Visualising the User Experience

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    17-Aug-2014
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Slides from a talk I did at Web Directions South in Sydney Oct 2009. Outline: Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement. Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience. Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.

Transcript of Visualising the User Experience

  • Visualising the User Experience Grant Robinson Senior Interaction Designer at Xero grant@xero.com
  • Lets talk about... 1. Rapid prototyping 2. Visualising the UX with screenows Movement and transitions
  • Rapid prototyping
  • Is this rapid prototyping?
  • Is this rapid prototyping? Nope!
  • What is rapid prototyping?
  • What is rapid prototyping? User-centered design methodology
  • What is rapid prototyping? User-centered design methodology For designing, communicating and evaluating user interfaces
  • What is rapid prototyping? User-centered design methodology For designing, communicating and evaluating user interfaces Getting feedback as early as possible
  • What is rapid prototyping? User-centered design methodology For designing, communicating and evaluating user interfaces Getting feedback as early as possible Fast
  • Prototyping life-cycle
  • Prototyping life-cycle The more cycles the better
  • Agile development mantra: release early, release often
  • Agile design mantra: fail early, fail often "If youre not failing now and again, its a sure sign youre not doing anything very innovative." Woody Allen
  • No designer is an island 1. Fellow designers 2. Project team 3. Wider team 4. Users
  • Common techniques Paper prototyping Wireframes and page schematics HTML wireframes Interactive prototypes
  • Paper prototypes...
  • Paper prototypes Love: Quick & dirty No software needed Very inclusive Hate: Not quick enough Too dirty (lack context & scale) Hard to share amongst team Still needs a separate documentation step
  • Wireframes & page schematics...
  • http://gapingvoid.com/2007/05/15/random-thought/
  • Wireframes Love: Good for dening content Good for documenting screens Hate: Bad at showing interactivity / ow Cant really use them for testing Slow. Too much time spent describing.
  • HTML wireframes...
  • Better success rate Much faster Less confusion
  • HTML wireframes Love: Can show interactivity / ow Good for simple interaction (links, buttons etc) Experienced in the browser (correct context & scale) Hate: HTML, CSS (and JS) knowledge necessary Time wasted on hacking layout & advanced functionality
  • Other interactive prototypes...
  • Axure (www.axure.com)
  • Axure (www.axure.com)
  • SketchFlow (www.microsoft.com/expression)
  • Other interactive prototypes Love: Good for testing moderately complex interactions Some support collecting feedback Some can generate specs Hate: Difficult to get custom interactions working Can require expertise in proprietary languages Often not cross-platform (no love for Mac users) Often low-delity only
  • Choosing a prototype technique What a dilemma!
  • Visualising the UX with screenows
  • http://gapingvoid.com/2007/05/15/random-thought/
  • So how do we describe what users do? Visualise the experience... Show every step to complete a task Show every click Preview the experience - see and feel how everything ows together
  • Its like stop motion
  • From low to high delity
  • 32 iterations 5 released
  • Using Flash as a design tool {eh, what?}
  • Flash: Not just a development tool
  • Flash: Not just for video
  • Flash: History in drawing & animation
  • FutureSplash Animator
  • FutureSplash Animator
  • Anatomy of a screenow
  • Screenows
  • Screenows Perfect t for agile teams
  • Screenows Perfect t for agile teams Very effective communication tool
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time Easy to share. Experienced in the browser.
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time Easy to share. Experienced in the browser. Obvious focus & limits
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time Easy to share. Experienced in the browser. Obvious focus & limits Signicantly reduces documentation
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time Easy to share. Experienced in the browser. Obvious focus & limits Signicantly reduces documentation Support low to high delity
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time Easy to share. Experienced in the browser. Obvious focus & limits Signicantly reduces documentation Support low to high delity No coding necessary
  • Screenows Perfect t for agile teams Very effective communication tool Easy to evaluate Ideal for explaining changes over time Easy to share. Experienced in the browser. Obvious focus & limits Signicantly reduces documentation Support low to high delity No coding necessary
  • Getting serious about movement & transitions
  • How did this...
  • ...become this?
  • ...become this?
  • How did this...
  • ...become this?
  • How did this...
  • ...become this?
  • "Unless you can show me where you've eshed out the character and aspects of the transitions at the same level of thought, rational, exploration and delity as you have the states - you're red." Bill Buxton HCI pioneer Currently Principal Researcher, Microsoft Research
  • Movement: the new affordance Use movement to orientate user a