A presentation given at the UX Futures Group. The goal was to expand on a popular meme decrying the tendency to reduce User Experience design to User Interface design and UI engineering.
9. Guerilla UX @ DE
• 2007: BC Wilson, Erin Walsh PMs with Trader
and FR; Andrew Jaswa and Kelley Walker with
FR and Trader
• User group: find other nerds into usability,
HCI, and UX
• Use guerilla tactics to win the war.
11. UX: how people think and feel
User experience design is about
centering the user throughout the
product development process
12. UX @ DE Square
• UX technique to get people to brainstorm in
innovative ways
• Get people out of their element
• Let’s try this: What is the User Experience of
our building
• Hint: Architects create user experiences for
their buildings – inside and outside
14. UX = understanding people
• Architects understand people: what their
tasks, goals, desires, and dreams
• Architects understand social interaction:
norms, rituals, the unique problems involved
in social life
15. Buildings |= Software
• Buildings are different from software in an
important way
• Interactive relationship exists between people
and software
16. Don Norman and Steve Jobs
• Leveraged human tendency to apply rules of
social life to computer interaction. ( +
anthropomorphize)
• Emotional connection with computers
I don’t hate it
I like it
I love it
17. Examples
• Animation effects (emerged from research
insights from studying computer gaming in
70s and 80s)
• Genie effect (zoom)
• Rounded corners
• Dog ears
24. The Planes of User Experience
Step 1: Strategy - Who are users, what do they
need, what are their problems, hopes, desires?
Step 2: Scope - Given user needs, what content and
functionality is required to obtain needs? What are
the limits and constraints.
Step 3: Structure - How will content and
functionality interact and does it meet users’
needs?
Step 4: Skeleton - What are the foundational
elements of the interface? How do users navigate &
find information?
Step 5: Surface - The final visual and tactile
elements: visual style, brand identity, style, logo.
25.
26.
27.
28. UX is about designs that
• Understand how people think and feel
• Center users throughout the product lifecycle –
strategy >
• Are based on both listening to users, then
ignoring them
• centering users through:
research
advocacy
design patterns
rules/guidelines
In addition to the UX is not UI poster, which spread like a prairie fire among UX professionals who tired of having to explain what they do, other attempts drew on the UX iceberg.The metaphor suggests that the surface – UI – is just the tip of the iceberg. What is beneath are four more levels that are crucial to the process.
This poster, likewise, spread like prairie fire. It was based on the much earlier work of Jesse James Garret who, in 2000, struggled with a way to illustrate the complexity of the profession.
The iceberg draws on the 5 S’s. Additionally, since UX professionals are obsessed by producing deliverables, there are corresponding deliverables to illustrate what should be produced at each level of the process.
Recently, as UX has become recognized as crucial to product development, the free wheeling use of the phrase has prompted UX professional to come up with ways to educate people on what UX actually. Too often, UX was being used to vaguely refer to the visual design of sites and applications. Sometimes, it referred to having a general grasp of usability principles. But more often than not, the term is used in constant conjunction with UI: UI/UX.Problem is, UX isn’t reducible to UI.
Maslow’s hierarchy of needs. So, to think through this, let’s take something that has nothing to do with what most of us build every day. Let’s talk about a human need we all share: eating.