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USER  EXPERIENCE  &  
PROTOTYPING

Integra(ng  Design  &  Product  Development  
Pune,  September  24th,  2014


KshiBz  Anand
Professor  (Design),  InsBtute  of  Product  Leadership  
Hello,  I  am  @kshiBz
Presently
Dean  &  Director  -­‐  India  OperaBons  at  L'École  de  Design  Nantes  Atlan(que  
Professor  (Design)  -­‐  Ins(tute  of  Product  Leadership  
Founder  &  Principal  Designer  -­‐  Happy  Horizons  Consul(ng  

Previous 

Design  Head,  Kuliza  Technologies  
Founder  &  Director,  Deskala  Research  and  Design  &  Consul(ng  
Designer  @Motorola,  Infosys  

EducaBon 

MS  in  HCI  Design  ,  Indiana  University  Bloomington,  USA  
BDes  in  CommunicaBon  Design,  IIT  Guwaha(,  India  

Contact
kshiBz@happyhorizons.in
Twi[er:  @kshiBz
LinkedIn:  in.linkedin.com/in/kshiBzanand/
Website:  www.kshiBzanand.com
Are  you  a  designer?
Design is such a natural human ability 
that almost everyone is designing most of the
time - whether they are conscious of it, or not.
- Harold Nelson, Erik Stolterman, in ‘The Design Way’
The best designs are the ones that do not need a
separate user manual !
We  live  in  interesBng  Bmes!
According  to  the  2011  Census,  46.9%  Indians  do  not  have  
toilets  at  home,  while  63.2%  have  landlines  or  mobiles.  
53.2%  own  mobile  phones.  
 Show  ConnecBng  Film  (18  mins)  hZp://youtu.be/lciYKwVLTuk    
Mobile  has  made  us  ……  ?
How  many  of  you  have  a  
smartphone?
Does  it  delight  you?
1993  
  
  

2014  
Where did we come from?
Where do we go?
Then    Now  
To  have  a  good  
User  experience  
is  to  Delight!
Delight  =  Features  ?
Design  should  solve  problems  
for  your  business  by  solving  
problems  for  your  user

-­‐   Laura  Klein    
    
Reference: Putting people together to create new products; Jonathan Korman
http://www.cooper.com/journal/2001/10/putting_people_together_to_cre.html
Key  to  Product  Success
A  requirement  is  short  statement  
of  the  problem

A  specificaBon  is  how  to  solve  
the  problem
* Source: On Reqs and Specs: The Roles and Behaviors for Effective Product Definition
http://www.pragmaticmarketing.com/publications/topics/09/on-reqs-and-specs
ProductManagement
Engineering
UX
WHAT HOW
Sweet  spot
Requirements  vs.  specificaBons
How  much  of  UX  should  a  Product  
Manager  know?  
Reference:	
  	
  
h*p://boxesandarrows.com/transi8oning-­‐from-­‐user-­‐experience-­‐to-­‐product-­‐management/	
  
Are  usually    
Business-­‐centered
Are usually
User-centered
Design  for    
people,    
emoBons,  behaviors.    
  
Do  not    
design  for    
technology.
VISCERAL  
    

BEHAVIORAL  
  
  
REFLECTIVE  

A more detailed look and feel and function that is got by interactions
i.e. the total experience of using a product
Refers primarily to that initial impact, to its appearance
Appearance is rooted in form, aesthetics
Ones thoughts afterwards, how it makes one feel, the image it
portrays, the message it tells others about the owner's taste
Time	
  spent	
  
Interac8on	
  
VISCERAL	
  
BEHAVIORAL	
  
REFLECTIVE	
  
Products were once designed for the functions they performed.
But when all companies can make products that perform their
functions equally well, the distinctive advantage goes to those
who provide pleasure and enjoyment while maintaining the
power. If functions are equated with cognition, pleasure is
equated with emotion; today we want products that appeal to
both cognition and emotion.	

– Don Norman
Internet users per 100 inhabitants
Reference	
  :	
  h*p://en.wikipedia.org/wiki/File:Internet_users_per_100_inhabitants_ITU.svg	
  
Importance  Of  UX  Today  
Reference:	
  h*p://wearesocial.net/	
  
Reference:	
  h*p://scoop.intel.com/celebra8ng-­‐interna8onal-­‐internet-­‐of-­‐things-­‐day/	
  
User  Experience  Google  Trends
USER EXPERIENCE
DELIVERING
DELIGHT
SINCE MID 90s	
  
CUSTOMER
h*p://www.stephenthomas.com/about/images/what_is_ux.jpg	
  
Unclear  boundaries  
T  shaped  (UX)  professional  
PETER	
  MORVILLE’S	
  HONEYCOMB	
  MODEL	
  Image	
  Source:	
  h*p://seman8cstudios.com/publica8ons/seman8cs/000029.php	
  
The  goal  of  UX  
UX  is  a  team  effort  
UX  Process
Reference:	
  h*p://www.thinkbrownstone.com/design-­‐process/	
  
UX  Design  Process  
Research à Ideate à Prototype à Evaluate  Feedback à Release
UX  Design  Process  
RESEARCH  à  discovery    the  ways  of  knowing

IDEATE  à  conceptualizaBons,  features    
funcBonaliBes

PROTOTYPE  à  get  your  hands  dirty,  bringing  the  
ideas  to  life

EVALUATE    ITERATE  à  gather  feedback

RELEASE  à  launch  ,  deliver  for  development
Steps  in  UX  Design  Process  
Companies  Customize  the  design  process  
Comparing  UX  Process  
HOW  DO  YOU  FIT  UX  
INTO  YOUR  
ORGANISATION?
The  elements  of  
user  experience  design  
Just  remember  this
The  UX  role  Shim  
FROM AESTHETICS
TO PROCESS
TO PRODUCTS
TO SERVICE
TO STRATEGY
The  product  is  no  longer  the  basis  
of  value.  The  experience  is.
Design  is  the  conscious  effort  to  impose  a  meaningful  
order.  -­‐  Victor  Papanek  
ACTIVITY  :  
Deconstruc*ng  the  UX
Exercise  
(10  mins)  
The  UX  of  Angry  Birds  –    
what  makes  it  successful  ?  
“The”
experience
An
experience
An
experience
An
experience
An
experience
An
experience
An
experienceAn
experience
An
experience
John Dewey
American Educator 
Philosopher
The  mistakes  we  make!  
²  Most  experiences  are  inchoate  and  not  
thought  through
²  They  are  unfulfilled  as  they  get  interrupted
²  FrustraBng  and  not  significant  and  leads  to  
an  unpleasant  experience
THE AESTHETIC :
the “look and feel”
THE INTELLECTUAL :
business  strategy
THE PRACTICAL:
what user actually
interacts with and
experiences and its
performance
+	
  +	
  
MulBple  things  have  to  come  together  
to  create  the  experience
Take  a  break!
Somware  (products)  should  
behave  like  a  considerate  
human  being!

What  does  being  considerate  
mean?  
•  Take an interest in user’s actions
•  Are differential
•  Are forthcoming
•  Anticipate people’s needs
•  Are conscientious
•  Don’t burden you with extra information
•  Keep you informed
•  Are perceptive
•  Don’t ask you a lot of questions
•  Take responsibility
•  Know when to bend the rules
•  GIVES A GOOD USER EXPERIENCE
CONSIDERATE  PRODUCTS  
Show	
  Pomegranate	
  Phone	
  video	
  
UX  could  be  
different  across  
plaoorms.
How  ?
Mac  OS  vs  Windows
Desktops  vs  Tablet  vs  mobile
iOS  vs  Android  vs  Windows
Plaoorms  and  their  experiences  differ
Think  of  a  product  that  
delighted  you  (or  did  
not)  ?    
  
Why  so?  
(THAT YOU USE REGULARLY) 	
  
USER  RESEARCH
Why  is  it  important  ?  
How  do  we  do  it  ?  
QUESTION  THE  STATUS  QUO
Fly  on  the  wall  Observa(on  
What  does  this  image  say  ?  
Design  interven(ons  in  daily  life    
ANALYSING  USAGE  CONTEXT
UNDERSTANDING  USER  GROUPS
Crea(on  of  Personas  
WHAT  IS  A  PERSONA?    
  
WHY  PERSONAS  ARE  
IMPORTANT?  
PERSONAS  
•  A representation of the goals and behavior of
a real user group.
•  They are captured in a range of formats
(depending on the requirements of the client)
that typically include behavior patterns, goals,
skills, attitudes, and environment; with a few
fictional personal details to bring the persona
to life.
•  Giving a face to your users
•  Helps in generating Use Cases
•  Helpful for Scenario Generation
•  Scenarios gives insights
WHY  PERSONAS  ARE  
IMPORTANT?  
Ac(vity:  Finding  Primary,  Secondary  user  groups  
STAKEHOLDER  MAPPING
Mapping  your  stakeholders
Ac(vity:  Experiencing  what  personas  feel,  do,  see,  hear  
EMPATHY  MAPPING
Research  is  
important  for  the  
success  of  any  
design  
•  On Location User Research
–  Actual User Interviews
–  Studying User environments
–  Contextual Inquiries
•  Remote User Research
–  Questionnaire
–  Surveys
–  Telephonic Interviews
–  Video recordings of users performing their
tasks
User  Research  Techniques  
When  do  you  use  
what  kind  of  User  
Research  Method  ?  
Discussion
ACTIVITY
Wallet  Mapping  Exercise  
(20  mins)  
–Laura	
  Klein,	
  Author	
  of	
  UX	
  for	
  Lean	
  Startups	
  
QuanBtaBve  research  tells  you  
WHAT  your  problem  is.  

QualitaBve  research  tells  you  WHY  
you  have  that  problem.
User  Based  Research
Qualita5ve:	
  Lesser	
  number	
  of	
  par?cipants	
  
Quan5ta5ve:	
  Higher	
  number	
  of	
  par?cipants	
  
Popular  User  Research  Techniques  
Popular  User  Research  Techniques  
TOOLS  FOR  USER  RESEARCH      TESTING  
h*p://uxdesign.cc/ux-­‐tools/	
  
It would get people finally noticing design - because when design's working properly, 	

you don't notice it.
PROTOTYPES	
  
The real thing in UX!
The 4 dimensions
of Prototyping	
  
1. Representation
à Describes the form of the
prototype, e.g., sets of paper
sketches or computer
simulations	
  
2. Precision
à Describes the level of detail
at which the prototype is to be
evaluated; e.g., informal and
rough or highly polished
3. Interactivity
à Describes the extent to
which the user can actually
interact with the prototype;
e.g., watch-only or fully
interactive
4. Evolution
à Describes the expected life-
cycle of the prototype
WHY PROTOTYPE?	
  
Reference:	
  h*p://designinstruct.com/web-­‐design/prototyping-­‐is-­‐essen8al/	
  
Find  Design  issues  early
Iterate  more  quickly  on  a  design  concept  
Compare  design  variaBons  quickly
Reference:	
  h*p://refereemindset.com/give-­‐feedback	
  
Gather  design  feedback  be[er
Use  prototypes  as  a  presentaBon  tool
à FAST
à EASY
à GETS STAKEHOLDERS INVOLVED SOONER
à SAVES MONEY	
  
If a picture is worth 1000 words,
a prototype is worth 1000 meetings!
WHAT ARE THE DIFFERENT
WAYS TO PROTOTYPE?	
  
Reference:	
  h*p://www.slideshare.net/visualrinse/prototyping-­‐23421094	
  
We will never all agree on what “design” is. But we can probably
agree that sketching is an archetypal activity associated with
design!
VariaBons  in  elements  and  style  in  prototyping
 Reference:	
  h*p://www.usability.gov/how-­‐to-­‐and-­‐tools/methods/prototyping.html	
  
Tracy Lepore, from Ideation towards Usability
©	
  Bill	
  Buxton,	
  Sketching	
  the	
  User	
  Experience	
  
h*p://www.cs.cmu.edu/~bam/uicourse/Buxton-­‐SketchesPrototypes.pdf	
  
Getting the term right
Stages of prototyping in Product
Design  Engineering
Sketch à Earlier stage à Lesser cost à More reviewed
Prototype à Later Stage à Larger cost à More acceptance
Before  making  the  Prototype  ask  this:  
1.  What  needs  to  be  real
2.  What  can  we  fake?  
3.  Where  will  they  use  it?  
4.  How  will  the  interface  work  ?
5.  Will  the  users  understand  where  to  click  next?

6.  Have  I  covered  all  possible  user  pathways?
    
Watch	
  Google	
  Glass	
  Prototyping	
  VIDEO	
  :	
  h*ps://www.youtube.com/watch?v=d5_h1VuwD6g	
  
Discussion: would you prototype this differently ?
GESTALT’S  THEORY  :    
How  the  mind    
organizes  and  perceives    
Visual  InformaBon  
•  Gestalt theory focuses on the mind’s
perceptive processes
•  The word Gestalt has no direct translation
in English
• 
•  It refers to a way a thing has been gestellt ;
i.e., ‘placed,’ or ‘put together”
•  Common translations include form and
shape
Gestalt psychologists are interested in the way
that, within a world of ongoing change and
endless variety, people can make sense of so
much visual stimuli
(Schamber, 1986)
Characters,	
  punctuation	
  
Words,	
  numbers	
  
Sentences,	
  paragraphs	
  
Story	
  
Points,	
  lines,	
  shapes	
  
Type,	
  pictures,	
  space	
  
Layout	
  
DESIGN	
  
Component	
  
Vocabulary	
  
Syntax	
  
Message	
  
VERBAL VISUAL
Adapted	
  from	
  Schamber,	
  1986	
  
The  whole  is  greater  than  the  sum  of  it’s  parts
What  did  you  see  first  here?  
•  Law of Similarity / Anamoly
– Similarity occurs when objects look similar
to one another. People often perceive
them as a group or pattern.
Gestalt’s  principles  
Anomaly uses the principle of similarity
but alters one figure to draw attention to
difference.
The	
  eye	
  differen?ates	
  an	
  object	
  from	
  its	
  surrounding	
  area.	
  A	
  form,	
  silhoueMe,	
  or	
  
shape	
  is	
  naturally	
  perceived	
  as	
  figure	
  (object),	
  while	
  the	
  surrounding	
  area	
  is	
  
perceived	
  as	
  ground	
  (background).	
  
The	
  dark	
  
background	
  
encourages	
  
your	
  eye	
  to	
  
see	
  the	
  
square	
  as	
  an	
  
opening.	
  
Gestalt’s  principles  
•  Figure and Ground
Effec?ve	
  figure/ground	
  rela?onship.	
   Compe?ng	
  figure/ground	
  rela?onship.	
  
Image	
  placement	
  can	
  also	
  create	
  
depth	
  as	
  in	
  this	
  flyer.	
  
	
  
	
  
So	
  much	
  centered	
  text,	
  however,	
  
is	
  difficult	
  to	
  read.	
  	
  	
  
	
  
Limit	
  centered	
  text	
  to	
  major	
  
?tles.	
  	
  	
  
	
  
Use	
  the	
  principle	
  of	
  proximity	
  
and	
  alignment	
  for	
  other	
  textual	
  
informa?on.	
  
	
  
Gestalt’s  principles  
•  Law of Proximity
– Proximity occurs when elements are
placed close together. They tend to be
perceived as a group.
Proximity	
  overpowers	
  similarity	
  in	
  color/contrast	
  
Gestalt’s  principles  
•  Law of Closure
–  Closure occurs when an object is incomplete
or a space is not completely enclosed. If
enough of the shape is indicated, people
perceive the whole by filling in the missing
information.
Closure	
  can	
  also	
  be	
  used	
  to	
  reinforce	
  a	
  concept	
  in	
  a	
  clever	
  way.	
  	
  No?ce	
  
how	
  the	
  brand	
  “Spartan”	
  is	
  presented	
  in	
  the	
  graphic	
  as	
  both	
  a	
  Greek	
  
warrior,	
  complete	
  with	
  helmet,	
  and	
  a	
  man	
  swinging	
  a	
  golf	
  club.	
  
Gestalt’s  principles  
•  Law of Continuity
–  Continuation occurs when the eye is
compelled to move through one object and
continue to another object.
Understanding Visual Hierarchy
When we look at visual information, we look for hierarchy
because it helps us sort what is most important.
The size of objects, shape, and color, and placement provide
cues that help us notice those things that are most important
and others that are supplemental.
Which circle did you notice first? Which one draws your attention
more?
What conclusions can you draw based on your response to the
two circles?
We also look for patterns as well as similarity and
difference to make sense of what we are seeing.
Most of us will view the square as more important than the circles.
The focal point in a design governs the visual hierarchy and should draw
the viewers interest while it also helps them understand what they are
looking at.
The focal point in this data-driven infographic is the large image of corn.
Notice how the designer applied principles of alignment and proximity for
text and other supporting images.
Crea?ve	
  
thought	
  
Gestalt	
  
laws	
  
Good	
  
design	
  
What  are  some  ways  you  can  
create  Visual  Hierarchy  in  
interfaces?  
à Foreground  –  background
à Highlights
à Playing  with  color
à Font  sizes
à Font  emphasis
à Font  family
à Contrast  between  different  elements
GRIDS    
-­‐  soul  and  skeleton  of  
good  design    
More  about  GRIDS  
•  Optimum – Designing with the 960 Grid
System for the most commonly used
1024x768 screen resolution
•  Grids divide the screen into areas
•  All spacing becomes multiple of the
smallest spacing between elements
•  Enhances Consistency of screens
•  Standardizations reduces design time
The  value  of  typography  
Can  you  tell  Arial  from  HelveBca?    
 
Limit  the  Number  of  Fonts  to  Two:  
One  for  headings  and  one  for  text  copy.  

KEEP IT SIMPLE
What are the popular UI
mistakes that people make ?
Discussion
The  Basics  to  remember
•  Building  Prototypes  should  be  Easy
•  Prototypes  should  not  need  to  be  pixel  perfect
•  The  goals  need  to  be  clearly  spelled  out  prior  to  
creaBon
•  Build  prototypes  that  have  an  output  that  everyone  
can  see
•  Do  not  complicate  things
•  Create  flows  /  sketches  on  paper  first
7 Easy to remember
User Interface rules
1.  Law  of  Clarity
2.  Law  of  preferred  acBon
3.  Law  of  context
4.  Law  of  defaults
5.  Law  of  Guided  AcBon
6.  Law  of  feedback
7.  Law  of  easing
REMEMBER
à Place users in control of the interface
à Reduce users’ memory load
à Make the user interface consistent.
5 Prevalent Pitfalls
when Prototyping
Prototypes are a fabulous way to explore ideas with a team.
They shorten the time between “This is what we’re thinking...” and “Oh, I get it.”
#1:  Focus  on  the  Deliverable,  not  on  the  Learning  
  
#2:  Too  Much  Converging;  Not  Enough  Diverging  

#3:  Working  in  the  Wrong  Fidelity
#4:  Too  Li[le  EvaluaBng
#5:  FixaBng  On  A  Single  Prototyping  Tool
“It's really hard to design products by focus group.
A lot of times, people don't know what they want until
you show it to them.”
-Steve Jobs
VISUAL  DESIGN  
What  most  people  
think    
(UX)  Design  is  !    
Visual	
  Design	
  
Last	
  in	
  First	
  Out	
  
User	
  Experience	
  
The	
  whole	
  process	
  
People  want  
Visual  Design  
but  ask  for  UX
But  by  then  its  
too  late  !  
The basics of Color
KEEP IT SIMPLE
Dark font, light background.
Light font, dark background.
Color	
  Difference:	
  The	
  red	
  and	
  blue	
  
colors	
  have	
  the	
  same	
  value,	
  and	
  
the	
  effect	
  is	
  jarring	
  to	
  the	
  eyes.	
  	
  
The	
  text	
  seems	
  to	
  vibrate.	
  
Color	
  Value:	
  	
  Same	
  color	
  in	
  the	
  
background	
  and	
  text,	
  but	
  the	
  values	
  are	
  
different,	
  so	
  it	
  does	
  not	
  vibrate	
  but	
  
creates	
  an	
  easy	
  to	
  read	
  text.	
  	
  
POPULAR DESIGN TRENDS	
  
2014  Web  Design  Trends
Reference:	
  h*p://www.pinterest.com/melissacales/2014-­‐design-­‐trends/	
  
Reference:	
  h*ps://econsultancy.com/blog/64096-­‐18-­‐pivotal-­‐web-­‐design-­‐trends-­‐for-­‐2014	
  
Flat  UI
MicrointeracBons  /  UX
Less  text
Minimalist  NavigaBon
Richer  Content  experiences
Making  full  use  of  one  page
MonochromaBc  Designs
Bold  Colors
Tile  /  App  style  UI
Larger  Images
Increased  use  of  typography    info-­‐graphics
Fixed  posiBon  navigaBon  menus
Video  in  the  background
Reference:	
  h*p://www.fastcodesign.com/3028471/google-­‐ventures-­‐your-­‐design-­‐team-­‐
needs-­‐a-­‐war-­‐room-­‐heres-­‐how-­‐to-­‐set-­‐one-­‐up	
  
Reference:	
  h*p://www.slideshare.net/goldengekko/mobile-­‐apps-­‐design-­‐trends-­‐2014	
  
Prototyping tools	
  
Reference:	
  h*ps://hackdesign.org/toolkit/rapid-­‐prototyping	
  
Reference:	
  h*ps://hackdesign.org/toolkit/rapid-­‐prototyping	
  
Reference:	
  h*ps://hackdesign.org/toolkit/rapid-­‐prototyping	
  
BALSAMIQ	
  
•  Good repository of UI elements
•  Almost all popular UI elements used
•  Highly collaborative
•  Make it interactive
….	
  and	
  then	
  you	
  just	
  Play	
  J	
  	
  
Idea	
  
Tool/	
  
PPT	
  /	
  
Balsamiq	
  
HTML	
  /	
  
CSS	
  
CODE	
  
iOS  UI  Style  Guide
•  hZps://developer.apple.com/library/ios/documenta(on/userexperience/conceptual/MobileHIG/index.html  
Android  UI  Pa[erns
Android  InteracBon  Pa[erns
Android  InteracBon  Pa[erns
Windows  apps  UX  Guidelines
Reference:	
  h*p://msdn.microsoe.com/en-­‐us/library/windows/apps/hh465424.aspx	
  
Take  a  break
Afternoon working session	
  
Reference:	
  h*p://www.ndtv.com/ar8cle/india/india-­‐is-­‐world-­‐s-­‐coronary-­‐diabe8c-­‐capital-­‐says-­‐expert-­‐447189	
  
The  problem  at  hand  
Today’s  class  Design  Challenge
•  With  the  Internet  of  Things  gexng  larger  day  by  day,  our  lives  
are  more  connected  than  ever.  It  is  not  just  about  people,  but  
also  our  devices  that  are  connected.  This  has  resulted  in  
change  in  user  behavior  and  with  changing  lifestyles  comes  
diseases  and  health  problems  that  were  not  heard  of  before.  
•  The  consumers  on  the  other  side  are  more  aware  about  
healthcare  and  are  doing  various  things  in  different  capaciBes  
to  keep  track  of  their  health  and  wellbeing.  
•  Healthcare  professionals  and  informaBon  is  more  accessible  
today.  
•  Insurance  companies  are  cashing  onto  this  phenomenon  as  
well.
•  With  the  advent  of  smart  devices,  healthcare  is  finally  
becoming  a  buzzword,  but  something  that  needs  our  most  
a[enBon.
Your  role  as  a  product  designer  is  to  help  consumers  use  a  tablet  or  
phone  app  that  helps  in  beZer  healthcare  management.    
Design  of  Healthcare  App
TODAY’s  UX  DESIGN  CHALLENGE  
Design  of  naBve  app  for  managing  healthcare  
for  Indians

Things  to  do  
•  Map  out  your  system,  define  your  focus  area
•  Define  your  User  Group
•  Do  Interviews  of  Actual  Users
•  Create  InformaBon  Architecture
•  Create  Wireframes  
•  Make  paper  prototypes  
•  Refine  design  concept
•  Present  before  class  
How  is  MOBILE  UX  
different?  
Would there be a difference in the
approach to UX on the Mobile
websites and Mobile apps ?
Your Opinion?
MOBILE  FIRST
What  are  the  advantages  and  
disadvantages  of  it  ?

DISCUSSION
Graceful  DegradaBon  vs.  Progressive  Enhancement
or
What  does  Mobile  Device  mean?

A  mobile  device  is  a  handheld  tablet  or  other  device  
that  is  made  for  portability,  and  is  therefore  both  
compact  and  lightweight.  New  data  storage,  
processing  and  display  technologies  have  allowed  
these  small  devices  to  do  nearly  anything  that  had  
previously  been  tradi(onally  done  with  larger  
personal  computers.  
MOBILE  FIRST  
PRINCIPLES
Towards  beHer  User  Experience
Make  best  use  of  screen  real  estate
Image	
  :	
  h*ps://www.flickr.com/photos/sierragoddess/5435989568	
  
PrioriBze  your  informaBon  and  acBons
Image	
  :	
  h*ps://www.flickr.com/photos/johanl/5547851770	
  
Design  for  scalability
Image:	
  h*ps://www.flickr.com/photos/sierragoddess/5435989568	
  
Image:	
  h*ps://www.flickr.com/photos/koalazymonkey/2626094585	
  
Giving  ParBal  a[enBon  vs  full  a[enBon
Image	
  :	
  h*ps://www.flickr.com/photos/29881930@N00/2086642736	
  
Use  task-­‐based  design
Design  for  interrupBon  when  a  task  
has  to  be  abandoned  midway
Image:	
  h*ps://www.flickr.com/photos/whiteafrican/2911951329	
  
Image:	
  h*ps://www.flickr.com/photos/epsos/3842690051	
  
Design  by  understanding  hardware  
and  plaoorms  capability
Image:	
  h*ps://www.flickr.com/photos/osde-­‐info/763025492	
  
Screen  size  implies  a  user’s  state.  
User’s  state  infers  their  commitment  
to  what  is  on  the  screen
Image:	
  h*ps://www.flickr.com/photos/skohlmann/14772342171	
  
IdenBfy  your  users  well.  Users  have  a  
personal  relaBonship  with  mobile!
Good  design  or  Bad  design  ?  
Reference	
  :	
  h*p://uxmag.com/ar8cles/avoiding-­‐featuri8s-­‐in-­‐the-­‐connected-­‐car-­‐gold-­‐rush	
  
SYSTEM  MAPPING  
  
CLASS  ACTIVITY:      
Put  down  everything  that  comes  to  your  
mind  when  you  think  of  the  word  
‘healthcare’

System  comprises  of  context,  products,  
stakeholders

Write  down  any  dependencies  if  applicable
10	
  mins	
  
Framing  your  research  quesBons  
the  5Ws  and  1  H
Digital  NaBves  
Vs
Digital  Immigrants
•  Nearly  all  Digital  NaBves  possess  a  phone  and  a  computer
•  They  use  their  phones  conBnuously  during  the  day
•  100%  have  a  mobile  phone  and  89%  of  those  are  
smartphones
•  Digital  NaBves  spend  an  average  of  3.5  hours  per-­‐day  
using  their  phones
•  80%  say  they  can’t  stand  a  single  day  without  the  Internet
•  On  average,  they  spend  two  hours  per  day  surfing  the  
Internet
•  The  majority  of  Digital  NaBves  feel  disconnected  and  “off  
the  radar”  without  their  phones.
User  Group  :  Digital  NaBves  
à A  Highly  Social  GeneraBon
à An  ImpaBent  GeneraBon
•  As  Digital  Immigrants  learn  to  adapt  to  their  environment
•  To  some  degree  retain,  their  accent,  that  is,  their  foot  in  
the  past.  
•  The  “digital  immigrant    accent”  can  be  seen  in  such  things  
as  turning  to  the  Internet  for  informaBon  second  rather  
than  first,  or  in  reading  the  manual  for  a  program  rather  
than  assuming  that  the  program  itself  will  teach  us  to  use  
it.  
•  Today‟s  older  folk  were  socialized  differently  from  their  
kids,  and  are  now  in  the  process  of  learning  a  new  
language.  And  a  language  learned  later  in  life,  scienBsts  
tell  us,  goes  into  a  different  part  of  the  brain.
User  Group  :  Digital  Immigrants  
How  to  Provide  an  Outstanding  User  
Experience  for  Digital  NaBves

à  CreaBng  stable,  fast,  user-­‐friendly  online  user  experience  is  a  
necessity!  
à  When  designing  for  Digital  NaBves  keep  these  guidelines  in  mind:
•  Offer  quick  access  to  whatever  they  need
•  Keep  it  simple  to  hold  their  a[enBon
•  Use  visuals  and  as  li[le  text  as  possible
•  Make  your  product  self-­‐explanatory  and  intuiBve
•  And  last,  but  not  least,  give  it  a  touch  of  fun
Reference:	
  hMp://uxmag.com/ar?cles/crea?ng-­‐outstanding-­‐experiences-­‐for-­‐digital-­‐na?ves	
  
USER  INTERVIEWS

CLASS  ACTIVITY:
Personal  Interviews  and  Focus  group  
discussion  of  people  within  your  group
  
Understand  the  users  ac(ons,  needs,  
aspira(ons  and  what  they  want  out  of  the  
app  
  
20  minutes  
InformaBon  
Architecture
INFORMATION  ARCHITECTURE  
The  categorizaBon  of  informaBon  into  
a  coherent  structure,  preferably  one  
that  the  most  people  can  understand  
quickly,  if  not  inherently.  

It's  usually  hierarchical,  but  can  have  
other  structures,  such  as  concentric  or  
even  chaoBc.
INFORMATION  ARCHITECTURE  
is  not  the  same  as  
TECHNICAL  ARCHITECTURE  
Organizing  InformaBon  based  on
•  Date/Bme
•  AlphabeBcal
•  Geography/locaBon
•  Topic
•  Target  audience
•  Task/process
•  A[ributes/facets
•  CombinaBons
h*p://wiki.fluidproject.org/display/fluid/Affinity+Diagrams	
  
Affinity  Wall  /  Card  SorBng  
à  Good  InformaBon  Architecture  helps  
immensely  in  the  SEO.

à  IA  is  the  organizaBon  and  labeling  of  
website  content  to  support  usability  
and  findability.
UX  is  built  step  by  step  with  
INFORMATION  bits  
  
Too  much  informaBon  to  
process,  leads  to  CHAOS  
  
Each  informaBon  processed  
gives  AN  EXPERIENCE  
Create  InformaBon  Architecture  
for  your  Mobile  app  using  Card  
SorBng  /  Affinity  Wall
  
Class  AcBvity  :    
  
HOW  TO  DO
Step  1:  DIVERGE  (15  mins)  
Record  each  idea  on  cards  or  post  it  notes.
Look  for  ideas  that  seem  to  be  related

Step  2:  CONVERGE  (10  mins)  
Sort  cards  into  groups  unBl  all  cards  have  been  used.

25  mins
Task  flow    Conceptual  models    
  
Class  AcBvity  :    
Ask  what  are  the  key  things  your  app  wants  to  do
create  task  flows  for  atleast  3  major  tasks  

20  mins
  
Wireframing    Layouts
  
Wireframe:  an  image  or  set  of  images  which  displays  
the  func(onal  elements  of  a  website  or  page,  
typically  used  for  planning  a  site's  structure  and  
func(onality.  
Types  of  Prototypes  
• Low Fidelity
• High Fidelity
• Horizontal Prototype
• Vertical Prototype
•  Paper Prototypes and Sketches
•  Easy to discard
Low  Fidelity  
High  Fidelity  
•  Wireframes
•  HTML Mockups
Horizontal  Prototype  
•  Cover major functionalities
•  Superficial information on all
VerBcal  Prototype  
•  Deep into one or two functionality
Remember  the  responsive  design  challenge
Responsive  Design:  Things  to  consider
•  Content  :  Show  only  what  is  important
•  Layout  :  Importance  to  Screen  Real  estate
•  White  space  :  Give  ample  breathing  space
•  NavigaBon  :  easy  to  go  across  screens
•  InteracBons  :  Easy  to  complete  tasks
•  Touch  vs  Mouse  :  Finger  friendly
•  Visual  Design  :  AestheBcally  pleasing  
•  Typography:  Easy  to  read
•  Color  :  Device  screen  competency  
WIREFRAMING:  
CREATE  SKETCHES    
PAPER  PROTOTYPES
  
Class  AcBvity  :    
Visualize  your  task  flow  in  terms  of  layouts,  
features  and  funcBonaliBes.  
Iterate  based  on  feedback

Use  near  to  scale  screen  size  on  paper  to  layout  
your  designs

30  mins
  
Remember  Responsive  Design
or
“Make everything as simple as possible, but not simpler.”
—Albert Einstein
Delight  vs  Features  ?
Dieter  Rams-­‐  Principles  of  good  design  
Innova?ve	
  =	
  early	
  adop?on	
  
Useful	
  =	
  increased	
  repeat	
  visits	
  
Aesthe?c	
  =	
  improved	
  customer	
  sa?sfac?on	
  
Understandable	
  =	
  reduced	
  errors	
  
Unobtrusive	
  =	
  quicker	
  task	
  comple?on	
  
Honest	
  =	
  does	
  everything	
  you	
  expect	
  
Long	
  las?ng	
  =	
  less	
  release	
  cycles	
  
Thorough	
  =	
  100%	
  task	
  comple?on	
  
Environmentally	
  friendly	
  =	
  Responsive	
  (mul?-­‐device)	
  
As	
  liMle	
  design	
  as	
  possible	
  =	
  lightweight	
  	
  
	
  
Dieter  Rams-­‐  Principles  of  good  design  
h*p://www.slideshare.net/whitneyhess/10-­‐most-­‐common-­‐misconcep8ons-­‐about-­‐user-­‐experience-­‐design?from=ss_embed	
  
USER  EXPERIENCE  MYTHS  
1.  User  interface  design
2.  A  step  in  the  process
3.  Just  about  technology
4.  Just  about  usability
5.  Just  about  the  user
6.  Expensive
7.  Easy
8.  The  role  of  one  person  or  dept
9.  A  single  discipline
10. A  choice
à  It  is  the  system
à  It  is  the  process
à  It  is  about  behavior
à  It  is  about  value
à  It  is  about  context
à  It  is  flexible
à  It  is  a  balancing  act
à It  is  a  culture
à It  is  a  collaboraBon
à  It  is  a  means  of  survival
©  Whitney  Hess  @  whitneyhess  
UX  is  NOT  
THANK YOU
Email:	
  kshi?z@happyhorizons.in	
  |TwiMer:	
  @kshi?z	
  	
  
LinkedIn:	
  in.linkedin.com/in/kshi?zanand/	
  

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User Experience and Prototyping

  • 1. USER  EXPERIENCE  &   PROTOTYPING Integra(ng  Design  &  Product  Development   Pune,  September  24th,  2014 KshiBz  Anand Professor  (Design),  InsBtute  of  Product  Leadership  
  • 2. Hello,  I  am  @kshiBz Presently Dean  &  Director  -­‐  India  OperaBons  at  L'École  de  Design  Nantes  Atlan(que   Professor  (Design)  -­‐  Ins(tute  of  Product  Leadership   Founder  &  Principal  Designer  -­‐  Happy  Horizons  Consul(ng   Previous Design  Head,  Kuliza  Technologies   Founder  &  Director,  Deskala  Research  and  Design  &  Consul(ng   Designer  @Motorola,  Infosys   EducaBon MS  in  HCI  Design  ,  Indiana  University  Bloomington,  USA   BDes  in  CommunicaBon  Design,  IIT  Guwaha(,  India   Contact kshiBz@happyhorizons.in Twi[er:  @kshiBz LinkedIn:  in.linkedin.com/in/kshiBzanand/ Website:  www.kshiBzanand.com
  • 3. Are  you  a  designer?
  • 4. Design is such a natural human ability that almost everyone is designing most of the time - whether they are conscious of it, or not. - Harold Nelson, Erik Stolterman, in ‘The Design Way’
  • 5. The best designs are the ones that do not need a separate user manual !
  • 6. We  live  in  interesBng  Bmes! According  to  the  2011  Census,  46.9%  Indians  do  not  have   toilets  at  home,  while  63.2%  have  landlines  or  mobiles.   53.2%  own  mobile  phones.  
  • 7.  Show  ConnecBng  Film  (18  mins)  hZp://youtu.be/lciYKwVLTuk    
  • 8. Mobile  has  made  us  ……  ?
  • 9. How  many  of  you  have  a   smartphone?
  • 11. 1993       2014  
  • 12. Where did we come from? Where do we go?
  • 14. To  have  a  good   User  experience   is  to  Delight!
  • 16. Design  should  solve  problems   for  your  business  by  solving   problems  for  your  user -­‐   Laura  Klein        
  • 17.
  • 18. Reference: Putting people together to create new products; Jonathan Korman http://www.cooper.com/journal/2001/10/putting_people_together_to_cre.html Key  to  Product  Success
  • 19. A  requirement  is  short  statement   of  the  problem A  specificaBon  is  how  to  solve   the  problem * Source: On Reqs and Specs: The Roles and Behaviors for Effective Product Definition http://www.pragmaticmarketing.com/publications/topics/09/on-reqs-and-specs ProductManagement Engineering UX WHAT HOW Sweet  spot Requirements  vs.  specificaBons
  • 20. How  much  of  UX  should  a  Product   Manager  know?   Reference:     h*p://boxesandarrows.com/transi8oning-­‐from-­‐user-­‐experience-­‐to-­‐product-­‐management/  
  • 21. Are  usually     Business-­‐centered Are usually User-centered
  • 22. Design  for     people,     emoBons,  behaviors.       Do  not     design  for     technology.
  • 23.
  • 24.
  • 25. VISCERAL       BEHAVIORAL       REFLECTIVE   A more detailed look and feel and function that is got by interactions i.e. the total experience of using a product Refers primarily to that initial impact, to its appearance Appearance is rooted in form, aesthetics Ones thoughts afterwards, how it makes one feel, the image it portrays, the message it tells others about the owner's taste
  • 26. Time  spent   Interac8on   VISCERAL   BEHAVIORAL   REFLECTIVE  
  • 27. Products were once designed for the functions they performed. But when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment while maintaining the power. If functions are equated with cognition, pleasure is equated with emotion; today we want products that appeal to both cognition and emotion. – Don Norman
  • 28. Internet users per 100 inhabitants Reference  :  h*p://en.wikipedia.org/wiki/File:Internet_users_per_100_inhabitants_ITU.svg   Importance  Of  UX  Today  
  • 29.
  • 31.
  • 37. T  shaped  (UX)  professional  
  • 38. PETER  MORVILLE’S  HONEYCOMB  MODEL  Image  Source:  h*p://seman8cstudios.com/publica8ons/seman8cs/000029.php   The  goal  of  UX  
  • 39. UX  is  a  team  effort  
  • 40.
  • 43. Research à Ideate à Prototype à Evaluate Feedback à Release UX  Design  Process  
  • 44. RESEARCH  à  discovery    the  ways  of  knowing IDEATE  à  conceptualizaBons,  features     funcBonaliBes PROTOTYPE  à  get  your  hands  dirty,  bringing  the   ideas  to  life EVALUATE    ITERATE  à  gather  feedback RELEASE  à  launch  ,  deliver  for  development Steps  in  UX  Design  Process  
  • 45. Companies  Customize  the  design  process  
  • 46.
  • 48. HOW  DO  YOU  FIT  UX   INTO  YOUR   ORGANISATION?
  • 49. The  elements  of   user  experience  design  
  • 50.
  • 52. The  UX  role  Shim   FROM AESTHETICS TO PROCESS TO PRODUCTS TO SERVICE TO STRATEGY
  • 53. The  product  is  no  longer  the  basis   of  value.  The  experience  is.
  • 54. Design  is  the  conscious  effort  to  impose  a  meaningful   order.  -­‐  Victor  Papanek  
  • 55. ACTIVITY  :   Deconstruc*ng  the  UX Exercise   (10  mins)  
  • 56. The  UX  of  Angry  Birds  –     what  makes  it  successful  ?  
  • 58. The  mistakes  we  make!   ²  Most  experiences  are  inchoate  and  not   thought  through ²  They  are  unfulfilled  as  they  get  interrupted ²  FrustraBng  and  not  significant  and  leads  to   an  unpleasant  experience
  • 59. THE AESTHETIC : the “look and feel” THE INTELLECTUAL : business strategy THE PRACTICAL: what user actually interacts with and experiences and its performance +  +   MulBple  things  have  to  come  together   to  create  the  experience
  • 60.
  • 62.
  • 63. Somware  (products)  should   behave  like  a  considerate   human  being! What  does  being  considerate   mean?  
  • 64. •  Take an interest in user’s actions •  Are differential •  Are forthcoming •  Anticipate people’s needs •  Are conscientious •  Don’t burden you with extra information •  Keep you informed •  Are perceptive •  Don’t ask you a lot of questions •  Take responsibility •  Know when to bend the rules •  GIVES A GOOD USER EXPERIENCE CONSIDERATE  PRODUCTS  
  • 66. UX  could  be   different  across   plaoorms. How  ? Mac  OS  vs  Windows Desktops  vs  Tablet  vs  mobile iOS  vs  Android  vs  Windows
  • 67. Plaoorms  and  their  experiences  differ
  • 68. Think  of  a  product  that   delighted  you  (or  did   not)  ?       Why  so?   (THAT YOU USE REGULARLY)  
  • 69. USER  RESEARCH Why  is  it  important  ?   How  do  we  do  it  ?  
  • 70.
  • 71. QUESTION  THE  STATUS  QUO Fly  on  the  wall  Observa(on  
  • 72. What  does  this  image  say  ?  
  • 73. Design  interven(ons  in  daily  life     ANALYSING  USAGE  CONTEXT
  • 75. WHAT  IS  A  PERSONA?       WHY  PERSONAS  ARE   IMPORTANT?  
  • 76. PERSONAS   •  A representation of the goals and behavior of a real user group. •  They are captured in a range of formats (depending on the requirements of the client) that typically include behavior patterns, goals, skills, attitudes, and environment; with a few fictional personal details to bring the persona to life.
  • 77. •  Giving a face to your users •  Helps in generating Use Cases •  Helpful for Scenario Generation •  Scenarios gives insights WHY  PERSONAS  ARE   IMPORTANT?  
  • 78.
  • 79. Ac(vity:  Finding  Primary,  Secondary  user  groups   STAKEHOLDER  MAPPING
  • 81. Ac(vity:  Experiencing  what  personas  feel,  do,  see,  hear   EMPATHY  MAPPING
  • 82.
  • 83. Research  is   important  for  the   success  of  any   design  
  • 84.
  • 85. •  On Location User Research –  Actual User Interviews –  Studying User environments –  Contextual Inquiries •  Remote User Research –  Questionnaire –  Surveys –  Telephonic Interviews –  Video recordings of users performing their tasks User  Research  Techniques  
  • 86. When  do  you  use   what  kind  of  User   Research  Method  ?   Discussion
  • 88.
  • 89. –Laura  Klein,  Author  of  UX  for  Lean  Startups   QuanBtaBve  research  tells  you   WHAT  your  problem  is.   QualitaBve  research  tells  you  WHY   you  have  that  problem.
  • 90. User  Based  Research Qualita5ve:  Lesser  number  of  par?cipants   Quan5ta5ve:  Higher  number  of  par?cipants  
  • 91. Popular  User  Research  Techniques  
  • 92. Popular  User  Research  Techniques  
  • 93. TOOLS  FOR  USER  RESEARCH      TESTING   h*p://uxdesign.cc/ux-­‐tools/  
  • 94. It would get people finally noticing design - because when design's working properly, you don't notice it.
  • 95. PROTOTYPES   The real thing in UX!
  • 96.
  • 97. The 4 dimensions of Prototyping  
  • 98. 1. Representation à Describes the form of the prototype, e.g., sets of paper sketches or computer simulations  
  • 99. 2. Precision à Describes the level of detail at which the prototype is to be evaluated; e.g., informal and rough or highly polished
  • 100. 3. Interactivity à Describes the extent to which the user can actually interact with the prototype; e.g., watch-only or fully interactive
  • 101. 4. Evolution à Describes the expected life- cycle of the prototype
  • 102. WHY PROTOTYPE?   Reference:  h*p://designinstruct.com/web-­‐design/prototyping-­‐is-­‐essen8al/  
  • 104. Iterate  more  quickly  on  a  design  concept  
  • 107. Use  prototypes  as  a  presentaBon  tool
  • 108. à FAST à EASY à GETS STAKEHOLDERS INVOLVED SOONER à SAVES MONEY  
  • 109. If a picture is worth 1000 words, a prototype is worth 1000 meetings!
  • 110. WHAT ARE THE DIFFERENT WAYS TO PROTOTYPE?  
  • 112. We will never all agree on what “design” is. But we can probably agree that sketching is an archetypal activity associated with design!
  • 113. VariaBons  in  elements  and  style  in  prototyping
  • 115.
  • 116.
  • 117. ©  Bill  Buxton,  Sketching  the  User  Experience   h*p://www.cs.cmu.edu/~bam/uicourse/Buxton-­‐SketchesPrototypes.pdf   Getting the term right
  • 118.
  • 119. Stages of prototyping in Product Design Engineering Sketch à Earlier stage à Lesser cost à More reviewed Prototype à Later Stage à Larger cost à More acceptance
  • 120. Before  making  the  Prototype  ask  this:   1.  What  needs  to  be  real 2.  What  can  we  fake?   3.  Where  will  they  use  it?   4.  How  will  the  interface  work  ? 5.  Will  the  users  understand  where  to  click  next? 6.  Have  I  covered  all  possible  user  pathways?    
  • 121. Watch  Google  Glass  Prototyping  VIDEO  :  h*ps://www.youtube.com/watch?v=d5_h1VuwD6g  
  • 122. Discussion: would you prototype this differently ?
  • 123. GESTALT’S  THEORY  :     How  the  mind     organizes  and  perceives     Visual  InformaBon  
  • 124.
  • 125. •  Gestalt theory focuses on the mind’s perceptive processes •  The word Gestalt has no direct translation in English •  •  It refers to a way a thing has been gestellt ; i.e., ‘placed,’ or ‘put together” •  Common translations include form and shape
  • 126. Gestalt psychologists are interested in the way that, within a world of ongoing change and endless variety, people can make sense of so much visual stimuli (Schamber, 1986)
  • 127. Characters,  punctuation   Words,  numbers   Sentences,  paragraphs   Story   Points,  lines,  shapes   Type,  pictures,  space   Layout   DESIGN   Component   Vocabulary   Syntax   Message   VERBAL VISUAL Adapted  from  Schamber,  1986  
  • 128. The  whole  is  greater  than  the  sum  of  it’s  parts
  • 129.
  • 130. What  did  you  see  first  here?  
  • 131. •  Law of Similarity / Anamoly – Similarity occurs when objects look similar to one another. People often perceive them as a group or pattern. Gestalt’s  principles   Anomaly uses the principle of similarity but alters one figure to draw attention to difference.
  • 132. The  eye  differen?ates  an  object  from  its  surrounding  area.  A  form,  silhoueMe,  or   shape  is  naturally  perceived  as  figure  (object),  while  the  surrounding  area  is   perceived  as  ground  (background).   The  dark   background   encourages   your  eye  to   see  the   square  as  an   opening.   Gestalt’s  principles   •  Figure and Ground
  • 133. Effec?ve  figure/ground  rela?onship.   Compe?ng  figure/ground  rela?onship.  
  • 134. Image  placement  can  also  create   depth  as  in  this  flyer.       So  much  centered  text,  however,   is  difficult  to  read.         Limit  centered  text  to  major   ?tles.         Use  the  principle  of  proximity   and  alignment  for  other  textual   informa?on.    
  • 135. Gestalt’s  principles   •  Law of Proximity – Proximity occurs when elements are placed close together. They tend to be perceived as a group. Proximity  overpowers  similarity  in  color/contrast  
  • 136.
  • 137.
  • 138.
  • 139. Gestalt’s  principles   •  Law of Closure –  Closure occurs when an object is incomplete or a space is not completely enclosed. If enough of the shape is indicated, people perceive the whole by filling in the missing information.
  • 140. Closure  can  also  be  used  to  reinforce  a  concept  in  a  clever  way.    No?ce   how  the  brand  “Spartan”  is  presented  in  the  graphic  as  both  a  Greek   warrior,  complete  with  helmet,  and  a  man  swinging  a  golf  club.  
  • 141. Gestalt’s  principles   •  Law of Continuity –  Continuation occurs when the eye is compelled to move through one object and continue to another object.
  • 142.
  • 143.
  • 144. Understanding Visual Hierarchy When we look at visual information, we look for hierarchy because it helps us sort what is most important. The size of objects, shape, and color, and placement provide cues that help us notice those things that are most important and others that are supplemental. Which circle did you notice first? Which one draws your attention more? What conclusions can you draw based on your response to the two circles?
  • 145. We also look for patterns as well as similarity and difference to make sense of what we are seeing. Most of us will view the square as more important than the circles. The focal point in a design governs the visual hierarchy and should draw the viewers interest while it also helps them understand what they are looking at.
  • 146. The focal point in this data-driven infographic is the large image of corn. Notice how the designer applied principles of alignment and proximity for text and other supporting images.
  • 147. Crea?ve   thought   Gestalt   laws   Good   design  
  • 148. What  are  some  ways  you  can   create  Visual  Hierarchy  in   interfaces?  
  • 149. à Foreground  –  background à Highlights à Playing  with  color à Font  sizes à Font  emphasis à Font  family à Contrast  between  different  elements
  • 150. GRIDS     -­‐  soul  and  skeleton  of   good  design    
  • 151. More  about  GRIDS   •  Optimum – Designing with the 960 Grid System for the most commonly used 1024x768 screen resolution •  Grids divide the screen into areas •  All spacing becomes multiple of the smallest spacing between elements •  Enhances Consistency of screens •  Standardizations reduces design time
  • 152.
  • 153.
  • 154. The  value  of  typography  
  • 155.
  • 156. Can  you  tell  Arial  from  HelveBca?    
  • 157.
  • 158.
  • 159.
  • 160.
  • 161.
  • 162.
  • 163.
  • 164.
  • 165.
  • 166.   Limit  the  Number  of  Fonts  to  Two:   One  for  headings  and  one  for  text  copy.   KEEP IT SIMPLE
  • 167. What are the popular UI mistakes that people make ? Discussion
  • 168. The  Basics  to  remember •  Building  Prototypes  should  be  Easy •  Prototypes  should  not  need  to  be  pixel  perfect •  The  goals  need  to  be  clearly  spelled  out  prior  to   creaBon •  Build  prototypes  that  have  an  output  that  everyone   can  see •  Do  not  complicate  things •  Create  flows  /  sketches  on  paper  first
  • 169. 7 Easy to remember User Interface rules
  • 170. 1.  Law  of  Clarity
  • 171. 2.  Law  of  preferred  acBon
  • 172. 3.  Law  of  context
  • 173. 4.  Law  of  defaults
  • 174. 5.  Law  of  Guided  AcBon
  • 175. 6.  Law  of  feedback
  • 176. 7.  Law  of  easing
  • 177. REMEMBER à Place users in control of the interface à Reduce users’ memory load à Make the user interface consistent.
  • 178. 5 Prevalent Pitfalls when Prototyping Prototypes are a fabulous way to explore ideas with a team. They shorten the time between “This is what we’re thinking...” and “Oh, I get it.”
  • 179. #1:  Focus  on  the  Deliverable,  not  on  the  Learning     #2:  Too  Much  Converging;  Not  Enough  Diverging   #3:  Working  in  the  Wrong  Fidelity #4:  Too  Li[le  EvaluaBng #5:  FixaBng  On  A  Single  Prototyping  Tool
  • 180. “It's really hard to design products by focus group. A lot of times, people don't know what they want until you show it to them.” -Steve Jobs
  • 181. VISUAL  DESIGN   What  most  people   think     (UX)  Design  is  !    
  • 182. Visual  Design   Last  in  First  Out   User  Experience   The  whole  process  
  • 183. People  want   Visual  Design   but  ask  for  UX
  • 184. But  by  then  its   too  late  !  
  • 185. The basics of Color
  • 186.
  • 187.
  • 188. KEEP IT SIMPLE Dark font, light background. Light font, dark background. Color  Difference:  The  red  and  blue   colors  have  the  same  value,  and   the  effect  is  jarring  to  the  eyes.     The  text  seems  to  vibrate.   Color  Value:    Same  color  in  the   background  and  text,  but  the  values  are   different,  so  it  does  not  vibrate  but   creates  an  easy  to  read  text.    
  • 190. 2014  Web  Design  Trends Reference:  h*p://www.pinterest.com/melissacales/2014-­‐design-­‐trends/  
  • 196. Making  full  use  of  one  page
  • 199. Tile  /  App  style  UI
  • 201. Increased  use  of  typography    info-­‐graphics
  • 203. Video  in  the  background Reference:  h*p://www.fastcodesign.com/3028471/google-­‐ventures-­‐your-­‐design-­‐team-­‐ needs-­‐a-­‐war-­‐room-­‐heres-­‐how-­‐to-­‐set-­‐one-­‐up  
  • 205.
  • 206.
  • 207.
  • 208.
  • 209.
  • 210.
  • 211.
  • 212.
  • 213.
  • 214.
  • 219. BALSAMIQ   •  Good repository of UI elements •  Almost all popular UI elements used •  Highly collaborative •  Make it interactive
  • 220.
  • 221.
  • 222.
  • 223. ….  and  then  you  just  Play  J    
  • 224.
  • 225.
  • 226. Idea   Tool/   PPT  /   Balsamiq   HTML  /   CSS   CODE  
  • 227. iOS  UI  Style  Guide •  hZps://developer.apple.com/library/ios/documenta(on/userexperience/conceptual/MobileHIG/index.html  
  • 231. Windows  apps  UX  Guidelines Reference:  h*p://msdn.microsoe.com/en-­‐us/library/windows/apps/hh465424.aspx  
  • 236. •  With  the  Internet  of  Things  gexng  larger  day  by  day,  our  lives   are  more  connected  than  ever.  It  is  not  just  about  people,  but   also  our  devices  that  are  connected.  This  has  resulted  in   change  in  user  behavior  and  with  changing  lifestyles  comes   diseases  and  health  problems  that  were  not  heard  of  before.   •  The  consumers  on  the  other  side  are  more  aware  about   healthcare  and  are  doing  various  things  in  different  capaciBes   to  keep  track  of  their  health  and  wellbeing.   •  Healthcare  professionals  and  informaBon  is  more  accessible   today.   •  Insurance  companies  are  cashing  onto  this  phenomenon  as   well. •  With  the  advent  of  smart  devices,  healthcare  is  finally   becoming  a  buzzword,  but  something  that  needs  our  most   a[enBon. Your  role  as  a  product  designer  is  to  help  consumers  use  a  tablet  or   phone  app  that  helps  in  beZer  healthcare  management.     Design  of  Healthcare  App
  • 237. TODAY’s  UX  DESIGN  CHALLENGE   Design  of  naBve  app  for  managing  healthcare   for  Indians Things  to  do   •  Map  out  your  system,  define  your  focus  area •  Define  your  User  Group •  Do  Interviews  of  Actual  Users •  Create  InformaBon  Architecture •  Create  Wireframes   •  Make  paper  prototypes   •  Refine  design  concept •  Present  before  class  
  • 238. How  is  MOBILE  UX   different?   Would there be a difference in the approach to UX on the Mobile websites and Mobile apps ? Your Opinion?
  • 239. MOBILE  FIRST What  are  the  advantages  and   disadvantages  of  it  ? DISCUSSION
  • 240. Graceful  DegradaBon  vs.  Progressive  Enhancement or
  • 241. What  does  Mobile  Device  mean? A  mobile  device  is  a  handheld  tablet  or  other  device   that  is  made  for  portability,  and  is  therefore  both   compact  and  lightweight.  New  data  storage,   processing  and  display  technologies  have  allowed   these  small  devices  to  do  nearly  anything  that  had   previously  been  tradi(onally  done  with  larger   personal  computers.  
  • 242. MOBILE  FIRST   PRINCIPLES Towards  beHer  User  Experience
  • 243. Make  best  use  of  screen  real  estate Image  :  h*ps://www.flickr.com/photos/sierragoddess/5435989568  
  • 244. PrioriBze  your  informaBon  and  acBons Image  :  h*ps://www.flickr.com/photos/johanl/5547851770  
  • 245. Design  for  scalability Image:  h*ps://www.flickr.com/photos/sierragoddess/5435989568  
  • 248. Design  for  interrupBon  when  a  task   has  to  be  abandoned  midway Image:  h*ps://www.flickr.com/photos/whiteafrican/2911951329  
  • 249. Image:  h*ps://www.flickr.com/photos/epsos/3842690051   Design  by  understanding  hardware   and  plaoorms  capability
  • 250. Image:  h*ps://www.flickr.com/photos/osde-­‐info/763025492   Screen  size  implies  a  user’s  state.   User’s  state  infers  their  commitment   to  what  is  on  the  screen
  • 251. Image:  h*ps://www.flickr.com/photos/skohlmann/14772342171   IdenBfy  your  users  well.  Users  have  a   personal  relaBonship  with  mobile!
  • 252.
  • 253.
  • 254. Good  design  or  Bad  design  ?  
  • 256.
  • 257. SYSTEM  MAPPING     CLASS  ACTIVITY:       Put  down  everything  that  comes  to  your   mind  when  you  think  of  the  word   ‘healthcare’ System  comprises  of  context,  products,   stakeholders Write  down  any  dependencies  if  applicable 10  mins  
  • 258. Framing  your  research  quesBons   the  5Ws  and  1  H
  • 260. •  Nearly  all  Digital  NaBves  possess  a  phone  and  a  computer •  They  use  their  phones  conBnuously  during  the  day •  100%  have  a  mobile  phone  and  89%  of  those  are   smartphones •  Digital  NaBves  spend  an  average  of  3.5  hours  per-­‐day   using  their  phones •  80%  say  they  can’t  stand  a  single  day  without  the  Internet •  On  average,  they  spend  two  hours  per  day  surfing  the   Internet •  The  majority  of  Digital  NaBves  feel  disconnected  and  “off   the  radar”  without  their  phones. User  Group  :  Digital  NaBves  
  • 261. à A  Highly  Social  GeneraBon à An  ImpaBent  GeneraBon
  • 262. •  As  Digital  Immigrants  learn  to  adapt  to  their  environment •  To  some  degree  retain,  their  accent,  that  is,  their  foot  in   the  past.   •  The  “digital  immigrant    accent”  can  be  seen  in  such  things   as  turning  to  the  Internet  for  informaBon  second  rather   than  first,  or  in  reading  the  manual  for  a  program  rather   than  assuming  that  the  program  itself  will  teach  us  to  use   it.   •  Today‟s  older  folk  were  socialized  differently  from  their   kids,  and  are  now  in  the  process  of  learning  a  new   language.  And  a  language  learned  later  in  life,  scienBsts   tell  us,  goes  into  a  different  part  of  the  brain. User  Group  :  Digital  Immigrants  
  • 263. How  to  Provide  an  Outstanding  User   Experience  for  Digital  NaBves à  CreaBng  stable,  fast,  user-­‐friendly  online  user  experience  is  a   necessity!   à  When  designing  for  Digital  NaBves  keep  these  guidelines  in  mind: •  Offer  quick  access  to  whatever  they  need •  Keep  it  simple  to  hold  their  a[enBon •  Use  visuals  and  as  li[le  text  as  possible •  Make  your  product  self-­‐explanatory  and  intuiBve •  And  last,  but  not  least,  give  it  a  touch  of  fun Reference:  hMp://uxmag.com/ar?cles/crea?ng-­‐outstanding-­‐experiences-­‐for-­‐digital-­‐na?ves  
  • 264. USER  INTERVIEWS CLASS  ACTIVITY: Personal  Interviews  and  Focus  group   discussion  of  people  within  your  group   Understand  the  users  ac(ons,  needs,   aspira(ons  and  what  they  want  out  of  the   app     20  minutes  
  • 266. INFORMATION  ARCHITECTURE   The  categorizaBon  of  informaBon  into   a  coherent  structure,  preferably  one   that  the  most  people  can  understand   quickly,  if  not  inherently.   It's  usually  hierarchical,  but  can  have   other  structures,  such  as  concentric  or   even  chaoBc.
  • 267. INFORMATION  ARCHITECTURE   is  not  the  same  as   TECHNICAL  ARCHITECTURE  
  • 268. Organizing  InformaBon  based  on •  Date/Bme •  AlphabeBcal •  Geography/locaBon •  Topic •  Target  audience •  Task/process •  A[ributes/facets •  CombinaBons
  • 269.
  • 271.
  • 272. à  Good  InformaBon  Architecture  helps   immensely  in  the  SEO. à  IA  is  the  organizaBon  and  labeling  of   website  content  to  support  usability   and  findability.
  • 273. UX  is  built  step  by  step  with   INFORMATION  bits     Too  much  informaBon  to   process,  leads  to  CHAOS     Each  informaBon  processed   gives  AN  EXPERIENCE  
  • 274. Create  InformaBon  Architecture   for  your  Mobile  app  using  Card   SorBng  /  Affinity  Wall   Class  AcBvity  :       HOW  TO  DO Step  1:  DIVERGE  (15  mins)   Record  each  idea  on  cards  or  post  it  notes. Look  for  ideas  that  seem  to  be  related Step  2:  CONVERGE  (10  mins)   Sort  cards  into  groups  unBl  all  cards  have  been  used. 25  mins
  • 275. Task  flow    Conceptual  models       Class  AcBvity  :     Ask  what  are  the  key  things  your  app  wants  to  do create  task  flows  for  atleast  3  major  tasks   20  mins  
  • 276. Wireframing    Layouts   Wireframe:  an  image  or  set  of  images  which  displays   the  func(onal  elements  of  a  website  or  page,   typically  used  for  planning  a  site's  structure  and   func(onality.  
  • 277. Types  of  Prototypes   • Low Fidelity • High Fidelity • Horizontal Prototype • Vertical Prototype
  • 278. •  Paper Prototypes and Sketches •  Easy to discard Low  Fidelity  
  • 279. High  Fidelity   •  Wireframes •  HTML Mockups
  • 280. Horizontal  Prototype   •  Cover major functionalities •  Superficial information on all
  • 281. VerBcal  Prototype   •  Deep into one or two functionality
  • 282. Remember  the  responsive  design  challenge
  • 283.
  • 284.
  • 285. Responsive  Design:  Things  to  consider •  Content  :  Show  only  what  is  important •  Layout  :  Importance  to  Screen  Real  estate •  White  space  :  Give  ample  breathing  space •  NavigaBon  :  easy  to  go  across  screens •  InteracBons  :  Easy  to  complete  tasks •  Touch  vs  Mouse  :  Finger  friendly •  Visual  Design  :  AestheBcally  pleasing   •  Typography:  Easy  to  read •  Color  :  Device  screen  competency  
  • 286. WIREFRAMING:   CREATE  SKETCHES     PAPER  PROTOTYPES   Class  AcBvity  :     Visualize  your  task  flow  in  terms  of  layouts,   features  and  funcBonaliBes.   Iterate  based  on  feedback Use  near  to  scale  screen  size  on  paper  to  layout   your  designs 30  mins  
  • 288. “Make everything as simple as possible, but not simpler.” —Albert Einstein
  • 290. Dieter  Rams-­‐  Principles  of  good  design  
  • 291. Innova?ve  =  early  adop?on   Useful  =  increased  repeat  visits   Aesthe?c  =  improved  customer  sa?sfac?on   Understandable  =  reduced  errors   Unobtrusive  =  quicker  task  comple?on   Honest  =  does  everything  you  expect   Long  las?ng  =  less  release  cycles   Thorough  =  100%  task  comple?on   Environmentally  friendly  =  Responsive  (mul?-­‐device)   As  liMle  design  as  possible  =  lightweight       Dieter  Rams-­‐  Principles  of  good  design  
  • 292. h*p://www.slideshare.net/whitneyhess/10-­‐most-­‐common-­‐misconcep8ons-­‐about-­‐user-­‐experience-­‐design?from=ss_embed   USER  EXPERIENCE  MYTHS   1.  User  interface  design 2.  A  step  in  the  process 3.  Just  about  technology 4.  Just  about  usability 5.  Just  about  the  user 6.  Expensive 7.  Easy 8.  The  role  of  one  person  or  dept 9.  A  single  discipline 10. A  choice à  It  is  the  system à  It  is  the  process à  It  is  about  behavior à  It  is  about  value à  It  is  about  context à  It  is  flexible à  It  is  a  balancing  act à It  is  a  culture à It  is  a  collaboraBon à  It  is  a  means  of  survival ©  Whitney  Hess  @  whitneyhess   UX  is  NOT  
  • 293. THANK YOU Email:  kshi?z@happyhorizons.in  |TwiMer:  @kshi?z     LinkedIn:  in.linkedin.com/in/kshi?zanand/