the science of ux - april 2012 nerdery interactive primer

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Nerdery Interactive Primer Series - The Science of UX

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  • 1. #UXNERDSMonday, April 30, 2012

2. MATT TONAK COMMUNITY MANAGER #UXNERDSMonday, April 30, 2012 3. ZACK SENIOR USER EXPERIENCE DESIGNER USER RESEARCH PRACTICE LEAD #UXNERDSMonday, April 30, 2012 4. MIKE DIRECTOR OF USER EXPERIENCE #UXNERDSMonday, April 30, 2012 5. HOW TO PARTICIPATE Using the questions panels in the GoToMeeting app On Twitter @The_Nerdery Send us an email at primers@nerdery.com #UXNERDSMonday, April 30, 2012 6. THE SCIENCE OF USER EXPERIENCEINTERACTIVE PRIMER SERIES#UXNERDSMonday, April 30, 2012 7. ART IS NOT DESIGN #UXNERDSMonday, April 30, 2012 8. ART IS NOT DESIGN NOT FOR US ANYWAY #UXNERDSMonday, April 30, 2012 9. ARTAIMS TOBody Level 1 Body Level 2 INSPIRE3Body Level #UXNERDSMonday, April 30, 2012 10. DESIGN Body Level 1 Body Level 2 SOLVES Body Level 3PROBLEMS#UXNERDSMonday, April 30, 2012 11. ARTISINTERPRETED #UXNERDSMonday, April 30, 2012 12. DESIGNIS UNDERSTOOD #UXNERDSMonday, April 30, 2012 13. DESIGN PHILOSOPHIES #UXNERDSMonday, April 30, 2012 14. DESIGN PHILOSOPHIESThere is no one-size-fits-all#UXNERDSMonday, April 30, 2012 15. DESIGN PHILOSOPHIESThere is no one-size-fits-all Self Design#UXNERDSMonday, April 30, 2012 16. DESIGN PHILOSOPHIESThere is no one-size-fits-all Self Design Genius Design#UXNERDSMonday, April 30, 2012 17. DESIGN PHILOSOPHIESThere is no one-size-fits-all Self Design Genius DesignUser-Centered Design#UXNERDSMonday, April 30, 2012 18. SELF DESIGN SOLVING YOUR OWN PROBLEMMonday, April 30, 2012 19. SELF DESIGN SOLVING YOUR OWN PROBLEM I know what I want for dinner. Self Design is cooking for yourself.Monday, April 30, 2012 20. SELF DESIGN SOLVING YOUR OWN PROBLEM I know what I want for dinner. Self Design is cooking for yourself. Pretty simple.Monday, April 30, 2012 21. GENIUS DESIGN SOLVING A PROBLEM YOUVE SOLVED BEFOREMonday, April 30, 2012 22. GENIUS DESIGN SOLVING A PROBLEM YOUVE SOLVED BEFOREIf Ive made dinner for Mike(or people like him) manytimes before, I rely on mydomain specific experienceto cook dinner for Mike.Monday, April 30, 2012 23. GENIUS DESIGN SOLVING A PROBLEM YOUVE SOLVED BEFOREIf Ive made dinner for Mike(or people like him) manytimes before, I rely on mydomain specific experienceto cook dinner for Mike.I dont actually cook for Mike. #justsayinMonday, April 30, 2012 24. GENIUS DESIGN THERES A CATCHMonday, April 30, 2012 25. GENIUS DESIGN THERES A CATCHGenius Design presupposes thatyou originally did your research todefine the problem.Monday, April 30, 2012 26. USER-CENTERED DESIGN AKA: UX Design#UXNERDSMonday, April 30, 2012 27. USER-CENTERED DESIGNAKA: UX DesignA UX process starts with understanding the problem #UXNERDSMonday, April 30, 2012 28. USER-CENTERED DESIGNFocuses on behavior, use, and context#UXNERDSMonday, April 30, 2012 29. USER-CENTERED DESIGNFocuses on behavior, use, and contextBuilding empathy#UXNERDSMonday, April 30, 2012 30. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATIONINTERACTION VISUAL RESEARCH ARCHITECTUREDESIGN DESIGN#UXNERDSMonday, April 30, 2012 31. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATIONINTERACTIONVISUAL RESEARCH ARCHITECTUREDESIGNDESIGN Where art occurs in design #UXNERDSMonday, April 30, 2012 32. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATIONINTERACTIONVISUAL RESEARCH ARCHITECTUREDESIGNDESIGNINTERSECTION OF ART, DESIGN AND SCIENCE #UXNERDSMonday, April 30, 2012 33. DESIGN SOLVES PROBLEMS#UXNERDSMonday, April 30, 2012 34. NERDERY UX APPROACHThroughly define the problemDEFINE THE WHATBuild empathy with the audienceLEARN THE WHOUnderstand why its a problem UNDERSTAND THE WHYEvaluate and execute the solutionCRAFT THE HOW#UXNERDSMonday, April 30, 2012 35. DEFINING THE WHAT IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEMMonday, April 30, 2012 36. DEFINING THE WHAT IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM Cant appropriately solve an undefined problemMonday, April 30, 2012 37. DEFINING THE WHAT IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM Cant appropriately solve an undefined problem Stated problems vs. actual problemsMonday, April 30, 2012 38. DEFINING THE WHAT IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM Cant appropriately solve an undefined problem Stated problems vs. actual problems Unable to measure successMonday, April 30, 2012 39. DEFINING THE WHAT IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM Cant appropriately solve an undefined problem Stated problems vs. actual problems Unable to measure success Measuring the wrong factors to successMonday, April 30, 2012 40. DEFINING THE WHAT IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM Cant appropriately solve an undefined problem Stated problems vs. actual problems Unable to measure success Measuring the wrong factors to success Can create tumbler effect of:undefined problemincorrect solution intangible successMonday, April 30, 2012 41. SCIENCE #UXNERDSMonday, April 30, 2012 42. Science is a systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe.#UXNERDSMonday, April 30, 2012 43. SCIENTIFIC METHOD #UXNERDSMonday, April 30, 2012 44. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve asa starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists)#UXNERDSMonday, April 30, 2012 45. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve asa starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists)#UXNERDSMonday, April 30, 2012 46. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesisIterations 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve asa starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists)#UXNERDSMonday, April 30, 2012 47. UX DESIGN METHOD 1. Define the problem 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to inform design decisions 7. Document results 8. Measure design decisions #UXNERDSMonday, April 30, 2012 48. UX DESIGN METHOD 1. Define the problem 2. Gather information and resources (observe)INJECTION OF 3. Form an explanatory hypothesis SCIENTIFIC REASONING 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to inform design decisions 7. Document results 8. Measure design decisions #UXNERDSMonday, April 30, 2012 49. HUMAN LOGIC: SCIENTIFIC REASONING#UXNERDSMonday, April 30, 2012 50. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions?#UXNERDSMonday, April 30, 2012 51. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions?How do we define problems?#UXNERDSMonday, April 30, 2012 52. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions?How do we define problems?How do we craft solutions?#UXNERDSMonday, April 30, 2012 53. HUMAN LOGIC: SCIENTIFIC REASONING#UXNERDSMonday, April 30, 2012 54. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning #UXNERDSMonday, April 30, 2012 55. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning Inductive reasoning #UXNERDSMonday, April 30, 2012 56. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning Inductive reasoning Abductive reasoning #UXNERDSMonday, April 30, 2012 57. HUMAN LOGIC: SCIENTIFIC REASONING#UXNERDSMonday, April 30, 2012 58. HUMAN LOGIC: SCIENTIFIC REASONING Precondition#UXNERDSMonday, April 30, 2012 59. HUMAN LOGIC: SCIENTIFIC REASONING PreconditionRule#UXNERDSMonday, April 30, 2012 60. HUMAN LOGIC: SCIENTIFIC REASONING PreconditionRule Conclusion#UXNERDSMonday, April 30, 2012 61. DEDUCTIVE REASONING Determining the conclusion Precondition and rule follows necessarily Conclusion must be true where rule and precondition are #UXNERDSMonday, April 30, 2012 62. DEDUCTIVE REASONING 1. Men are mortal. 2. Zack is a man. 3. Therefore, Zack is mortal. #UXNERDSMonday, April 30, 2012 63. DEDUCTIVE REASONING 1. When our conversion rate on the checkout page is 5% orless, our total revenue decreases. 2. Our conversion rate on the checkout page is less than 5% 3. Our total revenue has decreased.#UXNERDSMonday, April 30, 2012 64. INDUCTIVE REASONING Uses probability to draw conclusion. Abstracts of observations from individual cases Its possible that the conclusion is false. #UXNERDSMonday, April 30, 2012 65. INDUCTIVE REASONINGEasier to read. 1. Small text is hard to read for most Harder to read.people. 2. Most people can understand larger text. 3. Therefore, we can assume larger textwill be easier to read.#UXNERDSMonday, April 30, 2012 66. INDUCTIVE REASONING 1. There were usability flaws every time we hadconversion rate of 5% or less on the checkout page. 2. Therefore, if conversion rate on the checkout pageis 5% or less, we have usability flaws.#UXNERDSMonday, April 30, 2012 67. ABDUCTIVE REASONING Separation of facts within limited contexts. Precondition is related, but must be a reasonable suggestion that the conclusion is true. #UXNERDSMonday, April 30, 2012 68. ABDUCTIVE REASONING 1. Ive seen people have a hard time reading small text. 2. Sometimes, people understanda message better if its with a picture. 3. We can abduct, people may understandour content better with pictures.#UXNERDSMonday, April 30, 2012 69. ABDUCTIVE REASONING 1. Ive