2. When designing an experience – whether
virtual or in-person – every decision affects
the end outcome, feeling, attitude and
response.
3. Agenda
• Intro
• So, what is UX?
• What does good UX do?
• UX Thinking
• An overlay: bringing UX to life with an
example from everyday life
4. Intro
Inspiration for this presentation:
•
•
UX has become one of “those” terms.
•
What works well, in this case?
The value of comparing a concept with a
real world example.
5. So, first off, what is UX?
•
The result of how a person feels when
interfacing with a system.
•
The system could be a website, an app,
software, etc.
•
Not just about usability, but the human part
of HCI.
Source: “What is User Experience Design? Overview,Tools & Resources,” Jacob
Gube, Smashing Magazine, October 5, 2010
6. From the Inventor of UX
“I invented the term [User Experience
Design] because I thought human interface
and usability were too narrow. I wanted to
cover all aspects of the person’s experience
with the system including industrial design,
graphics, the interface, the physical
interaction, and the manual.”
Source: Don Norman, cognitive scientist & author of “The Design of
Everyday Things” Quote cited in “UX Design Defined,” UXdesign.com,
August 16, 2010
7. What UX Is Not
• UX is not IA
• Not a buzzword for usability
• Notion that you can’t design UX but can
design for UX
8. So, What Does Good UX
Do?
•
It considers the specific user or group that
the solution is being created for/around
•
Good UX helps create and shape a specific
event, encounter, etc.
9. So, What Makes Up An
Experience?
• Experience: the combined outcome of
perception, action, motivation, and
cognition.
• “A complex fabric of feelings, thoughts and
actions.”
Hassenzahl, Marc (2013): User Experience and Experience Design. In: Soegaard, Mads and Dam, Rikke Friis (eds.).
"The Encyclopedia of Human-Computer Interaction, 2nd Ed.". Aarhus, Denmark: The Interaction Design
Foundation. Available online at http://www.interaction-design.org/encyclopedia/
user_experience_and_experience_design.html
10. Philips Wake-Up Light
•
E.g. of using design and technology to mimic
a familiar experience.
•
Not so much about specific elements of
industrial design or fancy interfaces.
•
More so about how you transcend
the material to create an experience
Hassenzahl, Marc (2013): User Experience and Experience Design. In: Soegaard, Mads and Dam, Rikke Friis (eds.).
"The Encyclopedia of Human-Computer Interaction, 2nd Ed.". Aarhus, Denmark: The Interaction Design
Foundation. Available online at http://www.interaction-design.org/encyclopedia/
user_experience_and_experience_design.html
11. Inevitable Variables
• The user
• Each individual assigns unique attributes
to a product or service when using it.
• Unique expectations based on past
experience, personal preference, etc.
• The situation
(“Why User Experience Cannot Be Designed,” Helge Fredheim, Smashing
Magazine, March 15, 2011.)
19. The Human Element
• Greeter/host, servers, employees, cooks v.
chefs, even the busboy
• Vernacular
• Service structure: takeout/behind the
counter v. table service, etc.
• The variables of the individual and the
situation
22. So The UX Of A Restaurant
Is The Combined Result Of:
• The Physical
• The Human
• The Product
• Variable of past experience
• Variables of individual and situation