UX is not UI

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UX |= UI Kelley Howell ux @ DE

Transcript of UX is not UI

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UX |= UI

Kelley Howellux @ DE

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Erik Flowers @ http://www.uxisnotui.com/

20112

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2000

Dick Berry, IBM, in an article for developers to better understand UX design

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The Elements of User Experience2000

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2007

Trevor Van Gorp, Affective Design / Brad Frost, Adaptive Design

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UX/UI User Group: a history

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Guerilla UX @ DE2007-9

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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.

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UX timeline(Leah Buley, UX Team of One)

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UX: how people think and feel

User experience design is about centering the user throughout the product development process

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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

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The Building UX

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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

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Buildings |= Software

• Buildings are different from software in an important way

• Interactive relationship exists between people and software

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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

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Examples

• Animation effects (emerged from research insights from studying computer gaming in 70s and 80s)

• Genie effect (zoom)• Rounded corners• Dog ears

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Gamification

• Love• Addiction• Deviance (habit / ritual )• Twitter: To be predictable or not to be

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UX = ignoring people

“Understand users, then ignore them.”

-- Robert Hoekman in Designing the Obvious

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Everything I know about UX, I learned in English Class

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Rhetoric

• Logos• Ethos• Pathos

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The Elements of User Experience

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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.

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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

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Questions?