This document provides an overview of user experience (UX) basics, components, goals, and design. It defines UX as encompassing all aspects of a user's interaction with a company, service, or product. The goal of UX design is to improve customer satisfaction and loyalty. Key aspects of UX include usability, utility, aesthetics, and emotions. UX research methods are discussed for different stages of product development, including creating personas, user journey mapping, card sorting, heuristic evaluation, and usability testing of prototypes. Usability testing measures how easy products are to use by observing users perform tasks.
Fundamentals and practices of UX research Lucia Trezova
This document provides an overview of user experience (UX) research methods. It discusses personas, user journey mapping, card sorting, competitive auditing, heuristic evaluation, and usability testing as common UX research techniques. For each technique, it describes what the technique is used for, when it should be conducted in the product development process, and its objectives. The document also discusses low and high-fidelity prototyping for usability testing and explains how heat maps can be used to understand how users interact with websites and apps.
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
This document provides an overview of user experience (UX) design. It defines UX design and distinguishes it from customer experience design. UX design focuses on the quality of the user's experience with a product, service, or environment. It draws from many disciplines like psychology and design. The document also discusses responsive design and how the UX must be responsive across devices. It outlines the common roles, skills, and resources involved in UX design projects, including strategists, designers, visual designers, and technologists. Finally, it addresses some common misunderstandings about UX design.
User-generated content refers to various types of media created by users and shared online. There are both implicit and explicit incentives for users to generate content. Implicit incentives include social motivations like feeling like an active member of a community and connecting with other users. Explicit incentives are more tangible rewards provided by sites, such as points, badges, privileges or monetary compensation, to encourage user participation in generating content. Understanding what motivates users is important for designing sites that facilitate user-generated content.
This document summarizes Barbara Vasi's presentation on personas at the Milan UX Book Club. It discusses the origins and purpose of personas, how they are created through user research and segmentation, and how they can be used throughout the design process to represent users and guide design decisions. Key aspects covered include defining primary and secondary personas, writing scenarios to showcase personas, and using personas to inform structure, content, visual, and business strategy design. While personas are a popular user research tool, some debate their methodology and practical application.
A brief introduction to User Experience (UX) Research (in English and Bahasa Indonesia). This lecture was delivered on 19th February 2019 at Ciputra University, Surabaya, Indonesia.
Fundamentals and practices of UX research Lucia Trezova
This document provides an overview of user experience (UX) research methods. It discusses personas, user journey mapping, card sorting, competitive auditing, heuristic evaluation, and usability testing as common UX research techniques. For each technique, it describes what the technique is used for, when it should be conducted in the product development process, and its objectives. The document also discusses low and high-fidelity prototyping for usability testing and explains how heat maps can be used to understand how users interact with websites and apps.
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
This document provides an overview of user experience (UX) design. It defines UX design and distinguishes it from customer experience design. UX design focuses on the quality of the user's experience with a product, service, or environment. It draws from many disciplines like psychology and design. The document also discusses responsive design and how the UX must be responsive across devices. It outlines the common roles, skills, and resources involved in UX design projects, including strategists, designers, visual designers, and technologists. Finally, it addresses some common misunderstandings about UX design.
User-generated content refers to various types of media created by users and shared online. There are both implicit and explicit incentives for users to generate content. Implicit incentives include social motivations like feeling like an active member of a community and connecting with other users. Explicit incentives are more tangible rewards provided by sites, such as points, badges, privileges or monetary compensation, to encourage user participation in generating content. Understanding what motivates users is important for designing sites that facilitate user-generated content.
This document summarizes Barbara Vasi's presentation on personas at the Milan UX Book Club. It discusses the origins and purpose of personas, how they are created through user research and segmentation, and how they can be used throughout the design process to represent users and guide design decisions. Key aspects covered include defining primary and secondary personas, writing scenarios to showcase personas, and using personas to inform structure, content, visual, and business strategy design. While personas are a popular user research tool, some debate their methodology and practical application.
A brief introduction to User Experience (UX) Research (in English and Bahasa Indonesia). This lecture was delivered on 19th February 2019 at Ciputra University, Surabaya, Indonesia.
The document discusses responsive and organic design approaches for interaction design. Responsive design uses a single code base to dynamically adapt layouts and content for different devices using fluid grids, flexible images, and media queries. Organic design takes a progressive approach where the interface complexity evolves based on the user's knowledge, and elements are determined by ambient factors and optimize modularity. Both approaches aim to provide customized experiences for users.
The document provides an overview of Sean Baxter's user experience portfolio, including summaries of various projects he has worked on. It begins with an introduction where Baxter explains his passion for creating great user experiences. The rest of the document describes several projects Baxter has led or contributed to, with a focus on the problem addressed, methodology used and outcomes of each project. The projects cover a range of domains from large enterprises to startups and non-profits.
For UX Professionals and people new to the UX Practice. Our February 2017 TC UX Meetup looked at a number of different UX Tools and Technologies, and gave an overview of pros and cons of use, plus looked at how to make informed choices about selecting one tool vs another.
UX & UI: The differences between two abbreviationsJessica Kainu
The difference is that one has an X and one has an I. I mean, yeah but there's a little more to it. This presentation describes the differences between UX and UI design. This focuses on where overlap with UX and UI happens, why this matters, the UX process, and what it is like to work on an agile team.
The State of UX: Industry Trends & Survey Results - IA Summit 2017Lyle Kantrovich
What’s the most valuable UX method? What are the best UX tools? What techniques do teams use the most? This presentation covers those topics and more in fresh findings from research with UX practitioners from across the industry. You’ll learn something useful whether you’re a manager, a seasoned pro, a newcomer planning your next career move, or just want a few ideas about new skills to learn.
UI Design - Lessons Learned, Principles, and Best PracticesSamuel Chow
The document discusses several key principles of user interface design:
1. Usability is critical and is defined by metrics like learnability, efficiency, memorability, visibility, errors, and satisfaction.
2. It is important to understand users and gain insights through methods like observation and empathy mapping.
3. Visibility, affordances, and following principles of human learning and perception can improve learnability, while efficiency can be increased through defaults, autocomplete, and reducing steps.
4. Errors should be prevented through careful design that avoids common slips, lapses, and mistakes, and clear error messages should be provided when errors do occur.
This document provides information about website usability. It discusses key usability concepts like affordances, signifiers, mental models, and the ten usability heuristics. It also covers best practices for designing websites with users in mind, such as using clear navigation, limiting distractions, and making important information easily visible without requiring excessive scrolling. The document emphasizes that usability testing is important to evaluate designs from the user's perspective.
This document discusses user experience (UX) and its key components: usability, design, accessibility, human factors, and marketing. It defines UX as how users perceive a website based on whether it provides value, is easy to use and navigate, and is pleasant to view. The document then examines each UX component in more detail, providing examples and best practices for optimizing the user experience of a website.
1. The document discusses the pillars for creating a successful engaging digital platform, including business and product integration, transmedia experiences across devices, gamification, user interaction and sharing, and customization.
2. It emphasizes designing experiences tailored for different devices and contexts, rewarding user participation and progression, facilitating user collaboration and sharing, and allowing customization.
3. The goal is to engage and interact with users through a variety of experiences and reactions that drive sharing and participation, completing the experience cycle.
What do UX specialist and PHP developers have in common? Probably more than you are aware.
I will be doing a session covering what UX is, how it's different than UI and how UX is a close cousin to development with plenty of "how to get started" info.
So come join us this Oct for a light philosophical discussion on disciplines and how to get start doing UX in your programming life.
This document provides an overview of a human-computer interaction course. It discusses key concepts covered in the course including human factors, usability studies, user-centered design, evaluation methods, emerging technologies, and accessibility. The course aims to introduce students to the basic principles of the interaction between humans and computers by addressing topics related to human cognition, usability, interface design, and technologies that support users with disabilities.
The document provides an introduction to UX and UI design. It defines UI as the visual elements and interface a user sees, while UX encompasses usability, aesthetics, and the overall user experience. The author is working on a game project and learning UX/UI design. They explain that good design requires both good UI and UX, and that UX can be improved through testing and research, even with limited design skills. The basic UX design process involves research, wireframing, mockups, and interactive prototypes. The document outlines several future topics to be covered.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document provides an overview of a web design intensive course. It includes objectives for the course, which focuses on usability assessment, building a portfolio, and the business aspects of web design. It outlines several workshops and topics that will be covered, including usability principles and testing, user-centered design, and Nielsen's 10 usability heuristics. Students are asked to complete tasks like analyzing websites and providing usability reviews for a blog.
Sandra Chalupnicek transitioned from interior design to UX design after taking a course through CareerFoundry. As a UX designer, she focuses on understanding human behavior and finding solutions that meet user needs. She creates prototypes and conducts user testing to refine her designs. Sandra has experience building responsive apps and working on a case study for the City of Calgary. Her portfolio highlights her process and past projects, including a task management app.
The document discusses what constitutes a good user experience. It states that good user experience requires planning, collaboration across different teams, discipline, and attention to detail. It also notes that experience will happen whether planned for or not, so intentionally designing experiences leads to a higher likelihood of those experiences being positive. The document emphasizes that user experience is not just one person's job and that companies do not have a choice about prioritizing users - they must focus on the experience to survive.
Nick Fine presented on the state of UX in the UK. He discussed how the demand for UX professionals has outpaced the supply, leading to a skills shortage. This has caused subjective definitions of UX to emerge and roles to hybridize. For example, designers adding UX to their title. However, a lack of common definition for UX has caused challenges for talent management, team building, and ensuring user-centricity. Fine argues the field has moved from user-centric design to designer-centric design, with the user removed from the UX process. To improve UX, he advocates putting the user back at the heart of the process through research and testing, as well as gaining research skills to complement design
Web Animation using JavaScript: Develop & Design (Develop and Design)Tan Le
*** Only chapter 3
Web Animation using JavaScript: Develop & Design (Develop and Design) by Julian Shapiro (Author)
Source: http://www.awwwards.com:8080/web-animation-using-javascript-a-free-chapter-of-an-essential-book-to-start-with-ui-animation.html
Buy here: https://www.amazon.com/gp/product/B00UNKXVDU/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B00UNKXVDU&linkCode=as2&tag=wwwawwwardsco-20&linkId=QJBOWU4I7FPSDSTD
121203CREATION & CO: USER PARTICIPATION IN DESIGNYuichi Hirose
The document discusses changes in the roles of designers, users, and clients in the design process. Traditionally, these roles were separated but they are now blending together through practices like co-creation and co-design. Users are becoming more involved in the design process by providing input, feedback, and even generating their own solutions. Designers are taking on more collaborative roles as facilitators. The relationships between all parties are opening up through methods like context mapping, where users share their experiences to inform the design process. While many industries recognize the need for changed roles, implementing user participation remains a challenge, particularly for larger companies.
The document provides an overview of careers in user experience (UX) design. It defines UX as encompassing a user's interaction with products and services. The document discusses the different roles in UX, including UX designers, user researchers, interaction designers, and information architects. It encourages the reader to consider a career in UX due to high job satisfaction and outlines steps to get hired, including developing a portfolio to showcase skills and past work.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
Breaking down what UX means and just how it's measured, what is UX Debt, and how to iteratively improve UX in a way that Product People will find both insightful and relevant
The document discusses responsive and organic design approaches for interaction design. Responsive design uses a single code base to dynamically adapt layouts and content for different devices using fluid grids, flexible images, and media queries. Organic design takes a progressive approach where the interface complexity evolves based on the user's knowledge, and elements are determined by ambient factors and optimize modularity. Both approaches aim to provide customized experiences for users.
The document provides an overview of Sean Baxter's user experience portfolio, including summaries of various projects he has worked on. It begins with an introduction where Baxter explains his passion for creating great user experiences. The rest of the document describes several projects Baxter has led or contributed to, with a focus on the problem addressed, methodology used and outcomes of each project. The projects cover a range of domains from large enterprises to startups and non-profits.
For UX Professionals and people new to the UX Practice. Our February 2017 TC UX Meetup looked at a number of different UX Tools and Technologies, and gave an overview of pros and cons of use, plus looked at how to make informed choices about selecting one tool vs another.
UX & UI: The differences between two abbreviationsJessica Kainu
The difference is that one has an X and one has an I. I mean, yeah but there's a little more to it. This presentation describes the differences between UX and UI design. This focuses on where overlap with UX and UI happens, why this matters, the UX process, and what it is like to work on an agile team.
The State of UX: Industry Trends & Survey Results - IA Summit 2017Lyle Kantrovich
What’s the most valuable UX method? What are the best UX tools? What techniques do teams use the most? This presentation covers those topics and more in fresh findings from research with UX practitioners from across the industry. You’ll learn something useful whether you’re a manager, a seasoned pro, a newcomer planning your next career move, or just want a few ideas about new skills to learn.
UI Design - Lessons Learned, Principles, and Best PracticesSamuel Chow
The document discusses several key principles of user interface design:
1. Usability is critical and is defined by metrics like learnability, efficiency, memorability, visibility, errors, and satisfaction.
2. It is important to understand users and gain insights through methods like observation and empathy mapping.
3. Visibility, affordances, and following principles of human learning and perception can improve learnability, while efficiency can be increased through defaults, autocomplete, and reducing steps.
4. Errors should be prevented through careful design that avoids common slips, lapses, and mistakes, and clear error messages should be provided when errors do occur.
This document provides information about website usability. It discusses key usability concepts like affordances, signifiers, mental models, and the ten usability heuristics. It also covers best practices for designing websites with users in mind, such as using clear navigation, limiting distractions, and making important information easily visible without requiring excessive scrolling. The document emphasizes that usability testing is important to evaluate designs from the user's perspective.
This document discusses user experience (UX) and its key components: usability, design, accessibility, human factors, and marketing. It defines UX as how users perceive a website based on whether it provides value, is easy to use and navigate, and is pleasant to view. The document then examines each UX component in more detail, providing examples and best practices for optimizing the user experience of a website.
1. The document discusses the pillars for creating a successful engaging digital platform, including business and product integration, transmedia experiences across devices, gamification, user interaction and sharing, and customization.
2. It emphasizes designing experiences tailored for different devices and contexts, rewarding user participation and progression, facilitating user collaboration and sharing, and allowing customization.
3. The goal is to engage and interact with users through a variety of experiences and reactions that drive sharing and participation, completing the experience cycle.
What do UX specialist and PHP developers have in common? Probably more than you are aware.
I will be doing a session covering what UX is, how it's different than UI and how UX is a close cousin to development with plenty of "how to get started" info.
So come join us this Oct for a light philosophical discussion on disciplines and how to get start doing UX in your programming life.
This document provides an overview of a human-computer interaction course. It discusses key concepts covered in the course including human factors, usability studies, user-centered design, evaluation methods, emerging technologies, and accessibility. The course aims to introduce students to the basic principles of the interaction between humans and computers by addressing topics related to human cognition, usability, interface design, and technologies that support users with disabilities.
The document provides an introduction to UX and UI design. It defines UI as the visual elements and interface a user sees, while UX encompasses usability, aesthetics, and the overall user experience. The author is working on a game project and learning UX/UI design. They explain that good design requires both good UI and UX, and that UX can be improved through testing and research, even with limited design skills. The basic UX design process involves research, wireframing, mockups, and interactive prototypes. The document outlines several future topics to be covered.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document provides an overview of a web design intensive course. It includes objectives for the course, which focuses on usability assessment, building a portfolio, and the business aspects of web design. It outlines several workshops and topics that will be covered, including usability principles and testing, user-centered design, and Nielsen's 10 usability heuristics. Students are asked to complete tasks like analyzing websites and providing usability reviews for a blog.
Sandra Chalupnicek transitioned from interior design to UX design after taking a course through CareerFoundry. As a UX designer, she focuses on understanding human behavior and finding solutions that meet user needs. She creates prototypes and conducts user testing to refine her designs. Sandra has experience building responsive apps and working on a case study for the City of Calgary. Her portfolio highlights her process and past projects, including a task management app.
The document discusses what constitutes a good user experience. It states that good user experience requires planning, collaboration across different teams, discipline, and attention to detail. It also notes that experience will happen whether planned for or not, so intentionally designing experiences leads to a higher likelihood of those experiences being positive. The document emphasizes that user experience is not just one person's job and that companies do not have a choice about prioritizing users - they must focus on the experience to survive.
Nick Fine presented on the state of UX in the UK. He discussed how the demand for UX professionals has outpaced the supply, leading to a skills shortage. This has caused subjective definitions of UX to emerge and roles to hybridize. For example, designers adding UX to their title. However, a lack of common definition for UX has caused challenges for talent management, team building, and ensuring user-centricity. Fine argues the field has moved from user-centric design to designer-centric design, with the user removed from the UX process. To improve UX, he advocates putting the user back at the heart of the process through research and testing, as well as gaining research skills to complement design
Web Animation using JavaScript: Develop & Design (Develop and Design)Tan Le
*** Only chapter 3
Web Animation using JavaScript: Develop & Design (Develop and Design) by Julian Shapiro (Author)
Source: http://www.awwwards.com:8080/web-animation-using-javascript-a-free-chapter-of-an-essential-book-to-start-with-ui-animation.html
Buy here: https://www.amazon.com/gp/product/B00UNKXVDU/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B00UNKXVDU&linkCode=as2&tag=wwwawwwardsco-20&linkId=QJBOWU4I7FPSDSTD
121203CREATION & CO: USER PARTICIPATION IN DESIGNYuichi Hirose
The document discusses changes in the roles of designers, users, and clients in the design process. Traditionally, these roles were separated but they are now blending together through practices like co-creation and co-design. Users are becoming more involved in the design process by providing input, feedback, and even generating their own solutions. Designers are taking on more collaborative roles as facilitators. The relationships between all parties are opening up through methods like context mapping, where users share their experiences to inform the design process. While many industries recognize the need for changed roles, implementing user participation remains a challenge, particularly for larger companies.
The document provides an overview of careers in user experience (UX) design. It defines UX as encompassing a user's interaction with products and services. The document discusses the different roles in UX, including UX designers, user researchers, interaction designers, and information architects. It encourages the reader to consider a career in UX due to high job satisfaction and outlines steps to get hired, including developing a portfolio to showcase skills and past work.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
Breaking down what UX means and just how it's measured, what is UX Debt, and how to iteratively improve UX in a way that Product People will find both insightful and relevant
This document discusses user experience (UX) design and provides examples of how focusing on UX can improve products and businesses. It outlines the UX design process, including defining strategy, conducting user research, ideating solutions, designing prototypes, testing with users, and tracking metrics after launch. Key aspects of UX highlighted are creating intuitive, usable interfaces centered around user needs through iterative design and validation.
UX design, does it matter to your Business?
UX is the difference between Good & Bad
A great user experience meets the exact needs of the customer, without fuss or bother, simply giving customers what they say they want.
UX is the: what, when, where, why, how, and who of a product. Pretty much everything that affects a user’s interaction with that product.
An Introduction to User Experience (UX) FundamentalsChris LaRoche
This document summarizes Christopher LaRoche's presentation on user experience (UX) fundamentals. It defines UX as focusing on the full end-to-end experience for users, beyond just the interface. UX evolved from fields like human factors and usability testing. Key aspects of UX include research, design, and evaluation using various methods over the product lifecycle. Context is also important, as the same product can have different experiences for different users. Design is now seen as a critical part of UX. The future of UX looks bright as the field continues to expand.
The document provides an overview of user experience (UX) design. It begins with definitions of key terms like user experience, user interface, and discusses the difference between the two. It then covers UX design processes and methods like creating personas, user flows, user stories, information architecture, prototyping, usability testing and more. The document emphasizes that UX design should be integrated throughout the entire product development lifecycle from ideation to deployment. It also discusses best practices for integrating UX design into agile development processes.
UX for start-ups, presented to start-ups in Wayra, LondonKarl Saynor
This document provides an overview of UX (user experience) and its importance for startups. It defines UX as the art and science of understanding user needs and championing the best overall experience. UX encompasses tools and techniques to deliver value to both users and business goals. The document encourages startups to get started with UX today by talking to users, sketching ideas, and testing frequently with a focus on simplifying tasks. It argues that UX benefits startups by reducing wasted effort, improving products, and increasing customer satisfaction, adoption, and investment.
The document provides an overview of a user experience workshop that covers introductory concepts of UX, common terms, roles within UX teams, prototyping tools, and mobile app best practices. The workshop includes sessions on the UX process and design sprint methodology, which involves understanding user needs, defining focus, generating ideas, deciding on a solution, prototyping, and validating through user testing. It also reviews different UX roles like designers, researchers, and engineers and how they work together. Prototyping and collaboration tools that help bring ideas to life are also presented. For mobile apps, the document recommends designs with bold graphics, intentional use of space, and an emphasis on user actions to create an immers
This document outlines the key aspects of a mobile UX strategy roadmap and design process. It includes 1) UX and user-centered design as prerequisites, 2) mobile UX guidelines, 3) UX templates for deliverables like personas and wireframes, and 4) a UX maturity model to assess where an organization is at currently. The core UX process involves research, analysis, design, and production stages with user research and validation throughout. Design strategy methods include blueprints, journeys maps, and personas.
This document provides an overview of a free UX design mini-course. The course covers topics such as what UX design is and why it matters, user-centered design and the UX design process. The UX design process involves research, analysis, design, production and product launch. User research is key to understanding user needs and goals. Analysis compiles research findings. Design validates ideas through prototypes and gets user feedback. Production implements the design with developers and can include beta testing. The course teaches the core principles of UX design and discusses whether it may be a good career path based on skills like collaboration, problem-solving and empathy.
The Methodology of a Trustworthy User Interface Design Agency.pdfZazz
The designers of user experiences may keep their attention on resolving the issues faced by users by maintaining an attitude of empathy throughout the design process by the UX design company.
Visit here: https://www.zazz.io/ui-ux-design-agency.html
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
This presentation was delivered on the second week of my Ubiquity Lab internship to introduce the development team to different Service Design and UX Tools and Methodologies.
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
This document discusses user-centered design and the roles of web designers. It explains that web designers encompass skills in graphic, UI, and UX design. The standard web development process involves planning, design, production, and launch. Planning includes defining user needs through research and analysis. Design involves wireframes, prototypes, and visual design. UX design focuses on ensuring a positive user experience through attributes like usability, ease of use, and minimizing errors. The goal of user-centered design is to optimize products around how users want to use them rather than forcing users to change behavior.
DIY Service Design, the toolkit (euroIA 2014, Brussels)Koen Peters
In this euroIA workshop, moderated by Kristel Vanael, Joannes Vandermeulen and Koen Peters, you will learn the methods and techniques to create an optimal service experience for your customer. During the exercises, you will be using the workshop material, posters and technique cards from the Service Design toolkit (http://www.servicedesigntoolkit.org/) that Namahn and Design Flanders have developed together.
Wheelchair as a Gamechanger - Semiofest 2016, TallinnLucia Trezova
We deconstructed, de-coded the current meanings of the wheelchair (as a medical device for disabled people generating pity in others) and re-contextualized it, re-coded it toward the new meanings (cool, trendy sports equipment generating pride in its users and respect in others) by the use of semiotics applied in a design process.
The document discusses the importance of storytelling in advertising and provides 10 rules for creating an effective story: 1) Create a conflict, 2) Stick to a clear structure with a beginning, middle, and end, and 3) Make an interesting plot with twists. It emphasizes the need to 4) Make heroes evolve over the story, 5) Evoke vivid imagery, 6) Elicit emotions from the audience, and 7) Make the audience identify with or feel strongly about the heroes. Finally, the story should 8) Convey clear values and messages, 9) Be worth retelling, and 10) Encourage the audience to create their own stories around the brand. Effective stories are said to sell products by stimulating emotions
13 workshopů pro kreativní marketing v bankovnictvíLucia Trezova
How to see the brands with the fresh eye, how to create and evaluate advertising by discovering their mythological structure, how to grasp a breakthrough market insight, how to understand your consumers in the web of cultural meanings, how to use storytelling techniques in your brand management, how to use social communities in brand management, how to leverage cultural and marketing research...This all I offer in my workshops.
This document discusses using semiotics and cultural context to develop meaningful brand identities and ensure consistent communication across channels. It makes the following key points:
1. Successful brands have a clear vision and identity represented by culturally relevant meanings that are consistently reinforced through all communications.
2. Brand meanings must be embedded in all messages and channels to provide a unified brand image conveying the key meanings.
3. Understanding brand meanings within their cultural and market contexts allows for consistent branding experiences and prevents image fragmentation across different channels over time.
The Power of Metaphor in (Brand) CommunicationLucia Trezova
10 reasons to use metaphors in (brand) communication. What makes metaphor so powerful? How are metaphors processed by our brains? What effects do they have on our thinking and judging?
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How to make an insightful metaphor? What is metaphor's structure? How are metaphors construed, understood? How to use them effectively in marketing communication, in advertising?
Mining the Brandscape: The Future of Marketing ResearchLucia Trezova
To explain holistic market research approach and describe specific techniques how to explore Brandscape, brands identity and brand meanings in cultural context. To explore how brands meanings are created by use of signs and symbols in code systems within discourses. To explain the role of marketing communication in meaning transfer to create successful strong culturally relevant brands.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
3. UX = USER EXPERIENCE deals with people
interacting with your product or service and
experience they receive from that interaction…
4. UX encompasses all aspects of the end-
user's interaction with the company,
its services, and its products.
https://www.nngroup.com/articles/definition-user-experience/
“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“
UX COMPONENTS…?
UX isn’t limited to the digital interfaces. UX covers entire journey including all touchpoints a
person takes.
• The process they go through to discover your company’s product
• The sequence of actions they take as they interact with product
• The thoughts and feelings that arise as they try to accomplish their task
• The impressions they take away from the interaction as a whole
Norman Nielsen
5. THE GOAL
OF UX DESIGN IS TO
improve customer satisfaction and loyalty through the utility,
ease of use, and pleasure provided in the interaction with a
product (UserTesting)
UX DESIGN:
„is a process for designing
systems that offer a great
experience to users“(Justin Mifsud)
UX DESIGN:
„is a commitment to building
products with the customer in
mind“ (Marieke McCloskey)
7. Usability is about task-based interaction. It is the characteristic
of the interface indicating how quickly and easily (how intuitively)
users reach their goals – perform indented task.
It is measured with metrics such as: success rate, error rate,
abandonment rate, time to complete task, clicks to completion, etc.
8. User experience (UX)
is a broader concept including also
how people feel while they interact
with your product. So, UX is also about
emotional connection
9. Excellent usability is definitelly the
crucial component of a great UX
There is no good UX without a good usability
However, good usability is not enough to create an excellent UX….
10. Great UX creates users’ joy and amusement when using your
product, great UX is about the esthetic values being fulfilled.
UX is about a personal identity and a personal mastery being
created or proved by using your product. It is about social
connections gathered or deepened by using your product.
Thus UX affects overall users’ engagement, therefore influences:
likelihood to continue use, and likelihood to recommend your product
to others.
Because….
11. UX IS A
COMPLEX
DISCIPLINE
User experience design is multi-
dimensional including many different
disciplines - such as interaction
design, information architecture, visual
design, usability, etc.
12. UX vs UI ?
For some: UX is a broader term
including UI as one of its
component.
But… there are also different opinions
on their distinction, such as:
UX: covers all processes and touchpoints while UI:
covers only digital interfaces; OR
UX = usable, UI = beautiful
13. WHAT WE HAVE TO CONSIDER IN UX / PRODUCT
DEVELOPMENT ?
Pr. CONTEXT: market trends, competition
Pr. USER: users’ needs, expectations, user behavior, feelings, pain points
Pr. UTILITY to create something which has value for users, what
they need, what is meaningful for them (Product Value Proposition)
Pr. USABILITY: is it easy to understand, easy to use, intuitively
Pr. ESTHETICS: is it beautiful, emotionally satisfying, pleasure to use
14. IT IS NOT A LINEAR PROCESS,
BUT RATHER A CYCLE (iterative
model)
So…unlike in a Waterfall model, we can
go back, refine our thoughts, refine our
product (prototype), research and testing
is multiple, etc.
In UX we do not usually repeat the whole cycle. We start with
linear process, then later on we repeat smaller cycles with
product (prototypes) testing and refinement
17. What are the best research tools?
…It depends:
ON WHAT YOU NEED TO TEST
=
WHAT IS THE STAGE OF YOUR PROJECT
18. There are many research methods useful in the process of a digital
product development
Different methods are applicable in different phases of a project
TEST EARLY. TEST OFTEN.
TEST WITH REAL USERS.
ITERATE.
19. FROM
EXPLORATION TO VALIDATION
Research methods vary from explorative techniques
(in early phase) to validation techniques (in late phases)
based on research objectives set up according to specific
PRODUCT DEVELOPMENT STAGE
Exploring and gathering users’:
• Needs and motivations
• Expectations and desires
• User stories
• Users’ painful moments and the „moments of true“
• Users’ demographics, U&A analysis
• Market and sector insights
• Competitors analysis and best practices, etc.
Validating and testing:
• Product value and concept idea
• IA / taxonomy testing
• Interaction flow testing
• Overall usability testing on:
• Paper or clickable prototypes
• Visual (overall) design evaluation
• Post launch testing, etc.
20. 8 COMMON METHODS USED IN UX RESEARCH
1. Creating personas
2. User journey mapping
3. 2-minutes interview
4. Card sorting
5. Competitive audit
6. Heuristic evaluation
7. Usability testing: Prototype testing
8. Heat Maps
22. Before starting any product development it is
crucial to answer: who are the people we are
designing the solution for?
Personas support user-centered design throughout a project’s lifecycle
by making characteristics of key user segments more salient
23. WHAT IS PERSONA?
A fictional character that represents the group of
users described in a such way that we can picture
him or her as an alive tangible person
To understand better who the users are in order to fulfill their
expectations and needs via newly developed product
PURPOSE
24. Demography
• Age
• Family status
• Education
• Occupation and income
• Where he lives
Appearance and personality
• His characteristic traits
• How he communicates
• What is important to him
• What he likes/dislikes
• What kind of problem he solves
Name of persona........... Credo / quote ...........
Interests
• What he does for fun
• Where you can meet him
• What he reads and watch
• Tools he uses (notebook, i-watch, i-pad…)
• Applications and web sites he fancies
• Social nets he uses
Needs and motivators
• What he aspires for, wishes, dreams
• What kinds of problems he solves
• What are his personal and work goals
• What motivates him
• Who is an idol figure for him
• What is important for him at work
• What frustrates him
25. PROCESS TO CREATE PERSONAS
1. Organize the team cross-functional workshop: using the team
knowledge to make a raw draft of personas
2. Do research: interview (possibly combine with observations) 2 – 6
people per persona to verify and tune the team assumptions and
knowledge about personas
3. Have presentation: show the final image of users’ personas to the
whole team, so each project member has the consistent knowledge of
the users target groups usable during the whole project cycle
26. What is it?
Technique used to define and describe
your groups of potential or current
customers / users
In the very beginning of the project
When to do it?
Why to use it? Objectives?
To ensure that all project members
know who the target user is throughout
the whole project cycle
To understand better your users’ needs
and expectations
RECAP
29. A user journey map is a
visualization of the process
that a person goes through in
order to accomplish a goal.
It’s used for understanding and addressing
customer needs and pain points
30. 1. PERSONA: THE USER / THE
CUSTOMER
2. USERS’ STORIES / SCENARIOS
3. TOUCHPOINTS AND DEVICES
CUSTOMERS USE
4. WHAT THE USERS THINK
5. WHAT THE USERS FEEL
6. INSIGHTS + OPPORTUNITIES
Users journey map consists of:
31. OPTIMAL PROCESS TO CREATE USERS’ JOURNEY
1. Organize a team cross-functional workshop in order to:
a. Define a use case you want to explore - in terms of a goal users should reach
b. Make a draft of an optimal (using our product) users’ journey
2. Do research: 2 – 6 interviews (optimally combined with observations) per
persona - to explore real users’ journey: find out what users do, what devices and
touchpoints they use, explore users’ motivation, painful moments, explore what
users think and feel and identify all insights and opportunities
3. Organize a team cross-functional workshop in order to:
a. Visualize the whole process
b. Based on research insights make reco how to improve it and fine-tune the user journey process
34. What is it?
Technique used to understand how
people / users behave right now when
reaching their goals
As a second step of the project after
creating persona
When to do it?
Why to use it? Objectives?
To solve and eliminate all painful moments
for the users
To create more effective, more intuitive
and more enjoyable ways for users to
reach their goals using your new product
To describe users’ current flow, users
touchpoints, devices and steps they take
when reaching their goals
To identify users painful moments, to
explore their motivation behind it in order to
create more enjoyable UX
RECAP
36. GOAL AND PROCESS
• A semi-quantitative approach if you want to identify the only one
and „the biggest problem and issue“ users face while using SW,
site or app
• It takes 2 minutes to ask: „Tell me one thing you would like to
change in a way you do your job. Just 1 thing.
• You can interview 40+ people = potential for quantitative analysis
37. What is it?
Technique used to identify the most
problematic issue users face when
using current products or services
While you ideate about your future
project idea or while creating
functionalities and features
When to do it?
Why to use it? Objectives?
To find the key „problem“ people want
to get eliminated
To identify the biggest challenges on
the market / industry, etc.
To identify semi-quantitatively users’
painful moments they experience while
using current products or services
RECAP
39. What is it?
A method used to help design or
evaluate the information architecture
While you create the content and
structure of your site (taxonomy)
When to do it?
Why to use it? Objectives?
Get insight how to structure the whole
content of your site / app
Test whether the site / app structure
matches the way users think
Find out how users understand and
group information items on your site
Find out how users label categories and
organize items into those categories
RECAP
40. 1. Prepare cards with your site content
items (topics) and blank cards
2. Ask participants to organize cards
(topics) into groups that make sense
to them
3. Ask participants to name (label) each
group they created in a way they feel
it describes best its content - putting
the name of each category on the
blank cards
4. Ask participants to think aloud while
sorting and naming
5. Record thoroughly the whole process
1. Prepare cards with your site content
items (topics) and cards with pre-
defined categories (labels)
2. Ask participants to sort items into pre-
defined categories
3. Ask participants to think aloud while
sorting
4. Record thoroughly the whole process
Open Card Sort Closed Card Sort
PROCESS: there are 2 ways to conduct card sorting
43. 1. To keep a finger on the pulse of what other businesses in your
industry are doing, saying and offering
2. Help you position yourself in a differentiated and compelling way
3. To see what works and what doesn’t
4. To collect inspiration
WHAT IS IT GOOD FOR?
Understanding who your key competitors are, how
they’re positioning themselves, what products and
services they offer, and how their talk about them…
44. What is it?
A desk-research method used to learn
industry trends and standards
In the beginning of the project
When to do it?
Why to use it? Objectives?
It is a quick, easy and inexpensive way
to get insight into an industry sector you
are operating in
Find out what and how your competitors
communicate in terms of product offer,
in terms of website design, how they
position themselves, etc.
Find out best practices
RECAP
46. • Quick, inexpensive method applicable before testing website or app on real
users
• Based on 10 Heuristic Commandments by Jacob Nielsen ideally broken
down into more specific usability guidelines
• Several experts evaluate the interface toward these guidelines
• Goal: to test how well an interface complies with valid recognized usability
principles = heuristics
• Process: prepare the list of the specific usability principles and let several
experts evaluate how well the interface performs on each using the 5-point
scale
GOAL AND PROCESS
47. 10 Usability Heuristics for User Interface Design
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, and recover from errors
10. Help and documentation
48. DON NORMAN KEY PRINCIPLES OF INTERACTION
DESIGN
• Visibility (also called perceived affordances or signifiers)
• Feedback
• Consistency (also known as standards)
• Non-destructive operations (hence the importance of undo)
• Discoverability: All operations can be discovered by systematic
exploration of menus
• Scalability. The operation should work on all screen sizes, small and
large.
• Reliability. Operations should work. Period. And events should not
happen randomly.
49. What is it?
Technique used to evaluate web sites
or apps by experts
Before testing on real users – before
usability testing
When to do it?
Why to use it? Objectives?
It is a quick and inexpensive way to
eliminate „bugs“, and to improve the
overall interface (flow, content,
structure, etc.)
To create sites or apps in an
accordance with 10 heuristic
commandments
RECAP
51. One of the most widespread and popular
techniques in UX research applicable during
variety of stages of a project lifecycle
You can have the most beautiful website in the world, but people will
leave immediately if they are unable to figure out how to
navigate your site quickly
52. Usability test
measures on
real users
how easy
an object is to use
In the case of websites and app,
usability has been defined as the ease
at which an average person can use
the software or website to ACHIEVE
INTENDED TASK
53. 1. SPECIFIC USE CASES (SCENARIOS) ARE SET PRIOR TO TESTING
2. USERS OF A PROPER TARGET GROUP ARE INVITED
3. USER IS INSTRUCTED TO PERFORM SPECIFIC TASKS
4. USER IS ASKED TO THINK ALOUD AND COMMENT
5. FACILITATOR OBSERVES BEHAVIOR AND TAKES NOTES
6. THE WHOLE PROCESS IS RECORDED
7. ANALYZED QUANTITATIVELY AND QUALITATIVELY
GOALS AND PROCESS
The goal is to identify any usability problems, and increase the users'
satisfaction with the (digital) product
Usability testing involves 1 user and facilitator in a set up of a moderated interview:
54. ANALYSIS
QUANTITATIVE METRICS:
• success rate
• error rate
• time to complete task
• clicks to completion
• overall satisfaction .
QUALITATIVE INSIGHTS BASED ON:
• all users’ verbal behavior: expressed
thoughts and comments
• users’ non-verbal behavior:
expressed struggles or delight
After completing all interviews results are analyzed quantitatively and qualitatively
55. LOW-FIDELITY prototypes:
paper ones, wireframes, static pages
YOU CAN TEST:
This usability testing method involves creating rough, even
hand-sketched, drawings of an interface to use as
prototypes, or models of a design. Observing a user
undertaking a task using such prototypes enables the testing
of design ideas at an extremely low cost and before any
coding has been done.
56. OR YOU CAN TEST:
This usability testing method involves building an
interactive prototype which can be time and
money consuming due to coding. However it
may enable to test not only interaction design but
also visual design – graphic elements
HIGH-FIDELITY prototypes:
clickable sites,
work-in progress interactive app, etc.
57. MOST EFFECTIVE
RESEARCH TECHNIQUES
involve observing participants doing things
and talking about what they’re doing, rather
than focusing on opinions and discussing
behavior in an abstract manner.
Therefore, the best way to evaluate a new
design is to create a prototype and give
participants something concrete to
interact with and react to.
58. As stated by Jakob Nielsen, 5 users should be able to
identify about 85% of all usability problems
59. What is it?
Technique used to evaluate a web site
or app by testing it with representative
users
During different project stages, in every
iteration of a product development
When to do it?
Why to use it? Objectives?
To eliminate as early as possible
problems with user interface
To safe time and money required by
coding
To identify any usability problems,
collect qualitative and quantitative
data and determine the participant's
satisfaction with the product
RECAP
61. On-line quantitative approach to test how
people use the live site or app
How people move on site.
OUTCOME: Move
Heatmaps:
It shows where visitors move
their mouse on the screen.
This gives a very good
indication of where the
visitor is looking on the page
Where people click or tap.
OUTCOME: Click and Tap
Heatmaps:
It shows where visitors click
their cursor on desktop
devices and where visitors
tap their finger on mobile
and tablet devices
How far people
scroll.
OUTCOME: Scroll
Heatmaps:
It shows to what
position your visitors
scroll on the page
62. WHAT KINDS OF PROBLEMS YOU SOLVE BY THIS?
1. The Distraction Test: shows what redundant information distracts users from
following the wanted flow – usually the critical path
2. The Link Test: show when visitors are confused thus using links which are
not active links
3. The Missing Information Test: shows whether visitors look for information
that is missing on your site
4. The Depth-Surface Test: shows whether visitors do not realize there is an
additional content lower on your pages since this is not readily visible
5. Conversion Funnel Test / Abandonment Test: shows when and where
visitors decide to leave your page
63.
64. What is it?
A method used to track users’ behavior
on-line on your completed live site or
app
Before you test your site / app using hi-
fidelity usability testing or along with it,
on a live site / app
When to do it?
Why to use it? Objectives?
It is easy and quick on-line feedback on
your site or app from real users
enabling quantitative testing
To reveal how users move and click on the
site, which elements distract them, or are
missing
To eliminate problematic issues without
necessity to apply hi-fidelity usability testing
RECAP
65. UX PRODUCT DEVELOPMENT - SUMMARY
3. User journey
1. Market insights, trends, competition
2. Persona
4.Product Concept Idea / Value Proposition - Definition
5.Product Concept Idea / Value Proposition – Validating
6.Product Concept Idea / Value Proposition – Refinement
67. 13. Visual/graphic design development
14. Overal design - Usabilty testing and refinement
15. Coding
16. Technical testing
17. Launch
18. Post launch testing: heat maps
68. People don't really know what they want!
But people can be amazingly accurate
talking about the things they don't want.
Listen to users and observe the users!
lucia.trezova@gmail.com
www.brandscaping.eu
THAT’S ALL FOLKS, JUST
REMEMBER….
Notes de l'éditeur
UX: Makes interfaces usefulUI: Makes interfaces beautiful
UX – overal proces
UI – only digital interfaces