5. google you say? why?
It’s easy
It’s fast.
It’s usable.
It has a nice, simple home page.
It gives me exactly what I want.
It’s accurate and gets me results quickly.
It’s focused: it doesn’t get away from its core
value - and that’s search
6. How?
Good UX is realising:
Every millisecond counts
Simplicity is powerful
You gotta gain the trust of users
It has to be human
7. Focus on the user
What gets me started?
(point of engagement)
What do I want to do?
(goal)
How do I get there?
(journey)
8. Experience
We learn from experience
For the things we have to learn
before we can do them, we learn by
doing them”
Aristotle
9. A good experience...
Lets me do what I want - without
thinking too hard,
is personal and meaningful,
is memorable,
makes me want to do again,
leaves me in a good mood.
10. A bad experience
Makes me think about the task I’m
doing, not my goal
Impedes my journey,
makes me want to avoid,
leaves me in a shit.
11. I just want to...
get to my floor
Some kid gets in and
presses all these buttons
12. I just want to...
open my new shiny toy
Must have chainsaw to
get into this box
13. I just want to...
go to toilet...
I can’t get the
next roll down
I’ve lost the
edge...again!
14. Why is it
all so hard?
Think about the way people
really use things... not our
assumptions
15. Affordance
It should be intuitive enough to know
how to use.
This “affords” pulling
But it says Push
16. Affordance
It should be obvious how to use it.
I can’t find the button
without looking
Which way is it pointing?
18. The Peak-end Rule
We judge our past experiences on their
peak (pleasant or unpleasant)and how
they ended
Each point of engagement should be a
positive interaction
19. UX: an ugly language
Heuristic evaluation
Ethnographic study
Card sorting exercise
Human Computer Interaction
BORING...
20. Make it tangible
UX as Storytelling
Characters Persona
in a situation
Context
working towards a goal
Scenario
21. Experience stories:
let you get inside the user’s head
achieve a shared understanding of
user needs and goals
focus remains on user, not just
stakeholder interests
22. First, comes understanding
Observe users in their real life
Discover what they really do
Use this insight to create a better
experience.
23. Observation =understanding
The Urinal Fly
Amsterdam Airport
Problem: Massive cleaning cost for
men’s toilets (missing the bowl)
Observation: Men are more likely to hit
the target when they have something
to aim at (ie. a cigarette butt in the
bowl)
Solution: Etch a fly in the bowl.
It improves the aim. If a man sees a fly,
he aims at it.
Fly in-urinal research found that etching
reduces spillage by 80 per cent.