As a designer myself I observe the world around me with attention and a critical eye.
But apparently I am not the only one that it is looking for flawless experiences.
I know lot of people that get frustrated with a badly designed product. Most of the time they blame themselves when actually the flaw is in the product they are using.
User experience is not that unknown aspect of designing a product left only to the most forward-thinking companies to master. It is a logic-based process propped on the understanding of how people use and enjoy a product on a daily basis.
As designers we need to think about the way users interact with their product in the field and provide the best possible experience based on the feedback.
Your users expect that the product is not only functional and beautiful, but also able to proactively fulfill their needs. When it doesn’t, you may find that users feel stupid or even worse, cheated. This brings on the anger.
Researchers estimate that by 2020 user experience will overtake price and product as the determining factor in purchasing decisions. So it is about time to understand what UX is and how you can give your customers the best experience ever.
In this funny and colourful presentation I will talk about my personal experience with poorly designed products and how those examples could be applied to improve your design, whether is a website or an application.
7. DISCOVERABILITY
01 • The first impression counts
• Design intuitive & Simple things
LESSON
LEARNT
It is possible to determine
what actions are possible
and the current state of the device.
11. AFFORDANCES
• DON’t HURT ANYONE
• PERCEPTION IS IMPORTANT
LESSON
LEARNT
02
The relationship between the properties
of an object and the capabilities of
the agent to determine just how
the object could possibly be used.
15. SIGNIFIERS
• PROVIDE CONTEXT
• Provide cues
• LESS IS MORE
LESSON
LEARNT
Any sign or sound, any perceivable
indicator that communicates
appropriate behaviour to a person.
03
19. MAPPING
• Group objects IN
A MEANINGFUL WAY
• USE SPAtIAL CORRESPONDENCE
• PRIORITISE INFORMATION
LESSON
LEARNT
The relationship between the layout
of the controls and the devices
being controlled.
04
23. FEEDBACK
• Reduce DELAYS
• communication is key
• PLAN AND INFORM
LESSON
LEARNT
The results of actions
and the current state
of the product or service.
05
31. CONSTRAINTS
• Present few choices
• Suggest the DESIRED action
• prevent errors (or redress
Them)
LESSON
LEARNT
Physical features of an object that limit
its relationships with other objects,
the operations that can be performed
on it and the possible behavior.
07