UX Design In depth teaching deck understand how to design
1. UX Design: In-
Depth Teaching
Deck
Comprehensive Breakdown of UX Concepts
and Case Studies
2. Introductio
n to User
Research
User research involves understanding user
behaviors, needs, and motivations through
observation and feedback methods.
3. Introductio
n to User
Research
Purpose:
- Inform design decisions
- Identify problems and opportunities
- Understand the target audience
Types of Research:
- Attitudinal vs. Behavioral
- Qualitative vs. Quantitative
4. Introductio
n to User
Research
Key Methods:
- Interviews
- Surveys
- Diary Studies
- Field Studies
- A/B Testing
- Usability Tests
Real-life Example:
Netflix conducts A/B tests to determine
feature placement.
5. Hypothese
s and Data
Synthesis
Hypotheses in UX:
- Educated guesses made before research
- Guides inquiry and testing
Format:
If [user does X], then [Y will happen] because
[Z].
6. Hypothese
s and Data
Synthesis
Data Synthesis:
- The process of transforming research data
into usable insights.
Steps:
1. Organize data
2. Identify patterns
3. Create insights
Frameworks:
- Affinity Diagrams
- Journey Mapping
- Empathy Mapping
7. User
Personas
What is a User Persona?
- Fictional characters based on user data
- Helps humanize the user
Components:
- Demographics
- Goals
- Pain points
- Behaviors
- Technology use
8. User
Personas
Creation Process:
1. Collect data from interviews and analytics
2. Identify behavioral patterns
3. Segment users
4. Create persona documents
Best Practices:
- Use real data
- Update as needed
9. User
Personas
Using Personas:
- Guide content and interface decisions
- Ensure alignment with user goals
Example:
Designing a financial app for a middle-aged
freelancer who values simplicity and security.
10. Competitiv
e and
Comparativ
e Analysis
Definitions:
- Competitive Analysis: Direct competitors
- Comparative Analysis: Related experiences
in other fields
11. Competitiv
e and
Comparativ
e Analysis
Steps to Conduct:
1. Identify competitors
2. Analyze their products (features, UX, UI)
3. Use frameworks like SWOT, Feature Matrix
12. Competitiv
e and
Comparativ
e Analysis
Case Study:
Fitness App Redesign:
- Compared MyFitnessPal, Fitbit, and
Headspace
- Identified feature gaps and user pain points
- Applied findings to UI updates
14. User
Stories,
Journeys,
and Flows
User Journey:
- Full end-to-end experience of a user
- Includes emotions, actions, and
touchpoints
Example:
Booking a flight – awareness to
confirmation.
15. User
Stories,
Journeys,
and Flows
User Flow:
- Step-by-step navigation through a digital
product
- Includes decisions, screens, inputs
Task Flow:
- A simplified version focusing only on the
key steps.
16. User
Stories,
Journeys,
and Flows
Combining Journeys & Flows:
- Enhances empathy and reveals process
gaps
Visual Tools:
- Flowcharts, journey maps
Case Study:
Online grocery app – journey to add to cart
user flow through checkout
→
18. Sketching
& Agile UX
Collaborative Sketching:
- Team activity to ideate together
- Use of whiteboards, sticky notes, Figma
Jamboards
19. Sketching
& Agile UX
Agile Methodology:
- Iterative approach to design &
development
Sprints:
- Short design-development-test cycles
- Involves design standups, retrospectives
20. UX Writing,
IA &
Wireframes
UX Writing:
- Microcopy that helps users interact with UI
Best Practices:
- Be clear, concise, and consistent
- Use action-oriented language
21. UX Writing,
IA &
Wireframes
Information Architecture:
- Organizing content logically for usability
Tools:
- Card Sorting, Site Maps, Taxonomies
22. UX Writing,
IA &
Wireframes
Wireframes:
- Blueprint of a screen
Fidelity Levels:
- Low (paper), Mid (Balsamiq), High (Figma,
Sketch)
Annotations:
- Explain interactions and features
23. UI Design
and
Prototypes
UI Design:
- Visual design of user interfaces
Principles:
- Contrast, Consistency, Alignment, Feedback
24. UI Design
and
Prototypes
Accessibility:
- Ensures usability for people with disabilities
Best Practices:
- Color contrast, screen reader labels,
keyboard navigation
25. UI Design
and
Prototypes
Prototypes:
- Interactive models for testing
Types:
- Paper, Clickable, High-fidelity
Purpose:
- Validate assumptions, gather feedback
early
34. Team
Collaborati
on &
Handoff
File Management:
- Use consistent naming
- Keep version history
Project Guidelines:
- Ensure consistency and maintainability