Lisa Tweedie is a User Experience Mentor who provides guidance on user experience principles. She discusses how she got into this field through her education in psychology and worked on research projects before transitioning to user experience roles. She defines user experience and explains how the concept has evolved over time, drawing from fields such as cybernetics, computer science, and interaction design. In her role, she mentors others on five key user experience truths: you can't just ask people what they want, design involves making choices from many possible solutions, borrowing ideas is acceptable, testing with users early and often is important, and that user experience is constantly changing.
4. How did I get here?
• 1983 O-levels (GCSEs) – Lots of B’s
• 1985 A-levels – Maths, Physic, Chemistry – Very bad results
• 1986 Engineering Product Design, South Bank Poly
• 1991 BSc(Hons) Human Psychology, Aston University
• 1992 Research Assistant – Applied Psychology Unit, Cambridge
• 1997 PhD Human Computer Interaction, Department of EEE, Imperial
College, London
• 1998 Post Doc Imperial College London
• 2000 Nortel Networks – Network Management, Telephone Fraud
• 2001 Oracle – Jdeveloper – UML Modellers
• 2005 Lecturer – Bath University – Interaction Design
• 2007 Tweedie Consulting – User Experience Mentor
• 2013 Next???? Maths???
16. Ubiquity
“The most profound technologies are those that disappear.
They weave themselves into the fabric of everyday life until they
are indistinguishable from it.”
Mark Weiser, Scientific American, September 1991lv
17. What I do
Mentor(teach): FiveUserExperiencetruths
UX truth1: You can’t just ask people what they want.
UX truth 2: Design is about making choices from many possible
solutions
Ux truth 3: Borrowing is Ok
UX truth 4: Test with users, Early & often.
Ux truth 5: Ux changes every day
18. UXtruth1: You can’tjust ask people what
they want.
peopleareverygoodatadaptingtotechnologyandcontextsandtheydon’t
alwaysunderstandwhatwouldbeagoodsolutioninagivencontext.Oreven
thepossibilitiesavailable.
21. Don’t make me think
• Where do you plug
the mouse?
• Where do you plug
the keyboard?
• top or bottom
connector?
• Do the colour coded
icons help?
1st March 2005
From: www.baddesigns.com
22. Removing thinking
(i) A provides direct
adjacent mapping
between icon and
connector
(ii) B provides colour
coding to associate
the connectors with
the labels
1st March 2005
From: www.baddesigns.com
23. We tend to over design
Getridofhalfthewordsonthepageandthengetridofhalfofwhatsleft
24. Web sites are like Billboards
Designpagesforscanningnotreading
40. Competitors:http://www.ugallery.com/moderndwelling
•
Ugallery – this is clever because users can
start searching straight from the homepage
– makes use of both browsing and directed
navigation.
They make heavy use of the idea of
“collections”
In the lower part each row represents a
different “collection” and the box with
words is simply a title for that collection.
So clicking on a picture takes you to a
filtered search on that collection.
They could be more explict about the fact
that a row represents a collection but
otherwise I think this is an excellent
design.
42. Saatchi Online – Home Page
Very simple design
Art is shown on the first page
They don’t actually have a
page for searching with filters
– they rely entirely on search.
However their search page is
very good (see next page).
43. Categorized Search
Search results are shown
in useful grouping. This
means that you don’t
need the use of many up
front filters which is more
relevant to this sector.
After all customers are
buying art not groceries!
44.
45.
46.
47. UXtruth 4: Test with users,Early & often.
Keepitsimple.Sharethetestwitheveryone
48. Why involve users at all?
• Problems with the design process
• Designers intuitions are often wrong
• Interviews etc not precise
• Requirements are not exact. The designer cannot know the user’s
situation sufficiently well to ask ahead
of time about things that will come up
as design progresses.
• Solution
• Designers should have access
to representative users
• END users, not their
managers or union reps!
The
user is
just
like me
53. Summary
• You can’t just ask people what they want
– design requires thought.
• Design is about making complex choices from
many possible solutions
• Borrowing is ok – it’s actually reuse!
• Test with Users: Early & Often. Keep it simple.
• Ux is changing every day – keep learning.
Resources:
www.odesk.com
www.uxstackexchange.com
www.conceptfeedback.com
www.balsamiq.com
www.quora.com
54. How can I do this to?
You could start now!
Learn Balsamiq, use Kickstarter, join Odesk
Dream – get a notebook – sketch your ideas
Start a project – help your local community
I see User Experience as standing between Emipirical understanding and aesthetic. It is really Design.
Ux is everywhere - Ask for comments
Rich source of theory in Psychology
There is a hug long history of studying our use of technology
In the nineties HCI recognised that sociology ethnography was important. People started to many more people watching studies
Of course computer science gives us the new technology and tools.
In fact a huge impact has just been design. Much of the advances have come straight out of industry with very little impact from research.
Lots of people are trying to design it. And if you look at any job advert for a User Experience person – there are a huge variety of titles . Skilss required.
This is my own simple view of what UX is. It is the understand of the relationship between humans, computers and contexts.
But the truth is that reality and real life stituations are not simple. There are many varied types of users to consider. Technology comes in many forms
Ask for comments
Would these women be able to come up with idea of a GUI. Would they be able to understand that it might help them? Can’t just ask people what they want – Design requires careful though
Steve Krug goes a step further
Examplars – busy professional people, art lover, money to waste, part of interior design, keeping up with peers, functional and spartan. Don’t lose customer. LoveArt – like art, prepared to buy piece of art instead of two holidays a year, early adopter, quirky, mid twenties thru sixties, not necessarily families or family grown up, probably got a design background, Bit more character