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UX DESIGN A CRASH COURSE

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UX DESIGNA CRASH COURSE

JONATHAN WONG

• Web Dev• UX/HCI research

• University of Canterbury, NZ• Gesture interfaces

• Startups

INTRO

IMAGINE…

• You’re bringing a new product to market• Your #2 competitor has been in the market for

over a year, selling millions of units• Your #1 competitor launches the same month• Your technology is slower and older than your

competitors• Your last product failed

IMAGINE…

• You’re bringing a new product to market• Your #2 competitor has been in the market for

over a year, selling millions of units• Your #1 competitor launches the same month• Your technology is slower and older than your

competitors• Your last product failed

WHAT TO DO???

Do you compete on Price ?Do you compete on Technology ?

Do you compete on Features ?

Do you compete on Price ?Do you compete on Technology ?

Do you compete on Features ?

Compete on user experience !

BRIEF HISTORY…

COMPUTER: people who performed calculations (50’S)

SketchPad by Ivan Sutherland at MIT (1963)

First mouse by Douglas C. Engelbard at Stanford (1964)

Ubiquitous computing (internet of things)

Wearable devices, biosensors

“The product is no longer the basis of value. The

experience is.”

Venkat RamaswamyThe Future of Competition.

FUN THEORY

DESIGN THINKINGPROCESS

EMPATHY IS…

“our ability to identify with other people’s thoughts and feelings – their motivations,

emotional and mental models, values, priorities, preferences, and inner conflicts”

DREAM

REALITY

try it

UNDERSTAND THE USER

OBSERVE- See their behaviour in context

ENGAGE- Interact with and interview users

CULTURAL PROBES

IMMERSE- Experience what they experience

IDEATION

• Brainstorm Affinity diagrams• Mind-mapping• Research existing solutions

AFFINITY DIAGRAMS

MAKE AN APPA USER-CENTRED APPROACH

AFFINITY DIAGRAMMING

• Write down thoughs/observations• Quantity > Quality• Sort items into groups• Formulate into design considerations

USER PERSONAS

• Visualize the user and how they will use the product

• Represents behaviour and goals of a GROUP of users

• Based on observations, interviews, customer research

• Bring them to life with name, hobbies, background, etc.

• Develop multiple personas

USER PERSONAS

PROTOTYPING

• Sketch• Mockups/wireframes• Storyboards• Acting out

SKETCHES

WIREFRAMES

STORYBOARDING

ACTING/ROLEPLAYING

WHY PROTOTYPE?

• Learn• Fix problems• Reduce miscommunications• Get feedback• Fail fast, fail cheap

EXAMPLE OF PAPER PROTOTYPING

MAKE WIREFRAMES

TESTING

• Focus groups• Usability testing• Heuristics experts• Field studies

251 people surveyed in March, 2014

“Design for people the way they are, not what you wish them to be.”

-Donald Norman

CREDITS

• Mark Billinghurst• Director, HITLAB NZ, University of Canterbury (NZ)• Professor of HCI, University of South Australia (AUS)

• Aga Szotek• Erskine Fellow, University of Canterbury (NZ)• Adjunct Professor, Academy of Fine Arts (Poland)