I updated my slidedeck from my Skillshare class so that I could teach the course internally at Group Commerce.
If you would like to teach UX within your company, try to use examples with which your coworkers are familiar. This way, stepping into the shoes of the users and evaluating their needs based on the product, is not so difficult.
4. What is User Experience?
All aspect’s of user’s interaction
with the company, its services
and its products. Not only in
relationship to software.
Meet the needs of the customer.
Make the products enjoyable.
Go beyond what the customer
says they want.
User Marketing
Experience Branding
Quality of
Service
*Nielsen-Norman Group
5. Gulf of Evaluation
We want a small gulf!
The common goal of all products
*Norman, D. The Gulf of Evaluation
9. User Centered Design
• User Research: Sychronous / Asynchronous, Time Sensitive
• Design: Low / High Fidelity &/or Interactive
• Evaluation: Remote or Onsite, Unmoderated or Not
10. The user is always
right
…but they rarely know what they want
…and they hardly ever know what they
need
11. Personas
When to use: The end-users’
goals are unclear, the team isn’t
sure how to prioritize features
Why:
Identify your most important
customers
Identify user goals and
objectives.
Capture use cases for the
product
Develop an idea for the market
Have a common “person” to
point to
Tool to Try: Usersbox.com
12. Personas:
Who are the primary users?
In & Out of GC
What about the secondary users?
…and tertiary?
What matters for the business?
13. Task Analysis
When to use: At the beginning of every
design cycle.
How to use:
Break a goal into specific tasks.
These tasks may be referred to as
requirements
Assign a priority to these requirements
based on user research and business
needs.
Low, Medium, High or N/A
15. Visual Design in UI Design
Contrast: If they’re not the same, make
them different
Repetition: Repeat colors, shapes, fonts &
sizes. Reuse patterns.
Alignment: Line things up. Make it clean.
Proximity: Group LIKE things. Put similar
information close together. Organize & De-
Clutter
20. Metaphors and UI Patterns
Map to some facet of the real world task
Direct engagement & manipulation
Lots of resources out there:
UI-Patterns.com
Yahoo! Design Pattern Library
Book: Designing Interfaces by Jenifer
Tidwell
Site:
http://designinginterfaces.com/firstedition/
24. Why we test:
VCR Buttons to Control a Printer Tabs of Arbitrary Groups
Samples from Interface Hall of Shame
25. Usability Testing
Test if a page becomes more usable because
of the layout.
What does the layout communicate?
Guidelines:
Test the interface, not the user
Give clear scenarios and tasks to
accomplish
Quick & Dirty: Not much time, Grab a co-
worker
Formal: Determine time requirements for task
completion, compare two designs on
measurable aspects
Requires Experiment Design
Hinweis der Redaktion
Gulf of Evaluation is the time between when a user sees an object, interface or product and figures out what to do with ti.
This is how we figure out what the user wants
This is where we’ll break into groups and review a person
Baby steps. The first way to get your eyes thinking in the right direction. People like symmetry, and interfaces should be even, aligned.
Class Participation
What would you put the emphasis on? What are the most important things people should know?
This is where consistency and standards go a long way.