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USER
CENTERED
DESIGN
&
USER EXPERIENCE *




         * MAY CONTAIN GUMBALLS
HI!
I AM WOUTER   WALGRAEVE
       AND I WORK AT   NASCOM
I’M AN INFORMATION ARCHITECT.
WHAT IS UCD?
SO

WHAT IS UX THEN?
WAIT

WHAT HAPPENED
 TO USABILITY?
IT’S ALL ABOUT THE

  USERS
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.*

          * Boring deïŹnition from http://www.upassoc.org/usability_resources/about_usability/what_is_ucd.html
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.
BOSS


         != 
USER 
          SPONSOR
                CLIENT
                ...
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.
“IF YOU WANT TO WIN THE RACE,YOU HAVE TO
RUN THE ENTIRE COURSE.”
THERE IS NO UX SUPERMAN.
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.
USER-CENTERED DESIGN (UCD) IS AN
APPROACH TO DESIGN THAT GROUNDS
THE PROCESS IN INFORMATION ABOUT
THE PEOPLE WHO WILL USE THE
PRODUCT.

UCD PROCESSES FOCUS ON USERS
THROUGH THE PLANNING, DESIGN AND
DEVELOPMENT OF A PRODUCT.
“WE ARE NOT THE
    USABILITY POLICE”
WHY UCD?
DESIGN WITHOUT ANALYSIS WON’T
SOLVE THE RIGHT PROBLEM.?



YOU NEED TO KNOW
WHY THEY WANT TO
FIRE A GUN.
“IF THE USER CAN’T USE IT,
         IT DOESN’T WORK.”
                      SUSAN DRAY
CLIMB THE
USER                         MEANINGFUL
EXPERIENCE
HIERARCHY OF                    PLEASURABLE
NEEDS.
                                    CONVENIENT
               ACCEPTANCE


                                       USABLE

                                           RELIABLE

                                               FUNCTIONAL
LET’S TALK ABOUT
 METHODOLOGY.
* LET’S TAKE THE FAST LANE.
1. ANALYZE
UNDERSTAND THE PEOPLE WHO WILL USE
THE DESIGN.
LISTEN TO THE USERS
DO AN INQUIRY, AS QUESTIONS. AND ASK THEM AGAIN

LEARN FROM
NUMBERS
CLEAN UP THE MESS
 CREATE PERSONAS.
PERSONAS EMBODY GROUPS OF USERS WHO ARE SIMILAR
PERSONALITY
                   BEHAVIOR
                   HABITS
                   MOTIVATIONS
                   FEARS



PERSONAS EMBODY GROUPS OF USERS WHO ARE SIMILAR


                   GOALS
                   EXPECTATIONS

                   TASKS
PERSONAS ARE A TOOL, NOT A GOAL.
2. DESIGN
SOLVE THEIR PROBLEMS
LOOK AT THE BIG PICTURE FIRST
PEOPLE SEE THE FOREST BEFORE THE TREES
SKETCH A LOT OF DIFFERENT IDEAS, FAST.
SKETCH A LOT OF DIFFERENT IDEAS, FAST.
THEN THROW MOST OF THEM AWAY.
100%
 comic sans

 0%
 humour


A crap font was used in the production of this poster

                         There is no margin for negotiation
100%
 lorem ipsum

 0%
 content


Crap content was used in the production of this website

                      There is some margin for negotiation
GOT MILK?
CLEAN UP AND

TEST.
3. EVALUATE
MAKE SURE THE DESIGN WORKS.
TEST EARLY. AND OFTEN.
EVALUATION IS NOT ABOUT SUCCESS.
EVALUATION IS NOT ABOUT SUCCESS.
                         
       IT’S ABOUT FAILURE.
LEARN FROM FAILURE.
TESTING WHAT’S OBVIOUSLY WRONG IS A
     WASTE OF TIME AND MONEY.
DON’T TAKE ANYTHING FOR GRANTED.*
DON’T TAKE ANYTHING FOR GRANTED.*



                              * TURN YOUR HEAD 90° CCW
DESIGN PATTERNS
DESIGN PATTERNS
   FOR SCREEN LAYOUTS
CLASSIC
BROWSE
COLUMN/BROWSE
PARALLEL PANELS
TABBED
MASTER/DETAIL
WIZARD
Q&A
DASHBOARD
PORTAL
PALLET/CANVAS
DESIGN PATTERNS
                 
    FOR NAVIGATION
WHY A DUCK?

“I HAVE NO IDEA. O'REILLY'S PEOPLE
PICKED IT, NOT ME, BUT I THINK IT HAS
SOMETHING TO DO WITH THE FACT THAT
MANDARIN DUCKS ARE COLORFUL, AND
THE BOOK WAS PRINTED IN FULL
COLOR. ALSO, SOME OF THEIR OTHER
WEB BOOKS HAVE BIRDS ON THEIR
COVERS. (BUT HE'S CUTE, ISN'T HE?)”

                      JENIFER TIDWELL
SAFE EXPLORATION
“LET ME EXPLORE WITHOUT GETTING
LOST OR GETTING INTO TROUBLE.”
INSTANT GRATIFICATION
“I WANT TO ACCOMPLISH
SOMETHING NOW, NOT LATER.”
SATISFICING
“THIS IS GOOD ENOUGH. I DON’T
WANT TO SPEND MORE TIME
LEARNING TO DO IT BETTER.”
HABITUATION
“THAT GESTURE WORKS
EVERYWHERE ELSE, WHY DOESN’T IT
WORK HERE TOO?”
SPATIAL MEMORY
“I SWEAR THAT BUTTON WAS HERE A
MINUTE AGO. WHERE DID IT GO?”
GESTALT PRINCIPLES
CONGRATULATIONS,
YOU UNLOCKED THE CLOSURE BATCH!
MENTAL MODELS
THINK IN MENTAL MODELS.
USE PATTERNS.
CREATE THE
EXPERIENCE.
THE KEYWORD IS
 RECOGNITION.
THE KEYWORD IS
 RECOGNITION.
THE MAGIC TRICK IS
DEAL WITH EXPECTATIONS.
THE KEYWORD IS
 RECOGNITION.
THE MAGIC TRICK IS
 DEAL WITH EXPECTATIONS.
            AND BE CONSISTENT.
LOGO
IS POSITIONED TOP LEFT
LOGO
   IS CLICKABLE
        TAKES YOU HOME
BREADCRUMB
ON TOP OF CONTENT
BREADCRUMB
   SHOWS HIERARCHY (NOT THE
              HISTORY)
              CLICKABLE, EXCEPT LAST ITEM
SEARCHBOX
POSITIONED ON THE TOP RIGHT
SEARCHBOX
   AV. SEARCH QUERY IS 35 CHARS
             MIGHT EXPECT AUTOCOMPLEET
             (OR OTHER GOOGLISH FEATURES)
NAVIGATION
PREFERRED HORIZONTAL
NAVIGATION
   LIMITED ITEMS (MAGIC 7)
              REQUIRES A ‘SELECTED’ STATE
              SUBNAVIGATION VERTICAL ON THE
              LEFT
THÉ ESCAPE HATCH
“HOME”
   FIRST ITEM IN MAIN NAVIGATION *
          ‘STARTPAGINA-VOOR-IDIOTEN’




                                     * (NAH)
LINE LENGTH
55 CHARACTERS PER LINE
LINE LENGTH
   NO LIQUID DESIGN
               HEY
 HOW ABOUT GOOGLE?
THIS PAGE
THIS PAGE
   “WHY ISN’T IT WHITE?”
BECAUSE SOMETIMES, WE NEED

This	
  page	
     TO BREAK OUT OF THE BOX


                   FOR CREATIVITY’S SAKE.
SOME OTHER PATTERNS

SOME OTHER PATTERNS

LINKS SHOULD LOOK AND ACT LIKE LINKS.
THINK DESIGN-SEMANTICS.
WHITESPACE IS SEXY.
SOME OTHER PATTERNS

LINKS SHOULD LOOK AND ACT LIKE LINKS.
THINK DESIGN-SEMANTICS.
WHITESPACE IS SEXY.

IN FORMS, DEFAULT OS DESIGN IS EXPECTED.
SOME OTHER PATTERNS

LINKS SHOULD LOOK AND ACT LIKE LINKS.
THINK DESIGN-SEMANTICS.
WHITESPACE IS SEXY.

IN FORMS, DEFAULT OS DESIGN IS EXPECTED.
A BUTTON SHOULD LOOK LIKE A BUTTON.
SOME OTHER PATTERNS

LINKS SHOULD LOOK AND ACT LIKE LINKS.
THINK DESIGN-SEMANTICS.
WHITESPACE IS SEXY.

IN FORMS, DEFAULT OS DESIGN IS EXPECTED.
A BUTTON SHOULD LOOK LIKE A BUTTON.

AND THAT 
 BELOW THE FOLD ISSUE.
   PEOPLE SCROLL, YES THEY DO.
   BUT ONLY IF YOU MAKE IT’S WORTH ABOVE THE
   FOLD.

                                    FOR MORE ON THIS TOPIC, CHECK: HTTP://WWW.SLIDESHARE.NET/NETLASH
UX TESTING
HTTP://WWW.SLIDESHARE.NET/HARRYBR




EYE TRACKING
EYE TRACKING IS NOT
                
   ABOUT “I LIKE”
EYE TRACKING IS NOT   EYE TRACKING IS ALL
                
   ABOUT “I LIKE”        ABOUT “I SEE”
READING TIPS
TWITTER ME:
@WOUTERWALGRAEVE

LINKEDIN:

/WOUTERWALGRAEVE
WHUFFIES
TO
HTTP://WWW.FLICKR.COM/PHOTOS/DOMPELLETIER/
HTTP://WWW.FLICKR.COM/PHOTOS/BETSYJEAN79/
HTTP://WWW.FLICKR.COM/PHOTOS/FATOOOMA/
HTTP://WWW.FLICKR.COM/PHOTOS/BOOPSIEDAISY/
HTTP://WWW.FLICKR.COM/PHOTOS/SEZZRS/
HTTP://WWW.FLICKR.COM/PHOTOS/VISBEEK/
HTTP://WWW.FLICKR.COM/PHOTOS/ANDREA_RUM/
HTTP://WWW.FLICKR.COM/PHOTOS/PENSIVE-REFLECTIONS/ 
HTTP://WWW.FLICKR.COM/PHOTOS/PATRIES71/
HTTP://WWW.FLICKR.COM/PHOTOS/FILMVANALLEDAG/
HTTP://WWW.FLICKR.COM/PHOTOS/JENNAISHAVINGTROUBLEBREATHING/
NASCOM
INFO@NASCOM.BE
@NASCOM ON TWITTER

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