This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points: 1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective. 2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing. 3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
Before Wearables and the Internet of Things (IoT), designing for Mobile was "the next big thing." While Mobile devices have proliferated faster than anyone anticipated, our practice as User Experience designers is still lagging: put simply, we're still figuring this out. But when the medium of our profession is advancing faster than the principles that underpin it, how do we evolve as practitioners? Is the future of UX tied to keeping up with the latest technology only, or is there something deeper to the practice of UX which needs to be identified and developed to help us make sense of the rapidly unfolding future? In this keynote address, Hong Kong based User Experience practitioner, facilitator and trainer Kristin Low will explore the future of User Experience - Fringe UX - and what the rapid advances in technology mean for our practice as User Experience professionals.
Spiller was concerned that architectural animation was replacing the design process with a focus on creating flashy videos. While animation can help explain designs to clients, Spiller argued it should not drive the design process itself. Some architects feared animation prioritized aesthetics over thoughtful space planning. However, new presentation tools need not harm traditional design if used to complement rather than replace established methods.
This document provides an introduction to human-computer interaction (HCI) by Erik Duval. It discusses key concepts in HCI including the importance of user-centered design, examples of influential technologies and interfaces, and visions of future interactions between humans and computers. Examples mentioned include the early development of graphical user interfaces at Xerox PARC and the Apple Macintosh, as well as emerging technologies like brain-computer interfaces and augmented reality.
This talk is about how, as Designers, can we move beyond the need to design a screen into everything and embrace physical interactions? Now computing is becoming ever more ubiquitous & entwined into our lives, surely an acceptable solution isn't to cover our world in icons & screens. There is an emerging trend of beautifully crafted products that are becoming the face of complex systems, yet they have no screen at all and still provide a rich suite of interactions that are easily accessible by the user. What tools are available to us as Interaction Designer’s to give us the courage to step away from our wireframes & start designing beautiful, engaging physical interactions?
The document discusses the importance of human-computer interaction (HCI). HCI aims to design human-centered technology by understanding human abilities and implementing research techniques that are clear to users. The interaction framework has four parts: user input, system output, and processing in between. Effective HCI follows principles like knowing users through observation, creating user-friendly designs, and collecting data to model users and develop a design process that focuses on positive experiences.
The document discusses the importance of user experience in business. It provides examples of companies like Netflix, iTunes, and iPhone that have achieved success through focus on user experience rather than just technological capabilities. The key aspects of successful experience design highlighted are that it is multidisciplinary, cultural, invisible when done right, and integrates user needs with business goals. Rapid prototyping and getting user feedback in short iterations is also emphasized.
How as UX & Interaction Designers, can we move beyond the need to design a screen into everything and embrace physical interactions? Now computing is becoming ever more ubiquitous & entwined into our lives, surely an acceptable solution isn’t to cover our world in icons & screens. There is an emerging trend of beautifully crafted products that are becoming the face of complex systems, yet they have no screen at all and still provide a rich suite of interactions that are easily accessible by the user. What tools are available to us as Interaction Designer’s to give us the courage to step away from our wireframes & start designing beautiful, engaging physical interactions?
It has been more than two decades since UX entered the industry as a new frontier; however many of everyday products still highly frustrate us.
The document discusses several principles of good design for mobile applications. It summarizes guidelines from sources like Apple's iPad User Experience Guidelines, Jakob Nielsen's heuristics for user interface design, and Dieter Rams' principles of good design. The key principles discussed include enhancing interactivity, staying consistent, making designs simple, self-explanatory, and using familiar patterns. Designs should provide feedback, allow for mistakes, consider every detail, and delight users.
Kharis O'Connell discusses the current state and future of wearable technology and interfaces. Some key points include: - Wearable tech is growing rapidly, with over 250 million devices expected to ship in 2016. - Current wearables focus on function over form, but designers are learning that fashion and aesthetics are important for success. - Future wearables may move beyond screens by becoming integrated directly into fabrics and surfaces through mechatronics. - Immersive virtual and augmented reality raise new challenges for user experience design by removing traditional constraints and interfaces. - Designing for flow and dopamine loops could make virtual experiences too engaging and addictive if not approached carefully.
Repeat after me. "Thou shalt always consider the user above all others. Thou shalt centre thy design around user needs and seek user feedback at every pass". User-centred design (UCD) is still very much the established dogma within the UX community. The idea that everything we do should be centred around the user. That user insights, feedback and participation should be sought wherever possible. But what if user-centred design is a false prophet? What if it's not really the answer to all our UX hopes and dreams? In this talk originally delivered at UX Cambridge 2015 I will take you through my own story of UCD love and then disillusionment. Of how I went from a UCD evangelist and devotee to embracing a new dogma - lean UX. I will share with you what caused my change of heart and hopefully open your eyes to the limitations - and sometimes even dangers - of UCD. Come hear my tale and find out why I've not only come to embrace lean UX over UCD, but implore others to do the same.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club". Prezentacja z notatkami jest dostępna tutaj: http://bit.ly/DesignOfEverdayThings
What does it take to get from barrier-free to delightful experiences? Meeting basic accessibility requirements is a critical first step. But let’s dream bigger. Let’s aim for accessible UX – great user experience for everyone. Creating innovations that include a more diverse range of interaction styles, and designs that are both inclusive and delightful starts by bringing together the whole team — from content to code. It means thinking about people, not just technology. It means finding allies and partners, new ways of working, making our tools really usable, and helping everyone manage change. Updated May 2017 Versions presented at PhillyCHI, AccessU, IA Summit, Accessing Higher Ground
This document discusses universal design principles for inclusive design. It begins with introducing the speaker and discussing how most designs are made for a narrow target user, usually young males. It emphasizes that good design should address the wide variety of human abilities. It then outlines several key principles of universal design like equitable use, flexibility, perceptible information, tolerance for error, and low physical effort. Examples are given to illustrate each principle, such as curb cuts that benefit people of all abilities. The document stresses that universal design requires understanding diverse audiences and their varied needs.
This document provides an overview of user experience (UX), defining what it is, why it matters, and the UX process. It defines UX as how a person feels about using a system and explains that UX considers practical and meaningful aspects of human-computer interaction. The document dispels myths about UX only concerning appearances or being an add-on, explaining that UX is the blueprint that drives product direction. It outlines the roles involved in UX, the general UX process and deliverables, and recommends further resources for learning about UX.
This document discusses the business case for user experience (UX) design. It begins with an introduction to UX philosophy, process, and tools. It explains that the goal of UX design is to improve customer satisfaction and loyalty. Several examples of UX design principles are provided, such as prioritizing frequent tasks, preventing errors, and allowing user control and freedom. The presentation concludes by discussing real-world examples of good UX design and taking questions.
This document provides an overview of user experience (UX) design. It discusses how UX designers observe people, create wireframes and prototypes, and conduct usability testing to understand user needs and validate designs. The document emphasizes designing based on human behavior and goals rather than just best practices. It also outlines methods like remote and moderated usability testing that UX designers use to evaluate designs. Throughout, it stresses the importance of UX in ensuring positive user experiences and business outcomes.
The document instructs the reader to create an original Word Biz, Vortex Sort, or Sentence Arrange activity with at least ten elements for use with students, attach the file to an email without a password by September 17, 2010 to John Kain, and write "SNB Gallery Extra Credit" in the subject line to earn one recertification hour, having attended the September 7 Tech Snack to be eligible.
Overview of the dissertation of Jason F. Rhode, Ph.D. entitled, "Interaction Equivalency in Self-Paced Online Learning Environments: An Exploration of Learner Preferences"
This document provides instructions for using audio editing tools in the Audacity software on a personal computer. It lists the Control Panel as the starting point and then outlines some of the main tools available like the selection, time shift and envelope tools for editing audio as well as playback controls like pause/unpause and zoom functions to customize the audio window view.
This document summarizes a presentation about modern media and youth. It discusses [1] how social media has grown exponentially in scale and popularity, with billions of videos watched and uploaded every day on platforms like Facebook and YouTube. It also [2] notes both pros and cons of social media use, such as how it enables openness and transparency but also brings concerns around privacy, cyberbullying, and the potential for "Facebook depression." Finally, [3] the presentation poses questions to the audience about how professionals and individuals can respond to social media and new technologies.