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Mapping the Design Experience

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Page 1: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

Mapping the Design Experience

Page 2: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

Right brain vs. Left brain

Page 3: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

USER EXPERIENCEUSER RESEARCH

CONTENT ANALYSISDATA ARCHITECTURE

USER TESTING

CREATIVE CONTENTUSER INTERFACE

PROTOTYPINGBRANDING

PRINT DESIGN

DESIGN

PRODUCTSERVICE

Page 4: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

WITHIN THE CREATIVE PROCESS FORM FOLLOWS FUNCTION

Development and construction Live

Prototyping and visual design

Concepting and drafting

Page 5: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

the left braindetermines the function

Page 6: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

UX tip: Projected text is easier to read againts a dark backgound

1. The Left Brain: User Experience Design

An often misused term that describes the process of designing digital or physical products that are useful, easy to use, and delightful to interact with.

it has been described as…

It encompasses processes that include

• Research and analysis• Surveys and interviews• Content audits• Information architecture• Taxonomies• Persona development• Experience and journey maps• Prototypes• Usability

“The art and science of generating positive emotions through product interactions”

Tomer Sharon, Senior UX Researcher

at Google.

Page 7: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

product-centered design user-centered design

Page 8: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

Personal experience: The single most difficult thing I have to deal with is convincing a client that visual branding comes after content and user experience.

1.1 UX Discovery: Defining the Who, What and How.

UX work starts with a discovery process that analyses of the Who, What and How of the project.

Understanding what users want, feel, and do interacting with a product or service, and how they do, establishes the basis of a narrative that informs all design decisions.

That narrative is often presented in the form of users stories written in very precise synthax.

Users stories are very granular and lead to user narratives (or epics).

Page 9: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.2. Setting the project goals

The Who and What are incorporated in a set of Business Requirements and are defined by a Project Scope.

This work is usually done by a Project Manager.

The scope is the (contractual) document that defines the goals and limits of a project, and the roles and approval of individuals.

In the Scope document stakeholders and users are defined.

The project scope is also used to generate an RFP and a cost estimate.

Page 10: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.3. UX methodologies

With user stories and business requirements come content audits and research.

Content is audited againts what’s needed, what exists, what needs to be created, or edited, or harvested, and what format that content has (text, image, video...).

Many methologies and techiniques can be mixed and mached to achieve the desire result.

• Competitor analysis• Stakeholder Interviews• User inteviews• Surveys• Content audits• Heuristic reviews (usability)• User testing• Use cases• Personas• Experience or journey maps• Workflow diagrams

Page 11: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.4. Interviewing

Stakeholder and user interviews are held to gather information on current practices, expectations and individual pain points (what does not work). Interviews are held one-on-one, in person or remotely, and are often recorded.

Interviewing stakeholders provides insight on features and business goals.

Interviewing user is essential in user-centerd design. They provide insight on expectations, habitual use and pratices, and pain points on current products.

Card sorting exercises are another technique that allow UX designers organize content structure and refine labeling (taxonomy).

Page 12: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.5. Developing Personas

Users (or customers) can also be presented as personas (made up individuals) grouped by gender, age, goals. Personas will respond to the user stories. They become your benchmark audience.

Page 13: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.6. Mapping the findings

User experience maps and user journeys are created to visualize the finding of users interviews and surveys.

Page 14: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.7. Conceiving the Architecture

Information architecture (AI) aims to solve the hierachical and relational problems inherent in complex non-linear interactions with content.

Taxonomies structure hierarchical value, categorization and tagging of content to facilitate presentation, navigation, discovery and search.

Page 15: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher
Page 16: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.8 Auditing content

In the forest of content there there are multiple physical shapes, data, and hierarchies that need to be identified and structured to give users easy access to what they seek. This is sometimes called discoverability. In the online forest digital content discoverability is called SEO.

Like in a real forest, most information about diversity and relationships lies under the surface. The role of a UX designer is to audit that diversity and map those realtionships. Content is presented in many forms, long, short, hierarchical, immersive, quantitative, descriptive, as text, data, images, videos, illustrations, static , dymanic, relational, or in motion.

The structure of content is organized by type, levels, values, style, categorization and tagging.It all translates into taxonomies and visual design.

Page 17: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.9 Sitemapping and flow charts

These are the most basic forms of charted architecture for websites, mobile interfaces, or user interactions with product and services.

They define the navigational model, pagination, and user decision points.

Common ReadsSitemap

GLOBAL NAVIGATION

News1.0 Social Media Follows8.0About Us5.0Freshman Year Reading2.0

1.0 News Landing Page

1.2 News List

1.1 Articles

Footer

Newsletter Sign UpF4.0Terms of UseF3.0Privacy PolicyF2.0Corporate LinksF1.0

Community & School Reads3.0

3.1 Adult Community LP 3.2 CYA Community LP

3.1.X AC Categories 3.2.X CYA Categories

3.1.2 AC Resources 3.2.2 CYA Resources

F.A.Q4.0

4.0 F.A.Q.

Search6.0

6.0 Search Results

Newsletter Subscription7.0

PAGES

2.0 FYR Categories LP

2.X FYR Categories

2.3 FYR Resources

5.0 About Us 7.0 Newsletter Subs.

Book details Author details

Page 18: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

the right braindetermines the form

Page 19: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

2. The Right Brain: Visual Design and Ideation

It encompasses…

• User interface design• Mood boards• Typography, color, composition• Branding• Visual development

The phase of visual design for digital interactive interfaces on various desktop and mobile devices is defined as UI…

It includes…

• Wireframes• High fidelity prototypes• Interaction design

“User Interface (UI) Design focuses

on anticipating what users might

need to do and ensuring that the

interface has elements that are easy

to access, understand, and use to

facilitate those actions. UI brings

together concepts from interaction

design, visual design,

and information architecture.

www.usability.gov

Page 20: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

Freshman Year Reading (FYR) Mega Menu

6

Mega menu expands on hover. Freshman Year Reading is not clickable to a page.

Clicking Freshman Year Reading Categories will take the user to the Freshman Year Reading Categories page.

Clicking each category from the mega menu will take the user to the selected category page.

Clicking Freshman Year Reading Resources will take the user to the FYR Resources page.

There will be 3 distinct Resource page dedicated to FYR, Adult Community, Children & Young Adult. Each Resources page will use FAQ module. (Please refer to design specs for layout).

62.1 UI: Wireframes

Wireframes show structure and sequence of content on a screen. They can be static or interactive, low fidelity or high fidelity.

Intial wireframes are usually presented in a visually neutral form, in grey, to focus on the structure’s blueprint, and not trigger in stakeholders or users an easthetic judgment. They are the syntax of design.

Static low fidelity wireframes are also meant to be passed around at meetings in pdf and printed forms.

Different wireframes are created for desktop and mobile experiences.

Page 21: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

2.2 UI: High fidelity wireframes

Hi-Fi wires are dressed up with images, typography, text and color. These are more often used at later presentations when less used to abstraction is needed.

Prototypes add clickable interaction to wireframes through hyperlinks.

These prototypes are used for presentation to stakeholders and developers.Sometimes they are also used for user and A/B testing.

Link: InVisionInVision is a simple and free prototyping web applivation. Great for presentations

Page 22: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

2.3 UI: Interaction and usability

Clicking, tapping, scrolling, swiping, filtering, zooming, peeking: smooth interaction with digital products is key to good usability.

Interaction is the realm of calls to action (CTAs), hover states, roll overs, fly out, pop ups, collapsing and expanding fields, filters, forms, and any other physical ways users relate to intefaces.

Usability is the study of how users interact with products and services. It quantifies and maps physical and emotional responses with the goal of improving engagement.

Usability studies are usually applied to protypes and live sites, through a variety of methodologies.

Link: www.usability.govAn excellent resource on UI, UX and usability by the department of Heallth and Human Services

Page 23: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

2.4 Ideation: Moodboards

Mood boards are an arrangement of images, materials, typography, etc., intended to evoke or project a particular style or concept.

They are an effective tool to harness inspiration.

Mood boards are widely used in adverstising and graphic design to align creative and business perpective around ideas, style, and inpiration.

The quitessential mood board is Pinterest.

www.gomoodboard.com

Page 24: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

T H I S D O C U M E N T CO N TA I N S CO N F I D E N T I A L MAT E R I A L O F T H E M I L L G R O U P, I N C. CO PYR I G H T © T H E M I L L G R O U P 2016

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CARTWHEELT R E A T M E N T

L O O S E Y O U R S E L F I N C O l O R

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T H E C I R C L E T H E M E

There is a circle that stays in the center of the frame throughout the spot, created by match cut objects,

and characters. The circle will be a common motif throughout and will be used as a branding element

to connect our fantastical world with the Cartwheel app itself. Circles will take the forms of anything

from holes in the wall, mandala-esque patterns of products, and the shape of the objects themselves.

GRAPHIC CIRCLES PRACTICAL C IRCLES UI APP DESIGN CIRCLES CIRCULAR PRODUCTS

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STYLE FRAMESB R O A D C A S T & P R E - R O L L

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C O N C E P T O V E R V I E W

To tell the full story of Cartwheel, we want to strike a harmonious balance between the

informational aspects of how to use the app, with compelling visuals that bring it life. The

aim is to make this educational and clear, as well as beautiful and relatable. The Cartwheel

branding, shape of the circle, color palette and user interface design are important visual

tools that will help connect the metaphorical world of our visuals, to the practical fun and

rewarding use of the app itself.

S T O R Y

Every scene should feel energetic, upbeat and intentional. Much like an Alice In Wonderland tale,

our story begins as a woman steps into a circular doorway, an abstracted visual of the categories

page on Cartwheel. She leads us through the world of Cartwheel, where we are dazzled with

bright and beautiful objects of all sorts; a wonderland of everything you can save on with the app.

These sequences are quick, witty and playful. At the end, we pull out from the circular doorway we

entered through, leaving the wonderland behind, and arriving at the Cartwheel categories page

on a smart phone where: We have been inside the app the whole time.

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A plethora of products from all the departments will be featured: Whether it is apparel, beauty, cleaning or pet

products, food, home decor, or toys and games - all the objects will be circular in nature, centered in the composition,

and spinable. They will be fun and unexpected, creating a genuine surprise with every match cut. We will choose

and create objects that fit within our color scheme, bringing them into the world of Cartwheel.

P R O D U C T S & P R O D U C T I O N D E S I G N

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The environment we create and build for this spot will be very graphic and minimal, creating the

abstracted world of Cartwheel. The color palette will set a look and feel that steers us away from the

classic Target branding and style. The world will be heavily art directed and designed with purposeful,

graphic and lively compositions.

B R I G H T • M I N I M A L • P L A Y F U L

T H I S D O C U M E N T CO N TA I N S CO N F I D E N T I A L MAT E R I A L O F T H E M I L L G R O U P, I N C. CO PYR I G H T © T H E M I L L G R O U P 2016

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Match cutting circles to circles with each frame’s composition will bring continuity to this spot, which involves many

objects and se uences. uic cuts and fast acing will be in uenced and timed with the music. hile each circular product remains the same size in the frame, the scale of the objects themselves vary from things as small as nail

polish bottles, to products as big as blow up back yard pools. The scale relationships and different camera angles

to down, rofile etc. will ma e this engaging and sur rising with e er turn of the corner.

C I N E M A T O G R A P H Y & E D I T O R I A L S T Y L E

L O O S E Y O U R S E L F I N C O l O RS T Y L E F R A M E S

ADVERTISING SPOT MOODBOARD

Page 25: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

SOCIAL MEDIA CAMPAIGN MASCOT PROJECT MOODBOARD

Page 26: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

SOCIAL MEDIA CAMPAIGN FINAL PRESENTATION

Page 27: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

2.5 Ideation: typography

Typography is the art (and architecture) of the written word. Its appreciation is based on the study of its historical, easthetical, and functional nuance: clarity, form, function, origin, style, and value.

The context determines both selection and design rules.

> Display type vs Text type> Shortform vs longform reading> Digital vs print> Royalty free vs royalty managed

Fonts for print and web can be found and tested herewww.myfonts.comwww.fontshop.com www.fontbureau.com www.fontfont.com

New forms of licensing by subscription are good for websites and frequent userswww.typekit.com

Page 28: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher
Page 29: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

Post modernist 1990s - Dutch Vernacular 2000s - US

psychedelic 1960s - US Modernist 1970s - ItalianModernist 1960s - Swiss Graphiti 1980s - French

Minimalist 1980s - SwissDeconstructivist 1980s - US

Page 30: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

asymmetrical motion loud / energetic

organic / hierarchical dynamic / fluidbold / symmetrical motion punk / essential

systematic / assertivefreethinking / cultish

Page 31: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

figurative / illustrativetech / textural new wave / flat

post minimalist / dimentional

pop / geometric

street / vernacular hand lettered / layeredconceptual / optical

Page 32: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

GermanyJapan Poland

United States

United Kingdom

Spain FranceSwitzerland

Page 33: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1

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2.6 Ideation: color and composition

Color is subjective although some some design principle apply:

1 Grey scale can be sophisticated 2 Use colors sparingly3 Let color breathe4 Draw color from images5 Echo and complement colors6 Use background contrast7 Match color luminance8 Mix and match your color pairings9 Look for intermediate hues10 Make green rare11 Make white a color

Page 34: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

2.6 Ideation: the "Luminance test"

Look at your work in Black & White

Color choices need to consider luminance (and contrast) because it is a key to usability. Luminance contains visual information that hue and saturation do not.

The "luminance test" provides an excellent way to isolate visual composition (which guides user attention) and counteract confusion due to color deficiency. One in 12 men and one in 200 women in the world are color defficient.

www.workwithcolor.com

Page 35: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

putting it all together

Page 36: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

Penguin Random HouseSpeakers Bureau.

Celebrating 10 Years.

1.0 A Branding Use Case:Penguin Random House Speakers Bureau

An representation service agency for Penguin Random House book authors, which promotes and books speaking engagements.

Page 37: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

GROUND Black

GROUND Black

PREFERRED ALTERNATE

OUTLINE VARIATIONS ON SINGLE COLOR GROUNDS

ALTERNATE ON A TURQUOISE GROUND USED FOR ONE-COLOR PRINTING ONLY

GROUND C96 35K

GROUND PMS 1505

GROUND White

GROUND C96 Y35

OUTLINE White

OUTLINE White

OUTLINE Black

OUTLINE White

OUTLINE Black

OUTLINE White

PAGE PMS 1505

PAGE PMS 1505

PAGEBlack 30% tint

1.1 Speakers Bureau Branding Guidelines

Page 38: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.1 Speakers Bureau Branding applications

Page 39: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.2 Speakers Bureau website prhspeakers.com

Page 40: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.3 Speakers Bureau Image curation

The web is now visual.People like to communicate through though images and video (Instagram, Pinterest, Snapchat, Tumblr, WhatsApp, Youtube…)www.internetlivestats.com/one-second/

Image (and video) curation is part of any design strategy.1. Identify sources 2. Establish quality baselines3. Establish usage rules4. Design visual parameters5. Optimize production and SEO6. QA site performance

Some basic tips:> Design and produce for reuse across responsive structures and social media.> Consider the user's context and

600 x 388

940 x 529

Site's portraits (full screen and thumbnail) are porportional to a grid system and allow for text area.

240 x 135

YouTube thumbnails optimized with topics

Page 41: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

1.4 Speakers Bureau Print promotion

Page 42: Mapping the Design Experience · • Prototypes • Usability “The art and science of generating positive emotions through product interactions” Tomer Sharon, Senior UX Researcher

3 Branding case study

thank you