the science of ux design
DESCRIPTION
AIGA Statewide Pivot: CroTRANSCRIPT
Zack NaylorAIGA Statewide Pivot: Crossroads
Aug. 20, 2011
e Science of UX Design
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Art is not Design
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Art is not Design
Not for us anyway.
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Art aims to
Inspire
http://3.bp.blogspot.com/_PvnAJNEr__c/TUIqWcUJdVI/AAAAAAAAAoA/F1pPI5hZFt4/s1600/napoleon2g.jpg
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Design solves
Problems
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Art is
Interpreted
http://www.davidlester.net/abstract%20and%20interpretive.htm
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Design is
Understood
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Not all Design is created equal.
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Not all Design is created equal.
Nor is any design philosophy universally appropriate.
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Self Design
Genius Design
User Centered Design
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Self Design
Solves your own problem.
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Self Design
Solves your own problem.
I hope.
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Self Design
When is Self Design appropriate?
When YOU are the user.
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Genius Design
Draws from your experience.
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Genius Design
Draws from your experience.
Meh.
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Genius Design
When is Genius Design appropriate?
...not really ever...
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Genius Design
...except...when you have sufficient domain experience with
both the product & users
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User Centered Design
Focuses on behavior, use & context.
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User Centered Design
Focuses on behavior, use & context.
Winner, winner, chicken dinner.
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“User centered development process shifts from focus on the way the product is made, to how the product is used.”
- Mike Kuniavsky “Observing the User Experience”
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We call it
User Experience Design
(UX) for short
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The Elements of User ExperienceA basic duality: The Web was originally conceived as a hypertextual information space;but the development of increasingly sophisticated front- and back-end technologies hasfostered its use as a remote software interface. This dual nature has led to much confusion,as user experience practitioners have attempted to adapt their terminology to cases beyondthe scope of its original application. The goal of this document is to define some of theseterms within their appropriate contexts, and to clarify the underlying relationships amongthese various elements.
Jesse James [email protected]
Visual Design: graphic treatment of interfaceelements (the "look" in "look-and-feel")
Information Architecture: structural designof the information space to facilitateintuitive access to content
Interaction Design: development ofapplication flows to facilitate user tasks,defining how the user interacts withsite functionality
Navigation Design: design of interfaceelements to facilitate the user's movementthrough the information architectureInformation Design: in the Tuftean sense:designing the presentation of informationto facilitate understanding
Functional Specifications: "feature set":detailed descriptions of functionality the sitemust include in order to meet user needs
User Needs: externally derived goalsfor the site; identified through user research,ethno/techno/psychographics, etc.Site Objectives: business, creative, or otherinternally derived goals for the site
Content Requirements: definition ofcontent elements required in the sitein order to meet user needs
Interface Design: as in traditional HCI:design of interface elements to facilitateuser interaction with functionalityInformation Design: in the Tuftean sense:designing the presentation of informationto facilitate understanding
Web as software interface Web as hypertext system
Visual Design: visual treatment of text,graphic page elements and navigationalcomponents
Concrete
Abstract
time
Conception
Completion
FunctionalSpecifications
ContentRequirements
InteractionDesign
InformationArchitecture
Visual Design
Information DesignInterface Design Navigation Design
Site ObjectivesUser Needs
User Needs: externally derived goalsfor the site; identified through user research,ethno/techno/psychographics, etc.Site Objectives: business, creative, or otherinternally derived goals for the site
This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within auser experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
task-oriented information-oriented
30 March 2000
© 2000 Jesse James Garrett http://www.jjg.net/ia/
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A UX process starts with understanding the problem instead of de"ning the solution.
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A successful design is the perfect
marriage of user needs and
business goals.
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Perfect marriage of business needs and user needs + picture
User Needs Business Goals
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The Nerdery Embedded UX
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Physical Device Constraints
The Nerdery Embedded UX
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Physical Device Constraints Integration ConstraintsAPI
The Nerdery Embedded UX
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Physical Device Constraints Integration ConstraintsAPI
Software Constraints
The Nerdery Embedded UX
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Physical Device Constraints Integration ConstraintsAPI
Software ConstraintsUser Constraints
The Nerdery Embedded UX
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Physical Device Constraints Integration ConstraintsAPI
Software ConstraintsUser Constraints Budget Constraints$
The Nerdery Embedded UX
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You don't know what you don't know, until you know
that you didn't know it
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How do we make informed design decisions?
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Research
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Just like science.
http://reeleyes.wordpress.com/2011/07/28/309-back-to-the-future/
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a type of inductive theory, in that its content (i.e. empirical data) could be expressed within some formal system of logic whose elementary rules (i.e. scientific laws) are taken as axioms.
Scienti"c theory:
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Scienti"c Method:1. Define a question2. Gather information and resources (observe)3. Form an explanatory hypothesis4. Perform an experiment and collect data, testing the hypothesis5. Analyze the data6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis7. Publish results8. Retest (frequently done by other scientists)
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UX Method:1. Define a question2. Form a hypothesis3. Observe4. Collect data5. Analyze the data6. Report results 7. Create a solution8. Retest (often done by the same designer/team)
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Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.
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Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.
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Why do research?
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Why do research?
Build empathy.
Inform decisions.
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Why do research?
oroughly de"nes the problem.
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Why do research?
Design for the end user.
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Deductive Reasoning:1. Men are mortal.2. Zack is a man.3. Therefore, Zack is mortal.
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Inductive Reasoning:1. Small text is hard to read.2. Most people can understand larger text.3. Therefore, we can assume larger text will be easier to read.
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Abductive Reasoning:1. Iʼve seen people have a hard time reading small text.2. Sometimes, people understand a message better if itʼs a picture. 3. We can abduct, people may understand our content better with pictures.
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Abductive Reasoning:1. Iʼve seen people have a hard time reading small text.2. Sometimes, people understand a message better if itʼs a picture. 3. We can abduct, people may understand our content better with pictures.
This is the good stuff
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We’re now using scienti"c theory, applied to creative process in order to solve problems through design.
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www.zacknaylor.com
@zacknaylor
http://speakerrate.com/talks/8176
Sources:
“Observing the User Experience”- Mike Kuniavsky
http://www.uie.com/articles/five_design_decision_styles/ – Jared Spool
“Mental Models” - Indi Young
Thoughts on Interaction Design - Jon Kolko
http://en.wikipedia.org/wiki/Inductive_reasoning
http://en.wikipedia.org/wiki/Deductive_reasoning
http://en.wikipedia.org/wiki/Abductive_reasoning
anks
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