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IA?  IxD?  UX!
⁄  IA  7:  IA?  IxD?  UX!  is  an  uncooked  

     collection  of  definitions,  categorizations,  
     outlines,  and  visualizations  concerning	

     ⁄  Information  architecture       IA                     ,	


     ⁄  Interaction  design          IxD                 ,  and	


     ⁄  User  experience             UX              design.	
⁄    This  deck  is  an  updated  version  of  IA  3:  IA  Concepts.	
⁄    It’s  main  purpose  is  to  sear  the  partially  dry  substances  into  my  own  memory.
⁄ IA           is  defined  by  the  Information  Architecture  Institute  as:	


1.  The    structural  design  of  shared  
      information  environments.	
2.    The  art  and  science  of  organizing  and  
      labeling  web  sites,  intranets,  online  
      communities,  and  software  to  support  findability  and  
      usability.	
3.  An  emerging  community  of  practice  focused  on  

      bringing  principles  of  design  and  
      architecture  to  the  digital  landscape.
⁄  According  to  the  Interaction  Design  Association:	




1.     IxD                 defines  the  structure  and  

       behavior  of  interactive  systems.	
2.  Interaction  Designers  strive  to  create  	

  ⁄                               people  and  	
         meaningful  relationships  between  

  ⁄      the  products  and  services  that  they  use,  	
  ⁄      from  computers  to  mobile  devices  to  appliances  and  
         beyond.
⁄ UX             is  defined  by  the  Nielsen  Norman  Group  as:	

     all  aspects  of  the  end-­‐‑user'ʹs  interaction  
1.    

     with  the  company,  its  services,  
     and  its  products.  	
2.  The  first  requirement  for  an  exemplary  user  

     experience  is  to  meet  the  exact  needs  of  the  
     customer,  without  fuss  or  bother.
3.  Next  comes     simplicity  and  elegance  that  
      produce  products  that  are  a  joy  to  own,  a  joy  to  
      use.  	
4.    True  user  experience  goes  far  beyond  giving  
      customers  what  they  say  they  want,  or  
      providing  checklist  features.  	
5.  In  order  to  achieve  high-­‐‑quality  user  experience  in  a  

      company'ʹs  offerings  there  must  be  a  seamless  
      merging  of  the  services  of  multiple  
      disciplines,  including  engineering,  marketing,  
      graphical  and  industrial  design,  and  interface  design.
2  Enable  frequent  
                    users  to  use  shortcuts	

                                  6  Permit  easy  
                                reversal  of  actions	
1  Strive  for      5  Offer  
consistency	
       simple  
                     error                                   7  
                                                         Support  
                   handling	
                            internal         3  Offer  
                                                         locus  of  
                                                          control	
                                                                       informative  
                                  8  Reduce  short-­‐‑                   feedback	
                                term  memory  load	



                    4  Design  dialog  
                    to  yield  closure
2  Enable  frequent  users  
                                       to  use  shortcuts  to  
1  Strive  for  consistency	
                                       increase  the  pace  of  
                                       interaction	

• Consistent  sequences  of            • Abbreviations	
  actions  in  similar  situations	
   • Function  keys	
• Identical  terminology  in           • Hidden  commands	
  prompts,  menus,  and  help          • Macro  facilities	
  screens	
• Consistent  commands  
  throughout
4  Design  dialog  to  yield  
3  Offer  informative                   closure  to  provide  a  
feedback	
                             satisfaction  of  
                                       accomplishment	

• System  feedback  for  every         • Organization  of  sequences  of  
  operator  action	
                     actions  into  groups  with  a  
• Modest  response  for  frequent        beginning,  middle,  and  end  	
  and  minor  actions	
                • Informative  feedback  at  the  
• More  substantial  response  for       completion  of  a  group  of  
  infrequent  and  major  actions	
      actions  in  order  to  provide	
                                         • a  sense  of  relief,  	
                                         • the  signal  to  drop  
                                           contingency  plans  and  
                                           options,  and	
                                         • an  indication  that  the  way  is  
                                           clear  to  prepare  for  the  next  
                                           group  of  actions
6  Permit  easy  
5  Offer  simple  error  
                                    reversal  of  actions  to  
handling	
                                    relieve  anxiety	

• As  much  as  possible,           • Encourage  exploration  of  
  design  the  system  so  the        unfamiliar  options	
  user  cannot  make  a             • The  units  of  reversibility  
  serious  error	
                    may  be	
• If  an  error  is  made,  the       • a  single  action,  	
  system  should  be  able  to        • a  data  entry,  or	
  detect  the  error  and  offer	
                                      • a  complete  group  of  
  • simple,  	
                         actions	
  • comprehensible  
     mechanisms  for  
     handling  the  error
7  Support  internal  locus               8  Reduce  short-­‐‑term  
of  control	
                             memory  load	

• Experienced  operators                  • The  limitation  of  human  
  strongly  desire  the  sense  that        information  processing  in  
  they  are  in  charge  of  the            short-­‐‑term  memory  requires  
  system  and  that  the  system            that  displays  be	
  responds  to  their  actions	
            • kept  simple,	
• Design  the  system  to  make             • multiple  page  displays  be  
  users  the  initiators  of  actions         consolidated,  	
  rather  than  the  responders	
           • window-­‐‑motion  frequency  
                                              be  reduced,  and	
                                            • sufficient  training  time  be  
                                              alloaed  for  codes,  
                                              mnemonics,  and  sequences  
                                              of  actions  
                                                
                                                
Literature  
                                                Review	
                                               Cognitive  
                                              Walkthrough	
                           Without  Users	
                                                Heuristic  
                                               Evaluation	
Evaluation  Techniques	



                                              Model-­‐‑based  
                                               Evaluation	
                                                                   Model  
                                                                  Extraction	
                                                                   Silent  
                                                                 Observation	

                                               Qualitative	
     Think  Aloud	

                                                                 Constructive  
                                                                  Interaction	
                            With  Users	
                                                                 Retrospective  
                                                                    Testing	
                                                                  Controlled  
                                              Quantitative	
                                                                 Experiments
Reduce  users‘  
               memory  load	
  Place  
 users  in  
 control  
  of  the                 Make  the  
                             user  
interface	
                interface  
                          consistent
1  Use  modes  judiciously  
                                  (modeless)	
                                  2  Allow  users  to  use  either  
                                  keyboard  or  mouse  (flexible)	
                                  3  Allow  users  to  change  focus  
                                  (interruptible)	
             the  interface	
Place  users  in  control  of  

                                  4  Display  descriptive  messages  
                                  and  text  (helpful)	
                                  5  Provide  immediate  and  
                                  reversible  actions,  and  feedback  
                                  (forgiving)	
                                  6  Provide  meaningful  paths  and  
                                  exits  (navigable)	
                                  7  Accommodate  users  with  
                                  different  skill  levels  (accessible)	
                                  8  Make  the  user  interface  
                                  transparent  (facilitative)	
                                  9  Allow  users  to  customize  the  
                                  interface  (preferences)	
                                  10  Allow  users  to  directly  
                                  manipulate  interface  objects
                                  (interactive)
11  Relieve  short-­‐‑term  memory  
                           (remember)	
                           12  Rely  on  recognition,  not  
                           recall  (recognition)	
                           13  Provide  visual  cues  (inform)	




                  load	
                           14  Provide  defaults,  undo,  and  

Reduce  users‘  memory  
                           redo  (forgiving)	
                           15  Provide  interface  shortcuts  
                           (frequency)	
                           16  Promote  an  object-­‐‑action  
                           syntax  (intuitive)	
                           17  Use  real-­‐‑world  metaphors  
                           (transfer)	
                           18  User  progressive  disclosure  
                           (context)	
                           19  Promote  visual  clarity  
                           (organize)
20  Sustain  the  context  of  users’  
                               tasks  (continuity)	
                               21  Maintain  consistency  within  
                               and  across  products  
                               (experience)	
                               22  Keep  interaction  results  the  




              consistent	
                               same  (expectations)	




Make  the  user  interface  
                               23  Provide  aesthetic  appeal  and  
                               integrity  (aaitude)	
                               24  Encourage  exploration  
                               (predictable)
Keep  the         Avoid  errors,          Design  clear  
  interface        help  to  recover,     exits  and  closed  
   simple!	
         offer  Undo!	
            dialogs!	


 Speak  the                                Include  help  
                    Minimize  
   user’s                                      and  
                   memory  load!	
 language!	
                              documentation!	


Be  consistent  
                       Provide            Offer  shortcuts  
     and  
                      feedback!	
          for  experts!	
predictable!
Context	


Content	
   Users
Business                   Audience	
                   Document/  
             goals	
                    Tasks	
                      data  types	
Context:	




                             Users:	




                                                        Content:	
             Funding	
                  Needs	
                      Content  
             Politics	
                                              objects	
                                        Information  
             Culture	
                  seeking                      Volume	
             Technology	
               behavior	
                   Existing  
                                        Experience	
                 structure	
             Resources	
             Constraints
⁄  What  is  IA?  	

1.  IA  is     content  architecture  (Rosenfeld  &  Morville’s  
      Polar  Bear  style)  —    organization  for  easy  
      retrieval.	
2.    IA  is  interaction  design  (Cooper’s  About  Face)  
      —  architecting  for  use.  	
3.  IA  is  information  design  (Wurman'ʹs  Information  

      Architects)  —  organizing  for  comprehension  
      AND  UI  design.
The Nine Pillars
of Successful Web Teams
Jesse James Garrett <jjg@jjg.net>
                                                                                                             project management
9 July 2003
The most successful Web teams build their team structures and their
processes on these nine essential competencies:

Project Management: The hub that binds all the tactical competencies
together as well as the engine that drives the project forward to completion,
project management requires a highly specialized set of skills all its own.                                       concrete
Neglecting this area often results in missed deadlines and cost overruns.
                                                                                                                   d i
                                                                                                                   design
Concrete Design: Before the abstract design can become a fully realized
user experience, you must determine the specific details of interfaces,
navigation, information design, and visual design. This realm of concrete
design is essential to creating the final product.




                                                                                                                                               tactical
Content Production: Knowing what content you need isn't enough. You also                        technology                         content
need to know how you'll produce it. Gathering raw information, writing and
editing, and defining editorial workflows and approvals are all part of content               implementation                      production
production.

Technology Implementation: Building technical systems involves a lot of
hard work and specialized knowledge: languages and protocols, coding and
debugging, testing and refactoring. The more complex your site, the more
important a competency in technology implementation becomes.                                                      abstract
                                                                                                                   bstra
Abstract Design: Information architecture and interaction design translate
                                                                                                                   d
                                                                                                                   design
strategic objectives into a conceptual framework for the final user
experience. These emerging disciplines addressing abstract design are
increasingly recognized for their value in the Web development process.
                                                                                  strategic
Content Strategy: Content is often the reason users come to your site. But
what content can you offer to meet your users' expectations? How much                           technology                         content
content is appropriate, and what form should it take? What style or tone
should it have? Before you can produce that content, you need to answer
                                                                                                  strategy                         strategy
fundamental content strategy questions such as these.

Technology Strategy: Web sites are technologically complex, and getting
more intricate all the time. Identifying the technology strategy for the site –
platforms, standards, technologies, and how they can all interoperate – is
essential to avoiding costly mistakes.                                                                               site
Site Strategy: Defining your own goals for the site can be surprisingly
                                                                                                                  strategy
                                                                                                                   trateg
tricky. Arriving at a common understanding of the site's purpose for your
organization, how you'll prioritize the site's various goals, and the means by
which you'll measure the site's success are all matters of site strategy.

User Research: User-centered design means understanding what your
users need, how they think, and how they behave – and incorporating that
understanding into every aspect of your process. User research provides the
raw observations that fuel this insight into the people your site must serve.
                                                                                                               user research
adaptive path                                 http://www.jjg.net/ia/pillars/
                                            http://www.adaptivepath.com/
User Experience Design Process: Critical Path
                                                                                                  Kickoff
                         Project Initiation                                                                               Initial Design Cyc l e                                                                              Design Iteration / Testing / Iteration / E a r l y R e f i n e m e n t                                                                 Refinement / Copy / Final Visual Design / Robust Testing                                                                Production Build / Reviews / Design Team Sign Offs
                                                                                                  Meeting

                      Project is                                                                                                                                                                                                                                                                                                                                                                                                                           Product Team meets -                                                           Product Team meets -
  Product Marketing




                                                Prod. Marketing does P&L, content evaluation,                                                                                                                                      Product Team meets -
                      inititated by Product                                                                                                                                                                                                                                                                                                                                                                                                                Design meeting with                                                            Hand off to
                                                creates materials that describe needs, goals,                                                                                                                                      Design presents functional
                      Marketing with                                                                                        Prod. Mktg. feeds team                                                                                                                                        Product Team meets -                                                                                                                                             Product Marketing,               Product Team                                  production,
                                                objectives, dependencies, partnerships,                                                                                                                                            user flow, potential user                                                                   Product Team meets -
                      Program                                                                                               any results from Marke t                                                                                                                                      Review                                                                                                                                                           Engineering, and                 Approval cycle here                           engineering and
                                                business issues and any other relev a n t                                                                                                                                          scenarios and high level                                                                    Review revisions
                      Management                                                                                            Resear c h                                                                                                                                                    recommendations from                                                                                                                                             Usability to review                                                            operations mode of
                                                content or functionality issues, pulls together                                                                                                                                    screens need e d                                       testing                                                                                                                                                          recommendations                                                                the product cycle
                                                cross-functional tea m                                                                                                                                                             Approval cycle h e r e


                                                                                                                                                                                                                                                                                                             iteration cycle                                                                                                                Detailed Product
                                                Feasability Studies / Field                                                                                                                                                                                                                                                                                                                                                                 testing - both for
                                                Resear c h                                                                                          Expert advice on                                                                                                          Functionality/
  Usability




                                                                                                                                                                                                                                                                                                                                                                                                                                            functionality and
                                                What do Users w a n t                                                                               previous research a n d                                                  feedback cyc l e                                 Conceptual model
                                                                                                                                                    new research need e d                                                                                                     testing with early                                                                                                                                            specific content and
                                                How do they want to do it                         Meeting                                                                                                                                                                                                                                                                                                                                   visual design      iteration cycle
                                                (Usability Conceptual Phase)                                                                        (Usability 2nd Phase)                                                                                                     prototypes
                                                                                                  coordinated by                                                                                                                                                                                                                  iteration cycle
                                                                                                  Program                                                                                                                                                                                                                                                                                                                                                                 iteration cycle
                                                                                                                                                                                                                                                     feedback cyc l e
                                                                                                  Management

                                                                                                  UE Team member
                                                                                                                                 Create D e s i g n                                                                                                                                                    Design takes
                                                                                                  assigned to
                                                                                                                                 Spec/Creative                                                                                  Rapid prototype for                     User Ed develops               recommended                                                                                                              Design works w i t h
Experience Design




                                                                                                  project
                                                                                                                                 Brie f                                                                                         proof of concept                        user education plan            changes and input                                   Design team                                                          Usability to provide                                             Design team                                                                         Final functionality &
                                                                                                  attends meeting                                                  UE Team
                                                                                                                                 Material is from                                                                               and early testing w/                                                   from Team -                                         brainstorms, iterates                                                prototype and                                                    presents                                                                            visual design signoff
                        Initial concept                                                                                                                            brainstorm with
                                                                                                                                 MRP/PRD and                                                           Early functionality      usability                               Design works w i t h           including Product                                   and collaborates on                                                  guidance of what                 Refine Visual                   wireframes a n d       User Ed. delivers all                                        - Production
                        brainstorms wit h                                                         Takes input from                                                 Usability - led by                                                                                                                                               Revises user fl o w
                                                                                                                                 brainstorming notes                                                   designs and                                                      User Education to              Marketing,                                          visual representation          Visual Design         Experience      priorities of                    direction, copy,                mockups to             Help text and                                                - Engineering
                                                                                                  all members as                                                   project team                                                                                                                                                     and works
                        Product Marketing to                                                                                     and other                                                             definitions of           Could be paper                          begin any Help and             Engineering, Exp.                                   of functionality and           exploration,          Design team     discovery shoul d                user instructions,              production with full   associate d                                                  - QA
                                                             UE Team member assigned              related to UI                                                    member                                                                                                                                                           through greater
                        collect and gather                                                                                       requirements, distills                                                pages needed for         prototype, functional                   FAQs and other                 Design Team and                                     screen design s                copy writte n         review Visual   be - i.e. business               help and UI                     set of style specs     screenshots a n d                                            - Partner (if applicable)
                                                                   to project                     design                                                                                                                                                                                                                            detail of individual
                        requirements and                                                                                         info, looks at                                                        developed                static HTML, Flash                      instructional text             Usability Research                                  Work can begin while           and finetuned         direction       constraints,                     components as                   [font size & color,    specs t o                                                    - Usability
                                                                                                                                                                   what's the best                                                                                                                                                  scree n s
                        understand                                                                                               competitive                                                           functionality            interaction,                            and all error                                                                      user flow a n d                                                      technical                        necessary                       line spacing,          Production                                                   - Creative Director
                                                                                                  Receives Requirements                                            scenario fo r
                        competitive landscape                                                                                    landscape, rev i e w s                                                                         Mockups/                                messages                       Revises user fl o w                                 functionality is                                                     constraints,                                                     colors, images,                                                                     - Product Marketing
                                                                                                             Document                                              use r s
                                                                                                                                 scope in context of                                                                            Wireframes as                                                          and works thro u g h                                iterating                                                            optional versions to                                             links, etc]                                                                         - VP (as necessary)
                                                                                                  Needs:
                                                                                                                                 network and sit e                                                                              image maps                                                             greater detail of                                                                                                        test
                                                                                                  List of team
                                                                                                                                 precedenc e                                                                                                                                                           individual screens
                                                                                                  members,
                                                                                                  contact info, initial
                                                                                                  schedule,
                                                                                                  approval process
                                                                                                                                                                              Initial exposure to                                                                                                                                                                                                                                                                                                                                      Production receives       Production builds
                                                                                                  (people)
                                                                                                                                                                              scope of design and                                                                                                                                                                                                                                                                                                                                      approved mockups          site and features
                                                                                                                                                                              functionality
  HTML




                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       and works w i t h         working wi t h
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       Design on product         Engineering as
                                                                                                                                                                              Assess techn i c a l                                                                                                                                                                                                                                                                                                                                     area as needed            applicable
                                                                                                                                                                              limitations and
                                                                                                                                                                              alternatives


                                                                                                                                                                                                                                                                                   Discussion with engineering                                                                                                                                                   Engineering informs
  Engineering




                                                                                                                                                                                   Engineering might                                                                               about any potential new                                                                                                                                                       Design if there are
                                                                                                                                                                                   begin coding                                                                                    technology and its impact on                                                                                                                                                  changes, issues w i t h
                                                                                                                                                                                   work from initial                                                                               schedule and desired user                                                                                                                                                     planned functionality
                                                                                                                                                                                   functionality                                                                                   tasks
                                                                                                                                                                                   spe c s

Credits: Erin Malone: Designed for AltaVista November 10, 2000
The Elements of the User's Experience                                                                                                                                              » Trigger
                                                                                                                                                                                   Some circumstance triggers a need and a corresponding
                                                                                                                                                                                   expectation of satisfaction.
                                                                   Trigger                                                                                                         » Expectation
                                                                                                                                                                                   What does the user expect to do, how do they expect to



                                                                 »
                                                                                                                                                                                   do it, what do they expect to get out of it in the end?
                                                                                                                                                                                   » Proximity
                                                                                                                                                                                   How close is the user to the necessary part of the
                                                          Expectation                                   »                                                                          system? Are they on the right webpage, near the instore



                            on
                                           »                                                                                  Pr
                                                                                                                                                                                   kiosk, or next to the information desk at the airport?
                                                                                                                                                                                   » Awareness
                                                                                                                                                                                   Does the user notice the necessary part of the system -




                                                                                                                                  ox
                                                                                                                                                                                   the link, the kiosk, or the information desk? Or are they
             ti




                                The User's
          l a




                                                                                                                                                                                   distracted by something else, like a spinning logo?




                                                                                                                                    im
» Eva u



                                                                                                                                                                                   » Connection




                                                                                                                                      ity
                                                                                                                                                                                   Does the user make the connection between their need
                             Experience Cycle                                                                                                                                      and the neccessary part of the system? Do the system
                                                                                                                                                                                   cues match their expectation so that they can make this



                                                                                                                                            »
                         The user experience is not one simple action - it                                                                                                         connection and then act on it?
                         is an interconnected cycle of attempting to                                                                                                               » Action
                         satisfy hopes, dreams, needs, and desires. This                                                                                                           Can the user take action, or is there a mismatch with how
                                                                                                                                                  Awa
Respon




                         takes the shape of individuals comparing their                                                                                                            they expected to act and the actual action required?
                         expectations to the outcomes generated by their                                                                                                           » Response
                         interaction with a system. Managing expections                                                                                                            The system provides a response to the user's action - is it
                                                                                                                                                     rene

                         then becomes key to successfully providing a                                                                                                              the expected response? Does it meet the need?
                         satisfying "return on experience" that delights                                                                                                           » Evaluation
  se




                                                                                                                                                         ss



                         users and generates shared, sustainable value.                                                                                                            The user compares the response with the expection.
                                                                                                                                                                                   Based on this comparison, the user will adjust their
                                                                                                                                     »
            »




                                                                                                                                                                                   expectations.
                                                                                                                                                                                   - If expectations are managed well, and are met
                                                                                                                                                                                   consistently, the user will continue the cycle until their
                                  Ac                                                                                  io           n                                               initial need is satisfied.
                                           tio n                         »                                        ect
                                                                                                                                                                                   - If expectations are not met, the user will stop using the

                                                                                             Co n n
                                                                                                                                                                                   system and try other channels or abandon the goal for
                                                                                                                                                                                   the time being.

  The Experience Cycle model © 2003-2004 Jess McMullin. All rights reserved.
  The Experience Cycle model synthesizes work from three sources: » Don Norman's work with mapping and subsequent cognitive walkthrough methods. » The AIDA model from marketing literature - Awareness, Interest, Desire, Action.
  » The notion of cyclical adjustment of expectation reflects the game theory notion of repeated expected utility. This has been explored in the interactive domain with work done at PARC on information foraging.
Ease  of  use  remains  vital	
                                               usable	
   Usability  is  necessary  but  
                                                          not  sufficient	




      Web  sites  should  be  
 accessible  to  people  with  
                  disabilities	
    accessible	
Eventually,  it  will  become  
                       the  law
Ask  whether  our  products  
                                            and  systems  are  useful	
                                 useful	
   Define  innovative  
                                            solutions  that  are  more  
                                            useful	




Navigable  web  sites	
  Locatable  objects	
                          findable
Appreciation  for  the  
                                                        power  and  value  of  image  	
                                          desirable	
   Identity,  brand,  and  other  
                                                        elements  of  emotional  
                                                        design	




           Design  elements  
  influence  whether  users  
trust  and  believe  what  we      credible	
                    tell  them
Value  to  our  sponsors	
             For  non-­‐‑profits:  Advance  the  
             mission	
valuable	
   With  for-­‐‑profits:  Contribute  to  
             the  boaom  line  and  improve  
             customer  satisfaction
PracticeUX Persona Diagram (Sample)

                                       Educated in Industry                          Not Educated in Industry

                                                                                                                                    How did we get here?
                                   1   Marketing Director                            User has never worked with a like-client   3   1) Find the person in your client’s organization that has the
                                       IT Director                                   consultancy                                    most knowledge of their clients and prospects (if that’s
                                                                                                                                    who your site should speak to). In this case we spoke to
                                          Exclusionary                                           Focal                              the Sales Director.

                                                                                                                                    2) Get as much information related to the kinds of
                                                                                                                                    questions their clients and prospects ask. This will give
                                                                                                                                    you first-hand insight into the client/prospect knowledge of
 Familiar with Core Business




                                                                                                                                    the industry and their knowledge of your clients work.

                                                                                                                                    3) Create a Persona chart that defines the client/prospect
                                                                                                                                    in terms of knowledge discussed above.

                                                                                                                                    4) Discuss the chart with your client to see if you’ve
                                                                                                                                    missed anything and ask your client to chose a focal vs.
                                                                                                                                    exclusionary persona.
                                       Might be a client                             Might be a client




                                                                                     CEO, CIO, Management, Director


                                                   Focal
 Not Familiar with Core Business




                                                                                                                                          Knowledge Factor
                                                                                          Exclusionary                                    Focal Persona
                                   2   Might be a client w/role in executive level                                              4         Where Persona should be




!"Copyright Olga Howard 2005-2006
User  Needs  Documentation	
Personas	
Usability  




                                                               Strategy  Documentation	
Test  Plans	
                                  Competitive  
Usability                                      Analyses	




                                                                                                           Design  Documentation	
Reports	
                                      Concept                                     Site  Maps	
                                               Models	
                                                                                           User  Flows	
                                               Content  
                                               Inventories	
                               Wireframes	
                                                                                           Screen  
                                                                                           Designs
Design  Diagrams	
Personas	
Concept  




                                                    Design  Deliverables	
Models	
                            Design  
Site  Maps	
                        Briefs	
Flowcharts	
                        Competitive  
                                    Reviews	
Wireframes	
                                    Usability  
                                    Plans	
                                    Usability  
                                    Reports
Call History - Compiled Task Analysis

                                   Before Scene                                                                                                                               After Scene                                                                                                                                   Future Scene
                                   The spare bedroom (office) of Jenny’s two bedroom townhome in suburban Indianapolis.                                                       The spare bedroom (office) of Jenny’s two bedroom townhome in suburban Indianapolis.                                                          The spare bedroom (office) of Jenny’s two bedroom townhome in suburban I

                                   Jenny comes home from a weekend away and wants to see if there have been any important phone calls or messages that she missed. She        Jenny comes home from a weekend away and wants to see if there have been any important phone calls or messages that she missed. She           Jenny comes home from a weekend away and wants to see if there have been
                                   sees the voicemail indicator on her phone and begins the lengthy process of calling and listening to her voicemail.                        looks at her Comcast Message Center Dashboard she quickly sees that she has five new voicemails. Through the Comcast Message Center’s         looks at her Comcast Message Center Dashboard she quickly sees that she has
                                                                                                                                                                              dashboard, she is able to see that the third voicemail is from her mother and plays the message instantly.                                    dashboard, she is able to see that the third voicemail is from her mother and p
                                                                                                                                                                                                                                                                                                                            presence indicator, Jenny can see that her mother may not be home, but has h
                                                                                                                                                                                                                                                                                                                            cell phone.



                                     Jenny returns home from a                      Jenny checks to see if anyone                 Jenny checks to see if anyone               Jenny listens to her                           Jenny checks for missed calls                  Jenny adds the caller to her                    Jenny reviews her list of calls                  Jenny returns her p
      Sub Tasks                      weekend away.                                  called while she was away.                    left a voicemail message.                   voicemail.                                     she needs to return.                           address book.                                   to return.                                       calls.


                                    Jenny returns home from a weekend              Jenny walks into the office to check the      Jenny checks the voicemail indicator and     Jenny sees there are four new voicemail       Jenny sees that her grandmother called,        One of Jenny’s friends called from her           Jenny has a list of calls to return. Each        Jenny reviews the order of ca
      Scenario                      away. She walks in the door, puts down         caller id light on her phone to see if        see’s the number six. She knows she had      messages. The second new message is           but didn’t leave a voicemail; she typically    new mobile phone. Jenny wants to add             item has the name, number, and a few             needs to make and returns th
                                    her bags and takes a look around.              anyone called while she was away.             saved some messages, but doesn’t know        from her mother. She would like to listen     doesn’t leave messages.                        the number to her address book.                  brief notes about the call.                      calls she can now, saving the
                                    Everything appears to be right where she                                                     how many.                                    to it first.                                                                                                                                                                                   later.
                                    left it.


                                    Can I be notified that I missed calls while    Can I be notified quickly that someone        Can I check quickly to see if I have any     Can I listen to a specific message? Can I     Can I check my missed calls quickly and        Can I add the new number to my address           Do I have enough time to return all these        Do I have enough time to ret
      Considerations/Influencers    I was away? Is it quick? Is it easy? Do I      important called while I was away?            messages waiting?                            listen to the message quickly? Can I save     conveniently? Can I quickly determine          book quickly and easily? If an entry             calls now? Which calls should I return           calls now?
                                    need any special equipment? How much                                                                                                      or delete the message before it is            which calls I need to return that don’t        already exists, can I update it easily? Can      first?
                                    does it cost?                                                                                                                             completed playing?                            have voicemails?                               I sync the address book with my mobile?


                                    Checking for missed calls and voicemail        I have to go to my office to see if anyone    How many of the messages are new?            Listening to voicemail is time inconve-       Checking for missed calls is inconvenient      Keeping all my devices in sync is                How do I know what each call is about?           How do I keep track of which
      Pain-Points                   is laborious and inconvenient.                 called. Checking from the road is even        Which ones are important? Can I pick a       nient and time consuming. Why can’t I         and time consuming. Can the system             difficult. How can I keep my mobile              How will I know that I’ve returned a call,       returned? Do I have to use so
                                                                                   more laborious and inconvenient.              specific message to listen to? Which         listen to a specific message without          help me determine which calls need to be       phone and email address books in sync?           or marked it for “call back later?”              else to return the calls?
                                                                                                                                 messages need immediate attention?           listening to the ones before it? Do I have    returned?
                                                                                                                                                                              time to listen to the messages now?



                                                                                  C 2.1 View call history status.               C 3.1 View voicemail status.                 C 4.1 Access the voicemail system.            C 5.1 View new missed call history.            C 6.1 Add to address book (update in             C 7.1 Review call back list.                    C 8.1 Return calls.
nd    Functionality                                                               (1) The customer can view the status of       (1) The customer can view the status of      (1) The customer accesses the voicemail       (1) The customer can view the new              (1) address book).                               (1) The customer can review a call back         (1) The customer can return
                                                                                        whether or not (s)he has any new              whether or not (s)he has any new             system to listen to new messages.             missed calls history.                          The customer can add (update) a                  list, ordered by priority, and with             within the message cent
m                                                                                       missed calls.                                 voicemail.                                                                                                                                name and number in the address                   notes for each call.
asy                                                                                                                                                                                                                                                                             book.



                                                                                  C 2.2 View new missed calls history.          C 3.2 View new voicemail list.               C4.2 Select a voicemail for playback.         C 5.2 View call priority status.               C 6.2 Sync address book.                                                                         C 8.2 Mark call as returned.
                                                                                  (1) The customer can view the call            (1) The customer can view a list of new      (1) The customer reviews the list of          (4) The customer can view the                  (4) The customer can sync the address                                                            (2) Once a call has been retu
                                                                                        history for new missed calls.                 voicemail messages with the name            messages and related info and                  priority/importance of a call to help          book across home phone, mobile                                                                   message is automatically
                                                                                                                                      (number) and date/time of each              selects a message to play.                     them determine which calls need to             phone, email, etc.                                                                               returned.
                                                                                                                                      voicemail.                                                                                 be returned.



                                                                                  C 2.3 View full missed call history.          C 3.3 View full voicemail history.           C 4.3 Play message.                           C 5.3 Delete.
                                                                                  (2) The customer can view the entire          (2) The customer can view the entire         (1) Upon selection, the message               (1) The customer can delete missed
                                                                                        call history, including new and past          voicemail history, including new and         automatically begins playback.                calls from the missed call history.
                                                                                        missed calls.                                 past voicemails.




                                                                                  C 2.4 View full incoming call history.        C 3.4 View similar or duplicate messages.    C 4.4 Message notes.
                                                                                  (3) The customer can view the entire          (4) The customer can view if anyone          (4) The customer can place notes
                                                                                        incoming call history, including all          who left a duplicate voicemail on            and/or a description next to the
                                                                                        missed, answered, and forwarded               multiple phones, or email for a              voicemail - useful when returning or
                                                                                        calls.                                        similar message.                             saving the call.



                                                                                  C 2.5 View similar or duplicate calls.                                                     C 4.5 Set message priority and/or
                                                                                  (4) The customer can view if anyone                                                        (4) reminder.
                                                                                        placed a duplicate call to more than                                                       The customer can set a priority
                                                                                        one phone.                                                                                 level, due date, and/or reminder for
                                                                                                                                                                                   the message. Over time, the system
                                                                                                                                                                                   learns and sets these automatically.


                                                                                                                                                                             C 4.6 Save message.
                                                                                                                                                                             (1) The message is automatically saved
                                                                                                                                                                                   if the customer doesn’t delete it.




                                                                                                                                                                             C 4.7 Delete.
                                                                                                                                                                             (1) The customer deletes the message.
                                                                                                                                                                                   They should be able to perform this
                                                                                                                                                                                   action at any time during the
                                                                                                                                                                                   message playback.



                                                                                                                                                                             C 4.8 Rewind and fast forward.
                                                                                                                                                                             (2) The customer can rewind and fast
                                                                                                                                                                                   forward through the message during
                                                                                                                                                                                   playback.




                                                                                                                                                                             C 4.9 Forward message.
                                                                                                                                                                             (4) The customer can forward the
                                                                                                                                                                                   message to another number or email
                                   Glossary                                                                                                                                        address.

                                      Ratings       (1)    High - address as soon as possible
                                                    (2)    Medium - address after priority 1
                                                    (3)    Low - after priority 2 and if there is time in development cycle                                                                                                                                                                                              Compiled Task Analysis           1
                                                    (4)    Future - consider for a future version of the product
⁄  “Information  architecture      does  not  exist  as  a  
  profession.	

            no  such  thing  as  an  interaction  designer  
⁄  There'ʹs  
   either.	
⁄  Anyone  who  claims  to  specialize  in  one  or  the  other  is  a  fool  
   or  a  liar.”	

⁄  What  remains?
⁄ UX              covers	

     all  aspects  of  the  end-­‐‑user'ʹs  interaction  
1.    

     with  the  company,  its  services,  
     and  its  products.  	
2.  In  order  to  achieve  high-­‐‑quality  user  experience  in  a  
     company'ʹs  offerings  there  must  be  a  seamless  

     merging  of  the  services  of         multiple  
     disciplines,  including  engineering,  
     marketing,  graphical  and  industrial  design,  and  
     interface  design.
Credits!
⁄  IAI,  IxDA,  NN/g	
⁄  Special  thanks  to:  Ben  Shneiderman,  Christina  Wodtke,  
   Dan  Brown,  Don  Norman,  Erin  Malone,  George  Olsen,  
   Jan  Borchers,  Jesse  James  Garrea,  Jess  McMullin,  Olga  
   Howard,  Peter  Morville,  Theo  Mandel,  Todd  Warfel	
⁄  As  always:  Wikipedia,  Boxes  and  Arrows	
⁄  Images:  flickr.com/library_of_virginia/2898506631/,  
   /liewcf/894035077/,  /nypl/3109284623/    	
⁄    To  be  continued  ...	
⁄    What‘s  missing?  Jef  Raskin,  more  of  Don  Norman  (visibility  and  affordances),  Bill  Moggridge,  
     Bill  Buxton,  CMN,  Fias,  Gestalt  laws,  mappings,  constraints,  storyboards,  the  usual  suspects  
     (sitemap,  persona,  wireframe).  What  else?
ant  to  read  more?
⁄  Harald  Felgner	
⁄  A  spectrum  of  inspirations,  
   from  international  marketing  
   to  IT	
⁄  ux.felgner.ch

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IA 7/ UX 1: IA? IxD? UX!

  • 2. ⁄  IA  7:  IA?  IxD?  UX!  is  an  uncooked   collection  of  definitions,  categorizations,   outlines,  and  visualizations  concerning ⁄  Information  architecture   IA , ⁄  Interaction  design   IxD ,  and ⁄  User  experience   UX  design. ⁄  This  deck  is  an  updated  version  of  IA  3:  IA  Concepts. ⁄  It’s  main  purpose  is  to  sear  the  partially  dry  substances  into  my  own  memory.
  • 3. ⁄ IA   is  defined  by  the  Information  Architecture  Institute  as: 1.  The   structural  design  of  shared   information  environments. 2.  The  art  and  science  of  organizing  and   labeling  web  sites,  intranets,  online   communities,  and  software  to  support  findability  and   usability. 3.  An  emerging  community  of  practice  focused  on   bringing  principles  of  design  and   architecture  to  the  digital  landscape.
  • 4. ⁄  According  to  the  Interaction  Design  Association: 1.    IxD  defines  the  structure  and   behavior  of  interactive  systems. 2.  Interaction  Designers  strive  to  create   ⁄  people  and   meaningful  relationships  between   ⁄  the  products  and  services  that  they  use,   ⁄  from  computers  to  mobile  devices  to  appliances  and   beyond.
  • 5. ⁄ UX  is  defined  by  the  Nielsen  Norman  Group  as: all  aspects  of  the  end-­‐‑user'ʹs  interaction   1.    with  the  company,  its  services,   and  its  products.   2.  The  first  requirement  for  an  exemplary  user   experience  is  to  meet  the  exact  needs  of  the   customer,  without  fuss  or  bother.
  • 6. 3.  Next  comes   simplicity  and  elegance  that   produce  products  that  are  a  joy  to  own,  a  joy  to   use.   4.  True  user  experience  goes  far  beyond  giving   customers  what  they  say  they  want,  or   providing  checklist  features.   5.  In  order  to  achieve  high-­‐‑quality  user  experience  in  a   company'ʹs  offerings  there  must  be  a  seamless   merging  of  the  services  of  multiple   disciplines,  including  engineering,  marketing,   graphical  and  industrial  design,  and  interface  design.
  • 7. 2  Enable  frequent   users  to  use  shortcuts 6  Permit  easy   reversal  of  actions 1  Strive  for   5  Offer   consistency simple   error   7   Support   handling internal   3  Offer   locus  of   control informative   8  Reduce  short-­‐‑ feedback term  memory  load 4  Design  dialog   to  yield  closure
  • 8. 2  Enable  frequent  users   to  use  shortcuts  to   1  Strive  for  consistency increase  the  pace  of   interaction • Consistent  sequences  of   • Abbreviations actions  in  similar  situations • Function  keys • Identical  terminology  in   • Hidden  commands prompts,  menus,  and  help   • Macro  facilities screens • Consistent  commands   throughout
  • 9. 4  Design  dialog  to  yield   3  Offer  informative   closure  to  provide  a   feedback satisfaction  of   accomplishment • System  feedback  for  every   • Organization  of  sequences  of   operator  action actions  into  groups  with  a   • Modest  response  for  frequent   beginning,  middle,  and  end   and  minor  actions • Informative  feedback  at  the   • More  substantial  response  for   completion  of  a  group  of   infrequent  and  major  actions actions  in  order  to  provide • a  sense  of  relief,   • the  signal  to  drop   contingency  plans  and   options,  and • an  indication  that  the  way  is   clear  to  prepare  for  the  next   group  of  actions
  • 10. 6  Permit  easy   5  Offer  simple  error   reversal  of  actions  to   handling relieve  anxiety • As  much  as  possible,   • Encourage  exploration  of   design  the  system  so  the   unfamiliar  options user  cannot  make  a   • The  units  of  reversibility   serious  error may  be • If  an  error  is  made,  the   • a  single  action,   system  should  be  able  to   • a  data  entry,  or detect  the  error  and  offer • a  complete  group  of   • simple,   actions • comprehensible   mechanisms  for   handling  the  error
  • 11. 7  Support  internal  locus   8  Reduce  short-­‐‑term   of  control memory  load • Experienced  operators   • The  limitation  of  human   strongly  desire  the  sense  that   information  processing  in   they  are  in  charge  of  the   short-­‐‑term  memory  requires   system  and  that  the  system   that  displays  be responds  to  their  actions • kept  simple, • Design  the  system  to  make   • multiple  page  displays  be   users  the  initiators  of  actions   consolidated,   rather  than  the  responders • window-­‐‑motion  frequency   be  reduced,  and • sufficient  training  time  be   alloaed  for  codes,   mnemonics,  and  sequences   of  actions      
  • 12.
  • 13. Literature   Review Cognitive   Walkthrough Without  Users Heuristic   Evaluation Evaluation  Techniques Model-­‐‑based   Evaluation Model   Extraction Silent   Observation Qualitative Think  Aloud Constructive   Interaction With  Users Retrospective   Testing Controlled   Quantitative Experiments
  • 14. Reduce  users‘   memory  load Place   users  in   control   of  the   Make  the   user   interface interface   consistent
  • 15. 1  Use  modes  judiciously   (modeless) 2  Allow  users  to  use  either   keyboard  or  mouse  (flexible) 3  Allow  users  to  change  focus   (interruptible) the  interface Place  users  in  control  of   4  Display  descriptive  messages   and  text  (helpful) 5  Provide  immediate  and   reversible  actions,  and  feedback   (forgiving) 6  Provide  meaningful  paths  and   exits  (navigable) 7  Accommodate  users  with   different  skill  levels  (accessible) 8  Make  the  user  interface   transparent  (facilitative) 9  Allow  users  to  customize  the   interface  (preferences) 10  Allow  users  to  directly   manipulate  interface  objects (interactive)
  • 16. 11  Relieve  short-­‐‑term  memory   (remember) 12  Rely  on  recognition,  not   recall  (recognition) 13  Provide  visual  cues  (inform) load 14  Provide  defaults,  undo,  and   Reduce  users‘  memory   redo  (forgiving) 15  Provide  interface  shortcuts   (frequency) 16  Promote  an  object-­‐‑action   syntax  (intuitive) 17  Use  real-­‐‑world  metaphors   (transfer) 18  User  progressive  disclosure   (context) 19  Promote  visual  clarity   (organize)
  • 17. 20  Sustain  the  context  of  users’   tasks  (continuity) 21  Maintain  consistency  within   and  across  products   (experience) 22  Keep  interaction  results  the   consistent same  (expectations) Make  the  user  interface   23  Provide  aesthetic  appeal  and   integrity  (aaitude) 24  Encourage  exploration   (predictable)
  • 18. Keep  the   Avoid  errors,   Design  clear   interface   help  to  recover,   exits  and  closed   simple! offer  Undo! dialogs! Speak  the   Include  help   Minimize   user’s   and   memory  load! language! documentation! Be  consistent   Provide   Offer  shortcuts   and   feedback! for  experts! predictable!
  • 20. Business   Audience Document/   goals Tasks data  types Context: Users: Content: Funding Needs Content   Politics objects Information   Culture seeking   Volume Technology behavior Existing   Experience structure Resources Constraints
  • 21.
  • 22. ⁄  What  is  IA?   1.  IA  is   content  architecture  (Rosenfeld  &  Morville’s   Polar  Bear  style)  —    organization  for  easy   retrieval. 2.  IA  is  interaction  design  (Cooper’s  About  Face)   —  architecting  for  use.   3.  IA  is  information  design  (Wurman'ʹs  Information   Architects)  —  organizing  for  comprehension   AND  UI  design.
  • 23.
  • 24. The Nine Pillars of Successful Web Teams Jesse James Garrett <jjg@jjg.net> project management 9 July 2003 The most successful Web teams build their team structures and their processes on these nine essential competencies: Project Management: The hub that binds all the tactical competencies together as well as the engine that drives the project forward to completion, project management requires a highly specialized set of skills all its own. concrete Neglecting this area often results in missed deadlines and cost overruns. d i design Concrete Design: Before the abstract design can become a fully realized user experience, you must determine the specific details of interfaces, navigation, information design, and visual design. This realm of concrete design is essential to creating the final product. tactical Content Production: Knowing what content you need isn't enough. You also technology content need to know how you'll produce it. Gathering raw information, writing and editing, and defining editorial workflows and approvals are all part of content implementation production production. Technology Implementation: Building technical systems involves a lot of hard work and specialized knowledge: languages and protocols, coding and debugging, testing and refactoring. The more complex your site, the more important a competency in technology implementation becomes. abstract bstra Abstract Design: Information architecture and interaction design translate d design strategic objectives into a conceptual framework for the final user experience. These emerging disciplines addressing abstract design are increasingly recognized for their value in the Web development process. strategic Content Strategy: Content is often the reason users come to your site. But what content can you offer to meet your users' expectations? How much technology content content is appropriate, and what form should it take? What style or tone should it have? Before you can produce that content, you need to answer strategy strategy fundamental content strategy questions such as these. Technology Strategy: Web sites are technologically complex, and getting more intricate all the time. Identifying the technology strategy for the site – platforms, standards, technologies, and how they can all interoperate – is essential to avoiding costly mistakes. site Site Strategy: Defining your own goals for the site can be surprisingly strategy trateg tricky. Arriving at a common understanding of the site's purpose for your organization, how you'll prioritize the site's various goals, and the means by which you'll measure the site's success are all matters of site strategy. User Research: User-centered design means understanding what your users need, how they think, and how they behave – and incorporating that understanding into every aspect of your process. User research provides the raw observations that fuel this insight into the people your site must serve. user research adaptive path http://www.jjg.net/ia/pillars/ http://www.adaptivepath.com/
  • 25.
  • 26. User Experience Design Process: Critical Path Kickoff Project Initiation Initial Design Cyc l e Design Iteration / Testing / Iteration / E a r l y R e f i n e m e n t Refinement / Copy / Final Visual Design / Robust Testing Production Build / Reviews / Design Team Sign Offs Meeting Project is Product Team meets - Product Team meets - Product Marketing Prod. Marketing does P&L, content evaluation, Product Team meets - inititated by Product Design meeting with Hand off to creates materials that describe needs, goals, Design presents functional Marketing with Prod. Mktg. feeds team Product Team meets - Product Marketing, Product Team production, objectives, dependencies, partnerships, user flow, potential user Product Team meets - Program any results from Marke t Review Engineering, and Approval cycle here engineering and business issues and any other relev a n t scenarios and high level Review revisions Management Resear c h recommendations from Usability to review operations mode of content or functionality issues, pulls together screens need e d testing recommendations the product cycle cross-functional tea m Approval cycle h e r e iteration cycle Detailed Product Feasability Studies / Field testing - both for Resear c h Expert advice on Functionality/ Usability functionality and What do Users w a n t previous research a n d feedback cyc l e Conceptual model new research need e d testing with early specific content and How do they want to do it Meeting visual design iteration cycle (Usability Conceptual Phase) (Usability 2nd Phase) prototypes coordinated by iteration cycle Program iteration cycle feedback cyc l e Management UE Team member Create D e s i g n Design takes assigned to Spec/Creative Rapid prototype for User Ed develops recommended Design works w i t h Experience Design project Brie f proof of concept user education plan changes and input Design team Usability to provide Design team Final functionality & attends meeting UE Team Material is from and early testing w/ from Team - brainstorms, iterates prototype and presents visual design signoff Initial concept brainstorm with MRP/PRD and Early functionality usability Design works w i t h including Product and collaborates on guidance of what Refine Visual wireframes a n d User Ed. delivers all - Production brainstorms wit h Takes input from Usability - led by Revises user fl o w brainstorming notes designs and User Education to Marketing, visual representation Visual Design Experience priorities of direction, copy, mockups to Help text and - Engineering all members as project team and works Product Marketing to and other definitions of Could be paper begin any Help and Engineering, Exp. of functionality and exploration, Design team discovery shoul d user instructions, production with full associate d - QA UE Team member assigned related to UI member through greater collect and gather requirements, distills pages needed for prototype, functional FAQs and other Design Team and screen design s copy writte n review Visual be - i.e. business help and UI set of style specs screenshots a n d - Partner (if applicable) to project design detail of individual requirements and info, looks at developed static HTML, Flash instructional text Usability Research Work can begin while and finetuned direction constraints, components as [font size & color, specs t o - Usability what's the best scree n s understand competitive functionality interaction, and all error user flow a n d technical necessary line spacing, Production - Creative Director Receives Requirements scenario fo r competitive landscape landscape, rev i e w s Mockups/ messages Revises user fl o w functionality is constraints, colors, images, - Product Marketing Document use r s scope in context of Wireframes as and works thro u g h iterating optional versions to links, etc] - VP (as necessary) Needs: network and sit e image maps greater detail of test List of team precedenc e individual screens members, contact info, initial schedule, approval process Initial exposure to Production receives Production builds (people) scope of design and approved mockups site and features functionality HTML and works w i t h working wi t h Design on product Engineering as Assess techn i c a l area as needed applicable limitations and alternatives Discussion with engineering Engineering informs Engineering Engineering might about any potential new Design if there are begin coding technology and its impact on changes, issues w i t h work from initial schedule and desired user planned functionality functionality tasks spe c s Credits: Erin Malone: Designed for AltaVista November 10, 2000
  • 27. The Elements of the User's Experience » Trigger Some circumstance triggers a need and a corresponding expectation of satisfaction. Trigger » Expectation What does the user expect to do, how do they expect to » do it, what do they expect to get out of it in the end? » Proximity How close is the user to the necessary part of the Expectation » system? Are they on the right webpage, near the instore on » Pr kiosk, or next to the information desk at the airport? » Awareness Does the user notice the necessary part of the system - ox the link, the kiosk, or the information desk? Or are they ti The User's l a distracted by something else, like a spinning logo? im » Eva u » Connection ity Does the user make the connection between their need Experience Cycle and the neccessary part of the system? Do the system cues match their expectation so that they can make this » The user experience is not one simple action - it connection and then act on it? is an interconnected cycle of attempting to » Action satisfy hopes, dreams, needs, and desires. This Can the user take action, or is there a mismatch with how Awa Respon takes the shape of individuals comparing their they expected to act and the actual action required? expectations to the outcomes generated by their » Response interaction with a system. Managing expections The system provides a response to the user's action - is it rene then becomes key to successfully providing a the expected response? Does it meet the need? satisfying "return on experience" that delights » Evaluation se ss users and generates shared, sustainable value. The user compares the response with the expection. Based on this comparison, the user will adjust their » » expectations. - If expectations are managed well, and are met consistently, the user will continue the cycle until their Ac io n initial need is satisfied. tio n » ect - If expectations are not met, the user will stop using the Co n n system and try other channels or abandon the goal for the time being. The Experience Cycle model © 2003-2004 Jess McMullin. All rights reserved. The Experience Cycle model synthesizes work from three sources: » Don Norman's work with mapping and subsequent cognitive walkthrough methods. » The AIDA model from marketing literature - Awareness, Interest, Desire, Action. » The notion of cyclical adjustment of expectation reflects the game theory notion of repeated expected utility. This has been explored in the interactive domain with work done at PARC on information foraging.
  • 28.
  • 29. Ease  of  use  remains  vital usable Usability  is  necessary  but   not  sufficient Web  sites  should  be   accessible  to  people  with   disabilities accessible Eventually,  it  will  become   the  law
  • 30. Ask  whether  our  products   and  systems  are  useful useful Define  innovative   solutions  that  are  more   useful Navigable  web  sites Locatable  objects findable
  • 31. Appreciation  for  the   power  and  value  of  image   desirable Identity,  brand,  and  other   elements  of  emotional   design Design  elements   influence  whether  users   trust  and  believe  what  we   credible tell  them
  • 32. Value  to  our  sponsors For  non-­‐‑profits:  Advance  the   mission valuable With  for-­‐‑profits:  Contribute  to   the  boaom  line  and  improve   customer  satisfaction
  • 33. PracticeUX Persona Diagram (Sample) Educated in Industry Not Educated in Industry How did we get here? 1 Marketing Director User has never worked with a like-client 3 1) Find the person in your client’s organization that has the IT Director consultancy most knowledge of their clients and prospects (if that’s who your site should speak to). In this case we spoke to Exclusionary Focal the Sales Director. 2) Get as much information related to the kinds of questions their clients and prospects ask. This will give you first-hand insight into the client/prospect knowledge of Familiar with Core Business the industry and their knowledge of your clients work. 3) Create a Persona chart that defines the client/prospect in terms of knowledge discussed above. 4) Discuss the chart with your client to see if you’ve missed anything and ask your client to chose a focal vs. exclusionary persona. Might be a client Might be a client CEO, CIO, Management, Director Focal Not Familiar with Core Business Knowledge Factor Exclusionary Focal Persona 2 Might be a client w/role in executive level 4 Where Persona should be !"Copyright Olga Howard 2005-2006
  • 34. User  Needs  Documentation Personas Usability   Strategy  Documentation Test  Plans Competitive   Usability   Analyses Design  Documentation Reports Concept   Site  Maps Models User  Flows Content   Inventories Wireframes Screen   Designs
  • 35. Design  Diagrams Personas Concept   Design  Deliverables Models Design   Site  Maps Briefs Flowcharts Competitive   Reviews Wireframes Usability   Plans Usability   Reports
  • 36. Call History - Compiled Task Analysis Before Scene After Scene Future Scene The spare bedroom (office) of Jenny’s two bedroom townhome in suburban Indianapolis. The spare bedroom (office) of Jenny’s two bedroom townhome in suburban Indianapolis. The spare bedroom (office) of Jenny’s two bedroom townhome in suburban I Jenny comes home from a weekend away and wants to see if there have been any important phone calls or messages that she missed. She Jenny comes home from a weekend away and wants to see if there have been any important phone calls or messages that she missed. She Jenny comes home from a weekend away and wants to see if there have been sees the voicemail indicator on her phone and begins the lengthy process of calling and listening to her voicemail. looks at her Comcast Message Center Dashboard she quickly sees that she has five new voicemails. Through the Comcast Message Center’s looks at her Comcast Message Center Dashboard she quickly sees that she has dashboard, she is able to see that the third voicemail is from her mother and plays the message instantly. dashboard, she is able to see that the third voicemail is from her mother and p presence indicator, Jenny can see that her mother may not be home, but has h cell phone. Jenny returns home from a Jenny checks to see if anyone Jenny checks to see if anyone Jenny listens to her Jenny checks for missed calls Jenny adds the caller to her Jenny reviews her list of calls Jenny returns her p Sub Tasks weekend away. called while she was away. left a voicemail message. voicemail. she needs to return. address book. to return. calls. Jenny returns home from a weekend Jenny walks into the office to check the Jenny checks the voicemail indicator and Jenny sees there are four new voicemail Jenny sees that her grandmother called, One of Jenny’s friends called from her Jenny has a list of calls to return. Each Jenny reviews the order of ca Scenario away. She walks in the door, puts down caller id light on her phone to see if see’s the number six. She knows she had messages. The second new message is but didn’t leave a voicemail; she typically new mobile phone. Jenny wants to add item has the name, number, and a few needs to make and returns th her bags and takes a look around. anyone called while she was away. saved some messages, but doesn’t know from her mother. She would like to listen doesn’t leave messages. the number to her address book. brief notes about the call. calls she can now, saving the Everything appears to be right where she how many. to it first. later. left it. Can I be notified that I missed calls while Can I be notified quickly that someone Can I check quickly to see if I have any Can I listen to a specific message? Can I Can I check my missed calls quickly and Can I add the new number to my address Do I have enough time to return all these Do I have enough time to ret Considerations/Influencers I was away? Is it quick? Is it easy? Do I important called while I was away? messages waiting? listen to the message quickly? Can I save conveniently? Can I quickly determine book quickly and easily? If an entry calls now? Which calls should I return calls now? need any special equipment? How much or delete the message before it is which calls I need to return that don’t already exists, can I update it easily? Can first? does it cost? completed playing? have voicemails? I sync the address book with my mobile? Checking for missed calls and voicemail I have to go to my office to see if anyone How many of the messages are new? Listening to voicemail is time inconve- Checking for missed calls is inconvenient Keeping all my devices in sync is How do I know what each call is about? How do I keep track of which Pain-Points is laborious and inconvenient. called. Checking from the road is even Which ones are important? Can I pick a nient and time consuming. Why can’t I and time consuming. Can the system difficult. How can I keep my mobile How will I know that I’ve returned a call, returned? Do I have to use so more laborious and inconvenient. specific message to listen to? Which listen to a specific message without help me determine which calls need to be phone and email address books in sync? or marked it for “call back later?” else to return the calls? messages need immediate attention? listening to the ones before it? Do I have returned? time to listen to the messages now? C 2.1 View call history status. C 3.1 View voicemail status. C 4.1 Access the voicemail system. C 5.1 View new missed call history. C 6.1 Add to address book (update in C 7.1 Review call back list. C 8.1 Return calls. nd Functionality (1) The customer can view the status of (1) The customer can view the status of (1) The customer accesses the voicemail (1) The customer can view the new (1) address book). (1) The customer can review a call back (1) The customer can return whether or not (s)he has any new whether or not (s)he has any new system to listen to new messages. missed calls history. The customer can add (update) a list, ordered by priority, and with within the message cent m missed calls. voicemail. name and number in the address notes for each call. asy book. C 2.2 View new missed calls history. C 3.2 View new voicemail list. C4.2 Select a voicemail for playback. C 5.2 View call priority status. C 6.2 Sync address book. C 8.2 Mark call as returned. (1) The customer can view the call (1) The customer can view a list of new (1) The customer reviews the list of (4) The customer can view the (4) The customer can sync the address (2) Once a call has been retu history for new missed calls. voicemail messages with the name messages and related info and priority/importance of a call to help book across home phone, mobile message is automatically (number) and date/time of each selects a message to play. them determine which calls need to phone, email, etc. returned. voicemail. be returned. C 2.3 View full missed call history. C 3.3 View full voicemail history. C 4.3 Play message. C 5.3 Delete. (2) The customer can view the entire (2) The customer can view the entire (1) Upon selection, the message (1) The customer can delete missed call history, including new and past voicemail history, including new and automatically begins playback. calls from the missed call history. missed calls. past voicemails. C 2.4 View full incoming call history. C 3.4 View similar or duplicate messages. C 4.4 Message notes. (3) The customer can view the entire (4) The customer can view if anyone (4) The customer can place notes incoming call history, including all who left a duplicate voicemail on and/or a description next to the missed, answered, and forwarded multiple phones, or email for a voicemail - useful when returning or calls. similar message. saving the call. C 2.5 View similar or duplicate calls. C 4.5 Set message priority and/or (4) The customer can view if anyone (4) reminder. placed a duplicate call to more than The customer can set a priority one phone. level, due date, and/or reminder for the message. Over time, the system learns and sets these automatically. C 4.6 Save message. (1) The message is automatically saved if the customer doesn’t delete it. C 4.7 Delete. (1) The customer deletes the message. They should be able to perform this action at any time during the message playback. C 4.8 Rewind and fast forward. (2) The customer can rewind and fast forward through the message during playback. C 4.9 Forward message. (4) The customer can forward the message to another number or email Glossary address. Ratings (1) High - address as soon as possible (2) Medium - address after priority 1 (3) Low - after priority 2 and if there is time in development cycle Compiled Task Analysis 1 (4) Future - consider for a future version of the product
  • 37.
  • 38.
  • 39.
  • 40. ⁄  “Information  architecture   does  not  exist  as  a   profession. no  such  thing  as  an  interaction  designer   ⁄  There'ʹs   either. ⁄  Anyone  who  claims  to  specialize  in  one  or  the  other  is  a  fool   or  a  liar.” ⁄  What  remains?
  • 41. ⁄ UX  covers all  aspects  of  the  end-­‐‑user'ʹs  interaction   1.    with  the  company,  its  services,   and  its  products.   2.  In  order  to  achieve  high-­‐‑quality  user  experience  in  a   company'ʹs  offerings  there  must  be  a  seamless   merging  of  the  services  of   multiple   disciplines,  including  engineering,   marketing,  graphical  and  industrial  design,  and   interface  design.
  • 43. ⁄  IAI,  IxDA,  NN/g ⁄  Special  thanks  to:  Ben  Shneiderman,  Christina  Wodtke,   Dan  Brown,  Don  Norman,  Erin  Malone,  George  Olsen,   Jan  Borchers,  Jesse  James  Garrea,  Jess  McMullin,  Olga   Howard,  Peter  Morville,  Theo  Mandel,  Todd  Warfel ⁄  As  always:  Wikipedia,  Boxes  and  Arrows ⁄  Images:  flickr.com/library_of_virginia/2898506631/,   /liewcf/894035077/,  /nypl/3109284623/     ⁄  To  be  continued  ... ⁄  What‘s  missing?  Jef  Raskin,  more  of  Don  Norman  (visibility  and  affordances),  Bill  Moggridge,   Bill  Buxton,  CMN,  Fias,  Gestalt  laws,  mappings,  constraints,  storyboards,  the  usual  suspects   (sitemap,  persona,  wireframe).  What  else?
  • 44. ant  to  read  more?
  • 45. ⁄  Harald  Felgner ⁄  A  spectrum  of  inspirations,   from  international  marketing   to  IT ⁄  ux.felgner.ch