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Intro to user experience design

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These are the slides I used for the presentation "Intro to UX Design" at the Pittsburgh Code Camp on April 30th 2011

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Intro to user experience design

  1. 1. Intro to UX Design<br />for developers<br />
  2. 2. Agenda<br /><ul><li>What is UX design
  3. 3. Why is it important
  4. 4. User-centric design principles
  5. 5. Techniques, tools, books and more </li></li></ul><li>What is it anyway?<br />User Experience Design. Hmm..<br />Make it as simple as possible. But no simpler.- Albert Einstein<br />
  6. 6. Interaction design<br />Usability<br />HCI<br />USER EXPERIENCE<br />Marketing<br />Ergonomics<br />UI design<br />Human factors<br />Accessibility<br />Branding<br />System performance<br />Information architecture<br />
  7. 7. Why bother? <br />Doesn’t sounds too practical..<br />If the user can't use it, it doesn't work.- Susan Dray<br />
  8. 8.
  9. 9.
  10. 10.
  11. 11.
  12. 12. New Healthcare System - Explained<br />
  13. 13. Afghanistan Stability Plan<br />
  14. 14. So What can we do about it?<br />Looks depressing..<br />Don't make me think.- Steve Krug<br />
  15. 15. Know and Love<br /> usability guidelines<br /> your users<br />
  16. 16. Design Guidelines<br />Know and love..<br />by Jakob Nielsen<br /> Easy is Hard<br />- Peter Lewis<br />
  17. 17. 1. Visibility of system status<br />The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.<br />Progress indicators, status bars, green checkmarks.. <br />
  18. 18. 2. Match between system and the real world<br />The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order<br />“string cannot be empty”, “object cannot be found” <br />
  19. 19. 3. User control and freedom<br />Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. <br />Undo and redo, cancel button, breadcrumbs, back button<br />
  20. 20. 4. Consistency and standards<br />Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.<br />Do not invent. Reuse. <br />
  21. 21. 5. Error prevention<br />Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.<br />Auto-focus, form validation, auto-suggest<br />
  22. 22. 6. Recognition rather than recall<br />Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.<br />Auto-complete, instant preview, history<br />
  23. 23. 7. Flexibility and efficiency of use<br />Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.<br />Shortcuts, hotkeys, search, breadcrumbs<br />
  24. 24. 8. Aesthetic and minimalist design<br />Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.<br />Contrast, repetition, alignment, proximity. Software as magic<br />
  25. 25. 9. Help users recognize, diagnose, and recover from errors<br />Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.<br />Do not punish the user, help and comfort them instead<br />
  26. 26. 10. Help and documentation<br />Even though it is better if the system can be used without documentation, it may be necessary to provide it. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.<br />Hot triggers, links to help<br />
  27. 27. Your users<br />Know and love..<br /> The user is NOT a lower life form<br />- Ken Becker<br />
  28. 28. Learn more about our users!<br /><ul><li>They are not like us
  29. 29. They are not who we think they are
  30. 30. There is no “average user”</li></li></ul><li>Let’s ask the users! Right?<br />Nope. Wrong.<br />Learn to really listen to your users<br />
  31. 31. Personas<br />Steven<br />Helen<br />Alexander<br />Stefani<br />Mary<br />
  32. 32. Usability Testing<br />
  33. 33. Wireframes<br />
  34. 34. More..<br />Start small, grow big. Prefer enhancements overfeatures<br />Software should be designed with tasks in mind, not features<br />Evil checkboxes and not user-friendly dropdowns<br />Navigation mantra: know where you are, what can you do, how to go back<br />Use your own product<br />Get out there and see your users. <br />
  35. 35. Nobody is perfect…<br />
  36. 36. Books<br />Balsamiq Mockups<br />Pencil Project<br />Tools<br />
  37. 37. Questions?<br />Thank you<br />
  38. 38. Anna Abovyan<br />yaluna@gmail.com<br />http://www.google.com/reader/shared/yaluna<br />http://www.linkedin.com/in/annaabovyan<br />

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