Designing for humans
HI! I’m Nele
Mobile interaction designer @ Mobi Lab Creative partner @ Nope Creative
HI! I’m Nele
UX design is the art and science of generating positive emotions through product interactions
- Tomer Sharon / Senior UX Researcher @ Google
“You can’t design an experience”
“You can’t design an experience”
What about Disneyland, or any kind of game
We’re all designing experiences
We’re all designing experiences
That christmas present you carefully picked?
Good design solves problems.
The elements of UxD
Strategy - users needs, business goals
Strategy - users needs, business goals
Scope - brief, requirements, specifications
Strategy - users needs, business goals
Scope - brief, requirements, specifications
Structure - info architecture, choreography
Strategy - users needs, business goals
Scope - brief, requirements, specifications
Structure - info architecture, choreography
Skeleton - flow, navigation, information design
Strategy - users needs, business goals
Scope - brief, requirements, specifications
Structure - info architecture, choreography
Skeleton - flow, navigation, information design
Surface - visual / sensory design
Strategy
What do the users want? What do the users need?
What kind of problem is this particular product solving?
What does it do for the people who use it?
How does this product help to grow the business?
UX Users needs
Business needs
Scope
Teacher Student Manager
Log in
Check my schedule
Check my schedule
Add /remove teachers
Add /remove students
Log in Log in
Give grades to students
See my grades
Add homework for students
Check out homework
MVP
Story mapping can help with
What to build first, MVP, version 2 etc
Encourage iterative development
Prioritising and grooming backlog
Visualise the project progress
Structure
How is everything organised?
yes
yes yes
no no
yes
Skeleton
How will it work?
WireframingWireframing is about rapid ideation. To do this right you need to explore
multiple directions and opportunities
Some old school rules:
Do not use colors
Do not use images
Use one font, for emphasis use weights
Use real content and data
Important actions should take as few steps as possible
Surface
How does it look like?
Consistency through the product
So, user experience is…
So, user experience is…A combined result of all our efforts and processes
Your product is like a book
Your product is like a bookThe hero must overcome challenges in order to
reach the tower and slay the evil dragon
Along the way the hero needs to gain the right knowledge and experience for the final showdown.
Define your hero’s story
Define your hero’s storyThis will frame your mind and help you to think
in small chapters like your users who are learning to use the product
Questions?Thoughts?
Good
Ideal design process
Ideal design process
User research
User stories, flows
Sketching, prototyping
Focus group testing
Design mockups
Ideal design process
User research
User stories, flows
Sketching, prototyping
Focus group testing
Design mockups
Ideal design process
User research
User stories, flows
Sketching, prototyping
Focus group testing
Design mockups
No budget
User research
User stories, flows
Sketching, prototyping
Focus group testing
Design mockups
So, what now?It’s not the end, really
Benchmark your competition
Benchmark your competition Analyse their products or services,
try to learn from their mistakes
Guerilla usability testing
Guerilla usability testingShow your sketches to your coworkers, friends or family
Use patterns
Use patternsUse patterns that already have proven to work
Don’t be afraid to ask others
Don’t be afraid to ask othersAny kind of feedback is extremely valuable
Questions?Thoughts?
Materials
Don't Make Me Think by Steve Krug
Designing the Obvious by Robert Hoekman, Jr.
Sketching User Experiences by Bill Buxton.
Beautiful Users - By Ellen Lupton
Nielsen Norman Group - www.nngroup.com/articles
Sketching User Experiences - www.designprinciplesftw.com
Sidebar - sidebar.io
PatternTap - zurb.com/patterntap
Good UI - www.goodui.org
Questions?Thoughts?