items
• Recognition instead of recall
• Use categories
• Few items in menu dropdowns
• Few icons
• Reduce memory load
Some interesting findings
• Aesthetics matter!
• Users do not change the default options
Reaction times
• Up to 0.1 sec – No need for feedback
• Up to 1 sec – Slight delay but attention is not affected
• Up to 10 sec – Must act to keep user’s attention
• More than 10 sec – User will give up
THE UX PROCESS
User Centered Design
Task Analysis
Research
• Who are the users? (personas)
• Computer experience?
• Expert/Incidental users?
• What are their goals?
• What are their tasks?
• How frequently do they perform each task?
• What is the workflow?
Observe the users!
Task Analysis
"If I'd asked my customers what they
wanted, they'd have said a faster horse…"
Henry Ford
We are not the users!
70% more users left the site after getting the new tab
Task Analysis - Example
Task Frequency (1-4)
View objectives and KPI 1
View the overtime trend 2
View formula 3
View threshold values 3
Change settings 4
In XS:
Conceptual Design
Defining the window layout and a navigation flow
No graphic
design!
No Details!
Conceptual Design
Scorecard
KPI KPI
KPIKPI
Historical View
Many KPIs
CIO
Finan
ce
VP
Peopl
e
Custo
mer
Scorecard
KPI KPI
KPIKPI
Historical View
Many KPIs
CIO
Finan
ce
VP
Peopl
e
Custo
mer
Explorer
Detailed Design
Detailed definition of the windows and components
Keep in Mind
• Does it support the main use cases?
• Time to complete the main tasks?
• Prioritize (80-20) according to frequency of use
Prioritization (80-20)
We best support the actions that the user performs 80% of the time
Task Frequency
(1-4)
View objectives and KPI 1
View the overtime trend 2
View formula 3
View threshold values 3
Change settings 4
1
2 3
Graphic Design
“Attractive things work better” (Donald A. Norman)
Validation
• Usability tests
• A/B testing
• User observations
• Think aloud
• Eye tracking
• Focus groups
• Surveys
• Forum discussions
• Expert review
Validation goals
• How customers use the system (workflows)
• Who are the actual users
• What is their purpose of using the system
• Which components are used
• Which components are not used (why?)
• What is the frequency of use
• Unclear processes/elements/components
• What customers believe would help them perform their
work better
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Agile and UX
KEY POINTS TO REMEMBER
Look and Feel
• Looks like XS
Look and Feel
• Alignment
Look and Feel
• Contrasts
Clear Errors
Feedback
Short texts
Consistency
• Use same terms / locations / icons / behavior
User in control
• The user knows
where he is
• The user knows what
to press
• The user knows what
will happen when he
presses the
link/button
Defaults
• Use defaults to save time for the user
No un-necessary elements
• No buttons the
user will never
press
• No un-used
space
What we discussed today
• Hi, I am Yael
• What makes a good user experience
• What does the user really need?
• Things to watch out for in XS
Some interesting findings
Gestalt
• Proximity – Objects that are close to each other are
perceived as a group
• Similarity - Objects that are similar to each other are
perceived as a group
• Closure – Objects (shapes, letters, pictures, etc.) that
are not complete are still perceived as being whole.
• Symmetry - The mind perceives objects as being
symmetrical and forming around a center point

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A thing or two about User Experience

  • 1. A THING OR TWO ABOUT UX Yael Keren UX Expert Feb 2013
  • 2. 50% chance of putting it in right Get it wrong 89% of the time
  • 3. Agenda The UX process Key points to remember What is UX Who am I
  • 4. Who am I Yael Keren BSc. Industrial Engineering & Management Business analyst & Production planner @ HP Indigo Software Developer @ SAP MSc. Human Factors Eng. (Human Computer Interaction) Usability Researcher @ Deutche Telekom Labs UX Consultant @ Aman UI & Design UX Architect @ HP Software
  • 6. Our Goal and be happy People will use the system
  • 7. A user will be happy when… The system helps the user finish his task quickly without errors • He feels in control • He understands how to do what he wants to do • He does not have to think to much • No memory/visual load on the user • He does not make errors
  • 8. User Centered Design User Centered Design is a development methodology that focuses on the real needs of the user throughout the development process.
  • 9. User Centered Design “What functionality should the app provide?” “Which user goals should this app support?” “What features are we able to add?” “What is Alice’s primary goal in this scenario?” “Someone may want to…” “How important is it for Alice to…?”
  • 10. What is UX User experience (UX) is how a person feels when interfacing with a system.
  • 12. What is UX • Learnability • Efficiency • Affordance • Mapping • Visibility • Simplicity • Performance • Information architecture • Navigation • Feedback • Mental models • Intuitiveness • Consistency • Familiarity • Accessibility • Fun • Prevent errors • Interaction • Aesthetic • Predictable
  • 14. Some interesting findings Users don’t read! • Avoid long texts • Emphasize key words • Start with conclusion • Don’t rely on “Help” • Use Images
  • 15. Some interesting findings 8% are color blind
  • 16. Some interesting findings 8% are color blind • Color should not be the only indication For all population – • Good contrasts • Readable fonts (San serif) • Large enough fonts • Consider lighting
  • 17. Some interesting findings Short term memory = 7 +- 2 items • Recognition instead of recall • Use categories • Few items in menu dropdowns • Few icons • Reduce memory load
  • 18. Some interesting findings • Aesthetics matter! • Users do not change the default options Reaction times • Up to 0.1 sec – No need for feedback • Up to 1 sec – Slight delay but attention is not affected • Up to 10 sec – Must act to keep user’s attention • More than 10 sec – User will give up
  • 21. Task Analysis Research • Who are the users? (personas) • Computer experience? • Expert/Incidental users? • What are their goals? • What are their tasks? • How frequently do they perform each task? • What is the workflow? Observe the users!
  • 22. Task Analysis "If I'd asked my customers what they wanted, they'd have said a faster horse…" Henry Ford
  • 23. We are not the users! 70% more users left the site after getting the new tab
  • 24. Task Analysis - Example Task Frequency (1-4) View objectives and KPI 1 View the overtime trend 2 View formula 3 View threshold values 3 Change settings 4 In XS:
  • 25. Conceptual Design Defining the window layout and a navigation flow No graphic design! No Details!
  • 26. Conceptual Design Scorecard KPI KPI KPIKPI Historical View Many KPIs CIO Finan ce VP Peopl e Custo mer Scorecard KPI KPI KPIKPI Historical View Many KPIs CIO Finan ce VP Peopl e Custo mer Explorer
  • 27. Detailed Design Detailed definition of the windows and components
  • 28. Keep in Mind • Does it support the main use cases? • Time to complete the main tasks? • Prioritize (80-20) according to frequency of use
  • 29. Prioritization (80-20) We best support the actions that the user performs 80% of the time Task Frequency (1-4) View objectives and KPI 1 View the overtime trend 2 View formula 3 View threshold values 3 Change settings 4 1 2 3
  • 30. Graphic Design “Attractive things work better” (Donald A. Norman)
  • 31. Validation • Usability tests • A/B testing • User observations • Think aloud • Eye tracking • Focus groups • Surveys • Forum discussions • Expert review
  • 32. Validation goals • How customers use the system (workflows) • Who are the actual users • What is their purpose of using the system • Which components are used • Which components are not used (why?) • What is the frequency of use • Unclear processes/elements/components • What customers believe would help them perform their work better
  • 33. The $300 million button Email Address: Password: Login Register New to the site? Take a few minutes to register: Forgot my password
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  • 36. KEY POINTS TO REMEMBER
  • 37. Look and Feel • Looks like XS
  • 38. Look and Feel • Alignment
  • 39. Look and Feel • Contrasts
  • 43. Consistency • Use same terms / locations / icons / behavior
  • 44. User in control • The user knows where he is • The user knows what to press • The user knows what will happen when he presses the link/button
  • 45. Defaults • Use defaults to save time for the user
  • 46. No un-necessary elements • No buttons the user will never press • No un-used space
  • 47. What we discussed today • Hi, I am Yael • What makes a good user experience • What does the user really need? • Things to watch out for in XS
  • 48.
  • 49. Some interesting findings Gestalt • Proximity – Objects that are close to each other are perceived as a group • Similarity - Objects that are similar to each other are perceived as a group • Closure – Objects (shapes, letters, pictures, etc.) that are not complete are still perceived as being whole. • Symmetry - The mind perceives objects as being symmetrical and forming around a center point