The document discusses how to make a SharePoint site intuitive by defining three things: the user, the task, and metrics for measuring success. It covers usability best practices like minimizing cognitive load on users and leveraging users' expectations by following design patterns and conventions. Visual design is important for communicating the site's purpose and guiding users through their tasks. Defining specific success metrics up front helps ensure a site is truly easy to use.
SharePoint Exchange Forum - How to Make a SharePoint Site IntuitiveMarcy Kellar
This document summarizes a presentation by Marcy Kellar on making SharePoint sites intuitive. To design an intuitive site, the presenter explains that you must first define the intended user, tasks, and metrics for determining ease-of-use. Second, the gap between what users already know and what the site wants them to know must be narrowed. Finally, the presentation provides tips for making a site intuitive, such as designing around user expectations, following design patterns and conventions, ensuring consistency, and correcting issues like alignment that impede usability. The key things that must be defined for a site to be easy to use are the intended user, tasks, and metrics.
Design with the User In Mind: Best Practices for a Usable and Adopted SharePo...Marcy Kellar
Marcy Kellar presented on user centered design. She discussed how focusing on user needs through research, prototyping and testing can help create usable and adopted solutions. Specifically, she emphasized keeping the user at the center of the design process by conducting user interviews, creating personas and testing designs with users early. This helps avoid bad practices like not talking to users or testing too late. The benefits of user centered design include improved user experience, increased productivity and identifying opportunities.
This document describes a collaboration between Mindgrub Technologies and the Howard County Public Library System to develop a mobile game for their new HiTech STEM Lab. It outlines Mindgrub's process for acquiring the project, ideating with students, designing and developing the game through workshops, and marketing the finished product. The goal was to create an engaging game that would expose kids to technology and make STEM concepts more appealing.
"Creating user-centered websites that drive results" by Savage at the HiMA IS...Robin Tooms
We all know that designing successful websites requires an understanding of how users consume and interact with information online, but taking the first steps toward a user-centric approach requires a process that will uncover the user’s needs and balance them against the site’s goals.
This presentation covers the methods and tools of observation and creation that help:
- Improve usability to generate the right actions
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Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Introduction to building and using personas and scenarios in designPenny Hagen
Introduction to building and using Personas and Scenarios in Design given to UTS first year design students.
An overview of how they are created, and how they are useful in the design process, including getting from user research to design, and how they inform design.
In which we look at the mysteries of moving from boxes and arrows to a real actual interface. It starts with sketching, goes through basic models of interaction on a screen, and finishes with wireframes.
This document introduces the concept of Object Oriented UX (OOUX), which is a design methodology organized around objects rather than actions. OOUX involves defining the objects in a system first before determining the necessary actions. An OOUX strives to resonate with a user's mental model of the real world by intentionally organizing the digital system around real-world objects and their relationships that users can clearly identify. The document outlines reasons for using OOUX such as prioritization being a key skill and knowing the objects to understand necessary actions, and provides steps for implementing OOUX through object mapping and prototyping.
Slides for my Open Badges Design Workshop held on 21 March 2014. Organized by the INSIGNIA project at Australian National University, led by Dr Inger Mewburn.
Organizations face seven barriers to designing effective user experiences: not valuing design, inability to focus on design activities, lack of time for design, no memory of design decisions, low design quality, lack of understanding of what good design requires, and inability to validate design improvements. The presentation discusses tactics to help overcome each barrier, such as telling stories to increase value of design, protecting design tasks with a "UX bucket", documenting design rationale, and using "UX health checks" to evaluate experiences.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
Introduction to User Experience Design 10/07/17Robert Stribley
The document outlines an introduction to user experience design workshop, including an overview of the history and principles of UX design, the design process, common deliverables, and an example project of redesigning an events website. The workshop agenda covers topics such as user research, information architecture, wireframing, and usability testing. The goal is for participants to understand basic UX concepts and experience the design process.
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
Basics of Interaction Design & Strategy - 4/9/16Robert Stribley
The document provides an overview of a workshop on basics of interaction design and strategy held at the School of Visual Arts. It includes details about the speaker's background and clients, goals and agenda for the workshop, and principles that will be covered including scent of information, progressive disclosure, information clustering and hierarchy, removing paths not taken, the tyranny of consistency, death of the homepage, knowing your audience, grids, and responsive design. The group will work on a project to design a responsive website and mobile app experience for the Museum of Modern Art that utilizes user journeys and personas.
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The document provides an overview of an upcoming workshop on basics of interaction design and strategy. It includes an agenda for the workshop that covers topics like UX principles, grids, user journeys, responsive design, and team exercises to design a responsive homepage and mobile app. It also lists client examples for the speaker and provides learning goals and guidelines for a project to design experiences for the Museum of Modern Art that utilize both a responsive website and mobile app.
A presentation given at the UX Futures Group. The goal was to expand on a popular meme decrying the tendency to reduce User Experience design to User Interface design and UI engineering.
Why use Google Docs? Because they facilitate learning and are available anytime with an internet connection- no software required. Google docs save automatically and teachers can see work and offer suggestions in real time.
This document discusses the need for technology in schools to enhance student learning. It outlines a technology wishlist including devices like laptops, projectors, and smartboards. The document then discusses how technology can support different learning styles based on Gardner's theory of multiple intelligences and constructivist learning theory by allowing students to learn through doing and making real-world connections. It provides examples of how different technologies can engage different intelligences, such as using podcasts, blogs and wikis for verbal learners or science tools and sensors for naturalists. The document concludes that technology can aid both student learning and teacher productivity when used appropriately.
The document discusses the topic of web usability workshops. It covers several key areas:
1. An overview of usability and user-centered design.
2. The benefits of usability to businesses and how ensuring usability can help reduce customer frustration and improve satisfaction.
3. Additional topics covered include user research, design methodology, navigation and information architecture.
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support developers, project managers and security testers in the development and operation of secure
web applications. Additional protection against attacks, in particular for already productive web applications, is offered by what is still a emerging category of IT security systems, known as Web Application Firewalls (hereinafter referred to simply as WAF), often also called Web Application Shields or Web Application Security Filters.
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We have moved beyond the world of creating pages and into a world where we focus on creating design systems composed of a combination of design aesthetics, ui components, and code standards. In order to communicate these design systems across teams of designers and developers, these design systems are often captured in a living style guide. In this session, we explored how to build and sustain a living style guide. Presented at GiantConf 2016 in Charlotte, NC.
The document discusses Brian Culver's contact information and thanks attendees for participating in the first ever SharePoint Saturday event in the greater Houston area. It then provides an overview of claim-based authentication in SharePoint and how it allows for mixed authentication models across web applications and zones with different authentication types like Windows, Forms Based Authentication, and SAML. The document concludes by reminding attendees to complete a session evaluation form.
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In this webinar, Vlad will show you the new features and changes in 2016, covering such topic as:
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• New Topologies with MinRole
• User Profile + Microsoft Identity Manager / AD Import
• Cloud Search Service Application
• Zero Downtime Patching
• Upgrading to SharePoint 2016
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An asset library is a special document library in SharePoint designed specifically for storing and managing digital assets like images, audio files, videos, and other multimedia content. Some key features of an asset library include:
- Organizing assets into folders for easier management and retrieval.
- Metadata columns to describe and tag assets for improved searching and filtering.
- Check-out/check-in functionality to prevent concurrent editing of assets.
- Image renditions to generate different sized versions of images for different uses.
- Slide libraries for storing and playing image slideshows.
- Media web parts to embed and playback audio/video files on pages.
Using an asset library allows digital assets to be centrally
Don't Suck at SharePoint - Avoid the common mistakesBenjamin Niaulin
Recording: http://bit.ly/SeyVK8
How do you avoid the most common mistakes when using SharePoint, if you've never used it before?
What makes SharePoint so popular is also its worse enemy, it's easy to use. As a platform, it allows you to build whatever you want to help the organization. But for it to be successful, you need to avoid the common mistakes made.
As a consultant, I have unfortunately had a lot of experience seeing or even doing some of the things in SharePoint that lead to utter chaos or disaster. That's why I would like to share them with you this time, show you how to not suck at SharePoint.
In this webinar we'll discuss:
-A brief overview of SharePoint as a platform
-Common scenarios SharePoint is used for
-Things that have miserably failed
-Bad architecture
-Solutions and Best Practices when starting
The long awaited SharePoint 2016 is finally coming! As Microsoft is expected to release in the Spring of 2016, Benjamin Niaulin, Office Servers & Services MVP at Sharegate, gives us the grand tour of the new SharePoint features!
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
What Makes SharePoint UX Good?What is UX?
What defines good UX?
Evaluation Criteria for SharePoint UX
Key Tips from the Field
The Future of SharePoint & Office 365 UXUX is the short for User Experience
UX is the experience that the user has while interacting with your X
It’s more about how the user feels when they use your X
Many different parts compose the UX, no “one things” makes it
UX is NOT the interface or design of your X
UI is short for User Interface
It’s what you see in the browser
Help messages, buttons, modals, characters, style, menus, navigation, pages
UI is an incredibly important part of UX
The document provides an introduction to user experience (UX) design. It defines UX as how users feel when interacting with a product or service, as opposed to the user interface (UI) which refers to what people use to interact. The importance of UX is discussed, noting that good UX can increase sales, loyalty and reduce support costs. UX design is the process of creating meaningful experiences for users. Usability testing involves observing representative users performing tasks to identify difficulties. Evaluation tools discussed include heuristics, which involve experts examining a design against recognized usability principles. The 10 usability heuristics cover visibility of system status, matching system design to the real world, user control and error prevention.
Slides Ian Multon recently used in his discussion w/ mentees of The Product Mentor.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
Basic introduction to (mainly Nielsen) usability principles for a non UX audience. Content oriented with examples of success stories (both public sector complex sites) and their impact on objectives.
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
Building a Solid Foundation: Usability & Information Architecture WIAD Tampa ...Karen Bachmann
The document discusses usability testing for information architecture (IA). It defines usability testing as observing users performing tasks to evaluate a design against success criteria. Conducting usability tests throughout development can provide important insights. For IA testing, common goals are verifying terminology, groupings, navigation flows, and user satisfaction with the foundational structure. Example methods covered are card sorting, tree testing, and prototype navigation testing. The document stresses the importance of focusing test reports on significant findings and actionable recommendations while acknowledging constraints.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
Website Usability - Direct Marketing Association NorCal 042016John Thyfault
Web Usability:
Maximizing the Visitors to Your Site
Once you’ve driven the traffic to your site, are you maximizing the value of the visitors? Too many sites have been developed over the years without a good, clear plan that leads visitors to what they are looking for.
What you’ll learn:
Understand what you want your site to accomplish and how the user’s interaction with the site is tied into this
Understand how your content informs your site design
How you should optimize your site for mobile
Setting up a testing and optimization program
Finding the right tools to aid in the testing
Understand the advantages and challenges of user panels, eye tracking and interaction tracking
How to improve your site usability on a low budget
Instructor: John Thyfault
UXD - A quick overview on what you need to work with your UX team Guilherme Rodrigues
The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
Website Usability & User Experience: Veel bezoekers, weinig klanten?Johan Verhaegen
This document introduces a user experience framework and discusses various UX methods and principles. It discusses establishing a user experience framework that includes a value proposition canvas, customer insight map, customer journey, and experience map. It emphasizes the importance of usability testing with real users to validate assumptions and gather insights. The document also covers design principles like putting the user in control and making designs simple and clear based on how people think, feel, see, interact and behave.
Information architecture is the structural design of shared information environments. It involves organizing systems of information to help users find what they need. Key aspects of information architecture include site navigation systems, labeling schemes, search, and the relationships between different types of content. Information architecture provides an underlying framework that guides how users interact with and move through an information space.
Putting supporters' needs first creates great nonprofit websites. This involves understanding who supporters are, what they need and expect from the website, and planning and building content to meet their needs. User experience (UX) is how easy a website is to use and how it makes people feel. Good UX involves understanding supporters, their goals on the website, and designing intuitive navigation and functionality. Organizations should test their websites with supporters to ensure a good user experience and make refinements. Regular testing over time ensures the website continues to meet changing user needs.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
1. The document introduces a user experience framework and discusses various tools and methods for understanding user needs and testing usability, including value proposition canvases, customer journey maps, and A/B testing.
2. It emphasizes the importance of usability principles and design guidelines grounded in research on human cognition, perception and behavior.
3. Case studies and examples from projects illustrate how to apply usability testing and design thinking to improve products and services.
User Experience Design Fundamentals - Part 2: Talking with UsersLaura B
#2 in a 3-part series on UX Fundamentals: Talking with Users
Understand why you should talk to users to uncover, validate and/or understand their goals.
Learn how and when to talk with your users:
User research methods
Planning
Best practices for interviews
This document discusses understanding your audience and emphasizes empathy. It recommends determining who your visitors are, where they come from, how they interact with your site, why they behave how they do, and what tasks they need to complete. Web analytics can provide data on visitors like IP addresses and page views. Canned reports summarize basic statistics, while data mining allows custom reports. User testing and personas help focus design on audience needs and priorities. The matrix framework cross-references user roles, tasks, and the AIDA model of attention, interest, desire, and action.
A bluffer's guide to IA and content strategyNeil Allison
This presentation was delivered to the Edinburgh Open Source Breakfast Meet Up group on 1 August 2014.
It's a quick run through what information architecture and content strategy are, drawing on quotes and resources from experts in the field.
My main point, however, is that user focus is what really matters. I show how the disciplines relate to other areas such as UX, usability and interaction design.
I also make the point that most customers (in this case, people wanting a website or app) don't care about such things. They care about revenue, cutting costs, satisfying customers and mitigating risk.
So I end with a couple of points I think are fundamental to get across to customers and suggest ways in which you can engage and collaborate.
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Designing Intuitive SharePoint Sites: The Science of "Easy to Use"
1. How to Make a SharePoint
Site Intuitive
The Science of “Easy-to-Use”
Presented by Marcy Kellar
SharePoint Saturday New York City #SPSNYC
2. Your Speaker: Marcy Kellar
• SharePoint Solution Architect at Perficient
• Co-author of Beginning SharePoint Designer
2010 (Wrox, October 2010)
• Professor, Art Institute, Intro to User Centered
Design” and “Usability Testing.”
• Specialties include
– SharePoint – Over 6 years experience
– User experience design (UX)
– SharePoint Branding and UI customization
– Information architecture
– Web content management
Marcy Kellar – usability testing
Twitter: @marcykellar
Blog: http://thesharepointmuse.com
Linkedin: http://linkedin.com/in/marcykellar
3. What You Will Learn Today
• How to articulate and define “easy-to-use” (and how to
measure it)
• Why your users do what they do
• Fundamentals and best practices in usability
• How to take advantage of current web conventions and
patterns
• The relationship between “easy-to-use”, psychology and
user adoption
7. 3 Things Must Be Defined For a Site To
Be “Easy To Use”
8. This Sink Should Be Easy to Use
Sink, 33rd floor, Hard Rock Hotel, Chicago April 2012
9. Define the User to make it “Easy to Use”
Sink, 33rd floor, Hard Rock Hotel, Chicago April 2012
11. Defining Metrics
• What are you measuring?
– Time to Task?
– Completion?
– User Satisfaction?
• Be Specific
– %
– Seconds
• How will you test?
– Feedback
– Survey
– Logs
– Usability Testing
13. First Law of Usability
• Don’t Make Me THINK!!
• Thought Bubbles = The
Moment When User is
Pulled Out of Task
• Buy Steve Krug’s book,
“Don’t Make Me Think”
14. Fundamentals of Usability – The 5 E’s
• Effective
• Efficient
• Engaging
• Error Tolerant
• Easy to Learn
Photo: Courtesy of http://commons.wikimedia.org/wiki/Image:Elephant_side-view_Kruger.jpg
15. Fundamentals of Usability – The 5 E’s
Effectiveness – Did you do what you said you were going to
do?
Efficiency ISO 9241 defines efficiency as the total resources
expended in a task.
Engaging -An interface is engaging if it is pleasant and
satisfying to use.
Errors - Make it difficult to take incorrect actions. Make it difficult
to take invalid actions.
Easy to Learn – This one is the part people spend too much
time focusing on. So if your users have to think – make them
only think one time. Easy to learn can still be usable.
http://www.wqusability.com/articles/more-than-ease-of-use.html
16. Testing Those Metrics
• Qualitative – Users
provide anecdotal
evidence; Informal;
“feedback”
• Quantitative – Data.
Scientific. Don’t Really
Need User. (Search Fails.
404s. Logs)
Photo Courtesy of Fox Broadcasting Company
18. Better Requirement Definitions
• Efficient - "The system will improve user performance on expense
tasks by 3 minutes"
• Effective - "Less than 5% of the registrations will have errors,
omissions or inconsistencies requiring a follow-up contact by the
staff."
• Engaging - "At least 80% of employees will express comfort with
using the online system rather than visiting the HR office."
• Error Tolerant – "The system will validate all housing, meal and
tutorial choices and allow the user to confirm pricing for these
options before completing the registration."
• Easy to Learn – "Users will be able to successfully complete a
benefits calculation without needing any external instruction or help
screens."
http://www.wqusability.com/articles/more-than-ease-of-use.html
19. Better Requirement Definitions for
“Easy to Use”
• Authors will be able to upload content daily without
complaint
• Content authors will report no more than 2 errors per
month with content uploads
• Email Servers will reduce load by 50%
• Users will be able to complete expense reports 100% of
attempts.
• Users will be able to complete expense reports without
errors after receiving training.
21. What You Design For…
Steve Krug, Don’t Make Me Think: A Common Sense Approach to Web Usability
22. The Reality…
Steve Krug, Don’t Make Me Think: A Common Sense Approach to Web Usability
23. Questions Users Ask
• What type of site is this?
• Have I experienced a site like this
before?
• Have I been to this site before?
• Where am I?
• Where have I been?
24. Questions Users Ask
• What type of site is this?
• Have I experienced a site like this
before?
• Have I been to this site before?
• Where am I?
• Where have I been?
The answers to these questions are generally
first conveyed to the user through visual design.
26. Defining the Intuitive Factor
What Your Users What You Want
Already Know Your Users To Do
Current Target
Knowledge Knowledge
27. Defining the Intuitive Factor
What Your Users What You Want
Already Know Your Users To Do
GAP
Current Target
Knowledge Knowledge
28. Intuitive Sites
• Intuitiveness is based on the user’s current knowledge
• Design around users expectations
• Learn Design Patterns
• Follow Visual Design Best Practices
• Be Consistent
38. The Presentation Ecosystem
• Educate users • Maintain consistency to create
• Establish relationships between a sense of place
content • Effectively convey your
message to your audience
• Guide users through actions
• Emotional impact
• Focus user attention
• Make organizational systems clear • Engage and invite
• Give sites a unique personality
• Provide situational awareness
Slide Based on information created by Luke Wroblewski
48. Take Aways
• “Easy to Use” is not a good enough definition to make it so
• Usability must be considered at the beginning of a project
• Usability metrics can be defined by anecdotes or data
• To build something intuitive means understanding how users think and what
they expect
• Anyone can make a SharePoint site easy to use by considering the user, task
and defining how it will be measured.
• Users adopt what is easy and engaging
• If you don’t have user information follow web conventions for where to place
items, follow visual design guidelines and consider usability
• Visual design communicates many things to the user before one word is read
50. Where To Find Me
• Twitter: @marcykellar
• Blog: http://thesharepointmuse.com
• Linkedin: http://linkedin.com/in/marcykellar
51. Resources
• useit.com • 10 Useful Usability Findings and Guidelines
• boxesandarrows.com • 20 Do’s and Don’ts of Effective Web Design
• uxmatters.com • Usability – More than Ease of Use
• uxmag.com • http://designingwebinterfaces.com/
• Usability.gov • Gestalt Principles of Design
• Usability.net • The Gestalt Principle: Design Theory for
Web Designers
• Usability Professional’s Association
• Universal Usability Guidelines
• Standard Web Components
52. Resources: Design Patterns
• http://patternry.com
• http://ui-patterns.com
• http://mobile-patterns.com
• QUINCE: X Patterns Explorer
• Interaction Design Pattern Library
• Pattern Tap
• http://designingsocialinterfaces.com/patterns/