Examples of poor UX
Design is invisible
Morning routine
What is UXD ?
Confusing terminology
The origin of UX
Why UX is important
UX field interpretations
The UXD-definition
Roles within a project
Bad UX vs great UX
The UXD methodology
Successfactors
UX research / analysisphase
Structuring analysis data
Death inc.
UX designphase
UX evaluation
Integration in your project
The dark side

FOR MOST OF US

DESIGN IS INVISIBLE

UNTIL IT FAILS

“Good design is like a refrigerator

- when it works, no one notices,

but when it doesn’t, it sure stinks.”

Irene Au

MORNING ROUTINE

What happened so far ...

EXERCISE

WHAT IS THIS ?!

UX design is the process used to determine
what the experience will be like 
when a user interacts with your product

The creative and analytical process of
determining what a website, device,
or piece of software is going to be

UX design is the art and science
of generating positive emotions
through product interactions

It’s a process for designing systems that offer a great experience to users

It’s an approach to design that takes the user into account

UX design is a commitment to building products with the customer in mind

It’s design with an awareness of every touchpoint
that makes up the overall experience with your product or service

It’s a design methodology rooted in a deep understanding of the user

UX design is the value
you deliver at every touchpoint

It’s a commitment to developing products and services with purpose, compassion, and integrity

UX design is the process of designing a solution that considers all the needs of the user

It’s the practice of meeting people’s needs
before, during, and after product development

UX design is about delighting users by anticipating their needs and giving them something they didn’t think to ask for

what is uxd ?

Confusing terminology and buzz words

DEFINITION

User Interface

UI

De interactie tussen eindgebruiker en technologie

Usability

USABILITY

Wegnemen van frictie tussen eindgebruiker en technologie.
Gebruiksgemak, efficiëntie

Graphical User Interface

GUI

De visuele gebruikersomgeving

User eXperience Design is de totale ervaring

User eXperience Design

UXD

Een methode om ervoor te zorgen dat een technologisch product makkelijk, efficiënt, aangenaam, …  te gebruiken is

HISTORY

THE ORIGIN OF UX

CRUCIAL TO UNDERSTANDING THE FIELD

YOU CANNOT  NOT HAVE A USER EXPERIENCE

IMPORTANT

"Spanningsveld...

...moeten eindgebruikers leren om met een applicatie te werken, of dient het zo ‘gemakkelijk’ mogelijk te zijn ?

Het dient een weerspiegeling te zijn van de complexiteit in een relevante user interface (UI). De complexiteit die via technologie aangebracht wordt dient zo intuïtief mogelijk te zijn.

COMPLEX IS OK

COMPLICATED IS NOT

FRAMEWORK

UXD FRAMEWORK

"UXD is a framework for designing interactive
systems, such as websites or applications with an emphasis on the overall experience of the end user.

LANGUAGE

UXD LANGUAGE

"UXD als taal is de integratie van een
samenstelling van talen met elk
een eigen woordenschat die door de
gebruiker als één wordt ervaren.

THE HONEYCOMB

THE UXD honeycomb

THE UX WHEEL

WHEEL UXD

(2007 by Magnus Revang)

UXD

NN/g

By the Nielsen Norman Group

Summary: "User experience" encompasses
all aspects of the end-user's interaction with
the company, its services, and its products.

by Don Norman and Jakob Nielsen

    UXD is a methodology we apply to make sure an   
    application is easy, efficient, enjoyable,... to use.

    This is achieved by giving the real enduser a central part in our play.

    It is a total experience.
    We eliminate friction between user and technology.

"

"

DEFINITION

UXD ROLES

Everyone involved in building technology
will be confronted with UX

WHO'S IVOLVED

BAD vs GREAT UX

What gets your blood boiling ?

EXERCISE

UX PROCESS

UX INFOGRAPHIC

Detailed infographic

Analysis

UXD methodology

In a structured, methodical way

METHODOLOGY

Design

Standardization

Evaluation

Support

User-, task- & contextanalysis

Wireframing, navigationmodels & prototyping

Information architecture, design patterns / styleguides / design systems

Testing, testing ...

Change & implementation

Functionality

focus on success

Product success factors

METHODOLOGY

Performance

Innovation

Usability

Fun!

What can you do with it ?

how fast and efficient does it work?

what is the added value of the product compared to existing products?

how easy is it for the user to use and to understand ?

what is the extent to which the user likes to work with the product?

Users

UX-research

Users, tasks & context

ANALYSIS

Task / goals

Context

skills / knowledge / needs: stakeholders

business processes, workflows,
responsibilities:
functional requirements

physical, cultural,
social and
environmental
environments:
nonfunctional reqs

The people using the product

The work they do

The circumstances  under which the work takes place

research methods

To get started

ANALYSIS

Participation / fly-on-the-wall / roleplay / video
think out loud / be aware of context / identify tasks

Observe users in their own environment
Insights in daily routines

To find patterns and averages, make predictions, and generalize results to wider populations

Observations

Used to test or confirm theories and assumptions

Interviews

Surveys

Qualititative research

Quantitative research

Multiple interviews same group
Neutral questioning / interviewtechniques / closed- & open questions for specific input / general & specific questions / factual & hypothetical questions

Explain purpose of interview
Explain your own role

CONSTANT CONFRONtATION

Required diving equipment

EXAMPLE

IT’S ALL ABOUT PEOPLE,

AND THE CONTEXT OF THOSE ACTIVITIES.

THEIR ACTIVITIES,

How do we bring order
and structure in the analysis data?

EVOLVE

From analysis to design

PROCESSING INFO

How do we communicate with designers/developers 

Persona's

Archetype of the user

Storyboarding

Sequence of events with lots of context [examples]

Taskmatrix

Priorities in usergoals visualised in structured way

Card sorting

Taking care of the mental model of the user*

Navigation structure

The entire surface of the application

"Fictional person that has
the characteristics
of that group of users"

Persona's

Archetype of the user

PROCESSING INFO

Represents a group of users

Helps to empathize with a user and goals / expectations

Build from user research,
visualise for the entire team

Ideal for questioning new circumstances
Encourage decisions based on a real person’s needs

During testing you can use the perspective of the persona

[examples ...]

A structured view
of tasks and goals,
based on importance / frequency / continuity / environment

TASK MATRIX

Priorities in goals

STRUCTURING DATA

DeaTH inc.

“Don't blink. Don't even blink."

EXERCISE

Context / user analysis / tasks -> features / card sorting

taskmatrix / navigatiestructuur

 

Interview van een usergroup
eventueel interview video (Petra)

15 features uitwerken

USER EXPERIENCE DESIGN

LUNCH...

YOU CANNOT UNDERSTAND GOOD DESIGN

DESIGN IS MADE FOR PEOPLE

IF YOU DO NOT UNDERSTAND PEOPLE;

Dieter Rams

DESIGN

A perfect balance

DESIGN PHASE

Designing the user interface

Concept design

Wireframes

Interactive prototypes

Usability testing

Design patterns / standardization

Visual design

Remembers success factors

Functionality / Efficiency / Usability / Innovation / Fun

DESIGN PHASES

Needs an update ;-)

DESIGN ASPECTS

Posture

An application with attitude

DESIGN PHASE

"Attitude; how the application presents itself to the user

Sovereign

Monipolizes the user's attention for a longer
period of time (mental flow)

Temporal

Hidden

"How much attention pays the user
to the application?

"How the application responds
to user actions

Often includes singular function. Has a limited set of controls and is only active temporarily.

Works in the background,
normally no interaction needed

DESIGN FOR...

Desktop, web, mobile & touch

DESIGN PHASE

Desktop

Small screen
Screen jolting around
Slow(er) internet
Don't have time
Noisy, distracting environment
Hard to take notes
Standing or walking
All-in-one device
Multi-tasking
May be in strong sunlight

Large screen
Desk-mounted monitor
Fast internet
Have time to browse
Quiet environment
Have pen & paper to take notes
Sitting down
Have secondary device (phone)
Focussed on task
Artificially-lit environment

Mobile

Responsive design

Web, mobile & touch

DESIGN PHASE

Responsive web design is a web development approach that creates dynamic changes to the appearance of a website,

depending on the screen size and orientation of the device being used to view it. RWD is one approach to the problem of designing for the multitude of devices available to customers, ranging from tiny phones to huge desktop monitors.

Standardization

Styleguides & design systems

DOCUMENTATION

Navigation
Types of screens
Structure pages / components
Design patterns
Error handling, messaging
User support
Controls
Visual design

...

Within / between applications (or platforms / environments)

What to standardize?

Consistency

Benefits for users

Benefits for developers

Cons

Shorter learning curve / predictability / ease of use

Less time needed for design decisions / incentive to create reusable libraries / maintenance / prototyping

No guarantee on usability / other steps remain important /
test new standards / foolish consistency

YOU CAN USE AN ERASER ON THE DRAFTING TABLE,

OR A SLEDGE HAMMER ON THE CONSTRUCTION SITE.

Frank Lloyd Wright

SURVIVORSHIP BIAS

EVALUATE

The total user experience

EVALUATION PHASE

What

Usability / Likeability / Accessibility / Cross-platform / Documentation

Expertevaluation / Usability tests /
Focusgroups / interviews

With real users, based on real tasks in their own environment

How

Setup

When

As early as possible. Less impact on development costs. Iterative from design phase

"Why usability testing ?

User / usability test

Eliminate friction between user / technology

EVALUATION PHASE

Effective 

The completeness and accuracy with which users achieve their goals

The speed (with accuracy) with which this work can be done

How pleasant, satisfying or interesting an interface is to use

Efficient 

Engaging 

Error Tolerant

How well the product prevents errors, and helps the user recover from any that do occur

Easy to Learn

How well the product supports both initial orientation and deeper learning

ACCESSIBILITY testing

a11y stands for ACCESSIBILITY

EVALUATION PHASE

"Accessibility is the practice of making information, activities, and/or environments sensible, meaningful, and usable for as many people as possible.

Anysurfer: guidelines / reports / training

Web Content Accessibility Guidelines

A11y: a community-driven effort for easier digital accessibility

UX INTEGRATION

Possible fits in a project

THE MENU

Agile

Integrates seamless

DESIGN ASPECTS

THE DARK SIDE

When there's some time left...

VADER WAS HERE

Black hat UX (verkeersboete / intimidatie)

Psychology in UX

Responsibilities / ethics

Hendrik.Mondelaers@inetum-realdolmen.world

HENDRIK  MONDELAERS

"Thank you for your attention...

RESOURCES

RESOURCES

What is UXD: https://www.smashingmagazine.com/2010/10/what-is-user-experience-design-overview-tools-and-resources/
Origins of UX: https://careerfoundry.com/en/blog/ux-design/the-fascinating-history-of-ux-design-a-definitive-timeline/ / https://musemind.agency/ui-ux-design-history/
UX/UI is not an art: https://uxdesign.cc/ui-ux-design-art-338624a290a6 / https://aelaschool.com/en/userexperience/ux-design-science-art/
https://uxdesign.cc/design-is-not-art-and-ux-is-not-design-62c99d138ac1
UX definition: https://www.nngroup.com/articles/definition-user-experience/ / https://www.smashingmagazine.com/2010/10/what-is-user-experience-design-overview-tools-and-resources/
http://uxdesign.com/ux-defined-2
What is UX chart: https://www.gobysavvy.com/ux-optimization-blog/what-people-mean-when-they-talk-about-ux
Infographics about UX: https://www.uxbooth.com/articles/8-must-see-ux-diagrams/
UX wheel: http://userexperienceproject.blogspot.com/2007/04/user-experience-wheel.html or https://thomas-sokolowski.com/the-user-experience-wheel/
The UX Honeycomb: http://semanticstudios.com/user_experience_design/
Persona’s: https://www.youtube.com/watch?v=B23iWg0koi8 / https://www.youtube.com/watch?v=B23iWg0koi8
Persona’s van NN/g: https://www.youtube.com/watch?v=rIwoweiC3n4
Card sorting: https://www.youtube.com/watch?v=AxgMIEVcIMY
Task Matrix: https://paperprotos.com/category/user-task-matrix/
Good Design: https://uxdesign.cc/dieter-rams-and-ten-principles-for-good-design-61cc32bcd6e6
Gestures: https://uxplanet.org/in-app-gestures-and-mobile-app-usability-d2e737bd5250
Responsive design: https://fredericgonzalo.com/en/understanding-the-difference-between-mobile-first-adaptive-and-responsive-design/
https://www.interaction-design.org/literature/topics/responsive-design / https://www.nngroup.com/articles/responsive-web-design-definition/  
Survivorship bias: https://en.wikipedia.org/wiki/Survivorship_bias / https://medium.com/@christian.dobbert/the-missing-bullet-holes-and-abraham-wald-25e68d7a870f
Most users are on desktop: https://andy-bell.co.uk/most-of-our-users-are-on-desktop/
Usability testing: https://www.nngroup.com/articles/usability-testing-101/ / https://maze.co/guides/usability-testing/methods/
Accessibility: https://www.anysurfer.be/nl / https://wcag.com/ https://www.w3.org/TR/WCAG21/ / https://www.a11yproject.com/
UXD Roles: https://blog.twn.ee/en/who-is-who-in-user-experience-design

UXD_acADDemICTs

By Hendrik Mondelaers

UXD_acADDemICTs

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