The document provides an overview of user experience (UX) design. It defines UX as a person's emotions and attitudes about interacting with a digital product, related services, and overall brand. It discusses that UX depends on factors like time span, goals, and perspective. It also outlines the main activities of UX designers, including research, synthesis, design, and testing to understand user needs and improve the product experience. Finally, it recommends some references to read more about UX design.
6. User experience (UX) refers to a person’s
emotions and attitudes about interacting
with a (digital) product.
7. User experience (UX) refers to a person’s
emotions and attitudes about interacting
with a (digital) product.
related services (CX)
brand as a whole (BX)+
+
8. User experience (UX) refers to person’s
emotions and attitudes about interacting
with a (digital) product.
related services (CX)
brand as a whole (BX)
sociocultural
+
+
+
http://bit.ly/2k5dV7b
14. M. Hassenzahl
“Good UX is the consequence of fulfilling the human needs for
autonomy, competency, stimulation (selforiented), relatedness, and
popularity (others-oriented), through interacting with the product or
service (i.e., hedonic quality). Pragmatic quality facilitates the potential
fulfilment of be-goals.”
DO BE
PRAGMATIC GOALS HEDONIC GOALS
Chatting
Buying a plane ticket
Taking an online course
Being part of a tribe
Being cool
Becoming professional
15. DO BE
PRAGMATIC GOALS HEDONIC GOALS
Useful, usable Delightful
Entertaining
Fast
Delicate
Will this product accomplish
what I want to do?
Why am I using it?
16. DO
“Want to find a cool place to visit”
BE
“Want to be adventurous”
ACTION
Looking for means and places
that are more or less related
17. Outcome scenario
User searches inspiring destinations based
on her location (budget, etc…), so that she can check
travel details and book a trip.
ACTION
Looking for means and places that are
more or less related
better
“browses”
better +
“explores”
24. Synthesis
What did we learn?
“completing”, “creating a habit”, “learning”, “do-and-leave”…
Personas
Scenarios
User (customer) journey
Use cases
User stories
Empathy maps
Roleplay
Goals
Artefacts
29. 1.
The way we study user’s experience
and interaction with the (digital)
products depends on many things,
such as fidelity, time scope, audience
and purpose of the research.
30. 2.
UX design is about making intelligent
guesses of how people would interact
with your product and what would
make the experience great.
The design can be supported with all
sort of creative approaches and tools.
31. 3.
Don’t do UX design in a silo.
Just have it as main part of
your business. It’s faster,
cheaper and easier that way.
34. To read &
follow
Alan Cooper
Don Norman
Stephen Anderson
Janne Jul Jensen
Marc Hessenwahl
Virpi Roto
Effie Law
Jesse James Garrett
A list apart
All about ux .org
Smashing mag
IXDA
UXify Helsinki
35. References
J. Forlizzi & K. Batterbee, “Understanding experience in interactive systems”
http://repository.cmu.edu/cgi/viewcontent.cgi?article=1045&context=hcii
M. Hassenzahl, “User Experience (UX): Towards an experiential perspective on product quality”
https://pdfs.semanticscholar.org/0cb1/fa252c510e2376b257c6a77e32a890792f81.pdf
Roto et al. “User Experience White Paper”
http://www.allaboutux.org/files/UX-WhitePaper.pdf