ux bootcamp small

55
UX BOOTCAMP DESIGNING FOR USER EXPERIENCE CHARLIE MULHOLLAND AND FRANK KLOOS SCHOOL OF DESIGN AND COMMUNICATION COMMUNICATION AND MULTIMEDIA DESIGN JANUARY 7, 2013 1

Upload: frank-kloos

Post on 27-Jan-2015

107 views

Category:

Design


0 download

DESCRIPTION

A lecture by Charlie Mulholland and Frank Kloos on UX design for technovanza.org

TRANSCRIPT

Page 1: Ux bootcamp small

1

UX BOOTCAMPDESIGNING FOR USER EXPERIENCE

CHARLIE MULHOLLAND AND FRANK KLOOS

SCHOOL OF DESIGN AND COMMUNICATIONCOMMUNICATION AND MULTIMEDIA DESIGN 

JANUARY 7, 2013

Page 2: Ux bootcamp small

2

DESIGN FOR USER EXPERIENCE

• WHAT IS USER CENTERED DESIGN (UCD)?• WHY UCD?• GOALS, CONTEXTS & MENTAL MODELS • USER RESEARCH

• BASIC ELEMENTS OF HCI

• PROTOTYPING • USABILITY TESTING

• Q & A

Page 3: Ux bootcamp small

WHAT IS USER CENTRED DESIGN (UCD)?

3

Page 4: Ux bootcamp small

WHAT IS UCD?

• UCD IS A DESIGN PHILOSOPHY THAT PUTS THE THE NEEDS OF ACTUAL USERS OF A PRODUCT / SERVICE AT THE CENTRE OF ALL DECISIONS ABOUT THE PRODUCT:

• HOW IT SHOULD WORK; HOW IT SHOULD LOOK; HOW INFORMATION SHOULD BE ORGANIZED; AND HOW TECHNOLOGY SHOULD SUPPORT IT

• UCD IS ‘USER-CENTRIC’ AND AIMS TO PROVIDE POSITIVE USER EXPERIENCES

Page 5: Ux bootcamp small

POSITIVE USER EXPERIENCE (UX)

Source: cc licensed ( BY ND ) flickr photo by andyversus: http://flickr.com/photos/andyversus/4234209759/

Page 6: Ux bootcamp small

WHY UCD?

6

Page 7: Ux bootcamp small

UCD

User

Page 8: Ux bootcamp small

THE DIFFICULTIES OF EVERYDAY LIFE: AN EXAMPLE…

Page 9: Ux bootcamp small

…where you normallygot this screen

If you pressed No without reading (and lots of people did) the transaction stopped without giving

you your money or an explanation why

When there was no paperyou got this screen…

THE ROOT OF THE PROBLEM

Page 10: Ux bootcamp small

MOST PEOPLE USE ATM’S ON “AUTOPILOT”

Source: cc licensed ( BY NC SA ) flickr photo by stevelyon: http://flickr.com/photos/chicanerii/2264345223/

Page 11: Ux bootcamp small

THEY AREN’T THINKING ABOUT RECEIPT PAPER…

Page 12: Ux bootcamp small

UCD IS NECESSARY BECAUSE…

• USERS LOOK AT THE WORLD AND OUR PRODUCTS FROM THEIR PERSPECTIVE

• AND THEIR BEHAVIOUR AS USERS IS DEFINED BY THEIR:

GOALS

MENTAL MODELS

CONTEXT

• UCD HELPS US UNDERSTAND THESE THINGS

12

Page 13: Ux bootcamp small

GOALS, CONTEXTS & MENTAL MODELS

13

Page 14: Ux bootcamp small

GOALS: USERS USE PRODUCTS TO ACHIEVE GOALS

14

Source: cc licensed ( BY NC SA ) flickr photo by ...-Wink-...: http://flickr.com/photos/intherough/8126243257/

Page 15: Ux bootcamp small

TYPES OF GOAL

• END GOALS• Holes in walls• Getting from A to B

• EXPERIENCE GOALS• Feeling in control• Understanding things• Not feeling stupid

• LIFE GOALS• Being happy• Being successful

15

UCD aims to help understand user goals

Page 16: Ux bootcamp small

CONTEXT (IS KING)

16

UCD aims to help understand use context

Page 17: Ux bootcamp small

MENTAL MODELS

• A MENTAL MODEL IS A DEVICE WE USE TO HELP US MAKE SENSE OF SITUATIONS AND ARTEFACTS

• WE APPLY THEM TO HELP US UNDERSTAND AND ACT IN THE WORLD

17

Page 18: Ux bootcamp small

USER MENTAL MODELS ≠ CREATORS MENTAL MODEL

18

Source: cc licensed ( BY ND ) flickr photo by alexyorke: http://flickr.com/photos/alexyorke/4251522065/

Page 19: Ux bootcamp small

REPRESENTED MODEL

19UCD aims to help make the represented model more like the user’s mental model

Page 20: Ux bootcamp small

USER RESEARCH

20

Page 21: Ux bootcamp small

RESEARCH APPROACHES USEDTechnique Information that can be

obtainedMajor benefits (voordelen) Major drawbacks (nadelen)

Be the user Tacit knowledgeImpact of trade-offs on functionality for the use

Process knowledge

Depth of knowledgeBelief in identified needsIdentifying potential problems

InspirationGood for initial research / hypotheses

Can be difficult to articulate to others

Can be costlyDifficult to be some users

Observe the user critically

Tacit knowledgeProcess knowledgeBehavioursMental model

Learn the language of the user

Find unarticulated needs

Can be difficult to translate into words for others (data collection and use essential here)

Can be costlyTakes timeHawthorne effect

Talk to users Large volumes of detailContext specific needsGoals, needs, behavioursMental model

SpeedBreadth of information

Poor for process, and unarticulated needs

Interviewer biasInterviewee reactions to interviewer

Hawthorne effect

Adapted from: Rosenau, M.D., et. At, 1996. The PDMA Handbook of New Product Development, New York, NY: John Wiley & Sons Inc., p. 158

Page 22: Ux bootcamp small

BEING THE USER IS ABOUT

• OBSERVING YOURSELF AS YOU ASSUME THE ROLE OF THE USER• Having a ‘child’s mind’• Delaying judgement• Thinking aloud and recording your thoughts

Page 23: Ux bootcamp small

ONE TECHNIQUE: USER TRIP

• TAKING A SHORT TRIP IN THE ROLE OF THE USER• Trying things that the user does

• PREPARE• Decide your point of view

• Who are you (role, expertise, etc.)

• Decide what are you going to simulate

• OBSERVE / NOTE• Use the “thinking aloud protocol” while on the trip to observe yourself

• Option 1 – do this with another who observes and listens to you• Option 2 – record yourself• Option 3 – make note REALLY quickly afterwards (least good option)

• CONCLUSIONS• Review your notes: What was good, what not so good/frustrating, where are the potential

problems and solutions• Imagine what this means to your design problem, draw conclusions and write them down

Page 24: Ux bootcamp small

OBSERVING THE USER IS ABOUT

• UNDERSTANDING THE EFFECT OF CONTEXT• Environment• Others involved• Goals• Problems

24

Page 25: Ux bootcamp small

AN OBSERVATION FRAMEWORK

What?

Space What is the space like? Describe it (indoors / outdoors, public / private, quiet / noisy, calm / busy, etc.) and/or make a map of it.

Actors What are the relevant details of the people you are observing (names may be important in some situation – but you do not always know them)?

Activities What are the actors doing and why?

Objects What objects are present? (furniture, PC, papers, remote control, etc.) What objects are they using or are influencing their behaviour?

Events Is what you are observing part of a special event? (Not always relevant)

Goals What are the actors trying to achieve by carrying out these specific acts?

Feelings What is the mood of the individuals - how are they feeling?

Sayings What are the actors saying?

Adapted from: Preece, J., Rogers, Y. and Sharp, H., Interaction Design: Beyond Human-Computer Interaction, New York NY: John Wiley & Sons, Inc, 2002, p. 368

Page 26: Ux bootcamp small

SOME BASIC HCI ELEMENTS

26

Interaction DesignCognitive PsychologyVisual DesignMetaphorsPerceptionInterface Design…

Page 27: Ux bootcamp small

FEEDBACK, FEEDFORWARD & AFFORDANCE

27

• FEEDBACK TELLS THE USER WHAT’S HAPPENING.

• FEEDFORWARD INDICATES THE CONSEQUENCE OF AN

ACTION BEFORE DOING IT.

• AFFORDANCE IS A NATURAL WAY OF TELLING THE USERS

HOW SOMETHING WORKS.

Page 28: Ux bootcamp small

FEEDBACK, FEEDFORWARD & AFFORDANCE

28

FEEDBACK

Page 29: Ux bootcamp small

FEEDBACK, FEEDFORWARD & AFFORDANCE

29

FEEDFORWARD

Page 30: Ux bootcamp small

FEEDBACK, FEEDFORWARD & AFFORDANCE

30

AFFORDANCE

Page 31: Ux bootcamp small

FEEDBACK, FEEDFORWARD & AFFORDANCE

31

Feedforward: the label indicates the outcome of the action.

Feedback: the icon indicates the status of the device.

Affordance: the icon and the color animation unconsciously instructs users how to unlock.

Page 32: Ux bootcamp small

PROTOTYPING

COMMON PRINCIPLES

• TESTING ON TARGET AUDIENCE• TEST INTERACTION, VISUALS AND TONE OF VOICE.• GET A FEELING FOR YOUR DESIGN• FINDING MISTAKES, BEFORE SPENDING TIME AND MONEY (IN

PRODUCING CODE)• CONVINCING STAKEHOLDERS• SOME PEOPLE WILL ONLY SEE “IT” WHEN IT’S VISUAL AND

INTERACTIVE

32

Page 33: Ux bootcamp small

PROTOTYPING PROCESS

33

Page 34: Ux bootcamp small

PROTOTYPING

WHERE TO START

• FORMULATE QUESTIONS BEFOREHAND• DETERMINE WHAT TO TEST• DO IT QUICK & DIRTY• FAKE IT ‘TILL YOU MAKE IT

34

Page 35: Ux bootcamp small

PROTOTYPING

WHERE TO START: WRITE A SCENARIO

35www.usabilitynet.org

Page 36: Ux bootcamp small

PROTOTYPING

WHERE TO START: DRAW A STORYBOARD

36

Page 37: Ux bootcamp small

PROTOTYPING

WHERE TO START: DETERMINE A KEY USERPATH

37

Page 38: Ux bootcamp small

PROTOTYPING: LOW FIDELITY

WHERE TO START: DETERMINE A KEY USERPATH

38

Page 39: Ux bootcamp small

39

PROTOTYPING: HIGH FIDELITY

Page 40: Ux bootcamp small

PAPER PROTOTYPING

• FEEDBACK, EARLY IN DESIGN PHASE• QUICK, ITERATIVE EXPERIMENTS• FOCUS ON CONCEPT AND INTERACTION• DRIVES COMMUNICATION• NO CODE DEMANDED• BEING CREATIVE WITH YOUR HANDS: IS GOOOOD FOR YOUR

BRAINS :-)

40

Page 41: Ux bootcamp small

PROTOTYPING

41

PROTOTYPING TOOLS: PAPER

Page 42: Ux bootcamp small

PROTOTYPING TOOLS: DIGITAL

42

PROTOTYPING TOOLS: PAPER

Page 44: Ux bootcamp small

PROTOTYPING TOOLS: DIGITAL

44

PROTOTYPING TOOLS: PAPER

Page 45: Ux bootcamp small

PROTOTYPING WITH PATTERNS

PROTOTYPING TOOLS: PAPER

Page 46: Ux bootcamp small

USABILITY TESTING

46

OBSERVE WATCH ASK TALK

Ethnography Usability testing Interviews Focus groups

1-on-1 or group 1-on-1 1-on-1 Typically 4-9 people

Field observation of sociocultural phenomena

Users completing representative tasks

Questionnaire and/or brainstorming

Discussion about critical aspects

Observing in natural environment

Observer / moderator

Conducted by interviewer

Moderator

METHODS OF RESEARCH

Page 47: Ux bootcamp small

47

http://www.youtube.com/watch?v=9wQkLthhHKA

Page 48: Ux bootcamp small

USABILITY TESTING

48

Usability testing is finding out how an individual

user navigates, finds information, has interaction

and performs tasks with a product or service.

It is a one-on-one ‘watch and learn’ approach

Page 49: Ux bootcamp small

USABILITY TESTING

49

Page 50: Ux bootcamp small

USABILITY TESTING

50

SETUP

Page 51: Ux bootcamp small

USABILITY TESTING

51

SETUP FOR MOBILE DEVICES

Page 52: Ux bootcamp small

USABILITY TESTING

GUIDELINES WHILE TESTING

• COMPENSATE YOUR PARTICIPANTS (E.G. CANDY)• GATHER PARTICIPANT’S INFORMATION ON:

- BACKGROUND AND FRAME OF REFERENCE- TRIGGERS AND CONDITIONS TO THE ACTIVITY

• AVOID OPINION-BASED QUESTIONS• ASK OPEN QUESTIONS, DIG DEEPER IF THE USER IS BRIEF• GIVE OPEN TASKS, INSTEAD OF GUIDING THE USER• STIMULATE THINKING ALOUD• ASK THE USER ABOUT EXPECTATIONS WHILE TESTING

52

Page 53: Ux bootcamp small

RECOMMENDED READING

53

JESSE JAMES GARRETT: THE ELEMENTS OF USER EXPERIENCE (UCD)DAN SAFFER: DESIGNING FOR INTERACTION (IXD)

STEVE KRUG: DON'T MAKE ME THINK (USABILITY)STEVE KRUG: IT'S NOT ROCKET SURGERY (USABILITY TESTING)SUSAN WEINSCHENK: 100 THINGS EVERY DESIGNER NEEDS TO KNOW ABOUT PEOPLE (COGNITIVE PSYCHOLOGY)MARK BOULTON: A PRACTICLE GUIDE TO DESIGNING FOR THE WEB (VISUAL DESIGN)TODD ZAKI WARFELL: PROTOTYPING: A PRACTITIONER'S GUIDE (PROTOTYPING)

Page 54: Ux bootcamp small

Q & A

54

Page 55: Ux bootcamp small

THANK YOU FOR YOUR ATTENTION!

55

@charliem5

Charlie Mulholland

@boven_water

Frank Kloos