2. What is User Experience Design?
Why use UX Design?
Activity Time!
Bring it back together
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3. Defining it
User experience (UX)is the sum of all aspects of a
product that users experience directly including
its form, behavior, and content.
UX also encompasses users’ broader brand
experience and the response that experience
evokes in them.
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—Pabini Gabriel-Petit
4. ―The UX Honeycomb‖ Peter
Morville, 2004
User experience goes
beyond usability:
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5. Defining it
User experience Design (UXD) is the application
of design principles, methods, cognitive
psychology, and user research in the creation
of all human-facing parts of interactive systems
to meet user and system goals.
Functionality
Site Architecture
Interface Design
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11. What is User Experience Design?
Why use UX Design?
Activity Time!
Bring it back together
10
12. The Benefits of UX
Iterative design catches problems early which can
save time and money
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Implementation
Testing
Design / Development
Determine Requirements
Traditional
13. The Benefits of UX
Iterative design catches problems early which can
save time and money
12
Determine
requirements
Design
Get
Feedback
Revise
Implementation
Testing
Design / Development
Determine Requirements
UX
Traditional
15. The Benefits of UX
UX methods increase user satisfaction and
loyalty by focusing on user goals
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16. What is User Experience Design?
Why use UX Design?
Activity Time!
Bring it back together
15
17. UX Storyboard
A sequence of
illustrations that show
what the user will
experience before,
during, and after
using a product
Components:
Character(s)
Emotions
Scene (digital or
physical place)
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19. Why Storyboard?
The acts of drawing and seeing helps us think in
different dimensions (sequence, environment
interactions, etc)
Visuals communicate more effectively than just
words
Encourage user empathy
Funsies (sketching skills aren’t necessary!)
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24. The problem
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I am trying to ________
BUT ___________________.
Before using the
product
What are the triggers?
25. The problem
24
I am trying to ________
BUT ___________________.
Before using the
product
User’s goal
User’s problem
26. The solution
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What are the steps
that need to occur for
the problem to be
resolved?
What features of the
product enable
resolution and how do
they affect the user?
27. The benefit / resolution
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What would the user
say is effective about
the solution?
How do the features
of the product meet
the user’s goals?
28. Activity Schedule
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Individual sketching – 10 minutes
Small group sharing – 15 minutes
Large group discussion – 10 minutes
Conclusion
29. The scenario
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You are arranging transportation to the airport and
you aren’t sure which mode of transportation is
best. You use some kind of tool (website, app, etc.)
to help you resolve the problem.
The tool can be real or fictional
Use the storyboard templates to sketch your
experience step-by-step.
31. Small Groups
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Walkthrough each person’s storyboard.
What did you want to buy?
What product did you use?
What problem did you encounter, and what were the
steps that led to resolution?
Critique the product
How could the product have better addressed the
problem?
Pick one person to take a photo of their storyboard
and send it to t2tecinfo@gmail.com
32. What is User Experience Design?
Why use UX Design?
Activity time!
Bringing it back together
31
33. Using storyboards at T2
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Practice empathy - utilize user research to
generate user goals, user problems, and examine
how T2 products meet those goals
Consider broader context – why do users
encounter problems and how have other products
failed / succeeded
Sketch, collaborate, share – creating and
communication stimulates brainstorming
UX is the sum of many different aspects of a product (when I say product, it’s not limited to software. UX principles can be applied to physical environments) UX also deals with how users feel about a brand over time, the response that evokes in them over time.
This diagram illustrates the previous definition. This is known as the UX Honeycomb created by Peter Morville, a renowned Info Arch. These are the qualities that user’s look for when interacting with a system. You’ll notice that usability there on the left is just one facet among many that an effective system needs. Information needs to be findable – users just need to locate it. Information needs to be desirable – users have to want it.
UX Design has its roots in many different disciplines. Suffice to say, UXD uses cognitive psychology, user research, and design principles to create everything that a user might directly interact with, including…system architecture…Explain system goals, user goals
Related to wireframes is the functionality of a product. UXD use user research and design principles to design the features of a system.
UXD concerns things like the site architecture. This is a site map that gives structural overview a website or an app. We can use site maps to get an idea of the different paths a user might take and the functionality they might need to accomplish their goals.`
These are what we call wireframes. OnceUXDers understand the broader picture through the site map, they can start sketching wireframes. Wireframes are a blueprint for the final look and feel of a product. One principle of UXD is to sketch early and often. As we sketch iterate and change the designs. We start out with very sketchy wireframes and slowly add color and flair. We get feedback from developers, project managers, other ux professionals. This feedback concerns layout, grid, functionality, and the interactions on each screen
Run through goals for the presentation.
So this is the UX Iceberg that covers all the layers of UXD. At the top we have the surface, or the visual design, which is what the user sees in the end product, but before that…
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Run through goals for the presentation.
Maybe less text on this slidePractice empathy - utilize user research to generate user goals, user problems, and examine how T2 products meet those goalsConsider broader context – why do users encounter problems and how have other products failed / succeededSketch, collaborate, share – creating and communication stimulates brainstorming