User Experience: Process and Guidelines

Post on 01-Dec-2014

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Usability has been one of the ‘non-functional’ requirements in software architecture for a long time now. However, just because you and your team can use your software with your eyes closed does not mean your users can or will. Usability is a very small subset of User Experience (UX) design and an increasing number of companies in Australia and overseas is paying more attention to this growing field. Contrary to popular belief, UX design is not a ‘black art’ that only the creative or artistic types can do. It’s not a single discipline or role that’s assigned to one person or team either. In fact, it’s an attitude that everyone involved in the project needs to acquire. Hence, it’s something that everyone needs to learn to make products that people actually want to use. This is especially true in the case of software architects who have so much say and stake on the final product. The User-Centred Design Process User-centred design (UCD) is the concept of designing and developing a system around the user to fit the user and business needs instead of the other way round. Just like everything in software development, user-centred design also has some standard processes that can be followed to ensure that the software we build meets the needs of the users and the business. We will look at what the UCD process is and how it can be integrated into our existing software development methodologies and timelines. We will present several techniques in the different stages of the process that you can use straightaway whatever phase you are in your project. UX design principles we can’t live without We will look at some of the top UX design principles that we can’t live without in our trade. These principles can (and should) be applied by anyone who is involved in software development. We will show you why these principles work and how they can help you get immediate improvements in the UX that your product offers.

Transcript of User Experience: Process and Guidelines

User Experience (UX) The process and guidelines @DanSorvik @NirishShakya

What is User Experience?

User-Centred Design Process

The techniques

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User

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Who is the user?

Observation

http://wtfjournal.com/wp-content/uploads/2010/05/old-driver.gif

Personas

http://www.allmovieposter.org/poster/the-usual-suspects-poster-15.jpg

Personas

Scenarios

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User

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How should it work?

Sketching

http://www.italianvisits.com/people/da_vinci/images/da-vinci-skull_helicopter.jpg

Prototyping

http://www.smashingmagazine.com/2010/06/16/design-better-faster-with-rapid-prototyping/

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User

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Does it work?

Hallway testing

http://www.smashingmagazine.com/2010/06/16/design-better-faster-with-rapid-prototyping/

“You want to watch the first season of ‘Friends’. How would you find it on this site?

Heuristics testing

Eg. Nielsen’s heuristics: 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

bit.ly/H0yaff

Usability testing

Feedback implementation

Positive  comments  or  findings  Make  sure  these  features  stay  

Minor  issues  Unable  to  implement  in  this  phase  Cosmetic/minor  issue  

Showstopper/Road  Block  Significant  detriment  to  user  Result  in  a  loss  of  sales  

UX design principles

We can’t live without

guidelines

Guideline 1

Ask why

Make sure you know:   Business Goals   User Goals Are they the same? Ask why it is being (re) designed

Guideline 2

Context is everything

http://0.tqn.com/d/radio/1/0/9/5/S_console3.jpg

http://wtfjournal.com/wp-content/uploads/2010/05/old-driver.gif

Know your users and their context

Guideline 3

Help the user get started

Guideline 4

Make it obvious

What can I do here?

What can I do here?

Add to cart

Add to cart

More info

More info

What can I do here?

But  HOW  do  I  pay??  

Guideline 5

Keep it ‘affording’

http://www.thehygieneexpert.co.uk/images/sized/images/uploads/office_door_handle_1-500x333.jpg

http://www.cimex.com/assets-uploaded/images/original/redbutton2.jpg

Buy  now  

Clickable  

Not  clickable  

Not  clickable  

Guideline 6

Make it readable

1 2

3 4

How users read your webpages

THIS IS IMPORTANT. This is less important. �

This is even less important.  

Guideline 7

Take it off slowly

Guideline 8

Tell the user what's going on

and what's going to happen

Guideline 9 Let the computer do the work for the user

Which "one is the "cheapest?

What’s my Login ID??

What’s my Login ID??

Where am I?

19 seconds

= 19000 seconds per day = 13 hours per day = 197 days per year!

X 1000 visitors per day

Guideline 10

Let the user be in control

To err is user

To forgive is design

Loss of control can be stressful!

http://upload.wikimedia.org/wikipedia/commons/c/ce/Australian_Slippery_Road_Surface_sign.png

The Undo button

↺  

Register before you buy

Let the guidelines guide you

Keep looking at the bigger picture

Techniques Observation Personas Scenarios Sketching Prototyping Hallway Testing Heuristic Evaluation Usability Testing

Who is your user?

How should it work?

Does it work?

Guidelines

1.  Ask why 2.  Context is everything 3.  Help them get started 4.  Make it obvious 5.  Keep it ‘affording’ 6.  Make it readable

Guidelines

7.  Take it off slowly 8.  Keep the user informed 9.  Let the computer do the work 10. Give the user control

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Say hello

Nirish Shakya nshakya@objectivedigital.com 0431 170 608 @NirishShakya

Dan Sorvik dsorvik@objectivedigital.com 0401 595 884 @DanSorvik

www.ObjectiveDigital.com