UX 101
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Transcript of UX 101
What is UxD?(user experience design)
IXDA mailing list Nov 2007
Luke W. ‘UX Rationalisation’ This and following examples at http://www.lukew.com/FF/entry.asp?156
» TriggerSome circumstance triggers a need and a corresponding expectation of satisfaction.» ExpectationWhat 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?» ProximityHow close is the user to the necessary part of the system? Are they on the right webpage, near the instore kiosk, or next to the information desk at the airport?» AwarenessDoes the user notice the necessary part of the system - the link, the kiosk, or the information desk? Or are they distracted by something else, like a spinning logo?» ConnectionDoes the user make the connection between their need and the neccessary part of the system? Do the system cues match their expectation so that they can make this connection and then act on it?» ActionCan the user take action, or is there a mismatch with how they expected to act and the actual action required?» ResponseThe system provides a response to the user's action - is it the expected response? Does it meet the need?» EvaluationThe 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 initial need is satisfied. - If expectations are not met, the user will stop using the 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.
Expectation»»
»»
»
»»Ev
aluat
ion
Resp
onse
Action Connection
Aw
areness
ProximityThe User's
Experience Cycle
Trigger»
The user experience is not one simple action - it is an interconnected cycle of attempting to satisfy hopes, dreams, needs, and desires. This takes the shape of individuals comparing their expectations to the outcomes generated by their interaction with a system. Managing expections then becomes key to successfully providing a satisfying "return on experience" that delights users and generates shared, sustainable value.
The Elements of the User's Experience
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IXDA mailing list Nov 2007Dan Saffer ‘The Disciplines of User Experience’ http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/
Curiosity, passion, and empathy are traits that user experience designers share [along with] a desire to achieve balance … most notably between logic and emotion ….To create truly memorable and satisfying experiences, a UX designer needs to understand how to create a logical and viable structure for the experience and needs to understand the elements that are importance to creating an emotional connection with the product’s users.
“
”Unger , R., Chandler, C. (2009) A Project Guide to UX Design: For User Experience Designers in the Field or in the Making - p6
So how does this relate to product
design?
Design a thing by considering it in its next largest context - a chair in a room, a room in a house, a house in an environment, environment in a
city plan.
“
”Henning Fischer, ‘Design Strategy on a Shoestring’ https://admin.na4.acrobat.com/_a829239006/p77669266/
Eliel Saarinem
Context =
Context = story
Mad Men “The Carousel” http://www.youtube.com/watch?v=R2bLNkCqpuY&feature=player_embedded
Sony Handycam http://portfolio.tyo-id.co.jp/handycam/
Adaptive Path/Mozilla Labs ‘Aurora’ http://vimeo.com/1450211
http://adaptivepath.com/aurora/themes.php
Macro
Micro
Starfire: A Vision of Office Computing (1992, for 2004)http://www.asktog.com/starfire/
Apple Knowledge Navigatorhttp://www.uie.com/articles/knowledge_navigator/
Nokia Morphhttp://www.nokia.com/about-nokia/research/demos/the-morph-concept
Nokia 888http://www.nokia888.com/
Context = steps
Young, I (2009) Mental Models http://www.flickr.com/photos/rosenfeldmedia/sets/72157603511616271/
Mental Models
Mental ModelsYoung, I (2009) Mental Models http://www.flickr.com/photos/rosenfeldmedia/sets/72157603511616271/
Context = people
Personas (designing for Clevis)Cooper, A. (1999) The Inmates Are Running the Asylum
Personas (designing for Clevis)Cooper, A. (1999) The Inmates Are Running the Asylum
Context = language
Godwin, K. (2008) Designing for the Digital Age
Cooper Office Phone - ‘Designing for the Digital Age’ and http://www.cooper.com/insights/concept_projects/office_phone.html
Design Language(Cooper Studio)
Context = reality
The reality of iMode - Bill Moggridge
Innovationsforum 2007 http://interface.fh-potsdam.de/innoforum/english/09_video.php?vidName=809546 (9:23-11:00)
People didn’t get it.For about 15 seconds.
“
”Scott Jenson, Google
Stanford HCI Seminar 2007 ‘Why Phones Are Not Computers’ http://www.youtube.com/watch?v=Mz9MELz1F-o (32:50-36:00)
✍
SCAD- Freescale Collaboration http://iact.in/?p=104
The Service Designers - The UX Workshophttp://www.theuxworkshop.tv/the-service-designers/
Kim Gowdin - UStream IXDA - Designing a Unified Experiencehttp://www.ustream.tv/recorded/1419557
Adaptive Path: calling all experience design clipshttp://www.adaptivepath.com/blog/2008/03/24/calling-all-experience-design-video-clips/
Free to read UX bookshttp://www.theuxbookmark.com/links/books/
Kicker Studiohttp://www.kickerstudio.com/blog/2009/03/case-study-gestural-entertainment-center-for-canesta/
Behaviour As The Engine Of Interaction Designhttp://www.slideshare.net/dansaffer/designing-from-the-insideout-behaviour-as-the-engine-of-product-design
Robert Fabricant - Behaviour Is Our Medium (Interaction 09)http://vimeo.com/3730382
Futuristic Interfaces on Displayhttp://www.technologyreview.com/blog/editors/23940/
Dynamically changing buttons on a physical display (Infosthetics)http://infosthetics.com/archives/2009/05/providing_dynamically_changeable_physical_buttons_on_a_visual_display.html
Stewart Brand - How Buildings Learn (6 part series)http://video.google.com/videoplay?docid=8639555925486210852
Communicating through video (concepting)http://johnnyholland.org/magazine/2009/07/communicating-ux-through-video-2-concepting/
http://www.boxesandarrows.com
http://www.ixda.org http://www.vimeo.com/user1128734
http://www.johnnyholland.org
http://www.uie.com/brainsparks/topics/podcasts/
http://www.slideshare.net/vickyteinakitwitter: @vickytnz