user experience design - designing for others

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Page 1: User Experience Design - Designing for others
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The intersection of all three is User-centered design

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UCD User centered design See the world from user’s point of view…

UCD is a multistage process which allows designers to analyze and foresee how user is going to

use the product.

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User-centered design process phases

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Analysis Phase

Understand the goals of people who will use the product…

• Meet with key stakeholders to set vision • Include usability tasks in the project plan • Assemble a multidisciplinary team to ensure complete expertise • Develop usability goals and objectives • Conduct field studies • Look at competitive products • Create user profiles • Develop a task analysis • Document user scenarios • Document user performance requirements

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Design Phase

Understand pain points and problems of people….Fix the problems

• Begin to brainstorm design concepts and metaphors • Develop screen flow and navigation model • Do walkthroughs of design concepts • Begin design with paper and pencil • Create low-fidelity prototypes • Conduct usability testing on low-fidelity prototypes • Create high-fidelity detailed design • Do usability testing again • Document standards and guidelines • Create a design specification

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Implementation Phase

Meet with the demands of real people…

• Do ongoing heuristic evaluations • Work closely with delivery team as design is implemented • Conduct usability testing as soon as possible

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Deployment Phase

Getting started…take feedback of people….

• Use surveys to get user feedback • Conduct field studies to get info about actual use • Check objectives using usability testing

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Designing a product

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InnovateThink something new…Be original and simple…

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DesignBe different and design for average people…

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WireframeCreate Blueprint and prototype of product….

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User testingFind out how useful, usable and simple to operate product is….

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Understand more….

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user Interface It’s a crossroad between the user, computer (hardware) and computer

programs (software). A systematic approach through set of commands in machine to respond to user’s interaction with the system.

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usability It’s a study of how easy a user interface is to use in order to achieve some

goal. An art of making product more efficient, satisfying to use and easier to learn.

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AccessibilityUnderstand user’s needs, evaluate and make things accessible to them

accordingly.

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ChecklistA comparison between tasks, processes, behaviors, user interface components etc. based on predefined set of guidelines to evaluate a product.

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Information ArchitectureA science of understanding what you want your site to do, defining site’s goals, understanding target audience, their goals and creating a blueprint of things accordingly.

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Information DesignUnderstanding how people prefer to learn, their cultural differences and how they use the information.

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Interaction DesignDesigning a system which focuses on user’s goals and defining the behavior of system in response to its users.

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Content WritingLearn to speak the user’s language.

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Technical WritingThe technical communication of explaining the user how to use the product.

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Usability EngineeringDesigning a user friendly interface that allows user to effectively and efficiently accomplish his tasks.

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Visual DesigningTo give a nice, pleasant and beautiful feel to the user by using images, colors, shapes, typography, visual art and page layout.

Designs are created By Preeti Arora for www.99acres.com

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Web analyticsA tool to measure and analyze website traffic to optimize web usage.

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PersonasA persona represents the real user in form of fictional characterization.

Persona is created By Neha Modgil for www.techved.com

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ScenarioA scenario is a story described on paper of a persona (user) using a product to achieve a particular goal.

Scenario is created By Neha Modgil for www.techved.com

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StoryboardA technique to illustrate the series of drawings, sketches or words to explain the interaction between the interface and user. It basically shows how user interface changes in response to user’s actions.

Storyboard is created By Mahendra for www.jeevansathi.com

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BrainstormingA process which gives quantitative and creative multiple ideas or solutions for any topic or problem organized into groups.

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Field StudyA method for collecting data and information about the user, his requirement and product requirement through interview, observations or video recording.

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EthnographyThis is a process of gathering information of how end user uses the product or website in their natural environment.

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Think aloud protocolIt’s a method of user testing in which the user is asked to think out loud while performing a task. It helps one understand the expectations and confusions user faces with the system.

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Use CaseIt’s a set of possible sequences of interactions between the user and systems while accomplishing a particular task to achieve a goal by detailing scenario driven threads. A use case describes "who" can do "what" with the system.

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Card SortingIt’s a method of giving target users to organize the small index cards while designing the structure of information of any product i.e. websites having labeling and key content on it, the results reflect how users expect the concept should be presented.

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Eye TrackingThe way a person moves his eyes when looking at application. It helps understand which part of the object is getting attention of the user and which part is missing attention of the user.

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Focus GroupIt’s a discussion with target group users to find out problems they face while using any product related to usability issues.

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Mental ModelIt’s a study of understanding how human know, perceive, make decisions and construct behavior in different environments.

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Usability TestingIt helps designer understand the reality of their assumptions and about user’s behavior by doing real life testing of real user.

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Human Computer InteractionIt’s a study of interaction between human and computer. The goal is to improve computers and make it more usable and receptive to user’s needs.

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Ergonomics (Human Factor)It’s a science of multi-disciplinary field for understanding and improving human computer interaction or human interaction with any product or system to optimize it’s performance keeping in mind the health and safety of people involved.

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Heuristic evaluation

It’s a usability inspection method of user interface design for usability. It identify problems in the field of Human computer interaction.

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Ten Usability Heuristics – by Jakob Nielsen

• Visibility of system status – The system should always keep users informed about what is going on, through appropriate feedback

within reasonable time.

• Match between system and the real world – The system should speak the users' language, with words, phrases and concepts familiar to the user,

rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

• User control and freedom – Users often choose system functions by mistake and will need a clearly marked "emergency exit" to

leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

• Consistency and standards – Users should not have to wonder whether different words, situations, or actions mean the same thing.

Follow platform conventions.

• Error prevention – Even better than good error messages is a careful design which prevents a problem from occurring in

the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

by Jakob Nielsen These are ten general principles for user interface design. They are called "heuristics" because they are more in the nature of rules of thumb than specific usability guidelines.

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Ten Usability Heuristics

• Recognition rather than recall – Minimize the user's memory load by making objects, actions, and options visible. The user should not

have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

• Flexibility and efficiency of use – Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such

that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

• Aesthetic and minimalist design – Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of

information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

• Help users recognize, diagnose, and recover from errors – Error messages should be expressed in plain language (no codes), precisely indicate the problem, and

constructively suggest a solution.

• Help and documentation – Even though it is better if the system can be used without documentation, it may be necessary to

provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

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User Experience

The perfect coordination between all the things I have mentioned here in the presentation and the goal is to create the best possible interaction between machines and users.

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So UED is…. how much you could understand from me and my experience today….?

If I am able to make you understand the basics of UED through this presentation I am a successful designer or I need to learn more….