become a user experience designer in 45 minutes

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Become a User Experience Designer in 45 Minutes By Sara Summers

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Page 1: Become a User Experience Designer in 45 Minutes

Become a User Experience Designer in 45 MinutesBy Sara Summers

Page 2: Become a User Experience Designer in 45 Minutes

Design can seem like a black art.

Page 3: Become a User Experience Designer in 45 Minutes

The toys, messy desks, strange lingo…

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User experience is all around us.

Page 5: Become a User Experience Designer in 45 Minutes
Page 6: Become a User Experience Designer in 45 Minutes

User experience can be reduced to one idea:

The practice of design that is on behalf of the user in order to bring about purposeful change

and meaning.

Page 7: Become a User Experience Designer in 45 Minutes

…I will tell you to sketch, prototype and be a savvy storyteller.

Oh and test, test, test.

Page 8: Become a User Experience Designer in 45 Minutes

…I will tell you to sketch, prototype and be a savvy storyteller.

Oh and test, test, test.

Let’s start with understanding…

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It is no longer acceptable to simply serve user’s needs.

Page 10: Become a User Experience Designer in 45 Minutes

People want:

delight, discoverability, fun, enchantment, rewards, excitement,

connection, goals, direction, participation, generosity, exploration,

play, engagement, serendipity, seduction

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No problem right?!

Page 12: Become a User Experience Designer in 45 Minutes

TYPICAL REQUIREMENTS LIST

- Technology constraints

- What we think we want

- What someone else told us we need

- The internal org legacy decision

- What the competitor has

- What executive management insists we need

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UX takes diverse view points and maps a cohesive direction.

• Clear • Actionable• Insightful• Humanized Ideas

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REQUIREMENTS LIST- Technology constraints

- What we think we want

- What someone else told us we need

- The internal org legacy decision

- What the competitor has

- What executive management insists we need

People’s aspirations say more about what they truly desire than

past behavioror what they say

they want.

Page 15: Become a User Experience Designer in 45 Minutes

People’s aspirations say more about what they truly desire than

past behavioror what they say

they want.

REQUIREMENTS LIST- Technology constraints

- What we think we want

- What someone else told us we need

- The internal org legacy decision

- What the competitor has

- What executive management insists we need

HUMAN

Page 16: Become a User Experience Designer in 45 Minutes

Psychology

Page 17: Become a User Experience Designer in 45 Minutes

UX Problem 1: We have to have a sign in page

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Awesome, I want to play with that…

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Ughhhhhhh…

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Ok, almost there…

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Why is this one better?

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You can still see why you are there and it

looks like nearly instant reward.

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UX Problem 2:Our product has a lot of forms to fill out

(either task driven or data collection based)

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Typical form layout

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*Everything is required

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Unclear/ Duplicate info?

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Huh, this looks easy…

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I can jump right in…

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If you either want or need people’s data, make it clear, dead simple and ENJOYABLE.

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Web Form Design by Luke Wroblewski

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An organized, useable product or application isn’t enough anymore.

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UX patterns help people get things done (and have fun doing it).

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Experience patterns for people:

Task progression:indicators, orientation & engagement

Transitions:recognition, reassurance & status

Getting things done:directives, online brain & human(ize) error

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Task progression: Satisfies and serves user’s goals.

indicators

orientation

engagement

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Transitions: ‘Is this thing on?!’ Calming frustration & fostering delight.

recognition

reassurance

status

Page 36: Become a User Experience Designer in 45 Minutes

Getting things done: Task easing, comfort and memory.

directives

online brain

human(ize) error

Page 37: Become a User Experience Designer in 45 Minutes

More great patterns here:

quince.infragistics.com/

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Game Theory

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Mashable.com - December 2009

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Mashable.com - December 2009

18 Million69 MillionActive, monthly players

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What is the deal?!

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Farmville has the secret sauce:

Your real friends…

…who you can gift (free!!)

Easy and enjoyable to play.

Tons ways to connect and customize.

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Friends: reciprocity and teamwork required.

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Learning: easy start w/ depth for skill and mastery.

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Customizable: Zynga listened to user feedback.

Don’t want to farm veggies? They made flowers, vineyards,

extra livestock.

No pets in Farmville? They made dogs.

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- Sid Meier, Civilization

“…a series of meaningful choices.”

Games and UX are:

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Easy enough…

A good, contagious game has:

- Points- Badges- Levels- Status

Page 48: Become a User Experience Designer in 45 Minutes

A good, contagious game has:

- Points – Encourage & reinforce good behavior

- Badges – Acknowledge completion & participation

- Levels – Reward milestones & unlock more stuff

- Status – Top User benefits; runs discussions, perks

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A good, contagious game has a SOUL.

- Relevant – adds to my life

- Realistic – fits into my life

- Trustworthy – I do good things/makes me better

- Intrinsic – Learn, problem solve, help out, desirable

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What happens when we don’t reward correctly?

People feel deceived, bribed and despise you for it.

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Understanding human incentives:Punished by Rewards by Alfie Kohn

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Amazing game theory: The Art of Game Design by Jesse Schell

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Ubiquity

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Ubiquitous computing

The term was coined by Mark Weiser, Chief Technologist at Xerox Research, in 1988…

…describes human-computer interaction where information processing completely integrated into

everyday objects and activities.

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Ubiquitous computing

Launched research around:

- Distributed and mobile computing- User experience and interaction- Content and context awareness

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Ubiquitous computing

Defines devices that THINK and improve day to day life.

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“In this world of ubiquitous computing, where there are different types of

information appliances - your car, your watch, your phone - how do these things work together as a society of appliances

that exists within a society of people.”

- Bill Buxton, on the future of experience design

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We have a lot to design and build for…

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Tools should enable and drive the content not just the structure or device.

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The tools connect our experiences…so we can focus on context and user goals.

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…so you can be experience INNOVATORS