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Introduction to User Experience Design
School of Visual Arts | 15 February 2020 Robert Stribley
Today’s presentation will be available on SlideShare following the workshop:
www.slideshare.net/stribs
Robert Stribley
Associate Creative Director, Experience
Introductions
📷 ✍️ 📚 📻 🎥
☕
About You
• What’s your name?
• What do you do for work?
• What do you do for fun?
• Coffee, tea or bottled water?
Introductions
Goals for our workshop today:
• Understand the basic concepts of user experience (UX)
design
• Review the basic deliverables a UXer develops within a
project
• Experience the general process and techniques used on
a design project
Introductions
Morning
• History & Definition
• UX Principles
• Design Process
• Agile
• Deliverables
• Our Project
• User Research
Agenda
Afternoon
• Competitive Review
• Card Sorting
• Site Maps
• Page Types
• Navigation
• Sketching
• Break
• Wireframes
• Usability Testing
• Responsive Design
• Q&A
Agenda
History & Definition
information
architecture
interaction
design
content
strategy
usability
testing
user research
user
experience
Background
Image by Oliver Reichenstein on
flickr
Walt Disney,
the original
user
experience
designer?
A Brief History of UX
1975
• Richard Saul Wurman coined the term “information architecture”
to describe the field now more often described as “information
design”
1994
• Argus Associates founded in Ann Arbor, MI, the first firm devoted
to IA
1998
• First edition of Peter Morville and Lou Rosenfeld’s Information
Architecture for the World Wide Web, affectionately known as
“The Polar Bear” book
2000
• First IA Summit, Boston, MA – Defining Information Architecture
History of UX
Partially adapted from: “A brief history of information architecture” by Peter Morville and Information Architecture: Designing
information environments for purpose, edited by Alan Gilchrist and Barry Mahon
A Brief History of UX
2002
• Boxes & Arrows, online journal for UX and design goes live
• 3 new books on UX published, including Jesse James
Garrett’s The Elements of User Experience
2014
• Capital One purchases Garrett’s UX-consulting firm
Adaptive Path
2020
• The 20th IA Conference will be held in New Orleans, April
2020
History of UX
in•for•ma•tion ar•chi•tec•ture n.
• The combination of organization, labeling, and
navigation schemes within an information
system.
• The structural design of an information space to
facilitate task completion and intuitive access to
content.
• The art and science of structuring and classifying
web sites and intranets to help people find and
manage information.
• An emerging discipline and community of
practice focused on bringing principles of design
and architecture to the digital landscape.
Information Architecture for the World Wide Web (1st Edition), p. 4, Rosenfeld and Morville
Navigation
Interaction
Art/Science
Discipline/
Community
Defining UX
userscontent
context
IA
Defining UX
Information Ecology Diagram by
Peter Morville and Louis
Rosenfeld
interface
(skin)
information architecture
(skeleton)
Defining UX
Defining UX
metaphor: architectural plans
Defining UX
Flickr.com: Cornell University Library
UX Principles
Scent of Information
1
3 Clicks? A myth
Designing for scent is
more successful than
designing for
navigation.
– Jared Spool, UIE
If there is a scientific
basis to the Three-Click
Rule, we couldn't find it
in our data.
- User Interface Engineering,
April 2003
Self Study
“Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering
Progressive Disclosure
2
Tease users.
Then draw them to the
details.
“Progressive disclosure defers
advanced or rarely used
features to a secondary
screen, making applications
easier to learn and less error-
prone.”
- Jakob Nielsen
Self Study
“Progressive Disclosure” - Jakob Nielsen, December 4, 2006
Information Clustering
& Hierarchy
3
“Designers can create normalcy
out of chaos; they can clearly
communicate ideas through the
organizing and manipulating of
words and pictures.”
—Jeffery Veen, The Art and Science of Web
Design
When information is clustered
appropriately on a screen,
users can scan and quickly
come to terms with the intent
of the content.
1. Group features
and content by
type
1. Group features
and content by
type
2. Position them
according to an
intuitive hierarchy
1. Group features
and content by
type
2. Position them
according to an
intuitive hierarchy
3. Drop or demote
the less important
content
Remove Paths Not
4
Reduce the field of view
Once users commit to a
path, remove irrelevant
navigation
Example
Screenshot
1
2
3
The Tyranny of Consistency
5
Consistency is an important but
sometimes over-rated tool
It’s key in maintaining a coherent
experience
But develop an eye to know when to
break from it
Clarity trumps
consistency.
– Steve Krug, Don’t Make Me Think
Related: Design pages so they’re
scalable
Suppress modules or sections of the
page until they're needed
Don’t labor to create content just to
ensure every screen or element is
“consistently” populated
Death of the Home Page
6
People may come to your homepage
But more and more likely not
They’re more likely coming from Google or social
media
Many sites report only 20% of visitors landing on their
homepages
Some as few as 10 or 5%
• 88% of traffic coming to The Atlantic not hitting home page
• More than 50% of visitors to the NYT not arriving at the home page
Have you ever bought a book on Amazon.com
because you saw it on the homepage?
More Important?
• SEO*
• Taxonomy
• Metadata + Tagging
• Mobile friendly
*search engine optimization
Example
Screenshot
There Is No Fold
7
iamthefold.com
Large Apple desktop monitor iPhone 6S
“Web users spend 80% of their
time looking at information above
the page fold. Although users do
scroll, they allocate only 20% of
their attention below the fold.”
- Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
“People will look very far down a page if (a) the layout encourages scanning, and (b) the initially viewable
information makes them believe that it will be worth their time to scroll.
Finally, while placing the most important stuff on top, don't forget to put a nice morsel at the very bottom.”
- Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
Know Your Audience
8
Consider the amount
of attention an
audience needs on a
particular screen*
*It may be zero
Recapping:
• Scent of Information
• Progressive Disclosure
• Information Clustering & Hierarchy
• Remove Paths Not Taken
• The Tyranny of Consistency
• Death of the Home Page
• There Is No Fold
• Know Your Audience
Design Process
Discovery Definition Development
Design Process
Design
Discovery Definition Development
• Stakeholder Interviews
• Business Requirements
• Feature Prioritization Matrix
• Competitive/Comparative Audit
• User Research
• Analytics
• Site Inventory
• Site Map
Design Process
Design
Discovery Definition Design Development
• Personas
• Content Audit
• Card Sorts
• Use Cases
• Site Map
• User Journeys
• Sketching
• Conceptual Wires/Design
• Experience Brief
Design Process
Discovery Definition Design Development
• Site Map
• Content Matrix
• User Flows
• Sketching
• Concept Diagrams
• Wireframes
•Functional Specifications
• Visual Design
• Stakeholder Reviews
• Prototype
• Usability Testing
Design Process
Discovery Definition Development
• User Acceptance Testing (UAT)
• Quality Assurance (QA)
• Usability Testing
Design Process
Design
Design Process
Design Process
Design Process
Self Study
“Design Thinking 101” by Sarah Gibbons on July 31, 2016 -Nielsen Norman Group
Design Process
Self Study
“How to solve problems applying a Design Thinking, UX, HCD or any Creative Process from scratch V2” – Dan Nessler, February 6, 2018, Medium
Agile
What is “agile”?
Relating to or denoting a method of project management, used especially for software development, that
is characterized by the division of tasks into short phases of work and frequent reassessment and
adaptation of plans.
"agile methods replace high-level design with frequent redesign”
—Oxford English Dictionary, contrast with “waterfall”
Agile Methodology
What is “agile”?
points
stories
epics
scrum
sprints
standu
p
backlog
backlog
grooming
kanban board
Agile Methodology
Bug fixing for past sprints
Sprint Diagram by Sasha Tsimbler
Agile Methodology
Lean UX
Agile Methodology
“Lean UX … is less focused on deliverables than traditional UX. It requires a greater level of collaboration
with the entire team. The core objective is to focus on obtaining feedback as early as possible so that it can
be used to make quick decisions. The nature of Agile development is to work in rapid, iterative cycles and
Lean UX mimics these cycles to ensure that data generated can be used in each iteration.”
—A Simple Introduction to Lean UX, Interaction Design Foundation
Deliverables
Site Map Discovery
Personas Definition
TOP NEEDS
Fast Fueling, Parking, Showers
Minimal Out of Pocket Costs
TOP NEEDS
Safe and Clean Services
Variety of Food Options
TOP NEEDS
Assurance (parking, dumping, fueling lanes)
Saving Money on the Road
PROFESSIONAL DRIVERS RVERS 4-WHEELERS
User Journeys Definition
Self Study
“An introduction to user journeys” - Jason Hobbs, September 6, 2005, Boxes & Arrows
User Stories Definition
Use Cases Definition
User Flows Definition
Sketching > Wireframe > Design Design
Concept Diagrams Design
Wireframes Design
Creative / Comps Design
Prototypes Design
Our Project
Our Project
Events.com
Events.com want to revamp their website to become the go-to online
resource for people wanting to attend or promote a large variety of
events across the United States.
The experience should default to the city you’re in—New York—but
allow users to change to other cities within the U.S.
Promotion means you should also be able to create new events on the
site.
Discovery
User Research
User Research in Copenhagen’s Elderly
Homes
“Through research, we aim to learn
enough about the business goals, the
users, and the information ecology to
develop a solid strategy.”
– Louis Rosenfeld & Peter Morville
Discovery: User Research
Goal
Identify patterns and trends in user behavior, tasks,
preferences, obstacles.
Methodology
• Focus Groups
• Surveys
• Interviews
Discovery: User Research
William James on User Research?
“[I]n a delicate inquiry like this, little is
to be gained by distributing circulars. A
single patient with the right sort of
lesion and a scientific mind, carefully
cross-examined, is more likely to
deepen our knowledge than a
thousand circulars answered as the
average patient answers them, even
though the answers be never so
thoroughly collated by the
investigator.”
– William James, “The Consciousness of Lost Limbs,”
1887
Discovery: User Research
Class Exercise: Survey Questions
• How do you learn about events in NYC?
• What type of events are you interested in?
• What’s more important to you:
– Price
– Type of Event
– Location
– Date
• Do you ever need to promote an event?
• Do you ever invite people to an event?
Discovery: User Research
Lunch
Afternoon
• Competitive Review
• Card Sorting
• Site Maps
• Page Types
• Navigation
• Break
• Sketching
• Wireframes
• Usability Testing
• Responsive Design
• Q&A
Agenda
Competitive Review
image by brandon schauer
“This type of assessment helps set an industry
‘marker’ by looking at what the competition is up to,
what features and functionalities are standard, and
how others have solved the same problems you might
be tasked with.”
– Dorelle Rabinowitz
Discovery: Competitive Review
Heuristic Evaluation
… involves evaluators examining the
interface and judging its compliance with
recognized usability principles (the
“heuristics”)—Wikipedia
Self Study
For a more detailed explanation of heuristic evaluation, see Jakob Nielsen’s Ten Usability Heuristics.
Discovery: Competitive Review
Sample Usability Criteria
These examples aren’t comprehensive. Appropriate criteria will depend on the project to be completed.
Home Page
• Elements are appropriately weighted and distributed
• Information is clustered in meaningful ways
Navigation
• Navigation structure is concise and consistent
• Paths to important information are intuitive and unobstructed
Content
• Content is content chunked appropriately
• Headings and titles are scannable
• Content is current. There are visible indications of content freshness.
Design
• Colors are appropriate for the Web. White space is used appropriately. Text is readable.
Search
• Search results are relevant and cleanly presented
Functionality
• Functionality and forms are efficiently designed
Messaging
• Errors messages are presented in clear language. Help readily available contextually to users
• Appropriate channels are provided for user feedback
Discovery: Competitive Review
Methodology
• Review and analyze competitor sites according to
particular criteria (heuristics)
• Draw key findings, which can influence and guide IA
through the design phase
• Include a scorecard for high-level comparison of
points across all sites
Also: Comparative Reviews
Discovery: Competitive Review
Competitive Review
Our Competitors
Discovery: Competitive Review
Key Findings
• Search is fairly prominent on each site
• Filtering on events is valuable, but not always easily available
• Calendars are helpful, but not always prominent
• Profiles and social features are handled with varying degrees of detail
• Free events are often highlighted
• Event detail pages may have maps, RSVP, sharing, rating, commenting
functionality
• Displaying other venues and restaurants adds utility
• Option to add or promote an event isn’t always prominent
Discovery: Competitive Review
Definition
Card Sorts
“There are often better ways to organize data
than the traditional ones that first occur to us.
Each organization of the same set of data
expresses different attributes and messages. It
is also important to experiment, reflect, and
choose which organization best communicates
our messages.”
– Nathan Shedroff, Experience Strategist
Definition: Card Sorts
Methodology
• Grouping and labeling with index cards, post it notes
• Two types:
Open – Participants sort cards with no pre-established categories. Useful for
new architectures
Closed – Participants sort cards into predetermined, provided groups. Useful
for fitting content into existing architectures
• Online card sorts – e.g. OptimalSort
Goals
• Organize content more efficiently
• Find names for categories based on users’ perspectives
Self Study
"Card sorting: a definitive guide" by Donna Spencer and Todd Warfel, Boxes and Arrows, 2004/04/07
Definition: Card Sorts
Case Studies:
• Wachovia Wealth Management Group
• American Red Cross
• Mercedes Benz
Definition: Card Sorts
Card Sort
As individuals:
• Take 5 minutes to think of all the events a person could
attend
• Write each event you come up with on a Post-It note
Definition: Card Sorts
5mins
Card Sort
Now, as a group:
• Take a few minutes to organize your events into
categories (group & label them)
• Then we’ll share some categories
Definition: Card Sorts
15mins
Characteristics & Findings
• Looking for redundancies
• Lumping and splitting
• Outliers and miscellaneous items
• Placing items in multiple categories
• Categories versus filters
– E.g. Free, Family, Outdoors
• Unique but intuitive labels
– E.g. Geeks, Relax, Fun With Strangers (flash mobs, brewery tours)
Definition: Card Sorts
Next Steps
With the results of a card sort we then can:
• Build consensus
• Refine terminology
• Create a site map
• Help define navigation
Definition: Card Sorts
Definition: Card Sort Tools
Post-It
This free app from 3M lets you scan
your Post-It Notes, organize and
share them.
Now with hand-writing recognition.
Design
Site Maps
Conceptual DesignDesign: Site Maps
“A site map is a high-level diagram
showing the hierarchy of a system. Site
maps reflect the information structure,
but are not necessarily indicative of the
navigation structure.”
– Step Two Designs
Site Map Tools:
• Omnigraffle (Mac)
• Microsoft Visio
• InDesign
• Sketch
Design: Site Maps
Page Types & Templates
The Mercator Atlas of Europe
From The British Library
Home Page Category Page Details Page
Examples:
Design: Page Types & Templates
Navigation
Navigation Bridge, USS Enterprise
by Serendigity, Flickr
“Navigation refers to those
elements in the UI that allow
users to reach specific
information on the site.”
– Nielsen Norman Group
Self Study
The Difference Between Information Architecture (IA) and Navigation
Design: Navigation
Types of Navigation
• Site Structure – major nav
• Hierarchical – product families
• Function – sitemap, privacy
• Direct – banner ad/shortcut
• Reference – related links
• Dynamic – search results
• Faceted Navigation – filters results
• Breadcrumb – location
• Step Navigation – sequence through forms/results
Self Study
Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites
Design: Navigation
Areas of Navigation
• Global – universal header/footer
• Local – left nav/right nav
• Local content – text links, buttons
Self Study
Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites
Design: Navigation
Self Study
Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites
Styles of Navigation
• Rollover
• Dropdown
• Flyout
• Tabs
• Accordion
• Hamburger
Design: Navigation
Mega Dropdowns
Design: Navigation
Design: Navigation
Power Footers
Design: Navigation
Afternoon Break
Sketching
Aerial Screw by Leonardo da Vinci, 1485-1487
“There are techniques and
processes whereby we can put
experience front and center in
design. My belief is that the
basis for doing so lies in
extending the traditional practice
of sketching. ”
—Bill Buxton
Design: Sketching
Attributes of a Sketch
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear vocabulary
• Distinct gesture
• Minimal detail
• Appropriate degree of refinement
• Suggest & explore rather than confirm
• Ambiguity
Design: Sketching
- Stefan Klocek, “Better together;
the practice of successful
creative collaboration,” Cooper
Journal
“Ninja. Rockstar. Gifted
genius. Many of the ways
we talk about creative
work (whether it’s design
or development) only
capture the brilliance of a
single individual.”
Design: Sketching
Emphasizing
Collaboration
Defining Collaborative
Sketching
• Rooted in Design Studio Methodology
• Grew out of industrial design and
architecture
• No “rockstars”
• Todd Zaki Warfel
o Create. Pitch. Critique.
o 6.8.5 (6 to 8 sketches in 5 minutes)
• Different versions/methods but steps
included to encourage outcomes
Design: Sketching
Goals for Collaborative Sketching
• To communicate your ideas effectively by visualizing
them
• To benefit from the participation of your colleagues
• To quickly generate ideas and refine through iterations
Design: Sketching
1.Discuss
2.Sketch
3.Share
4.Iterate
Design: Sketching
Process
• Discuss the purpose of the specific experience you’re
sketching
• What does it need to accomplish?
• What features are necessary?
• How would you prioritize them?
• Who’s the audience?
• You’re not discussing layout or design
• Just the problem you’re trying to solve
• You’re not sketching yet
Discuss
Design: Sketching
Sketch
• Sketch silently
• Limit your time – 5,10 minutes
• Sketch as much as possible, as many different
ideas as possible
• Don’t worry about mistakes or style
• Emphasis is on the quantity of ideas, not the
quality of the sketches
Design: Sketching
Design: Sketching
Design: Sketching
Share
• Review your work with your team
• Keep it short – 60 seconds each
• Offer your feedback to others
• What you like
• Questions about what didn’t work for you
• You’re not grilling your colleagues and this isn’t a
competition
Design: Sketching
Iterate
• Now sketch again if you need to
• Or collaborate on a high-level wireframe (e.g.
via whiteboard)
• Then begin your wireframe with a more
informed view, with more and better ideas
• Iterate on your design
Design: Sketching
Class Exercise:
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to
discuss what features
belong here
Remember, no sketching
yet
Design: Sketching
Class Exercise:
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here
2. Time for silent sketching
Design: Sketching
Class Exercise:
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here
2. Time for silent sketching
3. Time for sharing your sketches
Design: Sketching
Class Exercise:
Did you come up with any
differentiating ideas for an
event page?
Design: Sketching
Sketching Tools:
The following apps are all for the
iPad:
• Adobe Ideas (Free)
• Bamboo Paper (Free)
• Muji Notebook ($3.99)
• Penultimate (Free)
• SketchBook (Free)
• Paper (Free)
• Adonit Forge (Free)
Design: Sketching
Wireframes
sculpture by Jaume Plensa, Yorkshire Sculpture Park
Wireframes
“Web site wireframes are blue prints that
define a Web page’s content and
functionality. They do not convey design –
e.g. colors, graphics, or fonts.”
- FatPurple
Design: Wireframes
Design a Home Page
In your teams, create your final deliverable, a
home page for Events.com
1) Discuss features needed for a
homepage
Design: Home Page
Design a Home Page
In your teams, create your final deliverable, a home page for
Events.com
1) Discuss features needed for a homepage
2) Sketch your ideas for a homepage
individually
Design: Home Page
Design a Home Page
In your teams, create your final deliverable, a home page for
Events.com
1) Discuss features needed for a homepage
2) Sketch your ideas for a homepage
individually
3) Discuss your sketches again with your
team
Design: Home Page
Discussion
Did you think to incorporate …
1) Filter by date, price, location?
2) City switcher?
3) Add an event?
4) What differentiates your design from others?
Design: Home Page
Wireframing & Prototyping
Tools:
• Adobe XD
• Axure
• Figma
• Invision Studio
• Mockingbird (online, free)
• Omnigraffle
• Sketch
• Visio
Self Study
Smashing Magazine: 35 Excellent Wireframing Resources
Also:
• Balsamiq
• iPlotz
• iMockups (iPad)
• Omnigraffle (iPad)
Design: Wireframes
Usability Testing
Testing apps on the iPad by K2_UX
Usability Testing
“Usability testing refers to evaluating a product or service by
testing it with representative users. Typically, during a test,
participants will try to complete typical tasks while observers
watch, listen and takes notes. The goal is to identify any
usability problems, collect qualitative and quantitative
data and determine the participant's satisfaction with the
product.”
- usability.gov
Design: Usability Testing
Types
• Paper prototype
• Clickable prototype
• Full HTML
• Eyetracking
Design: Usability Testing
Methods
• In person/remote
• Moderated/unmoderated
• “Guerilla”
Responsive Design
Responsive Web Design
“Rather than tailoring disconnected designs to each of an ever-
increasing number of web devices, we can treat them as facets
of the same experience. We can design for an optimal viewing
experience, but embed standards-based technologies into our
designs to make them not only more flexible, but more adaptive
to the media that renders them. In short, we need to
practice responsive web design.”
– Ethan Marcotte, Responsive Web Design, A List Apart
Self Study
Ethan Marcotte: Responsive Web Design
Design: Responsive Design
Design: Responsive Design
Responsive Design Characteristics
• Think “mobile first”
• Maintain content and features across devices
• Adjust designs to display content effectively on various
devices or resolutions
• Reposition modules if needed but maintain hierarchies
• Much more in my Guidelines for Responsive UX Design
class
Design: Responsive Design
Final Home Page Collaboration
In your teams, create your final deliverable, a home page for Events.com
Collaborate as a team on a final version of the home
page
Design: Final Exercise
Development
Books:
• Information Architecture for the World Wide
Web – Louis Rosenfeld, Peter Morville
• Information Architecture: Blueprints for the
Web – Christina Wodtke, Austin Govella
• The Elements of User Experience – Jesse
James Garrett
• Designing Web Navigation: Optimizing the
User Experience – James Kalbach, Aaron
Gustafson
• Design of Everyday Things – Donald
Norman
• Don’t Make Me Think – Steve Krug
• Lean UX – Jeff Gothelf, Josh Seiden
• Responsive Web Design – Ethan Marcotte
Additional Resources
Web Sites:
• Alertbox
• A List Apart
• Boxes & Arrows
• wireframes.tumblr.com
Further Studies:
• School of Visual Arts
• Continuing Ed classes
• MFA in Interaction Design
• The IA Summit
• Interaction 19 (IXDA)
• Pratt – Course in Information Design
• Rosenfeld Media
• General Assembly
• Skillshare
• The Information Architecture Institute
• Nielsen Norman Group
• User Interface Engineering
Additional Resources
Videos:
• The Design Studio Method – Todd Zaki
Warfel (Vimeo)
• The Right Way to Wireframe – Russ Unger
(YouTube)
Podcast
Khoi Vinh
My article on how to find a UX job:
UX: Your Guerilla Guide to Breaking In
My next class
Also Recommended
Slideshare address:
www.slideshare.net/stribs
stribley@outlook.com
Q&A
thank you

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Introduction to User Experience Design 2/15/20

  • 1. Introduction to User Experience Design School of Visual Arts | 15 February 2020 Robert Stribley
  • 2. Today’s presentation will be available on SlideShare following the workshop: www.slideshare.net/stribs
  • 3. Robert Stribley Associate Creative Director, Experience Introductions 📷 ✍️ 📚 📻 🎥 ☕
  • 4. About You • What’s your name? • What do you do for work? • What do you do for fun? • Coffee, tea or bottled water? Introductions
  • 5. Goals for our workshop today: • Understand the basic concepts of user experience (UX) design • Review the basic deliverables a UXer develops within a project • Experience the general process and techniques used on a design project Introductions
  • 6.
  • 7. Morning • History & Definition • UX Principles • Design Process • Agile • Deliverables • Our Project • User Research Agenda
  • 8. Afternoon • Competitive Review • Card Sorting • Site Maps • Page Types • Navigation • Sketching • Break • Wireframes • Usability Testing • Responsive Design • Q&A Agenda
  • 11. Image by Oliver Reichenstein on flickr
  • 13. A Brief History of UX 1975 • Richard Saul Wurman coined the term “information architecture” to describe the field now more often described as “information design” 1994 • Argus Associates founded in Ann Arbor, MI, the first firm devoted to IA 1998 • First edition of Peter Morville and Lou Rosenfeld’s Information Architecture for the World Wide Web, affectionately known as “The Polar Bear” book 2000 • First IA Summit, Boston, MA – Defining Information Architecture History of UX
  • 14. Partially adapted from: “A brief history of information architecture” by Peter Morville and Information Architecture: Designing information environments for purpose, edited by Alan Gilchrist and Barry Mahon A Brief History of UX 2002 • Boxes & Arrows, online journal for UX and design goes live • 3 new books on UX published, including Jesse James Garrett’s The Elements of User Experience 2014 • Capital One purchases Garrett’s UX-consulting firm Adaptive Path 2020 • The 20th IA Conference will be held in New Orleans, April 2020 History of UX
  • 15. in•for•ma•tion ar•chi•tec•ture n. • The combination of organization, labeling, and navigation schemes within an information system. • The structural design of an information space to facilitate task completion and intuitive access to content. • The art and science of structuring and classifying web sites and intranets to help people find and manage information. • An emerging discipline and community of practice focused on bringing principles of design and architecture to the digital landscape. Information Architecture for the World Wide Web (1st Edition), p. 4, Rosenfeld and Morville Navigation Interaction Art/Science Discipline/ Community Defining UX
  • 16. userscontent context IA Defining UX Information Ecology Diagram by Peter Morville and Louis Rosenfeld
  • 19. metaphor: architectural plans Defining UX Flickr.com: Cornell University Library
  • 22. 3 Clicks? A myth Designing for scent is more successful than designing for navigation. – Jared Spool, UIE If there is a scientific basis to the Three-Click Rule, we couldn't find it in our data. - User Interface Engineering, April 2003 Self Study “Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering
  • 23.
  • 25. Tease users. Then draw them to the details.
  • 26. “Progressive disclosure defers advanced or rarely used features to a secondary screen, making applications easier to learn and less error- prone.” - Jakob Nielsen Self Study “Progressive Disclosure” - Jakob Nielsen, December 4, 2006
  • 27.
  • 28.
  • 29.
  • 31. “Designers can create normalcy out of chaos; they can clearly communicate ideas through the organizing and manipulating of words and pictures.” —Jeffery Veen, The Art and Science of Web Design
  • 32. When information is clustered appropriately on a screen, users can scan and quickly come to terms with the intent of the content.
  • 33. 1. Group features and content by type
  • 34. 1. Group features and content by type 2. Position them according to an intuitive hierarchy
  • 35. 1. Group features and content by type 2. Position them according to an intuitive hierarchy 3. Drop or demote the less important content
  • 36.
  • 38. Reduce the field of view Once users commit to a path, remove irrelevant navigation
  • 40. 1 2 3
  • 41. The Tyranny of Consistency 5
  • 42. Consistency is an important but sometimes over-rated tool It’s key in maintaining a coherent experience But develop an eye to know when to break from it
  • 43. Clarity trumps consistency. – Steve Krug, Don’t Make Me Think
  • 44.
  • 45. Related: Design pages so they’re scalable Suppress modules or sections of the page until they're needed Don’t labor to create content just to ensure every screen or element is “consistently” populated
  • 46. Death of the Home Page 6
  • 47. People may come to your homepage But more and more likely not They’re more likely coming from Google or social media Many sites report only 20% of visitors landing on their homepages Some as few as 10 or 5% • 88% of traffic coming to The Atlantic not hitting home page • More than 50% of visitors to the NYT not arriving at the home page Have you ever bought a book on Amazon.com because you saw it on the homepage?
  • 48. More Important? • SEO* • Taxonomy • Metadata + Tagging • Mobile friendly *search engine optimization
  • 50. There Is No Fold 7
  • 52. Large Apple desktop monitor iPhone 6S
  • 53. “Web users spend 80% of their time looking at information above the page fold. Although users do scroll, they allocate only 20% of their attention below the fold.” - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  • 54. “People will look very far down a page if (a) the layout encourages scanning, and (b) the initially viewable information makes them believe that it will be worth their time to scroll. Finally, while placing the most important stuff on top, don't forget to put a nice morsel at the very bottom.” - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  • 56. Consider the amount of attention an audience needs on a particular screen* *It may be zero
  • 57. Recapping: • Scent of Information • Progressive Disclosure • Information Clustering & Hierarchy • Remove Paths Not Taken • The Tyranny of Consistency • Death of the Home Page • There Is No Fold • Know Your Audience
  • 60. Discovery Definition Development • Stakeholder Interviews • Business Requirements • Feature Prioritization Matrix • Competitive/Comparative Audit • User Research • Analytics • Site Inventory • Site Map Design Process Design
  • 61. Discovery Definition Design Development • Personas • Content Audit • Card Sorts • Use Cases • Site Map • User Journeys • Sketching • Conceptual Wires/Design • Experience Brief Design Process
  • 62. Discovery Definition Design Development • Site Map • Content Matrix • User Flows • Sketching • Concept Diagrams • Wireframes •Functional Specifications • Visual Design • Stakeholder Reviews • Prototype • Usability Testing Design Process
  • 63. Discovery Definition Development • User Acceptance Testing (UAT) • Quality Assurance (QA) • Usability Testing Design Process Design
  • 66. Design Process Self Study “Design Thinking 101” by Sarah Gibbons on July 31, 2016 -Nielsen Norman Group
  • 67. Design Process Self Study “How to solve problems applying a Design Thinking, UX, HCD or any Creative Process from scratch V2” – Dan Nessler, February 6, 2018, Medium
  • 68. Agile
  • 69. What is “agile”? Relating to or denoting a method of project management, used especially for software development, that is characterized by the division of tasks into short phases of work and frequent reassessment and adaptation of plans. "agile methods replace high-level design with frequent redesign” —Oxford English Dictionary, contrast with “waterfall” Agile Methodology
  • 71. Bug fixing for past sprints Sprint Diagram by Sasha Tsimbler Agile Methodology
  • 72. Lean UX Agile Methodology “Lean UX … is less focused on deliverables than traditional UX. It requires a greater level of collaboration with the entire team. The core objective is to focus on obtaining feedback as early as possible so that it can be used to make quick decisions. The nature of Agile development is to work in rapid, iterative cycles and Lean UX mimics these cycles to ensure that data generated can be used in each iteration.” —A Simple Introduction to Lean UX, Interaction Design Foundation
  • 75. Personas Definition TOP NEEDS Fast Fueling, Parking, Showers Minimal Out of Pocket Costs TOP NEEDS Safe and Clean Services Variety of Food Options TOP NEEDS Assurance (parking, dumping, fueling lanes) Saving Money on the Road PROFESSIONAL DRIVERS RVERS 4-WHEELERS
  • 76. User Journeys Definition Self Study “An introduction to user journeys” - Jason Hobbs, September 6, 2005, Boxes & Arrows
  • 80. Sketching > Wireframe > Design Design
  • 86. Our Project Events.com Events.com want to revamp their website to become the go-to online resource for people wanting to attend or promote a large variety of events across the United States. The experience should default to the city you’re in—New York—but allow users to change to other cities within the U.S. Promotion means you should also be able to create new events on the site.
  • 88. User Research User Research in Copenhagen’s Elderly Homes
  • 89. “Through research, we aim to learn enough about the business goals, the users, and the information ecology to develop a solid strategy.” – Louis Rosenfeld & Peter Morville Discovery: User Research
  • 90. Goal Identify patterns and trends in user behavior, tasks, preferences, obstacles. Methodology • Focus Groups • Surveys • Interviews Discovery: User Research
  • 91. William James on User Research? “[I]n a delicate inquiry like this, little is to be gained by distributing circulars. A single patient with the right sort of lesion and a scientific mind, carefully cross-examined, is more likely to deepen our knowledge than a thousand circulars answered as the average patient answers them, even though the answers be never so thoroughly collated by the investigator.” – William James, “The Consciousness of Lost Limbs,” 1887 Discovery: User Research
  • 92. Class Exercise: Survey Questions • How do you learn about events in NYC? • What type of events are you interested in? • What’s more important to you: – Price – Type of Event – Location – Date • Do you ever need to promote an event? • Do you ever invite people to an event? Discovery: User Research
  • 93. Lunch
  • 94. Afternoon • Competitive Review • Card Sorting • Site Maps • Page Types • Navigation • Break • Sketching • Wireframes • Usability Testing • Responsive Design • Q&A Agenda
  • 95. Competitive Review image by brandon schauer
  • 96. “This type of assessment helps set an industry ‘marker’ by looking at what the competition is up to, what features and functionalities are standard, and how others have solved the same problems you might be tasked with.” – Dorelle Rabinowitz Discovery: Competitive Review
  • 97. Heuristic Evaluation … involves evaluators examining the interface and judging its compliance with recognized usability principles (the “heuristics”)—Wikipedia Self Study For a more detailed explanation of heuristic evaluation, see Jakob Nielsen’s Ten Usability Heuristics. Discovery: Competitive Review
  • 98. Sample Usability Criteria These examples aren’t comprehensive. Appropriate criteria will depend on the project to be completed. Home Page • Elements are appropriately weighted and distributed • Information is clustered in meaningful ways Navigation • Navigation structure is concise and consistent • Paths to important information are intuitive and unobstructed Content • Content is content chunked appropriately • Headings and titles are scannable • Content is current. There are visible indications of content freshness. Design • Colors are appropriate for the Web. White space is used appropriately. Text is readable. Search • Search results are relevant and cleanly presented Functionality • Functionality and forms are efficiently designed Messaging • Errors messages are presented in clear language. Help readily available contextually to users • Appropriate channels are provided for user feedback Discovery: Competitive Review
  • 99. Methodology • Review and analyze competitor sites according to particular criteria (heuristics) • Draw key findings, which can influence and guide IA through the design phase • Include a scorecard for high-level comparison of points across all sites Also: Comparative Reviews Discovery: Competitive Review
  • 100.
  • 102. Key Findings • Search is fairly prominent on each site • Filtering on events is valuable, but not always easily available • Calendars are helpful, but not always prominent • Profiles and social features are handled with varying degrees of detail • Free events are often highlighted • Event detail pages may have maps, RSVP, sharing, rating, commenting functionality • Displaying other venues and restaurants adds utility • Option to add or promote an event isn’t always prominent Discovery: Competitive Review
  • 105. “There are often better ways to organize data than the traditional ones that first occur to us. Each organization of the same set of data expresses different attributes and messages. It is also important to experiment, reflect, and choose which organization best communicates our messages.” – Nathan Shedroff, Experience Strategist Definition: Card Sorts
  • 106. Methodology • Grouping and labeling with index cards, post it notes • Two types: Open – Participants sort cards with no pre-established categories. Useful for new architectures Closed – Participants sort cards into predetermined, provided groups. Useful for fitting content into existing architectures • Online card sorts – e.g. OptimalSort Goals • Organize content more efficiently • Find names for categories based on users’ perspectives Self Study "Card sorting: a definitive guide" by Donna Spencer and Todd Warfel, Boxes and Arrows, 2004/04/07 Definition: Card Sorts
  • 107. Case Studies: • Wachovia Wealth Management Group • American Red Cross • Mercedes Benz Definition: Card Sorts
  • 108. Card Sort As individuals: • Take 5 minutes to think of all the events a person could attend • Write each event you come up with on a Post-It note Definition: Card Sorts 5mins
  • 109. Card Sort Now, as a group: • Take a few minutes to organize your events into categories (group & label them) • Then we’ll share some categories Definition: Card Sorts 15mins
  • 110. Characteristics & Findings • Looking for redundancies • Lumping and splitting • Outliers and miscellaneous items • Placing items in multiple categories • Categories versus filters – E.g. Free, Family, Outdoors • Unique but intuitive labels – E.g. Geeks, Relax, Fun With Strangers (flash mobs, brewery tours) Definition: Card Sorts
  • 111. Next Steps With the results of a card sort we then can: • Build consensus • Refine terminology • Create a site map • Help define navigation Definition: Card Sorts
  • 112. Definition: Card Sort Tools Post-It This free app from 3M lets you scan your Post-It Notes, organize and share them. Now with hand-writing recognition.
  • 113. Design
  • 115. Conceptual DesignDesign: Site Maps “A site map is a high-level diagram showing the hierarchy of a system. Site maps reflect the information structure, but are not necessarily indicative of the navigation structure.” – Step Two Designs
  • 116.
  • 117.
  • 118. Site Map Tools: • Omnigraffle (Mac) • Microsoft Visio • InDesign • Sketch Design: Site Maps
  • 119. Page Types & Templates The Mercator Atlas of Europe From The British Library
  • 120. Home Page Category Page Details Page Examples: Design: Page Types & Templates
  • 121. Navigation Navigation Bridge, USS Enterprise by Serendigity, Flickr
  • 122. “Navigation refers to those elements in the UI that allow users to reach specific information on the site.” – Nielsen Norman Group Self Study The Difference Between Information Architecture (IA) and Navigation Design: Navigation
  • 123. Types of Navigation • Site Structure – major nav • Hierarchical – product families • Function – sitemap, privacy • Direct – banner ad/shortcut • Reference – related links • Dynamic – search results • Faceted Navigation – filters results • Breadcrumb – location • Step Navigation – sequence through forms/results Self Study Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites Design: Navigation
  • 124. Areas of Navigation • Global – universal header/footer • Local – left nav/right nav • Local content – text links, buttons Self Study Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites Design: Navigation
  • 125. Self Study Adapted from Atsushi Hasegagwa’s The 7 Navigation Types of Web Sites Styles of Navigation • Rollover • Dropdown • Flyout • Tabs • Accordion • Hamburger Design: Navigation
  • 130. Sketching Aerial Screw by Leonardo da Vinci, 1485-1487
  • 131. “There are techniques and processes whereby we can put experience front and center in design. My belief is that the basis for doing so lies in extending the traditional practice of sketching. ” —Bill Buxton Design: Sketching
  • 132. Attributes of a Sketch • Quick • Timely • Inexpensive • Disposable • Plentiful • Clear vocabulary • Distinct gesture • Minimal detail • Appropriate degree of refinement • Suggest & explore rather than confirm • Ambiguity Design: Sketching
  • 133. - Stefan Klocek, “Better together; the practice of successful creative collaboration,” Cooper Journal “Ninja. Rockstar. Gifted genius. Many of the ways we talk about creative work (whether it’s design or development) only capture the brilliance of a single individual.” Design: Sketching Emphasizing Collaboration
  • 134. Defining Collaborative Sketching • Rooted in Design Studio Methodology • Grew out of industrial design and architecture • No “rockstars” • Todd Zaki Warfel o Create. Pitch. Critique. o 6.8.5 (6 to 8 sketches in 5 minutes) • Different versions/methods but steps included to encourage outcomes Design: Sketching
  • 135. Goals for Collaborative Sketching • To communicate your ideas effectively by visualizing them • To benefit from the participation of your colleagues • To quickly generate ideas and refine through iterations Design: Sketching
  • 137. • Discuss the purpose of the specific experience you’re sketching • What does it need to accomplish? • What features are necessary? • How would you prioritize them? • Who’s the audience? • You’re not discussing layout or design • Just the problem you’re trying to solve • You’re not sketching yet Discuss Design: Sketching
  • 138.
  • 139. Sketch • Sketch silently • Limit your time – 5,10 minutes • Sketch as much as possible, as many different ideas as possible • Don’t worry about mistakes or style • Emphasis is on the quantity of ideas, not the quality of the sketches Design: Sketching
  • 142. Share • Review your work with your team • Keep it short – 60 seconds each • Offer your feedback to others • What you like • Questions about what didn’t work for you • You’re not grilling your colleagues and this isn’t a competition Design: Sketching
  • 143. Iterate • Now sketch again if you need to • Or collaborate on a high-level wireframe (e.g. via whiteboard) • Then begin your wireframe with a more informed view, with more and better ideas • Iterate on your design Design: Sketching
  • 144. Class Exercise: In teams, sketch your ideas. Event Detail Page 1. Take 15 minutes first to discuss what features belong here Remember, no sketching yet Design: Sketching
  • 145. Class Exercise: In teams, sketch your ideas. Event Detail Page 1. Take 15 minutes first to discuss what features belong here 2. Time for silent sketching Design: Sketching
  • 146. Class Exercise: In teams, sketch your ideas. Event Detail Page 1. Take 15 minutes first to discuss what features belong here 2. Time for silent sketching 3. Time for sharing your sketches Design: Sketching
  • 147. Class Exercise: Did you come up with any differentiating ideas for an event page? Design: Sketching
  • 148. Sketching Tools: The following apps are all for the iPad: • Adobe Ideas (Free) • Bamboo Paper (Free) • Muji Notebook ($3.99) • Penultimate (Free) • SketchBook (Free) • Paper (Free) • Adonit Forge (Free) Design: Sketching
  • 149. Wireframes sculpture by Jaume Plensa, Yorkshire Sculpture Park
  • 150. Wireframes “Web site wireframes are blue prints that define a Web page’s content and functionality. They do not convey design – e.g. colors, graphics, or fonts.” - FatPurple Design: Wireframes
  • 151.
  • 152.
  • 153.
  • 154.
  • 155. Design a Home Page In your teams, create your final deliverable, a home page for Events.com 1) Discuss features needed for a homepage Design: Home Page
  • 156. Design a Home Page In your teams, create your final deliverable, a home page for Events.com 1) Discuss features needed for a homepage 2) Sketch your ideas for a homepage individually Design: Home Page
  • 157. Design a Home Page In your teams, create your final deliverable, a home page for Events.com 1) Discuss features needed for a homepage 2) Sketch your ideas for a homepage individually 3) Discuss your sketches again with your team Design: Home Page
  • 158. Discussion Did you think to incorporate … 1) Filter by date, price, location? 2) City switcher? 3) Add an event? 4) What differentiates your design from others? Design: Home Page
  • 159. Wireframing & Prototyping Tools: • Adobe XD • Axure • Figma • Invision Studio • Mockingbird (online, free) • Omnigraffle • Sketch • Visio Self Study Smashing Magazine: 35 Excellent Wireframing Resources Also: • Balsamiq • iPlotz • iMockups (iPad) • Omnigraffle (iPad) Design: Wireframes
  • 160. Usability Testing Testing apps on the iPad by K2_UX
  • 161. Usability Testing “Usability testing refers to evaluating a product or service by testing it with representative users. Typically, during a test, participants will try to complete typical tasks while observers watch, listen and takes notes. The goal is to identify any usability problems, collect qualitative and quantitative data and determine the participant's satisfaction with the product.” - usability.gov Design: Usability Testing
  • 162. Types • Paper prototype • Clickable prototype • Full HTML • Eyetracking Design: Usability Testing Methods • In person/remote • Moderated/unmoderated • “Guerilla”
  • 164. Responsive Web Design “Rather than tailoring disconnected designs to each of an ever- increasing number of web devices, we can treat them as facets of the same experience. We can design for an optimal viewing experience, but embed standards-based technologies into our designs to make them not only more flexible, but more adaptive to the media that renders them. In short, we need to practice responsive web design.” – Ethan Marcotte, Responsive Web Design, A List Apart Self Study Ethan Marcotte: Responsive Web Design Design: Responsive Design
  • 166. Responsive Design Characteristics • Think “mobile first” • Maintain content and features across devices • Adjust designs to display content effectively on various devices or resolutions • Reposition modules if needed but maintain hierarchies • Much more in my Guidelines for Responsive UX Design class Design: Responsive Design
  • 167. Final Home Page Collaboration In your teams, create your final deliverable, a home page for Events.com Collaborate as a team on a final version of the home page Design: Final Exercise
  • 169. Books: • Information Architecture for the World Wide Web – Louis Rosenfeld, Peter Morville • Information Architecture: Blueprints for the Web – Christina Wodtke, Austin Govella • The Elements of User Experience – Jesse James Garrett • Designing Web Navigation: Optimizing the User Experience – James Kalbach, Aaron Gustafson • Design of Everyday Things – Donald Norman • Don’t Make Me Think – Steve Krug • Lean UX – Jeff Gothelf, Josh Seiden • Responsive Web Design – Ethan Marcotte Additional Resources Web Sites: • Alertbox • A List Apart • Boxes & Arrows • wireframes.tumblr.com
  • 170. Further Studies: • School of Visual Arts • Continuing Ed classes • MFA in Interaction Design • The IA Summit • Interaction 19 (IXDA) • Pratt – Course in Information Design • Rosenfeld Media • General Assembly • Skillshare • The Information Architecture Institute • Nielsen Norman Group • User Interface Engineering Additional Resources Videos: • The Design Studio Method – Todd Zaki Warfel (Vimeo) • The Right Way to Wireframe – Russ Unger (YouTube)
  • 172. My article on how to find a UX job: UX: Your Guerilla Guide to Breaking In
  • 176. Q&A

Notes de l'éditeur

  1. Introduction to User Experience Design - Robert Stribley 15 February 2020 RIP ST. MARKS - Photo by Robert Stribley
  2. Preliminaries
  3. Introductions
  4. Introductions
  5. Workshop goals
  6. Agenda
  7. Agenda – Afternoon
  8. Agenda – Afternoon
  9. UX History
  10. User Experience
  11. The Spectrum of User Experience https://www.flickr.com/photos/formforce/3663684287/
  12. Walt Disney – The original user experience designer? https://uxmag.com/articles/walt-disney-the-worlds-first-ux-designer
  13. Brief History of UX
  14. Partially adapted from: “A brief history of information architecture” by Peter Morville Information Architecture: Designing information environments for purpose, edited by Alan Gilchrist and Barry Mahon
  15. Navigation, interaction design, art/science, discipline/community
  16. Background: Defining IA - Information Ecology Venn Diagram by Peter Morville and Louis Rosenfeld
  17. Background: Defining IA: skin/skeleton
  18. Oft-used examples like this of “users” creating their own paths
  19. Using architectural plans/blueprints as a metaphor for an IA’s work Flickr.com: Cornell University Library
  20. UX Principles Image from 10 Basic Principles of Visual Design by Jose Torre - https://blog.prototypr.io/10-basic-principles-of-visual-design-55b86b9f7241 – which is definitely worth a read
  21. Scent of Information
  22. If you were to take only one thing away with you today, it would be that the 3-click rule is bunk. Can actually make for a very cluttered site if you try to flatten content so it’s all available within three clicks Users will happily click away 5, 6, 7, 8 times without noticing, if there are clear paths to what they’re looking for, concise navigation, intuitive labels, etc. Background: Studies in “information foraging” in the early 90s at PARC (Palo Alto Research Center Incorporated) Better: a dynamic tension between reducing the number of clicks and providing strong scent to content
  23. Uniqlo Site
  24. Progressive Disclosure
  25. Reduce clutter, cognitive overload, so there’s less to process at once - Across multiple pages – or within a page or overlay
  26. “Progressive Disclosure” by Jakob Nielsen, December 4, 2006 Originated with studies in the 80s by user interface specialists Jack Carroll's lab work at IBM
  27. Progressive disclosure in an app – weather details Reduce clutter, cognitive overload, so there’s less to process at once - Across multiple pages – or within a page or overlay
  28. Mercedes Benz product information
  29. Mercedes Benz product information
  30. Information Clustering & Hierarchy
  31. Jeffery Veen quote from The Art and Science of Web Design
  32. When information is clustered appropriately on a screen, users can scan and quickly come to terms with the intent of the content.
  33. Information clustering
  34. Information clustering
  35. Information clustering Isn’t to say that you couldn’t have a lot of content on the page – e.g. Pinterest. But content is grouped logically, can be scanned easily.
  36. Mercedes Benz
  37. Remove paths not taken
  38. Seems simple, but a lot of sites could benefit from adhering to this principle
  39. Remove paths not taken
  40. Remove paths not taken
  41. The Tyranny of Consistency
  42. This is a “Know it when you see it” kind of problem – sometimes tough to put a finger on
  43. “Clarity trumps consistency.” - Steve Krug, Don’t Make Me Think Photo from Interview with Steve Krug: how to get DIY usability testing right by Oliver Lindberg - https://medium.com/the-lindberg-interviews/interview-with-steve-krug-how-to-get-diy-usability-testing-right-63dedddbd0ae Photo by Daniel Byrne - https://www.danielbyrnephoto.com/
  44. Varying dropdown styles on MBUSA.com are not “consistent,” per se, but tailored to the needs of the user and the content in each case.
  45. But be sure when you break with consistency, you do have a principle in mind for doing so
  46. Found this site by searching on Worst Home Page in the World. Clearly, it’s trying to be all things to all people. Instead, it looks like a dog’s breakfast.
  47. Jakob Nielsen wrote in 2002 that home pages are “the most valuable real estate in the world.” Sourcing: http://www.niemanlab.org/2012/08/coming-in-the-side-door-the-value-of-homepages-is-shifting-from-traffic-driver-to-brand/ 88% of traffic coming to The Atlantic not hitting home page More than 50% of visitors to the NYT not arriving at the home page Have you ever bought a book on Amazon.com because you saw it on the homepage?
  48. *Search engine optimization
  49. Note how the site offers plenty of scent
  50. There is no fold – Photo by Gavin Bell
  51. There is no fold - Iamthefold.com
  52. Simple illustration of dramatic difference in “the fold” using Brooklyn Brainery
  53. Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  54. Eyetracking tests by Nielsen Norman Group–Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  55. Know Your Audience
  56. Yes, your site typically has multiple audiences. But not all of them need to be addressed at once. Giving proper thought to who defines a site's audience helps clean out the chaff. Example: Placing find an event functionality in an area where a using is creating an event. Not necessary for that audience.
  57. Recap of UX Principles
  58. The Design Process Illustration from The teapot model: how to explain a fuzzy design process to anxious clients. https://blog.prototypr.io/the-teapot-model-how-to-explain-a-fuzzy-design-process-to-anxious-clients-4a2e8487bc87
  59. The Design Process
  60. 1. Discovery Stakeholder interviewers, Business requirements, Competitive & Comparative Audits, User Research
  61. 2. Definition Persona/Scenario Development, Content & Meta Data Audits, Use cases, Creative Brief, Mood boards
  62. 3. Design Sitemaps, Task Flows, Content Strategy, Sketching, Wireframes, Visual Design, Prototypes, Usability Testing
  63. 4. Development User Acceptance Testing, Quality Assurance Testing, Usability Testing, Site development
  64. The Design Process – Illustration from the Interaction Design Foundation
  65. Illustration from Design Thinking 101 by Sarah Gibbons on July 31, 2016 - https://www.nngroup.com/articles/design-thinking/ Nielsen Norman Group
  66. Illustration from Design Thinking 101 by Sarah Gibbons on July 31, 2016 - https://www.nngroup.com/articles/design-thinking/ Nielsen Norman Group
  67. Diagram from “How to solve problems applying a Design Thinking, UX, HCD or any Creative Process from scratch V2” by Dan Nessler February 6, 2018, Medium
  68. Agile Image from unsplash by Cam Adams / @camadams – Thousand Oaks, United States
  69. Deliverables
  70. Deliverables
  71. Sprint Diagram by Sasha Tsimbler
  72. Lean UX explanation taken from —A Simple Introduction to Lean UX, Interaction Design Foundation
  73. Deliverables Image of New Delhi newspaper delivery from the Financial Times
  74. Site map
  75. Personas
  76. User Journey https://www.toptal.com/designers/product-design/customer-journey-maps
  77. User Story – example taken from Requirements 101: User Stories vs. Use Cases https://www.stellman-greene.com/2009/05/03/requirements-101-user-stories-vs-use-cases/
  78. Use Cases – example taken from Requirements 101: User Stories vs. Use Cases https://www.stellman-greene.com/2009/05/03/requirements-101-user-stories-vs-use-cases/
  79. User Flows
  80. Wireframe
  81. Concept Diagram – I sometimes use a concept diagram just to show an outline of the content which would go on a screen so we can agree to content and hierarchy at a very high level before fleshing it out to be a true wireframe // you might call this a visual outline or something else. Sometimes I present this with the wireframes up front, as it’s easier to digest at a bird’s eye view than a wireframe.
  82. Wireframe Wireframe example from here: https://www.mockplus.com/blog/post/basic-uiux-design-concept-difference-between-wireframe-prototype
  83. Comps/Creative
  84. Wireframe Wireframe example from here: https://www.mockplus.com/blog/post/basic-uiux-design-concept-difference-between-wireframe-prototype
  85. Our Project Photo from Unsplash by Danny Howe @dannyhowe - https://unsplash.com/photos/bn-D2bCvpik
  86. Events.com
  87. Discovery
  88. User Research in Copenhagen’s Elderly Homes - http://www.localhiddenvariable.com/ciid/user-research-in-copenhagens-elderly-homes/
  89. Rosenfeld and Morville on user research
  90. User Research: Goals & Methodology
  91. William James on User Research and the advantages of one-on-one interviews. William James, The Consciousness of Lost Limbs, 1887 First published in Proceedings of the American Society for Psychical Research, 1, 249-258 I happened across this quote reading Oliver Sacks’ excellent book Hallucinations
  92. Class Exercise: Survey Questions
  93. Lunch break AP photo of men lunching on a construction beam from Sept. 29, 1932,
  94. Agenda – Afternoon
  95. Competitive Review
  96. Discovery: Competitive Review – or Audit
  97. Heuristics reviews can also be conducted on a single site, of course. For example, to review a client’s site and give them feedback on the existing site, as well as prioritized changes.
  98. Heuristics reviews can also be conducted on a single site, of course. For example, to review a client’s site and give them feedback on the existing site, as well as prioritized changes.
  99. We review each of these sites live during class: Eventbrite, NYCgo.com, Meetup
  100. Key Findings
  101. http://www.flickr.com/photos/cannedtuna/
  102. Nathan Shedroff is Program Director of the MBA in Design Strategy program at the California College of the Arts. His books include Experience Design 1, Making Meaning, and contributing to Richard Saul Wurman's Information Anxiety 2. Advisor for Rosenfeld Media
  103. Card sorts: Methodology and Goals - http://www.optimalworkshop.com
  104. Case Studies: These are stories I share from experiences at Wachovia and Razorfish
  105. Project Guidelines
  106. Project Guidelines
  107. Characteristics & Findings
  108. Characteristics & Findings
  109. Post-It app from 3M now with handwriting recognition
  110. Design
  111. Site Maps
  112. Defining site maps
  113. Site map for Red Cross
  114. Site map for Nextel Brazil
  115. Site map tools
  116. Page Types
  117. Examples: Home page, category page, details page/product page
  118. Navigation
  119. Navigation https://www.nngroup.com/articles/ia-vs-navigation – Nielsen Norman Group
  120. Adapted from Atsushi HASEGAWA’s The 7 Navigation Types of Web Sites http://www.slideshare.net/atsushi/the-7-navigation-types-of-web-site
  121. Adapted from Atsushi HASEGAWA’s The 7 Navigation Types of Web Sites http://www.slideshare.net/atsushi/the-7-navigation-types-of-web-site
  122. Adapted from Atsushi HASEGAWA’s The 7 Navigation Types of Web Sites http://www.slideshare.net/atsushi/the-7-navigation-types-of-web-site
  123. Mega Dropdowns
  124. Mega Dropdowns
  125. Power Footers
  126. Break
  127. Sketching
  128. Bill Buxton
  129. Attributes of a Sketch
  130. From Design Studio Methodology – Article by Will Evans http://www.uie.com/articles/design_studio_methodology/ Photo of Stefan from his Twitter profile No rockstars, two heads are better than one
  131. Defining collaborative sketching Todd Zaki Warfel, The Design Studio Method – see the video on Vimeo
  132. Sketching Methodology
  133. Sketching Process
  134. Discuss
  135. Discuss: Example of whiteboarded features and functionality
  136. Sketch
  137. Sketching Example
  138. Sketching Example
  139. Share
  140. Revise
  141. Class Exercise: Collaborative Sketching
  142. Class Exercise: Collaborative Sketching
  143. Class Exercise: Collaborative Sketching
  144. Class Exercise: Collaborative Sketching
  145. Sketching Tools
  146. Wireframes - sculpture by Jaume Plensa, Yorkshire Sculpture Park
  147. Defining wireframes
  148. Mercedes Benz Vans – Technology wireframe by SapientRazorfish
  149. Mercedes Benz Vans – Technology visual design by SapientRazorfish
  150. Mercedes Benz wireframe by Razorfish
  151. Mercedes Benz comp/visual design based on wireframe by Razorfish
  152. Final Exercise Home page characteristics: access different cities, add events, category nav, main nav, surfacing events in different ways, search/calendar/map/etc? Also, what can you offer as a differentiator?
  153. Final Exercise Home page characteristics: access different cities, add events, category nav, main nav, surfacing events in different ways, search/calendar/map/etc? Also, what can you offer as a differentiator?
  154. Final Exercise Home page characteristics: access different cities, add events, category nav, main nav, surfacing events in different ways, search/calendar/map/etc? Also, what can you offer as a differentiator?
  155. Final Exercise Home page characteristics: access different cities, add events, category nav, main nav, surfacing events in different ways, search/calendar/map/etc? Also, what can you offer as a differentiator?
  156. Wireframing Tools
  157. Usability Testing Image - Testing apps on the iPad by K2_UX
  158. Usability testing
  159. Usability testing methods Image from this article: “A guide to paper prototyping & testing for web interfaces” by Dan Nessler https://medium.com/digital-experience-design/a-guide-to-paper-prototyping-testing-for-web-interfaces-49e542ba765f
  160. Wireframes
  161. Defining Responsive Web Design
  162. Responsive design example
  163. Responsive design characteristics
  164. Home page collaboration
  165. Development
  166. Additional Resources
  167. Additional Resources
  168. Podcast
  169. IA Job article: https://medium.com/@stribs/ux-your-guerilla-guide-to-breaking-in-75eb3e221fc7
  170. Next class
  171. John Ewen’s Agile Design class
  172. Slideshare address: http://www.slideshare.net/stribs @stribs / stribley AT outlook.com
  173. Q&A
  174. Thank you!