User Experience Design:

A crash course 

 

Andrew Baker

Senior Experience Developer - Karsh Hagan

04.08.2015

What does An experience developer do?

digital strategy and creative concepting

 

user experience design

 

interaction/visual design

 

front-end development

 

Workshop Outline

 

1) Introduction

 

What is User Experience

 

Science!

 

Business Goals

 

User Research

 

 

Workshop Outline (continued)

 

2) Users and Research

 

Personas 

 

Usability

 

Testing

 

Information Architecture

Workshop Outline (continued)

 

3) UX Design

 

User Journeys

 

Wireframes

 

Interaction Design

 

Why UX?

 

Everything has a user experience. Our job is to make that experience meaningful, efficient,and beautiful

Design is a plan for arranging elements in such a way as best to accomplish a particular purpose

— Charles Eames

Whats the point?

Design smarter things

 

Make people's lives easier

 

What can benefit from UX?

  • web/native applications
  • products
  • systems of interaction
  • marketing websites
  • products

 

the original mouse, created by Douglas Engelbart in 1964

Life before the Graphical User Interface (GUI)

Command line everything!

 

Experimentation

THE GRAFACON : a hand-operated, gyro-style pointing device

Experimentation

The Knee-operated pointing device

 

One of many original pointing devices tested by Englebart and his team

The Mouse

An essential innovation in the advancement of graphical user interfaces

UX Fundamentals are rooted in science

Research to understand our users

 

Ideas to solve user needs while keeping in mind the objectives of the business

 

Build and Measure our solutions

 

business goals

information

user needs

scientific theories

are a matter of

constructing models through experimentation

Business Goals

KPI's  (Key Performance Indicators) are established by:

 

1) Interviewing key stakeholders

 

2) User Research (usability testing, surveys, structured interviews, card sorting, etc

 

3) Analytics

 

Stakeholder interviews - best practice

1) No guessing

 

2) Stay away from talking solutions

 

3) Get out all of the issues

 

4) Develop evidence and impact

 

 

Stakeholder interview Example Q's

What defines the success of this project?

 

Who is your primary target and what is their objective?

 

What are the strengths/weaknesses of your competitors projects?

 

How do you know 'X' is a problem?

 

 

Interview question types

Open Questions — “How would you describe the app?” 

 

Leading Questions — “What features are missing from the app?” 

 

Closed/Direct Questions — “Which feature would you rather have, feature A or feature B ?”

tailored questions

tailoring questions to your specific stakeholder shows preparedness and thoughtful planning

 

“What are the most important types of information on yourwebsite.com?”

 

“As the VP of Marketing, how do you use yourwebsite.com to accomplish your team’s goals?”

 

User Research

'People’s behavior makes sense if you think about it in terms of their goals, needs, and motives'

Thomas Mann

User Needs

What is your visitor's motivation?

 

Personas! (expanded on later)

Examples

"As a user, I need to be able to access my account"

 

"I need to be able to quickly purchase the items I have selected"

 

"I need to access an archive of posts related to this category"

How to understand user needs

1) User interviews

 

2) Observation

 

3) Focus groups

 

4) Surveys

 

5) Card Sort Exercise

card sorts are an easy way to gather user research and begin building IA

Users and Research

The first step in your UX Design Process

USER Personas

"Personas are archetypes built to identify our real users profile, needs, wants and expectations in order to design best possible experience for them"

User Centered Design

The ultimate goal of defining User Personas is to set up your product/interface design to be user oriented and meet the user goals

Personas are ‘fictional’ characters created based on real data and research around a problem domain, or a focus target

Goal-driven Persona Design

1) Persona: Who is the story about? What are his/her attitudes, motivations, objectives, pain-points, etc

 

2) Scenario: When, where, and how does this story take place? A narrative that describes how a persona would interact with website/product in a particular context to achieve their end goal(s)

 

3) Goal: What is the want or need that our persona is trying to fulfill by using our website/product? What are the tasks that will drive his/her success?

Goal-driven design

How to create Personas

  1. Interview and/or observe an adequate number of people.                                                                                         
  2. Find patterns in the responses and actions, and use those to group similar people together.                                                                                        
  3. Create archetypical models of those groups, based on the patterns found.                                                                                                                                                                                
  4. Share those models with other team members and stakeholders, confirming that they are aligned with your stakeholders vision of your key users

Persona numbers

minimize number of personas (4-6) so the design is focused and can guarantee better success

 

establish primary persona and then define percentages for each persona

example

Jill - primary focus: fitness (50%)

 

Marci - focus: weight loss (30%)

 

Mark - focus: sports performance (10%)

 

Harold - focus: HR director (5%)

 

Dawn and Peter - focus: Donors (5%)

 

Personas answer 3

primary questions

what are the user's:

  • needs
  • wants
  • limitations

Example Persona

Usability

Usability refers to the quality of a user's experience when interacting with products or systems, including websites, software, devices, or applications

 

"effectiveness, efficiency and the overall satisfaction of

the user"

Key Principles of Usability

  • Intuitive design: a nearly effortless understanding of the architecture and navigation of the site

 

 

76% OF USERS AGREE THAT THE MOST CRUCIAL FACTOR IN ANY WEBSITE IS “MAKING IT EASY FOR ME TO FIND WHAT I WANT.”

  • Ease of learning: a person has never seen the user interface. how long before he/she can accomplish basic tasks?

 

 

SeatGeek's exaggeratedly large search box tells users this site’s primary function is finding one thing: tickets

  • Efficiency of use: How fast an experienced user can   accomplish tasks

 

 

For Netflix, the most important function is streaming video. The site uses a gallery of teaser posters which serve as play buttons to directly access the streaming content

  • Memorability: after visiting the site, if a user can remember enough to use it effectively in future visits

 

 

  • Error frequency and severity: how often users make errors while using the system, how serious the errors are, and how users recover from the errors

 

 

Mailchimp's login screen split the username and password errors so the form would tell users exactly where their credentials are incorrect

  • Subjective satisfaction: If the user likes using the system

 

 

Ultra-satisfied web user

User Testing

USABILITY TESTING INFORMS THE DESIGNER AND THE DESIGN

Testing During Requirements Gathering phase

Talking to users about what features and functionality resonate most will help inform decisions on how to prioritize requirements. 

 

Options for user requirements testing :

  1. Phone interviews 
  2. Web surveys                                                                                              

Testing During The       Design Phase

interactive wireframes are a design tool that are instantly-testable artifacts and require a minimal amount of setup before they are ready to be put in front of real users

Process :

  1. create tasks
  2. walk your tester through each task, observe their interactions, noting frustrations and successes.
  3. Ask them about their reactions and how they felt overall about the experience.

Information Architecture

creating structures to facilitate effective communication

The all important site map

A visual representation of your website's content and organization. Typically designed in a standard 'tree' heirarchical format

UX Design

Put this theory into practice!

Design is not just what it looks like and feels like. Design is how it works

— Steve Jobs

 

User Journey

User Journey/ Story

Illustrate the potential pathways that your user will follow leading up to and through your website/app/product

Google search

Website home

Promotion landing page

Newsletter

signup

NaviGation Model

Based on the your user personas. Illustrate the specific navigation elements your user will use in order to land at their final destination

Wireframing

An iterative design method that helps build out the skeletal architecture of a website or software application

Wireframes are flat and static. The represent a single 'view' or page of a website interface.

 

Thus, they are more like stills from a movie or animation, and less like a photo.

Where to start

Sketch (pen/pencil and paper)

 

Whiteboard

 

Key insights: It DOES NOT need to be pretty. The idea is to quickly get something that can be reviewed by teams, stakeholders, etc.

 

 

Next Step

Low fidelity wireframes

 

Tools: Adobe Illustrator, UXPin, Balsamiq, Axure, Gliffy

 

Creating lo-fi wireframes

Set up a grid or ruler system

 

Create wireframe grids for each 'breakpoint' you determine in your requirements

Content arrangement with boxes

Simple boxes will help you outline which content should flow through the layout of your page

Determine heirarchy with typography and buttons

Experiment with weight and size, not fonts or font-styles

Interaction Design

Defines How Users Can Interact with an Interface

Questions to consider

  • What can a user do with their mouse, finger, or stylus to directly interact with the interface?
  • Can they push buttons, drag and drop content, pinch to zoom?
  • What about the appearance (color, shape, size, etc) gives the user a clue about how it may function?
  • What information do you provide to let a user know what will happen before they perform an action?
  • What feedback does a user get once an action is performed? 
  • Are the interface elements a reasonable size to interact with?

dribbble.com is a great resource for finding interaction design inspiration

How have i put css animation to use?

karshhagan.com

How have i put css animation to use?

Brussels and Muscles via Be Colorado

How have i put css animation to use?

Mystyle by American Crew

USER EXPERIENCE DESIGN: A CRASH COURSE

By Andrew Baker

USER EXPERIENCE DESIGN: A CRASH COURSE

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