the science of ux - april 2012 nerdery interactive primer
DESCRIPTION
Nerdery Interactive Primer Series - The Science of UXTRANSCRIPT
#UXNERDSMonday, April 30, 2012
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MATT TONAKCOMMUNITY MANAGER
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ZACKSENIOR USER EXPERIENCE DESIGNERUSER RESEARCH PRACTICE LEAD
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MIKEDIRECTOR OF USER EXPERIENCE
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HOW TO PARTICIPATE
¼ Using the questions panels in the GoToMeeting app
¼ On Twitter @The_Nerdery
¼ Send us an email at [email protected]
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THE SCIENCE OF
USER EXPERIENCEINTERACTIVE PRIMER SERIES
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ART IS NOT DESIGN
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ART IS NOT DESIGNNOT FOR US ANYWAY
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¼ Body Level 1
¼ Body Level 2
¼ Body Level 3
ARTAIMS TOINSPIRE
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¼ Body Level 1
¼ Body Level 2
¼ Body Level 3
DESIGN
PROBLEMS
SOLVES
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ART
IS
INTERPRETED
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DESIGN
UNDERSTOOD
IS
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DESIGN PHILOSOPHIES
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DESIGN PHILOSOPHIESThere is no “one-size-fits-all”
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DESIGN PHILOSOPHIES
Self Design
There is no “one-size-fits-all”
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DESIGN PHILOSOPHIES
Self Design
Genius Design
There is no “one-size-fits-all”
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DESIGN PHILOSOPHIES
Self Design
Genius Design
User-Centered Design
There is no “one-size-fits-all”
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SELF DESIGNSOLVING YOUR OWN PROBLEM
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SELF DESIGNSOLVING YOUR OWN PROBLEM
I know what I want for dinner.Self Design is cooking for yourself.
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SELF DESIGNSOLVING YOUR OWN PROBLEM
I know what I want for dinner.Self Design is cooking for yourself.
Pretty simple.
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GENIUS DESIGNSOLVING A PROBLEM YOU’VE SOLVED BEFORE
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GENIUS DESIGNSOLVING A PROBLEM YOU’VE SOLVED BEFORE
If I’ve made dinner for Mike (or people like him) many times before, I rely on my domain specific experience to cook dinner for Mike.
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GENIUS DESIGNSOLVING A PROBLEM YOU’VE SOLVED BEFORE
If I’ve made dinner for Mike (or people like him) many times before, I rely on my domain specific experience to cook dinner for Mike.
I don’t actually cook for Mike. #justsayin’
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GENIUS DESIGNTHERE’S A CATCH
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GENIUS DESIGNTHERE’S A CATCH
Genius Design presupposes that you originally did your research to define the problem.
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USER-CENTERED DESIGN AKA: UX Design
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USER-CENTERED DESIGN AKA: UX Design
A UX process starts withunderstanding the problem
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USER-CENTERED DESIGN
Focuses on behavior, use, and context
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USER-CENTERED DESIGN
Focuses on behavior, use, and context
Building empathy
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HOLISTIC DESIGN:FOCUSED ON PEOPLE
USERRESEARCH
INFORMATION ARCHITECTURE
INTERACTIONDESIGN
VISUALDESIGN
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HOLISTIC DESIGN:FOCUSED ON PEOPLE
USERRESEARCH
INFORMATION ARCHITECTURE
INTERACTIONDESIGN
VISUALDESIGN
Where art occurs in design
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HOLISTIC DESIGN:FOCUSED ON PEOPLE
USERRESEARCH
INFORMATION ARCHITECTURE
INTERACTIONDESIGN
VISUALDESIGN
INTERSECTION OF ART, DESIGN AND SCIENCE
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DESIGN SOLVES PROBLEMS
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NERDERY UX APPROACH
UNDERSTAND THE “WHY”
DEFINE THE “WHAT”
LEARN THE “WHO”
CRAFT THE “HOW”
Throughly define the problem
Build empathy with the audience
Understand why it’s a problem
Evaluate and execute the solution
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DEFINING THE “WHAT”IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM
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DEFINING THE “WHAT”IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM
¼ Can’t appropriately solve an undefined problem
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DEFINING THE “WHAT”IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM
¼ Stated problems vs. actual problems
¼ Can’t appropriately solve an undefined problem
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DEFINING THE “WHAT”IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM
¼ Unable to measure success
¼ Stated problems vs. actual problems
¼ Can’t appropriately solve an undefined problem
Monday, April 30, 2012
DEFINING THE “WHAT”IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM
¼ Unable to measure success
¼ Stated problems vs. actual problems
¼ Can’t appropriately solve an undefined problem
¼ Measuring the wrong factors to success
Monday, April 30, 2012
DEFINING THE “WHAT”IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM
¼ Unable to measure success
¼ Stated problems vs. actual problems
¼ Can’t appropriately solve an undefined problem
¼ Measuring the wrong factors to success
¼ Can create tumbler effect of:
undefined problem incorrect solution intangible success
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SCIENCE
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Science is a systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe.
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SCIENTIFIC METHOD
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SCIENTIFIC METHOD1. 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)
Monday, April 30, 2012
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SCIENTIFIC METHOD1. 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)
Monday, April 30, 2012
#UXNERDS
SCIENTIFIC METHOD1. 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)
Iterations
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UX DESIGN METHOD1. 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
Monday, April 30, 2012
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UX DESIGN METHOD1. 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
INJECTION OFSCIENTIFICREASONING
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HUMAN LOGIC:
SCIENTIFIC REASONING
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HUMAN LOGIC:
SCIENTIFIC REASONING
How do we make design decisions?
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HUMAN LOGIC:
SCIENTIFIC REASONING
How do we make design decisions?
How do we define problems?
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HUMAN LOGIC:
SCIENTIFIC REASONING
How do we make design decisions?
How do we define problems?
How do we craft solutions?
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HUMAN LOGIC:
SCIENTIFIC REASONING
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HUMAN LOGIC:
SCIENTIFIC REASONING
Deductive reasoning
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HUMAN LOGIC:
SCIENTIFIC REASONING
Deductive reasoning
Inductive reasoning
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HUMAN LOGIC:
SCIENTIFIC REASONING
Deductive reasoning
Inductive reasoning
Abductive reasoning
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HUMAN LOGIC:
SCIENTIFIC REASONING
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HUMAN LOGIC:
SCIENTIFIC REASONING
Precondition
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HUMAN LOGIC:
SCIENTIFIC REASONING
Precondition
Rule
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HUMAN LOGIC:
SCIENTIFIC REASONING
Precondition
Rule
Conclusion
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DEDUCTIVE REASONING
¼ Determining the conclusion
¼ Precondition and rule “follows necessarily”
¼ Conclusion must be true where rule and precondition are
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DEDUCTIVE REASONING
1. Men are mortal.
2. Zack is a man.
3. Therefore, Zack is mortal.
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DEDUCTIVE REASONING
1. When our conversion rate on the checkout page is 5% or less, our total revenue decreases.
2. Our conversion rate on the checkout page is less than 5%
3. Our total revenue has decreased.
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INDUCTIVE REASONING
¼ Uses probability to draw conclusion.
¼ Abstracts of observations from individual cases
¼ It’s possible that the conclusion is false.
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INDUCTIVE REASONING
1. Small text is hard to read for most people.
2. Most people can understand larger text.
3. Therefore, we can assume larger text will be easier to read.
Easier to read.Harder to read.
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INDUCTIVE REASONING
1. There were usability flaws every time we had conversion rate of 5% or less on the checkout page.
2. Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.
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ABDUCTIVE REASONING
¼ Separation of facts within limited contexts.
¼ Precondition is related, but must be a reasonable suggestion that the conclusion is true.
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ABDUCTIVE REASONING
1. I’ve seen people have a hard time reading small text.
2. Sometimes, people understanda message better if it’s with a picture.
3. We can abduct, people may understandour content better with pictures.
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ABDUCTIVE REASONING1. I’ve seen conversion rate lower on websites with
usability flaws.
2. Sometimes, usability flaws are caused by unclear calls to action.
3. We can abduct that clearer calls to action can improve conversion rate.
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SCIENTIFIC REASONINGAND APPLIED LOGIC IN UX
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APPLIED LOGIC IN UX DESIGN1. 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
INDUCTIVE &ABDUCTIVE LOGIC
INDUCTIVE LOGIC
DEDUCTIVE LOGIC
DEDUCTIVE & INDUCTIVE LOGIC
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APPLIED LOGIC IN UX DESIGN1. Define the problem DEDUCTIVE LOGIC
“When our conversion rate on the checkout page is 5% or less, our total revenue decreases.”
“Our conversion rate on the checkout page is less than 5%”
“Our total revenue has decreased.”
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APPLIED LOGIC IN UX DESIGN1. Define the problem DEDUCTIVE LOGIC
“When our conversion rate on the checkout page is 5% or less, our total revenue decreases.”
“Our conversion rate on the checkout page is less than 5%”
“Our total revenue has decreased.”
Deductive logic for problem definition
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APPLIED LOGIC IN UX DESIGN3. Form an explanatory hypothesis INDUCTIVE LOGIC
“There were usability flaws every time we had conversion rate of 5% or less on the checkout page.”
“Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.”
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APPLIED LOGIC IN UX DESIGN3. Form an explanatory hypothesis INDUCTIVE LOGIC
“There were usability flaws every time we had conversion rate of 5% or less on the checkout page.”
“Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.”
Inductive logic for hypothesis formation
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APPLIED LOGIC IN UX DESIGN5. Analyze the data
6. Interpret the data and draw conclusions to inform design decisions
INDUCTIVE &ABDUCTIVE LOGIC
“I’ve seen conversion rate lower on websites with usability flaws.”
“In our research and observations, we saw usability flaws caused byunclear calls to action.”
“We can abduct that clearer calls to action can improve conversion rate.”
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APPLIED LOGIC IN UX DESIGN5. Analyze the data
6. Interpret the data and draw conclusions to inform design decisions
INDUCTIVE &ABDUCTIVE LOGIC
“I’ve seen conversion rate lower on websites with usability flaws.”
“In our research and observations, we saw usability flaws caused byunclear calls to action.”
“We can abduct that clearer calls to action can improve conversion rate.”
Abductive logic for research data analysis and informing design decisions
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APPLIED LOGIC IN UX DESIGN8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC
“When we fixed our usability flaws, our conversion rate increased to 10%, also increasing our total revenue.”
“We’ve fixed our usability flaws.”
“Therefore, our total revenue has increased.”
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APPLIED LOGIC IN UX DESIGN8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC
Deductive logic for design success measurement
“When we fixed our usability flaws, our conversion rate increased to 10%, also increasing our total revenue.”
“We’ve fixed our usability flaws.”
“Therefore, our total revenue has increased.”
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WHAT DOES ALL THIS MEAN?
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FINAL THOUGHTS
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FINAL THOUGHTSUX Design and “Scientific-like” approach allows us to:
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FINAL THOUGHTSUX Design and “Scientific-like” approach allows us to:
¼ Thoroughly define the problem
¼ Learn how to make informed design decisions
¼ Articulate our reasoning for design decisionsand features
¼ Reduce risk and strengthen chance for success
¼ Measure ROI of design (even against KPIs)
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We’re using scientific methods, logic and reasoning, applied to creative process in order to solve problems through design.
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THANKS
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QUESTIONS?
¼ Using the questions panels in the GoToMeeting app
¼ On Twitter @The_Nerdery
¼ Tweet with the #uxnerds hashtag
¼ Send us an email at [email protected]
¼ More answers online at http://nerdery.com
Monday, April 30, 2012
#UXNERDSMonday, April 30, 2012