SlideShare une entreprise Scribd logo
1  sur  41
Télécharger pour lire hors ligne
EPFL, spring 2010 - week 4!
UX design techniques
overview
 ➝  assumptions  about analphabetes
 ➝  first feedback (best questions, topics, surprises)
 UX design
 ➝  situating
 ➝  motivation
 ➝  concepts
 ➝  UX techniques
      ➝  personas
      ➝  scenarios
      ➝  storyboards
this lecture is partly based on Forum Nokia's course on UX concepting
and a Hogeschool van Amsterdam class
assumptions about analphabetes
first feedback from interviews
➝  best questions
➝  best topics for elicitating
➝  big surprises
EPFL, spring 2010 - week 4!
UX design techniques
UX design - Garrets planes
overview
topics
 Concept




              concept
              product
             description
concept description
Concept descriptions types


                                                                    prototype
                                                                  Suzuki Kiashi Concept Car




                                        graphical
                                        Ego, VW's 2028 concepts




                     sketch
                     Fiat FCC concept




           textual
concepts for Mobile Devices
 Concepts for mobile devices


                    By Robert Davis
    Nokia




                                        Berg, Taylor, Harper 2003


            Nokia    By Aaron Besson




       Motorola                 Nokia

                                                Spinner by Zimmerman 2003
concept definitions
 Concept definition
➝  something understood, and retained in the mind,
  from experience, reasoning and/or imagination *) 
   ➝  a concept can describe something that does not yet
     exist
   ➝  some parts of the product are explained, the rest is
     left to imagination and reasoning
➝  generalizationor abstraction, of a particular set
  of instances or occurrences *) features and
  functionality
   ➝  concept description is a subset of a full product or
     service description (e.g. detailed specification
     document)‫
‏‬
      ➝  a concept can describe also a product that already exists
      ➝  a high-level summary, not going into product details
      ➝  focusing on what is the meat of the product

          Wikipedia
concepts for risk management
 Concepting as risk
management
         The earlier we discover that an
         idea does not fly , the better.
                                           OK




         XX X
                                                      OK




➝  supporting  product management decision making,
   minimizing risks
➝  early and systematic validation of ideas
   ➝  if the product idea is a failure it would be good to realize
      it when it is still a concept, not after launching it to a
      global market
➝  for
     small sw applications trial-and-error might be a
  sufficient way to validate a concept idea
concept objectives
 Concept objectives
 objectives                               to...
   summarize        describe the essence of your product (idea)


    visualize       make your ideas more visible and concrete

                    convince some stakeholder (investor, product
 prove a point      management, product development,…) to invest
                    more on your idea

                    study different design and implementation
share to evaluate   alternatives
                    to provoke discussion.
UX concept descriptions and artifacts
UX concepting activities
UX concepting activities


                  Concept
                 Description
UX concept descriptions
UX Concept descriptions

My cool travel-mate concept




  the level of detail of the UX concept description can
  vary based on:
          ➝  maturity of your concept idea "
            verbal à working prototype
          ➝  the target audience you are trying to impress: "
            investors, product management, product development
          ➝  the next Go / No-go decisions to make; "
            related to management or development
exercise
 let s say you are handed a very detailed concept
 description that you need to start to further design
 and develop. What are the potential…
       draw-backs                    benefits
•                           • 
design drivers and inhibitors
 UX Design Drivers
                 practical                                 hedonic




➝  define    the UX design drivers and inhibitors
   ➝  what would further the user experiences you are
     targeting?
   ➝  what would stand in the way of it

➝  share   them with the product development team
  Adapted from: Roto & Rautava: User Experience Elements
  and Brand promise (2008)
user segments
 User Segments
         ➝  noteveryone will want to use your
           product
            ➝  different user groups have different
              needs and reasons for their purchase
              and usage decisions 
            ➝  there is no point to try to make a
              design that will satisfy everyone
         ➝  segmentation  is a tool identify
           potential end users and end user
           groups
            ➝  the
                 aim is to recognize user groups
              where the product /service can serve
              best and be most profitable
user segments example
  User Segments Example
➝    technology enthusiasts 
     ➝  keen  on new technology things
     ➝  buy new technology items often
       and they own a lot of devices and
       equipments
     ➝  have larger than average income 
     ➝  important to be the first ones using
       the new technologies, no matter
       the cost
     ➝  study functions curiously
     ➝  gather technology related
       information
     ➝  compare features, functions and
       prices before buying
     ➝  have high living standards
     ➝  like games, TV and movies
personas
  User persona(s)‫‏‬
              ➝  Who is s/he?
              ➝  Where does s/he lives?
              ➝  What s his/her family situation?
              ➝  What is her/his lifestyle?
              ➝  What motivates her/him? 
              ➝  What are her/his goals and needs?
              ➝  What is her/his profession?
              ➝  What is her/his relation to mobile
                 devices, computers, etc.?
              ➝  How much of her disposable income
                 does she/he usually spend on ICT?
              ➝  What does s/he look like? "
                 illustration or picture
              ➝  Other important issues related to your
                 persona, describe
persona examples

    Melvin, 35                        Jason, 25                       Louise, 27




•  Engineer from Germany         •  Customer Service               •  Web designer, graduate
•  Lives with his wife, 2 kids   Assistant.                        student on university.
and a dog.                       •  Keeps a blog for his friends   •  SMS addict - 50
•  Both parents need to          and family                        messages every day.
sometimes travel due their       Uses his device for capturing     •  Likes arts, especially indie
jobs, and kids have lots of      images to blog.                   movies and old films.
hobbies.                         Most of the images                •  Is currently organizing
•  Would like better manage                                        surprise parties for her
                                 related to snowboarding.
his everyday schedules                                             friend.
                                 •  Plays guitar in a wildly
with family.
                                 not-yet-so-popular band.
exercise
describe the persona for your design




•  3 min (alone)
•  4 min (in pairs)
•  9 min sharing (all)


                         from: http://www.scribd.com
scenarios
➝  persona-based     scenario = concise narrative
   description of how persona interacts with system
   to achieve goals
➝  context-based scenario = how product can serve
   needs of persona
➝  scenarios focus on illustrate requirements (the
   WHAT), top-down decomposition leads to
   functionality (the HOW)
use of scenarios in product development


each of these has a role
➝  context based scenarios are used to define user
   requirements
➝  key path scenarios are used to define the
   interaction framework
➝  validation scenarios are used to refine the design
   and make sure it deals with exceptions and
   special cases
what are context based user scenarios?

context based scenarios are stories that use
  personas to describe what a user wants to
  achieve through use of a product in order to
  suggest a list of user requirements
they can also suggest what is wrong with the
  situaon as is it is currently
why persona based?
➝  they are archetypes of the various users of a product (or
   people with a particular problem)
➝  they have goals and behaviours – "
   they want to achieve certain things and will behave in
   particular ways to achieve them 
➝  they allow us to construct a story of an ideal usage
   scenario to help us to 
    ➝  see how the UX can be improved 
    ➝  develop (or change) products that allow users to
       achieve their goals 
➝  personas keep us at the level of goals rather than tasks in
   initial development
exercise
create a storyboard for your design idea




                                      •  3 min (alone)
                                      •  4 min (in pairs)
                                      •  9 min sharing (all)
UX benchmarking
UX Benchmarking

        ➝  What   is the core concept?
        ➝  What kinds of UX targets might they
           have?
        ➝  What kinds of tasks can users
           perform with the application?
        ➝  What kind of UI solutions are there for
           certain tasks? 
        ➝  What are task times and task steps? 
        ➝  What kind of visual design styles and
           solutions are being used?
context ofthe context of use
 Describe  use



            people
            places    mobile
            things
            time      context
            culture
wireframes
Wireframes
prototypes and simulations
 Prototypes and simulations
          ➝  visualize   and simulate the product
            concept
          ➝  representation of all or part of the UI
          ➝  for simulating the functionality of the UI
          ➝  a prototype can be a
             ➝  paper-prototype   (even hand made)‫
‏‬
             ➝  screenshots
             ➝  computer/terminal-based   prototype    

             ➝  flash demo
             ➝  anything that is complete enough that it is
               possible for users to follow through the main
               task flow 
          ➝  usedifferent level of simulations or
            prototypes for different purposes
why wireframing?
➝  fast
➝  lightweight
➝  early sense of UX
➝  spot potential problems early
➝  helps clients focus "
   (no graphical design distraction)
➝  teaches you about the client (preferences/dislikes)
free tools
➝  paper  
➝  Mockingbird (web based)
➝  Cacoo (web based)
➝  Lumzy (web based)
➝  Website Wireframe
➝  Pencil Project
➝  Balsamiq
➝  denim
tips and hints
 Tips and hints
             ➝  the bigger the risks related to your
               product the more effort you need to
               put to UX concepting
             ➝  use UX artefacts that are useful in the
               later stages of product development
                  ➝  usefulas input
                  ➝  reusable 

             ➝  consider  carefully the appropriate level
               of detail of your concept description
                  ➝  do it only to the level necessary for the
                    next management decision
                  ➝  the more effort you put into the concept
                      ➝  the more impressive it will be
                      ➝  the more disappointing it will be if rejected
studio
 hints
 Tips and
studio
 hints
 Tips and
➝  brainstorming  on problems
➝  storyboarding
➝  elevator pitching
➝  advice on presentations
well motivated idea
well motivated idea
mock up – nice and very effective !
but not a requirement at this stage
task flow
            Time Limit!
      Create!                            mail!
                   Invitation!           sms!
                                         other!
             Reminder!

 Finished => notify every participant!
    Idea => people not answering!
thought outside the box



       Smaalkoppel 24a
       22113 Oststeinbek

Contenu connexe

Tendances

Tendances (19)

Running Great Design Reviews With Clients & Partners
Running Great Design Reviews With Clients & PartnersRunning Great Design Reviews With Clients & Partners
Running Great Design Reviews With Clients & Partners
 
Rapid User Research - a talk from Agile 2013 by Aviva Rosenstein
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinRapid User Research - a talk from Agile 2013 by Aviva Rosenstein
Rapid User Research - a talk from Agile 2013 by Aviva Rosenstein
 
Ni week no designer, no problem
Ni week no designer, no problem Ni week no designer, no problem
Ni week no designer, no problem
 
Courageous Design
Courageous DesignCourageous Design
Courageous Design
 
Practicing What We Preach: designing usage centered deliverables
Practicing What We Preach: designing usage centered deliverablesPracticing What We Preach: designing usage centered deliverables
Practicing What We Preach: designing usage centered deliverables
 
APIA2018 - Zahra Tashakorinia - Design Hacks & Paper Prototyping
APIA2018 - Zahra Tashakorinia - Design Hacks & Paper PrototypingAPIA2018 - Zahra Tashakorinia - Design Hacks & Paper Prototyping
APIA2018 - Zahra Tashakorinia - Design Hacks & Paper Prototyping
 
Fundamentals of UX Design
Fundamentals of UX DesignFundamentals of UX Design
Fundamentals of UX Design
 
User Experience Design Fundamentals - Part 1: Users & Goals
User Experience Design Fundamentals - Part 1: Users & GoalsUser Experience Design Fundamentals - Part 1: Users & Goals
User Experience Design Fundamentals - Part 1: Users & Goals
 
UXPA 2018 Opening Keynote by Dr. Carine Lallemand
UXPA 2018 Opening Keynote by Dr. Carine LallemandUXPA 2018 Opening Keynote by Dr. Carine Lallemand
UXPA 2018 Opening Keynote by Dr. Carine Lallemand
 
Design Stories Are The New User Stories
Design Stories Are The New User StoriesDesign Stories Are The New User Stories
Design Stories Are The New User Stories
 
Introduction to UX for Developers
Introduction to UX for DevelopersIntroduction to UX for Developers
Introduction to UX for Developers
 
UX 101: A quick & dirty introduction to user experience strategy & design
UX 101: A quick & dirty introduction to user experience strategy & designUX 101: A quick & dirty introduction to user experience strategy & design
UX 101: A quick & dirty introduction to user experience strategy & design
 
Rapid Prototyping
Rapid PrototypingRapid Prototyping
Rapid Prototyping
 
IXDD 2018 Lausanne - Guerrilla UX, 'quick' yet not 'dirty' (Carine Lallemand)
IXDD 2018 Lausanne - Guerrilla UX, 'quick' yet not 'dirty' (Carine Lallemand)IXDD 2018 Lausanne - Guerrilla UX, 'quick' yet not 'dirty' (Carine Lallemand)
IXDD 2018 Lausanne - Guerrilla UX, 'quick' yet not 'dirty' (Carine Lallemand)
 
UX insight 2017 Keynote - Insightful UX methods, from research to practice
UX insight 2017 Keynote - Insightful UX methods, from research to practiceUX insight 2017 Keynote - Insightful UX methods, from research to practice
UX insight 2017 Keynote - Insightful UX methods, from research to practice
 
Ui is Communication: How to design intuitive, user-centered interfaces by foc...
Ui is Communication: How to design intuitive, user-centered interfaces by foc...Ui is Communication: How to design intuitive, user-centered interfaces by foc...
Ui is Communication: How to design intuitive, user-centered interfaces by foc...
 
Guerrilla Usability: Insight on a Shoestring
Guerrilla Usability: Insight on a ShoestringGuerrilla Usability: Insight on a Shoestring
Guerrilla Usability: Insight on a Shoestring
 
Engineering UX
Engineering UXEngineering UX
Engineering UX
 
Visualising the User Experience
Visualising the User ExperienceVisualising the User Experience
Visualising the User Experience
 

En vedette

PxS’12 - week 10 - screen design
PxS’12 - week 10 - screen designPxS’12 - week 10 - screen design
PxS’12 - week 10 - screen design
hendrikknoche
 
PxS'12 - week 2 interviewing
PxS'12 - week 2 interviewingPxS'12 - week 2 interviewing
PxS'12 - week 2 interviewing
hendrikknoche
 
EPFL - PxS, week 3, studio, short qualitative analysis primer
EPFL - PxS, week 3, studio, short qualitative analysis primerEPFL - PxS, week 3, studio, short qualitative analysis primer
EPFL - PxS, week 3, studio, short qualitative analysis primer
hendrikknoche
 
EPFL PxS - week 2 interviewing
EPFL PxS - week 2 interviewingEPFL PxS - week 2 interviewing
EPFL PxS - week 2 interviewing
hendrikknoche
 
PxS’12 - week 8 - mobile i/o
PxS’12 - week 8 - mobile i/oPxS’12 - week 8 - mobile i/o
PxS’12 - week 8 - mobile i/o
hendrikknoche
 
PxS’12 - week 8 mobile - systems
PxS’12 - week 8 mobile - systemsPxS’12 - week 8 mobile - systems
PxS’12 - week 8 mobile - systems
hendrikknoche
 
EPFL - PxS, week 3 - creative design
EPFL - PxS, week 3 - creative designEPFL - PxS, week 3 - creative design
EPFL - PxS, week 3 - creative design
hendrikknoche
 
EPFL PxS week 12 - UX design techniques
EPFL PxS week 12 - UX design techniquesEPFL PxS week 12 - UX design techniques
EPFL PxS week 12 - UX design techniques
hendrikknoche
 
EPFL - PxS, week 5/6 - from requirements to design
EPFL - PxS, week 5/6 -  from requirements to designEPFL - PxS, week 5/6 -  from requirements to design
EPFL - PxS, week 5/6 - from requirements to design
hendrikknoche
 
PxS'12 - week 2 - data collection
PxS'12 - week 2 - data collectionPxS'12 - week 2 - data collection
PxS'12 - week 2 - data collection
hendrikknoche
 
PxS’12 - week 6 - conceptual design x
PxS’12 - week 6 - conceptual design xPxS’12 - week 6 - conceptual design x
PxS’12 - week 6 - conceptual design x
hendrikknoche
 
PxS'12 - week 1 - Introduction
PxS'12 - week 1 - IntroductionPxS'12 - week 1 - Introduction
PxS'12 - week 1 - Introduction
hendrikknoche
 
PxS'12 - week 3 - creative design
PxS'12 - week 3 - creative designPxS'12 - week 3 - creative design
PxS'12 - week 3 - creative design
hendrikknoche
 
PxS’12 - week 4 - qualitative analysis
PxS’12 - week 4 - qualitative analysisPxS’12 - week 4 - qualitative analysis
PxS’12 - week 4 - qualitative analysis
hendrikknoche
 
PxS'12 - week 10 - screen design
PxS'12 - week 10 - screen designPxS'12 - week 10 - screen design
PxS'12 - week 10 - screen design
hendrikknoche
 
EPFL - PxS, week 8 - conceptual design
EPFL - PxS, week 8 - conceptual designEPFL - PxS, week 8 - conceptual design
EPFL - PxS, week 8 - conceptual design
hendrikknoche
 
PxS'12 - week 12 - ux evaluation
PxS'12 - week 12 - ux evaluationPxS'12 - week 12 - ux evaluation
PxS'12 - week 12 - ux evaluation
hendrikknoche
 

En vedette (17)

PxS’12 - week 10 - screen design
PxS’12 - week 10 - screen designPxS’12 - week 10 - screen design
PxS’12 - week 10 - screen design
 
PxS'12 - week 2 interviewing
PxS'12 - week 2 interviewingPxS'12 - week 2 interviewing
PxS'12 - week 2 interviewing
 
EPFL - PxS, week 3, studio, short qualitative analysis primer
EPFL - PxS, week 3, studio, short qualitative analysis primerEPFL - PxS, week 3, studio, short qualitative analysis primer
EPFL - PxS, week 3, studio, short qualitative analysis primer
 
EPFL PxS - week 2 interviewing
EPFL PxS - week 2 interviewingEPFL PxS - week 2 interviewing
EPFL PxS - week 2 interviewing
 
PxS’12 - week 8 - mobile i/o
PxS’12 - week 8 - mobile i/oPxS’12 - week 8 - mobile i/o
PxS’12 - week 8 - mobile i/o
 
PxS’12 - week 8 mobile - systems
PxS’12 - week 8 mobile - systemsPxS’12 - week 8 mobile - systems
PxS’12 - week 8 mobile - systems
 
EPFL - PxS, week 3 - creative design
EPFL - PxS, week 3 - creative designEPFL - PxS, week 3 - creative design
EPFL - PxS, week 3 - creative design
 
EPFL PxS week 12 - UX design techniques
EPFL PxS week 12 - UX design techniquesEPFL PxS week 12 - UX design techniques
EPFL PxS week 12 - UX design techniques
 
EPFL - PxS, week 5/6 - from requirements to design
EPFL - PxS, week 5/6 -  from requirements to designEPFL - PxS, week 5/6 -  from requirements to design
EPFL - PxS, week 5/6 - from requirements to design
 
PxS'12 - week 2 - data collection
PxS'12 - week 2 - data collectionPxS'12 - week 2 - data collection
PxS'12 - week 2 - data collection
 
PxS’12 - week 6 - conceptual design x
PxS’12 - week 6 - conceptual design xPxS’12 - week 6 - conceptual design x
PxS’12 - week 6 - conceptual design x
 
PxS'12 - week 1 - Introduction
PxS'12 - week 1 - IntroductionPxS'12 - week 1 - Introduction
PxS'12 - week 1 - Introduction
 
PxS'12 - week 3 - creative design
PxS'12 - week 3 - creative designPxS'12 - week 3 - creative design
PxS'12 - week 3 - creative design
 
PxS’12 - week 4 - qualitative analysis
PxS’12 - week 4 - qualitative analysisPxS’12 - week 4 - qualitative analysis
PxS’12 - week 4 - qualitative analysis
 
PxS'12 - week 10 - screen design
PxS'12 - week 10 - screen designPxS'12 - week 10 - screen design
PxS'12 - week 10 - screen design
 
EPFL - PxS, week 8 - conceptual design
EPFL - PxS, week 8 - conceptual designEPFL - PxS, week 8 - conceptual design
EPFL - PxS, week 8 - conceptual design
 
PxS'12 - week 12 - ux evaluation
PxS'12 - week 12 - ux evaluationPxS'12 - week 12 - ux evaluation
PxS'12 - week 12 - ux evaluation
 

Similaire à EPFL - PxS, week 4 - UX design techniques

EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introductionEPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
hendrikknoche
 
Discount User Experience Design
Discount User Experience DesignDiscount User Experience Design
Discount User Experience Design
jdelabar
 

Similaire à EPFL - PxS, week 4 - UX design techniques (20)

Design Process | Tool 02: Scenario - Tool 03: Wireframe
Design Process | Tool 02: Scenario - Tool 03: WireframeDesign Process | Tool 02: Scenario - Tool 03: Wireframe
Design Process | Tool 02: Scenario - Tool 03: Wireframe
 
What I learned at Cooper U about Design Research
What I learned at Cooper U about Design ResearchWhat I learned at Cooper U about Design Research
What I learned at Cooper U about Design Research
 
The UX Toolbelt for Developers
The UX Toolbelt for DevelopersThe UX Toolbelt for Developers
The UX Toolbelt for Developers
 
Incorporating UX into Your Projects
Incorporating UX into Your ProjectsIncorporating UX into Your Projects
Incorporating UX into Your Projects
 
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introductionEPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
 
Discount User Experience Design
Discount User Experience DesignDiscount User Experience Design
Discount User Experience Design
 
Design process interaction design basics
Design process interaction design basicsDesign process interaction design basics
Design process interaction design basics
 
UI/UX Designer in the year 2020 | Developers Day Nov.19
UI/UX Designer in the year 2020 | Developers Day Nov.19UI/UX Designer in the year 2020 | Developers Day Nov.19
UI/UX Designer in the year 2020 | Developers Day Nov.19
 
Going from Here to There: Transitioning into a UX Career
Going from Here to There: Transitioning into a UX CareerGoing from Here to There: Transitioning into a UX Career
Going from Here to There: Transitioning into a UX Career
 
Introduction to User Experience Design
Introduction to User Experience DesignIntroduction to User Experience Design
Introduction to User Experience Design
 
Becoming A User Advocate
Becoming A User AdvocateBecoming A User Advocate
Becoming A User Advocate
 
UX Army of One
UX Army of OneUX Army of One
UX Army of One
 
Intro to User eXperience
Intro to User eXperienceIntro to User eXperience
Intro to User eXperience
 
Prototyping and Piloting
Prototyping and PilotingPrototyping and Piloting
Prototyping and Piloting
 
IxD Works Miniworkshop: Introduction
IxD Works Miniworkshop: IntroductionIxD Works Miniworkshop: Introduction
IxD Works Miniworkshop: Introduction
 
User Experience Design: an Overview
User Experience Design: an OverviewUser Experience Design: an Overview
User Experience Design: an Overview
 
Dev fest ile ife 2014-ux, material design and trends
Dev fest ile ife 2014-ux, material design and trendsDev fest ile ife 2014-ux, material design and trends
Dev fest ile ife 2014-ux, material design and trends
 
What is UX v1
What is UX v1What is UX v1
What is UX v1
 
How to use Ai for UX UI Design | ChatGPT
How to use Ai for UX UI Design | ChatGPTHow to use Ai for UX UI Design | ChatGPT
How to use Ai for UX UI Design | ChatGPT
 
Why UX Matters? at Ripple Conference - Porto 2014
Why UX Matters? at Ripple Conference - Porto 2014Why UX Matters? at Ripple Conference - Porto 2014
Why UX Matters? at Ripple Conference - Porto 2014
 

EPFL - PxS, week 4 - UX design techniques

  • 1. EPFL, spring 2010 - week 4! UX design techniques
  • 2. overview ➝  assumptions about analphabetes ➝  first feedback (best questions, topics, surprises) UX design ➝  situating ➝  motivation ➝  concepts ➝  UX techniques ➝  personas ➝  scenarios ➝  storyboards this lecture is partly based on Forum Nokia's course on UX concepting and a Hogeschool van Amsterdam class
  • 4. first feedback from interviews ➝  best questions ➝  best topics for elicitating ➝  big surprises
  • 5. EPFL, spring 2010 - week 4! UX design techniques
  • 6. UX design - Garrets planes
  • 7. overview topics Concept concept product description
  • 8. concept description Concept descriptions types prototype Suzuki Kiashi Concept Car graphical Ego, VW's 2028 concepts sketch Fiat FCC concept textual
  • 9. concepts for Mobile Devices Concepts for mobile devices By Robert Davis Nokia Berg, Taylor, Harper 2003 Nokia By Aaron Besson Motorola Nokia Spinner by Zimmerman 2003
  • 10. concept definitions Concept definition ➝  something understood, and retained in the mind, from experience, reasoning and/or imagination *) ➝  a concept can describe something that does not yet exist ➝  some parts of the product are explained, the rest is left to imagination and reasoning ➝  generalizationor abstraction, of a particular set of instances or occurrences *) features and functionality ➝  concept description is a subset of a full product or service description (e.g. detailed specification document)‫ ‏‬ ➝  a concept can describe also a product that already exists ➝  a high-level summary, not going into product details ➝  focusing on what is the meat of the product Wikipedia
  • 11. concepts for risk management Concepting as risk management The earlier we discover that an idea does not fly , the better. OK XX X OK ➝  supporting product management decision making, minimizing risks ➝  early and systematic validation of ideas ➝  if the product idea is a failure it would be good to realize it when it is still a concept, not after launching it to a global market ➝  for small sw applications trial-and-error might be a sufficient way to validate a concept idea
  • 12. concept objectives Concept objectives objectives to... summarize describe the essence of your product (idea) visualize make your ideas more visible and concrete convince some stakeholder (investor, product prove a point management, product development,…) to invest more on your idea study different design and implementation share to evaluate alternatives to provoke discussion.
  • 13. UX concept descriptions and artifacts
  • 14. UX concepting activities UX concepting activities Concept Description
  • 15. UX concept descriptions UX Concept descriptions My cool travel-mate concept the level of detail of the UX concept description can vary based on: ➝  maturity of your concept idea " verbal à working prototype ➝  the target audience you are trying to impress: " investors, product management, product development ➝  the next Go / No-go decisions to make; " related to management or development
  • 16. exercise let s say you are handed a very detailed concept description that you need to start to further design and develop. What are the potential… draw-backs benefits •  • 
  • 17. design drivers and inhibitors UX Design Drivers practical hedonic ➝  define the UX design drivers and inhibitors ➝  what would further the user experiences you are targeting? ➝  what would stand in the way of it ➝  share them with the product development team Adapted from: Roto & Rautava: User Experience Elements and Brand promise (2008)
  • 18. user segments User Segments ➝  noteveryone will want to use your product ➝  different user groups have different needs and reasons for their purchase and usage decisions ➝  there is no point to try to make a design that will satisfy everyone ➝  segmentation is a tool identify potential end users and end user groups ➝  the aim is to recognize user groups where the product /service can serve best and be most profitable
  • 19. user segments example User Segments Example ➝  technology enthusiasts ➝  keen on new technology things ➝  buy new technology items often and they own a lot of devices and equipments ➝  have larger than average income ➝  important to be the first ones using the new technologies, no matter the cost ➝  study functions curiously ➝  gather technology related information ➝  compare features, functions and prices before buying ➝  have high living standards ➝  like games, TV and movies
  • 20. personas User persona(s)‫‏‬ ➝  Who is s/he? ➝  Where does s/he lives? ➝  What s his/her family situation? ➝  What is her/his lifestyle? ➝  What motivates her/him? ➝  What are her/his goals and needs? ➝  What is her/his profession? ➝  What is her/his relation to mobile devices, computers, etc.? ➝  How much of her disposable income does she/he usually spend on ICT? ➝  What does s/he look like? " illustration or picture ➝  Other important issues related to your persona, describe
  • 21. persona examples Melvin, 35 Jason, 25 Louise, 27 •  Engineer from Germany •  Customer Service •  Web designer, graduate •  Lives with his wife, 2 kids Assistant. student on university. and a dog. •  Keeps a blog for his friends •  SMS addict - 50 •  Both parents need to and family messages every day. sometimes travel due their Uses his device for capturing •  Likes arts, especially indie jobs, and kids have lots of images to blog. movies and old films. hobbies. Most of the images •  Is currently organizing •  Would like better manage surprise parties for her related to snowboarding. his everyday schedules friend. •  Plays guitar in a wildly with family. not-yet-so-popular band.
  • 22. exercise describe the persona for your design •  3 min (alone) •  4 min (in pairs) •  9 min sharing (all) from: http://www.scribd.com
  • 23. scenarios ➝  persona-based scenario = concise narrative description of how persona interacts with system to achieve goals ➝  context-based scenario = how product can serve needs of persona ➝  scenarios focus on illustrate requirements (the WHAT), top-down decomposition leads to functionality (the HOW)
  • 24. use of scenarios in product development each of these has a role ➝  context based scenarios are used to define user requirements ➝  key path scenarios are used to define the interaction framework ➝  validation scenarios are used to refine the design and make sure it deals with exceptions and special cases
  • 25. what are context based user scenarios? context based scenarios are stories that use personas to describe what a user wants to achieve through use of a product in order to suggest a list of user requirements they can also suggest what is wrong with the situaon as is it is currently
  • 26. why persona based? ➝  they are archetypes of the various users of a product (or people with a particular problem) ➝  they have goals and behaviours – " they want to achieve certain things and will behave in particular ways to achieve them ➝  they allow us to construct a story of an ideal usage scenario to help us to ➝  see how the UX can be improved ➝  develop (or change) products that allow users to achieve their goals ➝  personas keep us at the level of goals rather than tasks in initial development
  • 27. exercise create a storyboard for your design idea •  3 min (alone) •  4 min (in pairs) •  9 min sharing (all)
  • 28. UX benchmarking UX Benchmarking ➝  What is the core concept? ➝  What kinds of UX targets might they have? ➝  What kinds of tasks can users perform with the application? ➝  What kind of UI solutions are there for certain tasks? ➝  What are task times and task steps? ➝  What kind of visual design styles and solutions are being used?
  • 29. context ofthe context of use Describe use people places mobile things time context culture
  • 31. prototypes and simulations Prototypes and simulations ➝  visualize and simulate the product concept ➝  representation of all or part of the UI ➝  for simulating the functionality of the UI ➝  a prototype can be a ➝  paper-prototype (even hand made)‫ ‏‬ ➝  screenshots ➝  computer/terminal-based prototype ➝  flash demo ➝  anything that is complete enough that it is possible for users to follow through the main task flow ➝  usedifferent level of simulations or prototypes for different purposes
  • 32. why wireframing? ➝  fast ➝  lightweight ➝  early sense of UX ➝  spot potential problems early ➝  helps clients focus " (no graphical design distraction) ➝  teaches you about the client (preferences/dislikes)
  • 33. free tools ➝  paper ➝  Mockingbird (web based) ➝  Cacoo (web based) ➝  Lumzy (web based) ➝  Website Wireframe ➝  Pencil Project ➝  Balsamiq ➝  denim
  • 34. tips and hints Tips and hints ➝  the bigger the risks related to your product the more effort you need to put to UX concepting ➝  use UX artefacts that are useful in the later stages of product development ➝  usefulas input ➝  reusable ➝  consider carefully the appropriate level of detail of your concept description ➝  do it only to the level necessary for the next management decision ➝  the more effort you put into the concept ➝  the more impressive it will be ➝  the more disappointing it will be if rejected
  • 36. studio hints Tips and ➝  brainstorming on problems ➝  storyboarding ➝  elevator pitching ➝  advice on presentations
  • 39. mock up – nice and very effective ! but not a requirement at this stage
  • 40. task flow Time Limit! Create! mail! Invitation! sms! other! Reminder! Finished => notify every participant! Idea => people not answering!
  • 41. thought outside the box Smaalkoppel 24a 22113 Oststeinbek