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What is User Experience?
 ISO 9241-210[1] defines user experience as "a
 person's perceptions and responses that result from
 the use or anticipated use of a product, system or
 service".
User Experience is not:
User Experience is not:

Applying the Golden Ratio to the design of a User Interface
User Experience is not:
User Experience is not:

Preferences
 If a thought ever starts with ―I think‖, ―I feel‖, ―I prefer‖, ―I like‖, or an
 assumption ---- then stop.
User Experience is not:
User Experience is not:
User Experience is not:

Using UI Framework tools
Ux Overview
 I see a lot of postings that call for UI/UX – normally it‘s one
  or the other, and not both.
 You can apply UI Patterns to a User Interface, but that‘s not
  UX. Part of a User Experience can include return shipping or
  customer support via phone. Learn to remove the user from
  the interface and perceive them in the workflow of a product.
  From how they might learn of your product; to how they feel
  once they use your product. A bad User Experience means the
  entire experience was interrupted and will not ―complete‖.
  Design your product with an idea of a beginning and end
  (workflow). And if the user doesn‘t get from the beginning
  (discovery) of the workflow to a successful and satisfactory
  ending (receiving product in mail) then they‘ll have a bad User
  Experience.
http://www.slideshare.net/lishubert/the-future-of-ux-killing-the-wireframe-machine#btnNext
So, What is UX?
UX is…
 UX = User Experience
   It‘s an experience a person has with a product that
    encompasses the entire process from how they discover the
    product to how they use the product to achieve a goal.
   It‘s a solution to a problem. And without a problem to solve
    there is no User Experience.
UX consists of…

 Visual Design
 Interaction Design
 Information Architecture
 Usability
 User Research
 Content Strategy
UX seeks to answer questions such as:

 Who are the users of this 'thing'?
 What are the users‘ tasks and goals?
 What are the users‘ experience levels with this
    thing, and things like it?
   What functions do the users need from this thing?
   What information might the users need, and in
    what form do they need it?
   How do users think this 'thing' should work?
   How can the design of this ‗thing‘ facilitate users'
    cognitive processes?
Ux Overview
Other terms you might hear
What is HCI?
Human Computer Interaction

HCI is a very broad discipline that encompasses
different specialties with different concerns regarding
computer development: computer science, sociology
and anthropology, ergonomics, psychology, and
linguistics.
As computers become more and pervasive in culture,
designers are increasingly looking for ways to make
interfacing with devices easier, safer and more
efficient.
User Centered Design

 UCD is a methodology
 Usability is an outcome of UCD practices
 This standard (ISO 13407: Human-centered design
 process) defines a general process for including
 human-centered activities throughout a development
 life-cycle, but does not specify exact methods.
 UCD seeks to answer questions about users and
  their tasks and goals, then use the findings to drive
  development and design.
 User Centered-Design (UCD) is a philosophy and a
  process. It is a philosophy that places the person
  (as opposed to the 'thing') at the center; it is a
  process that focuses on cognitive factors (such as
  perception, memory, learning, problem-solving,
  etc.) as they come into play during peoples'
  interactions with things.
Known Tasks & Techniques

A/B testing
 A UX specialist might devise a study to compare the effectiveness and quality of
  experience of different user interfaces.

User Surveys
 A UX designer could interview existing and potential users of the system to gain insight
  into what would be the most effective design. Because the user‘s experience is subjective,
  the best way to directly obtain information is by studying and interacting with users.

Wireframes and Prototypes
 Based on their findings, UX specialists might develop wireframes of different layouts and
  perhaps also higher-fidelity prototypes.

User Flows
 Designing how users should move through a system is another popular deliverable.
More Techniques

   Storytelling

   Design Patterns

   Content Inventory – Information Architecture - Sitemaps

   User Profiles and Personas

   Content Style Guides

   Content Inventory Software

   User Testing and Feedback Software

   Analytics Software

   Card Sorting

   Contextual Inquiry
Future of UX?

 Probably another shift in how we define solving problems to create
    a satisfactory experience. And a change in terms/definitions
    depending on how technology advances along with design trends
    that last (becomes no longer a trend). Below is from an article on
    UX Matters.
    ―In my mind, the differentiation between the terms user experience, customer
    experience, and experience design is all about domain. If we‘re designing
    applications—regardless of platform—or hardware user interfaces, we‘re doing it for
    users. If we‘re designing corporate Web sites and, especially, ecommerce sites, we‘re
    doing it for customers. I‘ve always used the term experience design only when
    referring to real-world experiences like museum experiences or theme-park
    experiences or dining experiences.‖



http://www.uxmatters.com/mt/archives/2012/12/trends-in-user-experience.php
Book Recommendations
Ux Overview
Ux Overview
Ux Overview
Ux Overview
Ux Overview
Website Links

 UX Magazine - http://uxmag.com/
 UX Booth - http://www.uxbooth.com/
 User Interface Engineering - http://www.uie.com
 Uxmatters - http://www.uxmatters.com/index.php
 52 Weeks of UX - http://52weeksofux.com/
 Boxes and Arrows -
  http://www.boxesandarrows.com/
 Johnny Holland Magazine -
  http://johnnyholland.org/

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Ux Overview

  • 1. What is User Experience?
  • 2.  ISO 9241-210[1] defines user experience as "a person's perceptions and responses that result from the use or anticipated use of a product, system or service".
  • 4. User Experience is not: Applying the Golden Ratio to the design of a User Interface
  • 6. User Experience is not: Preferences If a thought ever starts with ―I think‖, ―I feel‖, ―I prefer‖, ―I like‖, or an assumption ---- then stop.
  • 9. User Experience is not: Using UI Framework tools
  • 11.  I see a lot of postings that call for UI/UX – normally it‘s one or the other, and not both.  You can apply UI Patterns to a User Interface, but that‘s not UX. Part of a User Experience can include return shipping or customer support via phone. Learn to remove the user from the interface and perceive them in the workflow of a product. From how they might learn of your product; to how they feel once they use your product. A bad User Experience means the entire experience was interrupted and will not ―complete‖. Design your product with an idea of a beginning and end (workflow). And if the user doesn‘t get from the beginning (discovery) of the workflow to a successful and satisfactory ending (receiving product in mail) then they‘ll have a bad User Experience.
  • 13. So, What is UX?
  • 14. UX is…  UX = User Experience  It‘s an experience a person has with a product that encompasses the entire process from how they discover the product to how they use the product to achieve a goal.  It‘s a solution to a problem. And without a problem to solve there is no User Experience.
  • 15. UX consists of…  Visual Design  Interaction Design  Information Architecture  Usability  User Research  Content Strategy
  • 16. UX seeks to answer questions such as:  Who are the users of this 'thing'?  What are the users‘ tasks and goals?  What are the users‘ experience levels with this thing, and things like it?  What functions do the users need from this thing?  What information might the users need, and in what form do they need it?  How do users think this 'thing' should work?  How can the design of this ‗thing‘ facilitate users' cognitive processes?
  • 18. Other terms you might hear
  • 20. Human Computer Interaction HCI is a very broad discipline that encompasses different specialties with different concerns regarding computer development: computer science, sociology and anthropology, ergonomics, psychology, and linguistics. As computers become more and pervasive in culture, designers are increasingly looking for ways to make interfacing with devices easier, safer and more efficient.
  • 21. User Centered Design  UCD is a methodology  Usability is an outcome of UCD practices  This standard (ISO 13407: Human-centered design process) defines a general process for including human-centered activities throughout a development life-cycle, but does not specify exact methods.
  • 22.  UCD seeks to answer questions about users and their tasks and goals, then use the findings to drive development and design.  User Centered-Design (UCD) is a philosophy and a process. It is a philosophy that places the person (as opposed to the 'thing') at the center; it is a process that focuses on cognitive factors (such as perception, memory, learning, problem-solving, etc.) as they come into play during peoples' interactions with things.
  • 23. Known Tasks & Techniques A/B testing  A UX specialist might devise a study to compare the effectiveness and quality of experience of different user interfaces. User Surveys  A UX designer could interview existing and potential users of the system to gain insight into what would be the most effective design. Because the user‘s experience is subjective, the best way to directly obtain information is by studying and interacting with users. Wireframes and Prototypes  Based on their findings, UX specialists might develop wireframes of different layouts and perhaps also higher-fidelity prototypes. User Flows  Designing how users should move through a system is another popular deliverable.
  • 24. More Techniques  Storytelling  Design Patterns  Content Inventory – Information Architecture - Sitemaps  User Profiles and Personas  Content Style Guides  Content Inventory Software  User Testing and Feedback Software  Analytics Software  Card Sorting  Contextual Inquiry
  • 25. Future of UX?  Probably another shift in how we define solving problems to create a satisfactory experience. And a change in terms/definitions depending on how technology advances along with design trends that last (becomes no longer a trend). Below is from an article on UX Matters. ―In my mind, the differentiation between the terms user experience, customer experience, and experience design is all about domain. If we‘re designing applications—regardless of platform—or hardware user interfaces, we‘re doing it for users. If we‘re designing corporate Web sites and, especially, ecommerce sites, we‘re doing it for customers. I‘ve always used the term experience design only when referring to real-world experiences like museum experiences or theme-park experiences or dining experiences.‖ http://www.uxmatters.com/mt/archives/2012/12/trends-in-user-experience.php
  • 32. Website Links  UX Magazine - http://uxmag.com/  UX Booth - http://www.uxbooth.com/  User Interface Engineering - http://www.uie.com  Uxmatters - http://www.uxmatters.com/index.php  52 Weeks of UX - http://52weeksofux.com/  Boxes and Arrows - http://www.boxesandarrows.com/  Johnny Holland Magazine - http://johnnyholland.org/

Editor's Notes

  • #4: Common Sense – we know to combine these two things into Mon – Sun 7 am – 10 pm, but that doesn’t make the UX
  • #6: Not listening to your customers/users. This means talking to them during the design or redesign. And especially during User Research.
  • #7: I prefer the color pink to red because it’s not so alarming. Everyone will understand that a pink X means the same as a red X. First question might be – why is it pink and what does that mean? We get used to some standards in UI design.
  • #8: This goes back to applying the Golden Ratio to a User Interface. – this is applying “Best Practices”, “Common Practices”, “Design Principles” to a User Interface and not a User Experience.
  • #9: Wireframes
  • #10: Sure, applying easier to use UI patterns to a UI might increase the satisfaction a user is having while using your site, but that is not User Experience.
  • #25: And with all of these techniques and tasks – a person only sees the UI.