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GUIDING UX PRINCIPLES
        December 13, 2011
WHO ARE WE?
Carl Nelson   Jonathan Hung   Robert Surrency
THANK YOU.

Raised $606 = Educating 21 students for one year.
WHAT IS USER EXPERIENCE?

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Like it or not, more and more interactions between companies and their customers are occurring via an interface. Careful consideration of the interaction and visual design is of paramount importance to any company wishing to grow their customer base or loyalty. The importance of visual interface design has risen sharply since the introduction of smart phones and tablets and is becoming ever more complex. Executives now care more than ever about the visual interface and what it means to their brand. So how does one stand out? This talk will help designers create visual interfaces for dense, complex products and make their experiences memorable and useful. The talk highlights some of the key differences between more traditional visual design mediums and designing for the interface. It will also discuss how to design a unique visual interface but put the needs of users first, how to add surprise and delight to critical moments of the experience, and how craftsmanship and attention to detail can set you apart in a visually complex medium.

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“   ‘User experience’ encompasses all aspects of the end-user’s
    interaction with the company, its services, and its products. The
    first requirement for an exemplary user experience is to meet the
    exact needs of the customer, without fuss or bother. Next comes
    simplicity and elegance that produce products that are a joy to own,
    a joy to use. True user experience goes far beyond giving customers
    what they say they want, or providing checklist features. In order
    to achieve high-quality user experience in a company’s offerings
    there must be a seamless merging of the services of multiple
                                             “
    disciplines, including engineering, marketing, graphical and
    industrial design, and interface design.
                                                           Neilson Norman Group
PRINCIPLES
No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



USER-CENTRIC
THINKING
Put yourself in someone else’s shoes.


• Who is the audience?
• Is this really a good experience for the end user?
• Have I considered the entire experience, not just what’s
   in front of me?
   (Not just digitally, but in the real world as well)
• Even though it “works”, is there anything that can be
   improved to better the experience?
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Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up! Daniel Oertli (CIO, REA Group) and Jason Furnell (Experience Design consultant, ThoughtWorks) will discuss the changing role of UX in fast moving, Agile development environments, presenting case studies demonstrating the impact that a design-led approach has had at Australia’s No.1 real estate site (www.realestate.com.au). This talk will present concepts that will challenge your thinking and introduce you to new methods that will increase your impact as a designer working on software and business strategy projects. The Agile development methodology dramatically changes the role of designers: the build is the design. Agile concepts like ‘working software over comprehensive documentation’ and the disciplines of ‘just enough’ and ‘just in time’, mean that traditional, heavy weight specification documentation is no longer effective – or even possible. Practitioners need to find ways to ‘power up’ their design impact. Jason and Daniel will discuss how to use collaborative design as a ‘force multiplier’, share the experience of designing in real-time, and show you how to let go, be fearless and take your team with you on a journey that builds trust, buy-in and design momentum. They will challenge you to shift your focus; to make the transition to design thinking, and focus on design facilitation in order to increase the scale and complexity of the things you design.

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No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



CONTENT MATTERS
Content is the heart of your experience.




•   Do you know what content you have?
•   Is the content redundant, outdated, trivial?
•   Is your content static or will it change over time?
•   Do you have an overall content strategy?
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No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



CLEAR WORKFLOWS
A path! A path!




•   Can users get from A to B...easily?
•   Is it easy to move forward and back?
•   Is there too many steps or too few?
•   Can you tell where you are?
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SIMPLIFY
Less is more.




• What can I remove from this screen, interaction, or page
   so that the most important functionality is prominent?
• Can you explain why it really needs to be there?
• Is the purpose and function of this page convoluted by too
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• Can you say the same thing with less words?
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CONSISTENCY
Lather, rinse, repeat.




• Is the style guide or pattern library being followed?
• Are they violating expectations around established
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• Would interacting with anything in this system surprise a user?
• Are similar tasks completed in the same way throughout
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No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



PATTERNS &
MODELS
Don’t need to reinvent the wheel.


• Are well known patterns and models that people are used to,
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• Are there opportunities to standardize specific patterns or models
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Cover Flow




Pagination




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No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



DON’T MAKE
ME THINK
Make it easy and clear.


•   Are there clear signs for what to do and where to go?
•   Do you know what the primary goals for the user are?
•   Are you thinking in terms of features or needs?
•   Could your grandmother do the basics?
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No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



HONESTY &
TRANSPARENCY
Always the best policy.


•   Is it clear why they are collecting sensitive information?
•   Can you find help or contact resources easily?
•   Do they provide a secure environment?
•   Are instructions and directions clearly explained?
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Definition



           ZUCKERING
“   The act of creating deliberately confusing
    jargon and user-interfaces which trick
                                                      “
    your users into sharing more info about
    themselves than they really want to.
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                                  Electronic Frontier Foundation
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DESIGN PRINCIPLES
It’s still design, not science.




• Does it include basic design principles?
   (Balance, proportion, rhythm, emphasis, color, texture & lines)
• Does it use layout grids?
• Do components have enough spacing?
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No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10



ASK FOR FEEDBACK
Practice good listening skills.




• How do you know what you’ve done is best for the user?
• What questions do you have about the design that a user
  might answer?
• Are there places on the site that users can solicit feedback?
• Does the brand make communication with customers a
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Recap



GUIDING UX PRINCIPLES
  1   User-Centric Thinking           6   Patterns & Models

  2   Content Matters                 7   Don’t Make Me Think

  3   Clear Workflows                 8   Honesty & Transparency

  4   Simplify                        9   Design Principles

  5   Consistency                10       Ask for Feedback
WORKSHOP
The Scenario




Re-imagine how you buy a
    Kindle on Amazon
Breakdown



    10 GROUPS
   10 PRINCIPLES
3 PEOPLE PER GROUP
    30 MINUTES

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Process



           THE APPROACH
1 Ideation                                   3 Sketch
 • Individual brainstorm                      • Converge ideas
 • Anything goes – no critique                • Sketch your idea
 • Use the assigned UX Principle              • One paragraph description
    as a Lens


2 Refine                                     4 Present
 • Regroup                                    • Pick a speaker
 • Pick 2-3 ideas                             • Tell us about your group’s idea
 • Explore combinations & best traits
Reference



     CLASS NOTES
http://www.rsurrency.com/classnotes.html
QUESTIONS?
THANK YOU.
Carl Nelson                Jonathan Hung                  Robert Surrency
e: carl@carlrnelson.com    e: jonathan.a.hung@gmail.com   e: hello@rsurrency.com
t: @CarlRNelson            t: @JonathanHung               t: @RobSurrency

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Usability for Web Designers
Usability for Web DesignersUsability for Web Designers
Usability for Web Designers

This document discusses web usability for designers. It begins with an introduction to usability, providing examples of usability guidelines and techniques for do-it-yourself usability testing. Some of the key guidelines discussed include consistency and standards, error handling, recognition over recall, and limiting unnecessary content. The document also provides a navigation stress test technique for testing usability without user recruitment. Resources for learning more about usability include research firms, books, and organizations.

usabilitytric
Design Process | Tool 02: Scenario - Tool 03: Wireframe
Design Process | Tool 02: Scenario - Tool 03: WireframeDesign Process | Tool 02: Scenario - Tool 03: Wireframe
Design Process | Tool 02: Scenario - Tool 03: Wireframe

"A scenario is a description of a person’s interaction with a system. Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements. Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/

User Experience Design: 5 Techniques for Creating Better Websites and Applica...
User Experience Design: 5 Techniques for Creating Better Websites and Applica...User Experience Design: 5 Techniques for Creating Better Websites and Applica...
User Experience Design: 5 Techniques for Creating Better Websites and Applica...

The document discusses five techniques for improving user experience in website and application design: 1. Design early by incorporating user experience design into requirements gathering to better understand user needs. 2. Test early and often through prototyping, usability testing, and engaging users to iterate on designs before development is complete. 3. Make prototypes like sketches, flows, and mockups to generate ideas, get stakeholder buy-in, and test designs at low cost before implementing. 4. Focus on user behavior by asking open-ended questions about what users actually do rather than what they say they want. 5. Make "good mistakes" through exploratory prototyping to learn about problems and

user experience designnformweb design

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Guiding UX Principles

  • 1. GUIDING UX PRINCIPLES December 13, 2011
  • 2. WHO ARE WE? Carl Nelson Jonathan Hung Robert Surrency
  • 3. THANK YOU. Raised $606 = Educating 21 students for one year.
  • 4. WHAT IS USER EXPERIENCE?
  • 5. ‘User experience’ encompasses all aspects of the end-user’s interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company’s offerings there must be a seamless merging of the services of multiple “ disciplines, including engineering, marketing, graphical and industrial design, and interface design. Neilson Norman Group
  • 7. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 USER-CENTRIC THINKING Put yourself in someone else’s shoes. • Who is the audience? • Is this really a good experience for the end user? • Have I considered the entire experience, not just what’s in front of me? (Not just digitally, but in the real world as well) • Even though it “works”, is there anything that can be improved to better the experience?
  • 11. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 CONTENT MATTERS Content is the heart of your experience. • Do you know what content you have? • Is the content redundant, outdated, trivial? • Is your content static or will it change over time? • Do you have an overall content strategy?
  • 14. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 CLEAR WORKFLOWS A path! A path! • Can users get from A to B...easily? • Is it easy to move forward and back? • Is there too many steps or too few? • Can you tell where you are?
  • 17. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 SIMPLIFY Less is more. • What can I remove from this screen, interaction, or page so that the most important functionality is prominent? • Can you explain why it really needs to be there? • Is the purpose and function of this page convoluted by too many visual elements, buttons, form fields? • Can you say the same thing with less words?
  • 22. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 CONSISTENCY Lather, rinse, repeat. • Is the style guide or pattern library being followed? • Are they violating expectations around established interface guidelines? • Would interacting with anything in this system surprise a user? • Are similar tasks completed in the same way throughout the system? • When they updated their product, is the functionality and content in the locations people expect?
  • 27. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 PATTERNS & MODELS Don’t need to reinvent the wheel. • Are well known patterns and models that people are used to, difficult to use or interact with? • Are there opportunities to standardize specific patterns or models to be more consistent with what people are used to?
  • 29. Cover Flow Pagination Checkout Workflow
  • 31. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 DON’T MAKE ME THINK Make it easy and clear. • Are there clear signs for what to do and where to go? • Do you know what the primary goals for the user are? • Are you thinking in terms of features or needs? • Could your grandmother do the basics?
  • 34. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 HONESTY & TRANSPARENCY Always the best policy. • Is it clear why they are collecting sensitive information? • Can you find help or contact resources easily? • Do they provide a secure environment? • Are instructions and directions clearly explained?
  • 39. Definition ZUCKERING “ The act of creating deliberately confusing jargon and user-interfaces which trick “ your users into sharing more info about themselves than they really want to. Tim Jones Electronic Frontier Foundation
  • 40. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 DESIGN PRINCIPLES It’s still design, not science. • Does it include basic design principles? (Balance, proportion, rhythm, emphasis, color, texture & lines) • Does it use layout grids? • Do components have enough spacing? • Is there a visual and information hierarchy?
  • 46. No. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 ASK FOR FEEDBACK Practice good listening skills. • How do you know what you’ve done is best for the user? • What questions do you have about the design that a user might answer? • Are there places on the site that users can solicit feedback? • Does the brand make communication with customers a core value?
  • 49. Recap GUIDING UX PRINCIPLES 1 User-Centric Thinking 6 Patterns & Models 2 Content Matters 7 Don’t Make Me Think 3 Clear Workflows 8 Honesty & Transparency 4 Simplify 9 Design Principles 5 Consistency 10 Ask for Feedback
  • 51. The Scenario Re-imagine how you buy a Kindle on Amazon
  • 52. Breakdown 10 GROUPS 10 PRINCIPLES 3 PEOPLE PER GROUP 30 MINUTES
  • 53. Process THE APPROACH 1 Ideation 3 Sketch • Individual brainstorm • Converge ideas • Anything goes – no critique • Sketch your idea • Use the assigned UX Principle • One paragraph description as a Lens 2 Refine 4 Present • Regroup • Pick a speaker • Pick 2-3 ideas • Tell us about your group’s idea • Explore combinations & best traits
  • 54. Reference CLASS NOTES http://www.rsurrency.com/classnotes.html
  • 56. THANK YOU. Carl Nelson Jonathan Hung Robert Surrency e: carl@carlrnelson.com e: jonathan.a.hung@gmail.com e: hello@rsurrency.com t: @CarlRNelson t: @JonathanHung t: @RobSurrency