Adaptation of my IA 7/ UX 1 deck for an InnovationLab talk at Stabilo International, Heroldsberg on 10/17/2012.
Credits & image credits within the presentation.
34. ⁄ IA is defined by the Information Architecture Institute as:
1. The structural design of shared
information environments.
2. The art and science of organizing and labeling
web sites, intranets, online communities, and software to
support findability and usability.
3. An emerging community of practice focused on bringing
principles of design and architecture to the
digital landscape.
37. ⁄ According to the Interaction Design Association:
1. IxD defines the structure and behavior
of interactive systems.
2. Interaction Designers strive to create
⁄ people and
meaningful relationships between
⁄ the products and services that they use,
⁄ from computers to mobile devices to appliances and beyond.
41. Ease of use remains
vital
usable
Usability is necessary
but not sufficient
Web sites should be
accessible to people with
disabilities
accessible
Eventually, it will become
the law
42. Ask whether our products
and systems are useful
useful
Define innovative solutions
that are more useful
Navigable web sites
Locatable objects
findable
43. Appreciation for the power
and value of image
desirable
Identity, brand, and other
elements of emotional
design
Design elements influence
whether users trust and credible
believe what we tell them
44. Value to our sponsors
For non-profits: Advance
the mission
valuable
With for-profits:
Contribute to the bottom
line and improve customer
satisfaction
45.
46.
47. ⁄ UX is defined by the Nielsen Norman Group as:
1. all aspects of the end-user's interaction
with the company, its services, and its
products.
2. The first requirement for an exemplary user experience is
to meet the exact needs of the customer,
without fuss or bother.
48. 3. Next comes simplicity and elegance that
produce products that are a joy to own, a joy to use.
4. True user experience goes far beyond giving
customers what they say they want, or
providing checklist features.
5. In order to achieve high-quality user experience in a
company's offerings there must be a seamless
merging of the services of multiple
disciplines, including engineering, marketing, graphical
and industrial design, and interface design.
74. In short, in UX, there are too many methods and too little
time. Simply choosing the right methods at the right times is a
reasonable strategy. In practice, if I’m feeling left behind with
new methods or practices that I’m expected to know, I tell
myself this:
⁄ You don’t have to know everything
⁄ You’ll never know everything
⁄ And actually, as far as UX goes, there isn’t, and probably
never will be, an everything.
Tim Caynes, Senior User Experience Designer at Flow Interactive
http://flow-interactive.com/thinking/article/in-ux-there-isnt-an-everything
75. ⁄ The User Experience community needs to get out more
⁄ Most digital agencies are charlatans
⁄ Pitches are a uniquely bad way of finding a good design
agency…
⁄ Net Promoter Score is a blunt tool
⁄ The cult of data
Ray McCune, Managing Partner at Foolproof
foolproof.co.uk/top-10-things-still-to-fix-in-experience-design
76. Still not enough Not inventing shiny new …
investment in solving
basic usability issues
… but fixing old boring stuff
Improve the user More emphasis on user experience as a factor when assessing third-party products
experience of boxed
products
Third-party software should be run by customer experience people rather than IT people
Targets and incentives Across the customer lifecycle
within businesses
must be aligned with Including marketing, sales and service functions
long-term value
A common view of how a brand wants to be seen, experienced and talked about by customers
We need to stop Across devices and channels and with
designing experiences
based on company
structure
A holistic and planned view of how it all works for the customer
Too much disrespect Customers can be sophisticated and articulate critics of digital products and services
for customers
User research is futile
87. ⁄ UX is defined by the Nielsen Norman Group as:
1. all aspects of the end-user's interaction
with the company, its services, and its
products.
2. The first requirement for an exemplary user experience is
to meet the exact needs of the customer,
without fuss or bother.