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User Experience for Software Engineers

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User Experience for Software Engineers

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This is an introductive session for software engineers about the user experience. Including psychological concepts, identification of user goals, wireframing, mockups, prototyping and practical examples which you want to understand as software engineers those who practising UX.

This is an introductive session for software engineers about the user experience. Including psychological concepts, identification of user goals, wireframing, mockups, prototyping and practical examples which you want to understand as software engineers those who practising UX.

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User Experience for Software Engineers

  1. 1. UXFor Software Engineers By Dakshika Jayathilaka UX Team Lead, ATL
  2. 2. So hard to pour.. &%^$#@%&^ How was it?
  3. 3. Source: https://www.pinterest.com/pin/206743439118508195/
  4. 4. User eXperience Design(UXD) Source: http://www.kickerstudio.com/2008/12/the-disciplines-of-user-experience/
  5. 5. UI UX
  6. 6. But We’re all Human….. Developer User Designer ManagerResearcher
  7. 7. Our Brains work in same way and we share the same capabilities and limitations
  8. 8. UX Psychology
  9. 9. HOW PEOPLE SEE o What you see isn’t what your brain gets
  10. 10. http://www.google.com/design/spec/style/icons.html#icons-system-icons
  11. 11. o People identify objects by recognizing patterns you probably see four sets of two dots each rather than eight individual dots
  12. 12. How people remember o Short-term memory is limited o People remember only four items at once US phone no: 712-569-4532
  13. 13. How people think o Use progressive disclosure. Show people what they need when they need it
  14. 14. ● People scan screens based on past experience and expectations Source: http://www.graphics.com/article-old/how-people-see
  15. 15. ● People create mental models ● A mental model represents a person’s thought process for how something works
  16. 16. It was really boring
  17. 17. User goals & Business goals
  18. 18. Usergoals Users always want something, because they are people, and people always want something. Businessgoals Every organization has a reason for creating a site or app in the first place. Typically it’s money, but it might be brand awareness, or getting new members for a community, etc. The real test of a UX designer is how well you can align those goals so the business benefits when the user reaches their goal.
  19. 19. Youtube YouTube makes money via ads, and users want to find good videos. Therefore, putting ads in the videos (or on the same page) makes sense. But more than that, making it easy to search for videos and find similar videos will get users to watch more, which makes YouTube more money.
  20. 20. Identifying & Understanding Users
  21. 21. ● Before developing an application, you must identify your users and determine their needs ● User experience goal : design role-based user interfaces ● Maintaining work context, showing the most important information first, reducing clicks, streamlining processes etc. ● Applications consists of business functions, who associates with business functions? Whyidentifyuser?
  22. 22. Fictional characters : characters based on actual observed behaviors of real users Howcanweidentifyusers?
  23. 23. A persona is a representation of a user, typically based off user research and incorporating user goals, needs, and interests. Introducingpersonas Alan Cooper “Father of Visual Basic”
  24. 24. Okay,whatdoesapersonalooklike?
  25. 25. WhatArePersonasUsedFor? ● Defining a specific user's goals and needs ● Giving design teams a focus with a common understanding ● Identifying opportunities and product gaps to drive strategy ● Concentrating on designing for a manageable target who represents a larger group ● Replacing the need to canvass an entire user community, significantly reducing time and cost needed to obtain user requirements ● Helping designers empathize with users to understand behaviors, motivations and expectations
  26. 26. Withallthatinmind Combine the strengths of written and verbal communication, where possible supported by a depiction (e.g. diagram, picture). STORIES !
  27. 27. As a [user role] I want to [goal] so I can [reason] E.g. As a registered user I want to log in so I can access subscriber-only content ● Who [user role] ● What [goal] ● Why [reason] Userstories...
  28. 28. Asampleuserstory:cardtype
  29. 29. Asampleuserstory:formtype
  30. 30. Wheredoesthisfit?
  31. 31. What is a Wireframe
  32. 32. Whatisawireframe? Wireframes are the “blueprint for design.” Low-fidelity High-fidelity
  33. 33. o Structure - How will the pieces to be put together? o Content – What will be displayed? o Informational hierarchy – How is this information organized and displayed? o Functionality – How will this interface work? o Behavior – How does it interact with the user? And how does it behave? Thingstoconsider
  34. 34. Tools&Technique o Sketching o Black & Whiteboarding o Paper prototyping (Paper Cutouts) o Stenciling o Balsamiq/ Axure/ Pencil/ Adobe Experience Design CC
  35. 35. Goodresources o studio.uxpin.com/patterns o pttrns.com o Wireframeshowcase.com o ui-patterns.com/patterns
  36. 36. Wireframetesting
  37. 37. Rapidprototype
  38. 38. Visual Design(Mockup)
  39. 39. Tools&Technique o Adobe Photoshop o Brackets o Sublime-Text o Many more...
  40. 40. Principles for Better Software 1. Design from the outside in 2. Make time for research 3. Keep your hands off the keyboard 4. Try many things. Keep none of them 5. Test designs on people 6. When all else fails, code 7. Details - make or break it Source:http://devproconnections.com/development/ux-manifesto-7-principles-better-software
  41. 41. Why for Software Engineers o you are nothing like your target user o We are developing software for humans o technical skills help in getting up-to-speed on deeply technical applications o your job is not to optimize the developer’s productivity, but rather to optimize the end-user experience
  42. 42. Everyone is a UX Engineer Shift your mindset to focus on Human-centered solutions
  43. 43. Q & A ?
  44. 44. Resources o 100 Things Every Designer Needs to Know about People - https://www.amazon.com/Things-Designer-People-Voices-Matter/dp/0321767535 o Emotional Design: Why We Love (or Hate) Everyday Things - https://www.amazon.com/Emotional-Design-Love-Everyday-Things/dp/0465051367

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