Download - User Experience 2: Talk@Stabilo
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User Experience���
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Intro #1���
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Intro #2���
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Intro #3?���
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+ Dark Social
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IA?���
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Context
Users Content
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⁄ Information architecture IA,
⁄ Interaction design IxD, and
⁄ User experience UX design.
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⁄ IA is defined by the Information Architecture Institute as:
1. The structural design of shared
information environments.
2. The art and science of organizing and labeling web sites, intranets, online communities, and software to support findability and usability.
3. An emerging community of practice focused on bringing
principles of design and architecture to the digital landscape.
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IxD���
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⁄ According to the Interaction Design Association:
1. IxD defines the structure and behavior
of interactive systems.
2. Interaction Designers strive to create
⁄ meaningful relationships between people and
⁄ the products and services that they use,
⁄ from computers to mobile devices to appliances and beyond.
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UX���
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usable
Ease of use remains vital
Usability is necessary but not sufficient
accessible
Web sites should be accessible to people with
disabilities
Eventually, it will become the law
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useful Ask whether our products and systems are useful
Define innovative solutions that are more useful
findable Navigable web sites
Locatable objects
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desirable
Appreciation for the power and value of image
Identity, brand, and other elements of emotional design
credible Design elements influence
whether users trust and believe what we tell them
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valuable
Value to our sponsors
For non-profits: Advance the mission
With for-profits: Contribute to the bottom line and improve customer satisfaction
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⁄ UX is defined by the Nielsen Norman Group as:
1. all aspects of the end-user's interaction with the company, its services, and its products.
2. The first requirement for an exemplary user experience is
to meet the exact needs of the customer, without fuss or bother.
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3. Next comes simplicity and elegance that
produce products that are a joy to own, a joy to use.
4. True user experience goes far beyond giving
customers what they say they want, or providing checklist features.
5. In order to achieve high-quality user experience in a
company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.
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Deliverables���
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Des
ign
Doc
umen
tatio
n
Stra
tegy
Doc
umen
tatio
n
Use
r N
eeds
Doc
umen
tatio
n Personas
Usability Test Plans
Usability Reports
Competitive Analyses
Concept Models
Content Inventories
Site Maps
User Flows
Wireframes
Screen Designs
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Des
ign
Doc
umen
ts
Des
ign
Dia
gram
s Personas & Use Cases
Concept Models
Site Maps
Wireframes
Flowcharts
Design Briefs
Competitive Reviews
Usability Plans
Usability Reports
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⁄ Marble Model ⁄ Gravitational Map ⁄ Click Step Ladder
⁄ Leader Fellow Call-to-action Principle ⁄ Heat Paradigm ⁄ Hub Model
⁄ Push Pull Spectrum ⁄ Bomb Model ⁄ …
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There’s even more���
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adaptivepath.com/ideas/d063009
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mootee.typepad.com/innovation_playground/2012/10/design-thinking-can-make-strategic-management-simpler-but-never-simple-people-are-naive-to-think-tha.html
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adaptivepath.com/ideas/the-anatomy-of-an-experience-map
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startuplessonslearned.com/2011/05/case-study-lean-ux-at-work.html
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lukew.com/presos/preso.asp?26
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Stories���
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axa.ch
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theregister.co.uk/2011/10/18/vodafone_kills_360/
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suva.ch
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microsoft.com/midsizebusiness/
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Wrap-up���
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In short, in UX, there are too many methods and too little time. Simply choosing the right methods at the right times is a reasonable strategy. In practice, if I’m feeling left behind with new methods or practices that I’m expected to know, I tell myself this:
⁄ You don’t have to know everything ⁄ You’ll never know everything ⁄ And actually, as far as UX goes, there isn’t, and probably
never will be, an everything. Tim Caynes, Senior User Experience Designer at Flow Interactive
http://flow-interactive.com/thinking/article/in-ux-there-isnt-an-everything
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⁄ The User Experience community needs to get out more ⁄ Most digital agencies are charlatans ⁄ Pitches are a uniquely bad way of finding a good design
agency… ⁄ Net Promoter Score is a blunt tool
⁄ The cult of data Ray McCune, Managing Partner at Foolproof
foolproof.co.uk/top-10-things-still-to-fix-in-experience-design
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Still not enough investment in solving basic usability issues
Not inventing shiny new …
… but fixing old boring stuff
Improve the user experience of boxed products
More emphasis on user experience as a factor when assessing third-party products
Third-party software should be run by customer experience people rather than IT people
Targets and incentives within businesses must be aligned with long-term value
Across the customer lifecycle
Including marketing, sales and service functions
A common view of how a brand wants to be seen, experienced and talked about by customers
We need to stop designing experiences based on company structure
Across devices and channels and with
A holistic and planned view of how it all works for the customer
Too much disrespect for customers
Customers can be sophisticated and articulate critics of digital products and services
User research is futile
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!
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?
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?
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?
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⁄ UX is defined by the Nielsen Norman Group as:
1. all aspects of the end-user's interaction with the company, its services, and its products.
2. The first requirement for an exemplary user experience is
to meet the exact needs of the customer, without fuss or bother.
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