Download - What's UX anyway?
I design wonderful things with other people.
Co-founder with background in IxD, design and business. Into wearing name tags, apparently.
User experience (UX) refers to a person’s emotions and attitudes about interacting with a (digital) product.
User experience (UX) refers to a person’s emotions and attitudes about interacting with a (digital) product.
related services (CX)
brand as a whole (BX) +
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User experience (UX) refers to person’s emotions and attitudes about interacting with a (digital) product.
related services (CX)
brand as a whole (BX)
sociocultural
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http://bit.ly/2k5dV7b
M. Hassenzahl
“Good UX is the consequence of fulfilling the human needs for autonomy, competency, stimulation (selforiented), relatedness, and popularity (others-oriented), through interacting with the product or service (i.e., hedonic quality). Pragmatic quality facilitates the potential
fulfilment of be-goals.”
DO BEPRAGMATIC GOALS HEDONIC GOALS
Chatting
Buying a plane ticket
Taking an online course
Being part of a tribe
Being cool
Becoming professional
DO BEPRAGMATIC GOALS HEDONIC GOALS
Useful, usable Delightful Entertaining
Fast
Delicate
Will this product accomplish
what I want to do?
Why am I using it?
DO “Want to find a cool place to visit”
BE “Want to be adventurous”
ACTION Looking for means and places that are more or less related
Outcome scenario User searches inspiring destinations based on her location (budget, etc…), so that she can check travel details and book a trip.
ACTION Looking for means and places that are more or less related
better “browses”
better + “explores”
Research
Interviews
Surveys
Second hand data, e.g.
Some
Competitor research
Publications
Passive observation
Active participation
What’s out there?
SynthesisWhat did we learn?
“completing”, “creating a habit”, “learning”, “do-and-leave”…
Personas
Scenarios
User (customer) journey
Use cases
User stories
Empathy maps
Roleplay
Goals
Artefacts
Design
Scope, e.g.
Must-could-should-would to-does
Priorities
Blueprints
Card sorting
Paper prototypes
Wireframes (various fidelity)
Diagrams, flowcharts
Styleguides
Look, feel, behaviour
Product
How do we make it work?
Testing
Usability testing, e.g.
Interviews
Walkthrough
Wizard of Oz
Analytics
Heuristic evaluation
Learnings
Improvement priorities
How should we improve it?
Being users’ spokesperson
Facilitating design
Encouraging & supporting
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Also…
Working with others+
1.
The way we study user’s experience and interaction with the (digital) products depends on many things, such as fidelity, time scope, audience and purpose of the research.
2.UX design is about making intelligent guesses of how people would interact with your product and what would make the experience great.
The design can be supported with all sort of creative approaches and tools.
3.
Don’t do UX design in a silo.
Just have it as main part of your business. It’s faster, cheaper and easier that way.
To read & follow
Alan Cooper Don Norman Stephen Anderson Janne Jul Jensen Marc Hessenwahl Virpi Roto Effie Law Jesse James Garrett
A list apart All about ux .org Smashing mag
IXDA UXify Helsinki
References
J. Forlizzi & K. Batterbee, “Understanding experience in interactive systems”http://repository.cmu.edu/cgi/viewcontent.cgi?article=1045&context=hcii
M. Hassenzahl, “User Experience (UX): Towards an experiential perspective on product quality”https://pdfs.semanticscholar.org/0cb1/fa252c510e2376b257c6a77e32a890792f81.pdf
Roto et al. “User Experience White Paper”http://www.allaboutux.org/files/UX-WhitePaper.pdf