Designing the User Experience

121
DESIGNING THE USER EXPERIENCE Marc Escobosa December 2014

description

An end to end deep dive through the process of designing user experiences — especially for mobile and responsive web apps. The presentation covers the design process from defining and understanding the problem through iterative solution sprints where hypotheses are tested with lean prototypes. This talk was originally prepared for a three hour course on User Experience design for a group of start-ups working with an incubator for whom I serve as a mentor.

Transcript of Designing the User Experience

Page 1: Designing the User Experience

DESIGNING THE USER EXPERIENCE

Marc Escobosa December 2014

Page 2: Designing the User Experience

WHAT DOES IT MEAN TO DESIGN AN EXPERIENCE?

Source: Reddit

Page 3: Designing the User Experience

GOOD DESIGN

Useful

Usable

Desirable

Page 4: Designing the User Experience

DESIGN?

Page 5: Designing the User Experience

PRE-EMPTIVE PROBLEM SOLVING

Page 6: Designing the User Experience

PORTUNISM

PRE-EMPTIVE PROBLEM SOLVING

OPP

Page 7: Designing the User Experience

Everyone is a designer.”“

— Tim Brown

Page 8: Designing the User Experience

DESIGN PROCESS

Define ImplementUnderstand Solve

Page 9: Designing the User Experience

DESIGN PROCESS

Define ImplementUnderstand Solve

Hypotheses Experiments ValidationScope

Page 10: Designing the User Experience

DESIGN PROCESS

Define

Understand

Solve

Implement

HypothesesExperiments

Validation Scope

Page 11: Designing the User Experience

SCOPEDefine & Understand

Page 12: Designing the User Experience

THE PROBLEM SPACE

Just offered a job in a new city Need to list house for sale Don’t have an agent Not sure what house is worth Need to move quickly Feeling panicky

Page 13: Designing the User Experience

BREAKING IT DOWN

actors context goals

affordances obstacles

Page 14: Designing the User Experience

A SCENARIO

someone needs/wants to

accomplish something so that

they get some benefit

Page 15: Designing the User Experience

WHY THEY WORK

someone needs/wants to

accomplish something so that

they get some benefit

someone needs/wants to

accomplish something so that

they get some benefit

someone needs/wants to

accomplish something so that

they get some benefit

someone needs/wants to

accomplish something so that

they get some benefit

someone needs/wants to

accomplish something so that

they get some benefit

Product Design

Engineering Quality Assurance

Marketing Sales

Page 16: Designing the User Experience

PERSONAS

Source: Bolt|Peters

Page 17: Designing the User Experience

UNDERSTAND Research & Analyze

Page 18: Designing the User Experience

WHY? WHY? WHY? WHY? WHY?WHY? WHY? WHY? WHY? WHY?WHY?

WHY? WHY? WHY? WHY?WHY? WHY? WHY? WHY? WHY?WHY? WHY?

WHY? WHY? WHY?WHY? WHY? WHY? WHY? WHY?WHY? WHY? WHY?

WHY? WHY? WHY?WHY? WHY? WHY? WHY? WHY?WHY? WHY? WHY?

WHY? WHY?WHY? WHY? WHY? WHY? WHY? WHY? WHY? WHY? WHY?

WHY? WHY?WHY? WHY? WHY? WHY? WHY?WHY? WHY? WHY? WHY?

Page 19: Designing the User Experience

FRAMING THE QUESTION

Specific Actionable Practical

Courtesy of Erika Hall

Page 20: Designing the User Experience

BAD QUESTION

What do people think about pets?

Courtesy of Erika Hall

Page 21: Designing the User Experience

GOOD QUESTION

How do single urban adults choose and

acquire a pet?

Courtesy of Erika Hall

Page 22: Designing the User Experience

A WORD ABOUT BIASES

Confirmation

Sampling

Interviewer

Social Desirability

Anchoring

Curse of Knowledge

Page 23: Designing the User Experience

THE FIRST PLACE YOU SHOULD LOOK IS IN THE DATA

YOU ALREADY HAVE

Page 24: Designing the User Experience

BUT THERE ARE THINGS YOUR DATA CAN’T TELL YOU

Page 25: Designing the User Experience

WHAT DATA HELPS FIND

Correlations Sequences Patterns

Frequencies

Yes No

Intent Rationale

Cognitive Frames Almosts

Page 26: Designing the User Experience

GENERATING INSIGHTS

Embodying

Shadowing

Interviews

Surveys

Journaling

Page 27: Designing the User Experience

ETHNOGRAPHIC RESEARCH

Page 28: Designing the User Experience

JOURNEY MAPPING

From UX Mag

Page 29: Designing the User Experience

SOMETIMES YOU JUST HAVE TO ASK PEOPLE

WHAT THEY THINK AND WHY

Page 30: Designing the User Experience

QUESTION DESIGN

Avoid ambiguous questions Speak their language

Don’t ask leading questions Minimize effort required (within reason)

Ask enough people Have some open ended questions

Page 33: Designing the User Experience

RESEARCH SPRINTS

AnalyzeHypothesis Experiment

1–3 weeks

Page 34: Designing the User Experience

SOLVEHypothesis → Experiments

Page 35: Designing the User Experience

HIGH-LEVEL DESIGN

Page 36: Designing the User Experience

Courtesy of Bill Verplank

Page 37: Designing the User Experience

ALMOST EVERY GREAT SOLUTION STARTS WITH AN INSIGHT INTO

HUMAN NATURE

Page 38: Designing the User Experience

MEANING

PLEASURE

BELONGING

VALIDATION

EFFICIENCY

UNIVERSAL DRIVERS

Page 39: Designing the User Experience

WHAT WE’RE GOOD AT*

Language Simple morality Simple physics Simple engineering Simple psychology Spatial recall

Number recall Simple probability Simple economics Logical deduction Short term memory Empathy

* We need help with everything else.

Page 40: Designing the User Experience

TECHNICAL CONTEXT

Page 41: Designing the User Experience

DOES THEIR CONTEXT ALLOW THEM TO DO IT?

WHAT MOOD ARE THEY IN?

ARE THEY PHYSICALLYABLE TO DO IT?

HOW MUCH DO THEY WANT TO ADDRESS THIS?

DOES YOUR APP DO WHAT THEY NEED?

Page 42: Designing the User Experience

ENVIRONMENTALCONTEXT

TECHNICAL CONTEXT

PHYSICAL ABILITIES

EFFECTIVITY

EMOTIONAL CONTEXT

Page 43: Designing the User Experience

From a framework developed by Bill Verplank for Music 250a @ Stanford University

BUILDING BLOCKS

Page 44: Designing the User Experience

From classwork by Celine Perrin for Music 250a @ Stanford University, courtesy of Bill Verplank

Page 45: Designing the User Experience

GET THE BIG PICTURE

Page 46: Designing the User Experience

USER JOURNEY

Title & Blurb

Social buttons

16:9

Foodie TViPad Design Draft v01

User Journey Mon May 06 2013 GLAM

User launches the Foodie TV app.

Orientation of loading screen prompts user to turn the device to landscape mode if not already in it.

Goal is for app launch to last shorter than 1.5 seconds.

1. Launch the AppFor first launch, the user is brought to the most recent batch of videos with the first video selected.

For subsequent launches, the app attempts to remember the state that user was last in and brings them exactly back to where they were.

If a video asset was playing when they last suspended the app, the playhead is placed 2 seconds earlier than where it was and the video is paused.

2. Select the video you want to watchThe user watches the video in full screen mode.

If the user wants to skip a video, they can swipe to advance to the next video.

If the user wants to return to a previous video, they can swipe to go backwards.

Videos do not auto play when swiped to. Instead the user must tap to start playing.

3. Watch videosThe user can tweet or post a link to the video to Facebook. They can also email a link to the video within the app.

In all cases, the resulting link will attempt to launch the app if on an iOS device and take the recipient to the App Store if that is not possible.

4. Share or comment on video

Key

Anonymous Foodie User

Loading State (as fast as possible)

Current Scenario Alternative Scenario

Play Mode

Single Tap

Main Screen — Tray closed

16:916:9

Pause/Play Toggle

Once loading is completed

Drag Flick

If one or more new batch has been published since the last time you had the top of the video tray visible, then a new batch indicator appears. Tapping on that opens the tray and scrolls the user smoothly to the top of the tray revealing the new batch(es).

Each flick snaps to next frame,bounces at end of batch

Authenticate / Associate accounts

16:9Sign in so we

know who you are

Sign in

16:9

Tweet

Share

With count incrementation

Batch of 5 videos

Current video

Vertically scrollabletray of past batches

Flick down to close

Flick up to open tray

FoodieTV Identity

Most recent batch

Last week'sbatch

Title & Blurb

16:9

Batch from 2 weeks ago

Tray slides downand scrolls to showbatch in which selected videoappears

Main Screen — Tray open

Main Screen — Tray closed with newly selected batch

Immediately proceeds into play mode

Screen fades, social controls

emerge

Selected videois highlighted

New BatchIndicator(Tap scrolls to top)

Pull to refresh also works

Page 47: Designing the User Experience

THE BIG LIST

List every scenario, state, or context that you can possibly imagine the user experiencing.

And prioritize them by how much they affect the experience.

Page 48: Designing the User Experience

DETAILED DESIGN

Page 49: Designing the User Experience

ENVISIONING HOW YOUR SOLUTION WILL WORK

Page 50: Designing the User Experience

EPICENTER DESIGN

From Getting Real by the 37Signals team, now basecamp.com

Start here

Page 51: Designing the User Experience

COMMON HEURISTICSDon’t make people think

Choose your affordances wisely Great copywriting = great interface

Design for touch React immediately

Use natural transitions Minimize re-orientation

Be forgiving

Page 52: Designing the User Experience

BEHAVIORAL PATTERNS

Safe exploration Instant gratification Satisficing Midstream changes Deferred choices Incremental Construction

Habituation Microbreaks Spatial Memory Prospective Memory Streamlined Repetition Social Proof

From Designing Interfaces by Jenifer Tidwell

Page 54: Designing the User Experience

CRAZY 8S

Have everyone sketch 8 distinct solutions

in 5 minutes then pick the best ones

with dot voting

Page 55: Designing the User Experience

CRAZY 8S

Page 56: Designing the User Experience

ONBOARDING

Annotated“Coachmarks”

Embedded “Joyriding”

Dedicated “Setup”

Page 57: Designing the User Experience

ONBOARDING PATTERNS

Page 58: Designing the User Experience

READ THESE

Page 59: Designing the User Experience

INTERFACE & VISUAL DESIGN

Page 60: Designing the User Experience

NOW IT’S TIME TO PUT PIXELS TO SCREEN

Page 61: Designing the User Experience

LET’S START WITH SOME FUNDAMENTALS

Page 62: Designing the User Experience

FUNDAMENTALS

Layout Language Typography

Color Information Interaction

Page 63: Designing the User Experience

LAYOUT

Position Proportion Whitespace

Page 64: Designing the User Experience

LANGUAGE

Clarity

Just enough specificity

Credibility

No lorem ipsum

Consider i18n

Page 65: Designing the User Experience

TYPOGRAPHY

Formality

Character

Legibility & Contrast

Appropriateness

Flexibility

Completeness

Page 66: Designing the User Experience

TYPOGRAPHY

clear, objective, modern, universal

cold, impersonal, boring

+

modern yet human, clear yet empathetic

wishy-washy and fake

+

classic, readable, traditional±

distinctive

overly conspicuous

+

strong, stylish, dynamic

too conspicuous to be classic, too stodgy to be modern.

+

Page 68: Designing the User Experience

COLOR

Page 69: Designing the User Experience

COLOR

Page 70: Designing the User Experience

SIGNPOSTS

Design in grayscale first

The fewer colors, the better

Select colors with HSB

Choose your contrasts wisely

Consider dark grey

Restraint goes a long way

Page 71: Designing the User Experience

INFORMATION

By Charles Joseph Minard via Edward Tufte

Page 73: Designing the User Experience

INTERACTION

Familiar Discoverable Responsive Consistent

Page 74: Designing the User Experience

SIGNPOSTS

People are very familiar with 3-D objects

Light typically comes from the sky

Our eyes gravitate to motion and contrast

From Erik Kennedy’s 7 Rules for Creating Gorgeous UI

Page 75: Designing the User Experience

CREATING DIMENSION

From Google’s Material Design and Erik Kennedy’s 7 Rules for Creating Gorgeous UI

Physicality Shadow Bevel

Page 76: Designing the User Experience

INTERFACE GUIDELINES

From Design Explosions by UX Launchpad on Medium

Page 77: Designing the User Experience

TRUISMS

People spend more time in other apps than yours

Visual prioritization helps guide attention

People cannot tap what they cannot reach

Larger targets are easier to hit

Like things are expected to behave alike

There’s rarely such a thing as too much feedback

Page 78: Designing the User Experience

OK, SO NOW WHAT?

Page 79: Designing the User Experience

SKETCH!

Page 80: Designing the User Experience

WIREFRAMES

Page 81: Designing the User Experience

GEOMETRY

From Design Explosions by UX Launchpad on Medium

Page 82: Designing the User Experience

VISUALS

Page 85: Designing the User Experience

The only way to experience an experience is to experience it.”

— Bill Moggridge

Page 86: Designing the User Experience

YOU MUST BRING YOUR PROTOTYPE TO LIFE

Page 87: Designing the User Experience

DESIGNING FOR TOUCH

Physical metaphors

Direct manipulation

Gestures

Rationalized physics

Fatigue

Page 88: Designing the User Experience

PHYSICS

Page 89: Designing the User Experience

NAVIGATION DESIGN

Recognizable Consistent Accessible

Familiar Prevalent Secondary

Page 90: Designing the User Experience

WAYFINDING

Circulation systems

Spatial cues

Signage

Page 91: Designing the User Experience

NAVIGATION PATTERNS

Overflow Menus

Sticky Headers

Swipe Views

Cards Floating Controls

Loaded GesturesSwipe Commands

Basement

Page 92: Designing the User Experience

MOTION DESIGNRational

Informative Grounding

Fluid Emotive

Responsive Restrained

Page 94: Designing the User Experience

READ THIS

Page 95: Designing the User Experience

PIXATE

Page 96: Designing the User Experience

PUTTING IT ALL TOGETHER

Page 97: Designing the User Experience

GREAT EXPERIENCES OFTEN SURPRISE YOU

IN A GOOD WAY

Page 98: Designing the User Experience

HOW WILL YOU DELIGHT?

Discover First Experience

Habit Formation Pass It On Contribute

Page 99: Designing the User Experience

RECIPE

Identify the conceptual frames that most closely match your user’s mindset

Figure out who does that frame well

Borrow heavily from it —adjusting it to your context

Test it and repeat

Page 100: Designing the User Experience

USE AFFORDANCES

From Matt Sundstrom

Page 101: Designing the User Experience

THE POWER OF A MANTRA

Your digital hub

End car ownership

Relentless pursuit of perfection

Hawaii starts when you board

Page 102: Designing the User Experience

EVALUATION

Page 103: Designing the User Experience

DOES IT WORK?

Page 106: Designing the User Experience

Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away.”

— Antoine de Saint-Exupery

Page 108: Designing the User Experience

IMPLEMENTBuild & Validate

Page 110: Designing the User Experience

PRODUCT DESIGN SPRINTS

ValidateHypothesis Experiment

1–3 weeks

Page 111: Designing the User Experience

GREAT SPRINTS

Collaborative Nimble Focused Cohesive

Page 112: Designing the User Experience

JAVELIN

Page 113: Designing the User Experience

DON’T FORGET TO DESIGN THE UX OF YOUR UX

Page 114: Designing the User Experience

SUMMARY

Page 115: Designing the User Experience

INGREDIENTS FOR GREAT DESIGN

Page 116: Designing the User Experience

AN OPEN MIND

Page 117: Designing the User Experience

AN EVIDENCE-BASED ORIENTATION

Page 118: Designing the User Experience

A WILLINGNESS TO ABANDON YOUR IDEAS

Page 119: Designing the User Experience

A SPIRIT OF CONTINUOUS

IMPROVEMENT

Page 120: Designing the User Experience

A DEFT HAND

Page 121: Designing the User Experience

HUMILITY