ux principles for co-founders
DESCRIPTION
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.TRANSCRIPT
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FOR CO-FOUNDERSUX
Part 1, March 2014
Co-founders bootcamp, Founders Nation, London - A talk by Danny Bluestone, Cyber-Duck
principles
About Danny Bluestone
Founder and CEO
@danny_bluestone
WHAT UX REALLY IS
What is user experience (UX)?
User experience encompasses all aspects of the end user’s interaction with the company, its services and its products
Jakob Nielsen, Ph.D. and Principal at Nielsen Norman Group
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What UX is not
It is not usability. The user experience is the feeling of making someone feel delighted.
So what should UX accomplish?
A great product has meaning to the user, it’s something they want to continually use.
Great UX is logically functional / useful
Great UX is very credible
Great UX is emotional
How can our tools help bridge the gap between the shallow understanding of a beginner and the proficiency of an expert web developer?
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Motivations behind great UX - Firefox
Darrin Henein
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How can we enable new-comers to feel empowered and not intimidated?
Motivations behind great UX - Firefox
Complexity is allowed, as long as it doesn’t breed complication.
Motivations behind great UX - Firefox
Dealing with legacy UX - Adobe
Designing UI in Photoshop is like using a chainsaw to cut paper when all you need is a pair of scissors
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Motivations behind great UX - Adobe
Baz Deas
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UI/UX designer
Design isn't about making it pretty
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Design is a funny word. Some people think design means how it looks. But of course, if you dig deeper, it’s really how it works.
Steve Jobs, Apple
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To summarise what user experience is
UX Usability
Visual design
Brand
Utility
System performance
Marketing
Accessibility
HOW UX SHOULD HAPPEN(In your organisation)
How UX should happen
User centred design means understanding what your users need, how they think, and how they behave - and incorporating that understanding into every aspect of your processJames Jesse Garret, Author, The Elements of User Experience
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Assemble an experienced team with a UX expert at the heart of it.
How UX should happen
People expect your experience everywhere. Produce your product or MVP with the future in mind.
How UX should happen
A great user experience is customer and data driven and based on tangible research
How UX should happen
It is imperative that the design is content and goal orientated around the audience’s needs
How UX should happen
The design should be iterative and start off as low fidelity, yet sprinted with the technical team
How UX should happen
While iterating, make sure you present the design twice a week and get plenty of critique
How UX should happen
Get your prototype tested frequently before any beta release so that you verify your assumptions
How UX should happen
Similar to the technology, your marketing should be developed as your product - not a bolt-on
How UX should happen
As opposed to creating a business plan, your prototype is your functional and technical spec
How UX should happen
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RULES FOR EFFECTIVE UX
1 Strive for consistency. 2 Enable frequent users to use shortcuts. 3 Offer informative feedback. 4 Design dialog to yield closure. 5 Offer simple error handling. 6 Permit easy reversal of actions. 7 Support internal locus of control. 8 Reduce short-term memory load.
Shneiderman's "Eight Golden Rules of Interface Design
View the rules:
Ben Shneiderman professor for Computer Science at the University of Maryland Human-Computer Interaction Lab
Mental model
If the product’s conceptual model doesn’t match the user’s mental model, then the user will find the product hard to learn and use.
Dieter Rams 10 Principles of “Good Design”
View the rules:
Dieter Rams, of Arts, UK
1 Is innovative 2 Makes a product useful 3 Is aesthetic 4 Makes a product understandable 5 Is unobtrusive 6 Is honest 7 Is long-lasting 8 Is thorough down to the last detail 9 Is environmentally friendly 10 Is as little design as possible
The kano model
Think about your product: as time progresses, excitement becomes performance and then turns into basic needs
Slide taken from:
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1. Be fanatical about details and quality 2. User centred design is a proven methodology for UX design 3. Constantly test iterations and features via usability / AB testing
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Finally: Follow rules and psychology principles like Fitts law, Hicks law, Gestalt principles and Edward Tufte on design
Final tips
Thank you for your time: @danny_bluestone from @cyberduck_uk
Other rules and frameworks
The top three benefits of qualitative research in UX https://econsultancy.com/blog/63487-the-top-three-benefits-of-qualitative-research-in-ux
UX: Psychology of great design – part 1 http://www.webdesignermag.co.uk/features/ux-psychology-of-great-design-part-1
Jakob Nielsen’s usability heuristicshttp://www.nngroup.com/articles/ten-usability-heuristics
Bruce Tognazzini, First Principles of Interaction Design
http://www.asktog.com/basics/firstPrinciples.html
Edward Tufte, data design principles
http://uxdesign.smashingmagazine.com/2011/11/15/data-pixel-approach-improving-user-experience/
Gestalt principles of design
http://www.slideshare.net/gchristo94/gestalt-principles-of-design
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!Thank you for your time: @danny_bluestone from @cyberduck_uk