My presentation for Hack the Hackathon Istanbul. I edited the presentation and added some notes for readers.
Basically tells the meaning of user experience as it is supposed to be. Let's define it without boundaries, not stuck in digital life.
You will get what is it as a terminology, what is the main parts of experience, how to check and change it. The essentials of UX and basic fundamentals.
3. Note
for
readers
UX
User
Experience
Yes, it is true that UX is not UI. It contains many
concepts like information architecture, interaction
design, interface, usability...
But is it possible or ethically true to define a
terminology by a bunch of other terminologies?
When I ask you what is a bicycle, would you
answer something made up of chain, wheel and
handlebars?
6. Note
for
readers
“Product Goal” is what your product delivers at the
end of day.
Like a hole for a driller.
Product
Goal
At this point, the designer has to understand that
the need is not the driller but the hole.
7. User’s Need
No
one
wants
to
use
a
driller,
they
want
a
hole
on
their
wall.
-‐-‐
Sco7
McKelvey
8. Product Development Process
+
=
Need
Analysis
and
Produc7on
Product
Goal
An
innova<ve
business
starts
with
user’s
need.
The
designer
analysis
the
“real”
need
and
develops
something
to
solve
it.
Basically,
product
goal
is
what
it
solves.
9. Note
for
readers
There are a lot of ways to analyze whether
functionality fits to the need or the need really
exists.
Like focus group sessions.
Product
Goal
However, there may be many ways to be invented.
Dropbox did it with an very basic video. After they
got the attraction, they built the product.
10. Easy Need Analysis
*
Dropbox’s
First
Video
h7p://www.youtube.com/watch?v=OFb0NaeRmdg
12. Note
for
readers
“Ease of use” basically is how your product easily
discovered, learned and used by users.
Ease
of
Use
Concepts like usability, interaction design and
information architecture provides the basis.
13. Note
for
readers
Ease
of
Use
Next video is one of the first researches
conducted for Human Machine Interaction
(machine instead of computer for those
days).
Two people not ordinary fellows but
research engineers of XEROX are asked to
copy a document.
Video shows what is left if you do not design
for users.
17. Note
for
readers
Each action is a trial for user to discover the
product at the beginning.
Ease
of
Use
And also each action has to be returned by a
feedback. Because that’s the rule for life. In daily life,
we always see the results of our physical actions.
Users always require feedback to see
consequences of their action.
21. Note
for
readers
Researches indicates pleasant things effects
positively user motivation to learn, use and
discover. This is why beautiful things work better.
Aesthe7c
and
Beauty
Next example is told by and epic advertisement
man, Rory Sutherland. It shows how user’s attitude
changes by only visual modifications.
22. Aesthetic and Beauty
*
Watch
the
relevant
part
over
h7p://www.youtube.com/watch?v=m5ds7WzVeew
*
Rory
Sutherland:
Life
lessons
from
an
ad
man
h7p://www.ted.com/talks/rory_sutherland_life_lessons_from_an_ad_man.html
23. Note
for
readers
Next examples are two academic researches which
show how the same ATM with beautiful design
worked better in Israel and Japan.
Aesthe7c
and
Beauty
I first found in Emotional Design by Donald
Norman. I check the papers and added links.
24. Aesthetic and Beauty
d
rker!
o e
W e)
B
Pleasant
Unpleasant
*
Kurosu,
M.
and
Kashimura,
K.
-‐
Apparent
Usability
vs.
Inherent
Usability
*
Noam
Trac<nsky
-‐
Aesthe<cs
and
Apparent
Usability:
Empirically
Assessing
Cultural
and
Methodological
Issues
26. Note
for
readers
People without an exception want to
communicate. That’s the reason we do things.
Reflective level of design is basically how user
communicates via product.
Reflec7on
of
User
For big brands, reflection can effect positively other
part of UX. Think of Apple for this example. An
Apple product is more likely to be loved more,
used more.
One of the hardest thing to implement for
startups.
28. Note
for
readers
UX
User
Experience
What is to be said is UX is much more broader
concept than we thought.
At the end of day, users can only got a memory of
an experience. That makes it harder to manage.
Daniel Kahneman tells the great story of what
users get from all the hard work of designers.
29. Acer
all,
we
only
got
the
memory
of
an
experience.
-‐-‐
Daniel
Kahneman
*
Daniel
Kahneman:
The
riddle
of
experience
vs.
memory
h7p://www.ted.com/talks/daniel_kahneman_the_riddle_of_experience_vs_memory.html
30. Note
for
readers
Someone in a session said he'd been listening to a
symphony, and it was absolutely glorious music. And
at the very end of the recording, there was a
dreadful screeching sound.
And then he added, really quite emotionally, it
ruined the whole experience. But it hadn't. What it
had ruined were the memories of the experience.
Experience
vs
Memory
He had had the experience. He had had 20
minutes of glorious music. They counted for nothing
because he was left with a memory; the memory
was ruined, and the memory was all that he had
gotten to keep.