CIS4930 / CIS6930: USER EXPERIENCE DESIGN · 2015-08-27 · INTRO TO USER EXPERIENCE DESIGN + IDEO...
Transcript of CIS4930 / CIS6930: USER EXPERIENCE DESIGN · 2015-08-27 · INTRO TO USER EXPERIENCE DESIGN + IDEO...
CIS4930 / CIS6930:USER EXPERIENCE DESIGNINSTRUCTOR: DR. LISA ANTHONY
Fall 2015
8/27/2015CIS4930/6930 User Experience Design, Fall 2015 -- Dr. Lisa Anthony -- [email protected] 1
INTRO TO USER EXPERIENCE DESIGN + IDEO DEEP DIVE
Week 1
8/27/2015CIS4930/6930 User Experience Design, Fall 2015 -- Dr. Lisa Anthony -- [email protected] 2
TOPICS
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• Introduction to User Experience Design
• What is Design?
• Interaction Design vs. User Experience Design
• What is Interaction Design?
• Phases of Interaction Design
• IDEO Deep Dive Video
INTRO TO USER EXPERIENCE DESIGN
Intro to User Experience Design + IDEO Deep Dive
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WHAT IS DESIGN?
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WHAT IS DESIGN?
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• “What is Interaction Design?”, Ch.01 in Interaction Design, by Rogers, Sharpe, & Preece (IDRSP).
• Difference between big-D Design and little-d design.
• Little-d design just means any process of creating, planning, organizing the construction of an object or system at any level of abstraction (paraphrased from Wikipedia: http://en.wikipedia.org/wiki/Design).
• Big-d Design is focused on the creative process and methods used to construct an object or system from the point of view of the product’s ecosystem all the way down to the nuts and bolts of the design.
WHAT IS DESIGN?
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• Emphasis on form (looks, aesthetics, visual appeal, etc.) and function (utility, efficacy, clarity, etc.).
• Not just “lipstick on a pig”.
• Design must be included in very early stages of product lifecycle to have best effect.
WHAT IS DESIGN?
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• Design focuses on the how things might be and creating an innovative experience.
• Not just how things are and satisfying a series of constraints (e.g., science and engineering).
• Design draws on creative intuition and also experience from past design activities.
http://zurb.com/word/is-will-should
WHAT IS DESIGN?
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• Architects vs. Civil engineers
• Architects care about people and how they will use the space: mixed use spaces, similar spaces together, etc.
• Civil engineers care about practical issues needed to make project a reality: structural soundness, cost, durability, etc.
• (Example from IDRSP, Ch.01, p.9)
http://usability.typepad.com/confusability/2006/11/the_history_of_.html
INTERACTION VS USER EXPERIENCE
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• User Experience Design (UXD) has two parts:
• Interaction Design
• The flow of control, the organization, the structure of the user’s experience (e.g., mostly behind the scenes!).
• User Interface Design
• How the user accomplishes their task (e.g., input) and what the interface looks like (e.g., output).
• This course mostly focuses on Interaction Design, with a little User Interface Design thrown in…
• At the end of this course, you will understand what makes a compelling user experience, and how to design for it.
WHAT IS INTERACTION DESIGN?
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WHAT IS INTERACTION DESIGN?
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• Interaction can mean any relationship or interface between a user (human) and a product (digital or otherwise).
http://webspace.ship.edu/cgboer/ptinteract.html
Product
WHAT IS INTERACTION DESIGN?
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• Interaction brings a focus on behavior – what does the product do, how do people use it, and how is the product or user affected by the other?
http://sgo.sagepub.com/content/2/1/2158244012441482
WHAT IS INTERACTION DESIGN?
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• “Developing interactive products that are easy, effective, and pleasurable to use – from the users’ perspective.” (IDRSP, Ch.01, p.2)
• “Designing interactive products to support the way people communicate and interact in their everyday and working lives.” (IDRSP, Ch.01, p.9)
• Big picture: people, organizations, culture, service, and system – the whole product value chain.
UXD FOCUSES ON THE USER
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• Taking into account what people are good and bad at
• Considering what might help people with the way they currently do things
• Thinking through what might provide quality user experiences
• Listening to what people want and getting them involved in the design
• Using tried and tested user-based techniques during the design process
• (List from IDRSP, Ch.01, p.8)
THE USER EXPERIENCE
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• How a product behaves and is used by people in the real world:
• “It is about how people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it.” (IDRSP, Ch.01, p.13)
• “…every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2003, p.10)
• Cannot design a user experience, only design for a user experience!
QUESTIONS?
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WHY STUDY UXD?
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• Why should computer science students care about user experience design?
WHY STUDY UXD?
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• Why should computer science students care about user experience design?
• Industry is full of people who can program.
WHY STUDY UXD?
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• Why should computer science students care about user experience design?
• Industry is full of people who can program.
• The most profitable market sectors are user-facing (web, mobile, etc.).
WHY STUDY UXD?
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• Why should computer science students care about user experience design?
• Industry is full of people who can program.
• The most profitable market sectors are user-facing (web, mobile, etc.).
• Companies tell us they need team members who can understand both sides of the equation to enable better innovation in their software.
WHY STUDY UXD?
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• Why should computer science students care about user experience design?
• Industry is full of people who can program.
• The most profitable market sectors are user-facing (web, mobile, etc.).
• Companies tell us they need team members who can understand both sides of the equation to enable better innovation in their software.
• You will either do both kinds of activities, or you will have to interface with those who do one or the other – teamwork!
• Learn “design thinking” to be a better teammate.
WHY STUDY UXD?
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• Many possible career paths contribute to UXD:
from IDRSP, Ch.01, p.10
WHY STUDY UXD?
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• UXD has a role in many parts of the product lifecycle:
http://zype.co.nz/articles/software-design-disciplines-and-roles
UXD PROFESSIONALS AND ROLES
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• interaction designers - people involved in the design of all the interactive aspects of a product
• usability engineers - people who focus on evaluating products, using usability methods and principles
• web designers - people who develop and create the visual design of websites, such as layouts
• information architects - people who come up with ideas of how to plan and structure interactive products
• user experience designers (UX) - people who do all the above but who may also carry out field studies to inform the design of products
QUESTIONS?
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CASE STUDY: APPLE
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• “Case Study: Apple, Design, and Business”, pp.41-62 in Sketching User Experiences by Buxton (SUEB).
HOW DESIGN TURNED APPLE AROUND
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• Steve Jobs left Apple Computer to found NeXT Computer.
• Apple began to decline due to competition from Microsoft’s more affordable PCs.
• Apple’s CEO was ousted due to continually record-low stock prices and financial losses.Steve Jobs came back to the company as CEO (Apple had bought NeXT).
• Steve Jobs’ commitment to industrial design and partnership with Apple designer Jonathan Ive led Apple to its current spot as market leader.
1985
1990
1997
2004
TIMELINE OF APPLE STOCK PRICES
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http://www.dailymail.co.uk/news/article-2046397/Steve-Jobs-dead-Apple-boss-left-plans-4-years-new-products.html
TIMELINE OF APPLE STOCK PRICES
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http://www.dailymail.co.uk/news/article-2046397/Steve-Jobs-dead-Apple-boss-left-plans-4-years-new-products.html
First SUEB graph
TIMELINE OF APPLE STOCK PRICES
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http://www.dailymail.co.uk/news/article-2046397/Steve-Jobs-dead-Apple-boss-left-plans-4-years-new-products.html
Second SUEB graph
TIMELINE OF APPLE STOCK PRICES
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http://www.dailymail.co.uk/news/article-2046397/Steve-Jobs-dead-Apple-boss-left-plans-4-years-new-products.html
2011: Jobs’ death
STEVE JOBS AND DESIGN
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• Reinvented their main product (personal computer) into a product based on design principles (iMac).
• Focused on the user: casual at-home end-user.
• Provided a strong executive leadership – enabled existing team to bring Apple’s design into next phase.
• Made mistakes. “People will forget your failures if you have great successes.” (SUEB, p.44)
• Learned from mistakes. Refined product design at each iteration, improving on theme.
• Emphasized a holistic product design within a central ecosystem (iOS).
QUESTIONS?
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PHASES OF INTERACTION DESIGN
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• Exploration
• Generation
• Refinement
• All covered inthis class!
http://www.inclusivedesigntoolkit.com/betterdesign2/gettingstarted/getting
started.html
EXPLORATION
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• Understanding who will be using it, where they will be using it, when they will be using it, how they will be using it (accomplished through user research).
• User research methods:
• Focus groups
• Interviews
• User research tools:
• Personas, scenarios, storyboards.
GENERATION
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• Generating lots of creative ideas based on the exploratory phase, focusing on quantity and breadth and depth of scope rather than details (also called ideation).
• Ideation methods:
• Brainstorming
• Ideation tools:
• Affinity diagramming
REFINEMENT
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• Refining the ideas from the generative phase, through the lens of the user research and further evaluation, to sift, merge, combine, and build on individual ideas.
• Refinement methods:
• Wireframing
• Prototyping
• Speed dating
• User studies
WHERE DOES UXD FIT WITH HCI?
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http://www.sapdesignguild.org/editions/edition10/ucd_overview.asp
UXD CLASS AND HCI CLASS IN CISE
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• Designed to be complementary courses.
• HCI focuses on evaluation of interfaces (user studies) and building interfaces (development of GUIs).
• Typically taught spring semesters. Spring 2015 will be taught by Dr. Shaundra Daily.
• UXD focuses on designing interfaces (user-centered design) and researching user needs (design research).
• Typically taught fall semesters by me.
QUESTIONS?
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BREAK!
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IDEO DEEP DIVE VIDEO
Intro to User Experience Design + IDEO Deep Dive
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IDEO DEEP DIVE VIDEO LINKS
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• Playlist: https://www.youtube.com/watch?v=ooN05Q030Qo&list=PL65FF22BBC5A7A59C
• Part 1: https://www.youtube.com/watch?v=ooN05Q030Qo
• Part 2: https://www.youtube.com/watch?v=_7_sZy-kusw
• Part 3: https://www.youtube.com/watch?v=fUz09EkIm64
DISCUSSION
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TAKE-AWAY POINTS
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• Design is a creative thinking activity focused on how things might be.
• User experience design skills are critical to future developer jobs and software industry.
• Phases of user experience design include exploration, generation, and refinement.
• UXD and HCI courses cover complementary material and would be a good background for students interested in UX/UI careers.
FOR NEXT TIME…
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• Slides will be posted to website after class.
• Continue first week’s readings (already posted on Canvas).
• Continue your discussion posts for Week 1 on Canvas.
• Post in the “Introducing Yourself” thread.
• Posts can cover classroom topics or reading topics or both.
• Due: 11:59pm Sunday Augsut 30th.
• Next time: Brainstorming!
ADDITIONAL RESOURCES
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• Garrett, 2010:
• Garrett, J.J. (2010) The Elements of User Experience: User-centered design for the web and beyond. New Riders Press.
END
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