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An Introduction to User Experience and Interaction POP 517: User Experience

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An Introduction to User Experience and Interaction

POP 517: User Experience

Who am I and what do I know anyway?

Who are YOU and why are you here?

What are we going to do over the next ten weeks?

Let’s start at the very beginning … 1990 or

thereabouts

What different types of interaction models are

there?

Book = page turn Site = clickTablet = tap/swipeRemote = button Handle = push/pull XBOX Kinect/Wii = gestureSiri App = voice command

Think about mobile interaction like this

Let’s get our heads together for a while

If you were to re-design the Netflix screen, what would you do?? Discuss existing design problems & possible solutions; discuss opportunities (for content, branding, advertising, design, technical implementation); discuss how to strengthen existing target users vs. changing/broadening target users.

So what is UX?

–UXnet.org and Interaction-Design.org

the quality of experience a person has when interacting with a specific design

This relates to any designed product, digital or physical …

Let’s try and see what we take into account when designing a good experience for the end user …

As far as digital experiences go, have a look at these and figure out how they deliver a good user experience …

http://www.oneclub.org/

https://www.rijksmuseum.nl/en

http://www.nytimes.com/projects/2012/snow-fall/#/?part=tunnel-creek

How does this affect the art director & copywriter?

Strategy User needs

Appropriateness

How does UX sit in an ad agency?

In an ideal situation UX is considered from the beginning …. UX Design, however, is sometimes wheeled in after concepts and strategies have been signed off

Let’s talk process

5Planes

Surface Skeleton Structure Scope

Strategy

Surface Skeleton Structure Scope

Strategy

PagesImages

TextClickable

Functional Informational

Visible

Surface Skeleton Structure Scope

Strategy

Optimizes arrangement of

elements for maximum effect

Surface Skeleton Structure Scope

Strategy

Defines how users got there and where

they will go

Surface Skeleton Structure Scope

Strategy

Defines features and functions of the site

Surface Skeleton Structure Scope

Strategy

Stakeholder needs and objectives

Working your way from strategy to surface the framework becomes less abstract

User needsProduct objectives

ContentTechnology

Form Industrial Designers /

Graphic Designers

Behavior Interaction Designers

Content Writers / Animators / Information

Architects / Sound Designers

One final thought

Quality depends on context

Shall we do some homework?

ex perim

entation —————

Design —————————

USABILITY —————————————

RELIABILITY ———————————————

Core -Functionality

Core Functionality

Simply put, the most basic implementation that yields the required result

Reliability

Whether someone can count on you

Usability

Your application is a story, not a scavenger hunt

Design

Functionally, it needs to reinforce the established usability decisions, and

aesthetically, it establishes the tone and feeling of the entire experience

Experimentation

Here’s where it starts to get inspirational

Please prepare a formal presentation (Keynote, inDesigned PDF, etc) to give in class next week that provides your favorite brand/product/service examples for each level of the Hierarchy of UX Needs.

What take-aways do you see? What about opportunities for improvement?

Your presentation should include:

- Each level of the Hierarchy of UX Needs with at least 15 brands/products/services total across the pyramid- Examples of the digital media channels in which you experience these brands/products/services (include screenshots and/or logos; cite relevant content or feature set examples)- Be prepared to talk about why you chose what you chose and to present this work to the whole class- If you would like to experiment with your own Hierarchy system, feel free to invent a new one.