UX is not UI
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Transcript of UX is not UI
UX |= UI
Kelley Howellux @ DE
Erik Flowers @ http://www.uxisnotui.com/
20112
2000
Dick Berry, IBM, in an article for developers to better understand UX design
The Elements of User Experience2000
2007
Trevor Van Gorp, Affective Design / Brad Frost, Adaptive Design
UX/UI User Group: a history
Guerilla UX @ DE2007-9
Guerilla UX @ DE
• 2007: BC Wilson, Erin Walsh PMs with Trader and FR; Andrew Jaswa and Kelley Walker with FR and Trader
• User group: find other nerds into usability, HCI, and UX
• Use guerilla tactics to win the war.
UX timeline(Leah Buley, UX Team of One)
UX: how people think and feel
User experience design is about centering the user throughout the product development process
UX @ DE Square
• UX technique to get people to brainstorm in innovative ways
• Get people out of their element• Let’s try this: What is the User Experience of
our building• Hint: Architects create user experiences for
their buildings – inside and outside
The Building UX
UX = understanding people
• Architects understand people: what their tasks, goals, desires, and dreams
• Architects understand social interaction: norms, rituals, the unique problems involved in social life
Buildings |= Software
• Buildings are different from software in an important way
• Interactive relationship exists between people and software
Don Norman and Steve Jobs
• Leveraged human tendency to apply rules of social life to computer interaction. ( + anthropomorphize)
• Emotional connection with computersI don’t hate itI like itI love it
Examples
• Animation effects (emerged from research insights from studying computer gaming in 70s and 80s)
• Genie effect (zoom)• Rounded corners• Dog ears
Gamification
• Love• Addiction• Deviance (habit / ritual )• Twitter: To be predictable or not to be
UX = ignoring people
“Understand users, then ignore them.”
-- Robert Hoekman in Designing the Obvious
Everything I know about UX, I learned in English Class
Rhetoric
• Logos• Ethos• Pathos
The Elements of User Experience
The Planes of User ExperienceStep 1: Strategy - Who are users, what do they need, what are their problems, hopes, desires?
Step 2: Scope - Given user needs, what content and functionality is required to obtain needs? What are the limits and constraints.
Step 3: Structure - How will content and functionality interact and does it meet users’ needs?
Step 4: Skeleton - What are the foundational elements of the interface? How do users navigate & find information?
Step 5: Surface - The final visual and tactile elements: visual style, brand identity, style, logo.
UX is about designs that
• Understand how people think and feel• Center users throughout the product lifecycle –
strategy >• Are based on both listening to users, then ignoring
them• centering users through:
researchadvocacydesign patternsrules/guidelines
Questions?