Experience the Interface - all about expereince design
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Transcript of Experience the Interface - all about expereince design
Open Talk Series
presents
A series of illuminating talks and
interactions that open our minds to new
ideas and concepts; that makes us look for
newer or better ways of doing what we
did; or point us to exciting things we have
never done before. A range of topics on
Technology, Business, Fun and Life.
Be part of the learning experience at Aditi.
Join the talks. Its free. Free as in freedom at work, not free-beer.
Its not training. Its mind-opener.
Speak at these events. Or bring an
expert/friend to talk.
Mail [email protected] with topic and availability.
Learning and Development
HOW TO ENJOY AN TALK
Switch OFF mobile Switch ON mind
Sign attendance sheet
Bring coffee & friends
THANK the Talker
SHARE your wisdom QUESTION notions
SPREAD the good word
Agenda
• What User Experience (UX) is and what it’s NOT…
• Design in everyday things
• Who are the real UX designers?
• Design principles and UX process
What's the difference between UI
design and UX design?
UI Design UX Design
The fly turns into
the black outline
of a fly, etched
into the porcelain.
It improves the
aim. If a man sees
a fly, he aims at it.
Fly-in-urinal
research found
that etchings
reduce spillage by
80%
User experience design is
NOT...
1. User interface design
2. A step in the process
3. Just about technology
4. Just about usability
5. Just about the user
6. Expensive
7. Easy
8. The role of one person or dept.
9. A single discipline
10. A choice
It is the system
It is the process
It is about behaviour
It is about value
It is about context
It is flexible
It is a balancing act
It is a culture
It is a collaboration
It is a means of survival
Bad design makes you look stupid
Have you ever
wondered how to use
that jazzed up
washbasin in that
hotel?
Or tried pulling the door
and it would never open?
Design Principles
• Visibility - can I see it?
• Feedback - what is it doing now?
• Affordance - how do I use it?
• Mapping - where am I and where can I go?
• Constraint - why can’t I do that?
• Consistency - I think I have seen this before?
Visibility Make the important features more evident and clearly visible to the user
• Hiding certain
functions can be
advantageous in
interface design
• Certain functions
are kept invisible
until needed; also
contained within a
group of similar
types
Feedback Send information back to the user about what the system has done and what result was accomplished
• what is it doing now?
what action has been
performed?
• needs to be immediate
and synchronized with
user action
Affordance possibilities of actions available to perform while interactive with any environment
• Perceived and actual
properties of an object
that give clues to its
operation
Pushing the bar opens the door, on which side do you push? But the door in the image above hides the signal, making it impossible to know which side to push. A frustrating door. The door in the image below has a flat plate mounted on the side that is to be pushed; this is a naturally interpreted signal. A nice design, no frustration for the user.
Mapping is the relationship between controls, actions and their result on the environment
• Relationship to
controls and their
effect
Constraints limit the acceptability of user actions
• Restricting the kind
of interactions that
can take place
• Reduce the chance
of error
• Can also work to
focus user’s
attention to needed
task
Consistency designing interfaces to have similar operations and use similar elements for achieving similar task
• Mercedes Benz
vehicles are instantly
recognizable because
the company
consistently feature its
logo on all its vehicles
• Associated with
quality and prestige;
respected and
admired; fine
craftsmanship and
reliable
• Consistent use of
symbols to
represent similar
concepts,
leverages prior
knowledge and
makes new things
easier to use
• Traffic lights
always turns
yellow before red
Design Process
Interview with stake holders/end
users, GAP Analysis
Card Sorting and other exercises
for Information Architecture
Low fidelity prototyping – Paper
prototyping
Medium fidelity prototyping
Testing final design
Software Architecture Design
Feature research and
feasibility study
Feature proof of concepts
Implementation with final
design
Design Requirement
Gathering
Strategic Design
Structural Design
Skeletal Design
Design Implementation
Implementation & Production
Testin
g
Design Engineering
Experiences happen, whether or
not you plan them. When not
intentionally designed, there’s a
much higher likelihood of the experience being poor.
And don’t try too hard to reinvent the wheel in the name of REDESIGN
Parting Notes…
Thank You
Remember folks… User Experience design is not the role of one person or dept.
IT’S A CULTURE
Additional resources: (Watch later) An animated tribute to UX Design Part 1|Part 2