5. “ ‘User experience’ encompasses all aspects of the end-user’s
interaction with the company, its services, and its products. The
first requirement for an exemplary user experience is to meet the
exact needs of the customer, without fuss or bother. Next comes
simplicity and elegance that produce products that are a joy to own,
a joy to use. True user experience goes far beyond giving customers
what they say they want, or providing checklist features. In order
to achieve high-quality user experience in a company’s offerings
there must be a seamless merging of the services of multiple
“
disciplines, including engineering, marketing, graphical and
industrial design, and interface design.
Neilson Norman Group
7. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
USER-CENTRIC
THINKING
Put yourself in someone else’s shoes.
• Who is the audience?
• Is this really a good experience for the end user?
• Have I considered the entire experience, not just what’s
in front of me?
(Not just digitally, but in the real world as well)
• Even though it “works”, is there anything that can be
improved to better the experience?
8.
9.
10. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
CONTENT MATTERS
Content is the heart of your experience.
• Do you know what content you have?
• Is the content redundant, outdated, trivial?
• Is your content static or will it change over time?
• Do you have an overall content strategy?
11.
12.
13. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
CLEAR WORKFLOWS
A path! A path!
• Can users get from A to B...easily?
• Is it easy to move forward and back?
• Is there too many steps or too few?
• Can you tell where you are?
14.
15.
16. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
SIMPLIFY
Less is more.
• What can I remove from this screen, interaction, or page,
so that the most important functionality is prominent?
Remember 80/20.
• Can you explain why it really needs to be there?
• Is the purpose and function of this page convoluted by too
many visual elements, buttons, form fields?
• Can you say the same thing with less words or accomplish
the goal in less steps?
17.
18.
19. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
CONSISTENCY
Just make the links blue, dammit.
• Are you creating a style guide or using design patterns?
• Are you maintaining expectations around interface patterns?
Would interacting with anything in this system surprise a user?
• Are similar tasks completed in the same way throughout
the system?
• When you update your product, is the functionality & content
in the locations people expect?
20.
21. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
PATTERNS &
MODELS
Don’t need to reinvent the wheel.
• Are well known patterns and models that people are used to,
difficult to use or interact with?
• Are there opportunities to standardize specific patterns or models
to be more consistent with what people are used to?
24. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
DON’T MAKE
ME THINK
Make it easy and clear.
• Are there clear signs for what to do and where to go?
• Do you know what the primary goals for the user are?
• Are you thinking in terms of features or needs?
• Could your grandmother do the basics?
25.
26.
27. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
HONESTY &
TRANSPARENCY
Always the best policy.
• Is it clear why they are collecting sensitive information?
• Can you find help or contact resources easily?
• Do they provide a secure environment?
• Are instructions and directions clearly explained?
31. Definition
ZUCKERING
“ The act of creating deliberately confusing
jargon and user-interfaces which trick
“
your users into sharing more info about
themselves than they really want to.
Tim Jones
Electronic Frontier Foundation
32. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
DESIGN PRINCIPLES
It’s still design, not science.
• Does it include basic design principles?
(Balance, proportion, rhythm, emphasis, color, texture & lines)
• Does it use layout grids?
• Do components have enough spacing?
• Is there a visual and information hierarchy?
• Is there a consistent visual language throughout?
33.
34.
35.
36. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
ASK FOR FEEDBACK
Practice good listening skills.
• Turn opinion to fact: how do you know that your design is
going to be usable and useful for the user?
• What questions do you have about the design that a user
might answer?
• Do you have places on the site that can solicit feedback?
• Do you consider communication with customers a core value?
41. Breakdown
10 GROUPS
10 PRINCIPLES
3 PEOPLE PER GROUP
30 MINUTES
42. Process
THE APPROACH
1 Ideation 3 Sketch
• Individual brainstorm • Converge ideas
• Anything goes – no critique • Sketch your idea
• Use the assigned UX Principle • Come up with a short description
as a lens
2 Refine 4 Present
• Regroup • Pick a speaker
• Pick 2-3 ideas • Tell us about your group’s idea
• Explore combinations & best traits
43. Reference
CLASS NOTES
http://www.rsurrency.com/classnotes.html