intro to user experience design

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Intro to UX Design for developers

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These are the slides I used for the presentation "Intro to UX Design" at the Pittsburgh Code Camp on April 30th 2011

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Page 1: Intro to user experience design

Intro to UX Designfor developers

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Agenda

• What is UX design • Why is it important• User-centric design principles • Techniques, tools, books and more

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WHAT IS IT ANYWAY?User Experience Design. Hmm..

Make it as simple as possible. But no simpler.

- Albert Einstein

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USER EXPERIENCE

Usability

Information architecture

Accessibility

Marketing

Interaction design

Ergonomics

System performance

HCI

Human factors

Branding

UI design

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WHY BOTHER? Doesn’t sounds too practical..

If the user can't use it, it doesn't work.

- Susan Dray

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New Healthcare System - Explained

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Afghanistan Stability Plan

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SO WHAT CAN WE DO ABOUT IT?

Looks depressing..

Don't make me think.- Steve Krug

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Know and Love

usability guidelines

your users

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DESIGN GUIDELINESKnow and love..

by Jakob Nielsen

 Easy is Hard- Peter Lewis

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1. Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

Progress indicators, status bars, green checkmarks..

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2. Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order

“string cannot be empty”, “object cannot be found”

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3. User control and freedomUsers often choose system functions by mistake and will need

a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue.

Undo and redo, cancel button, breadcrumbs, back button

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4. Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

Do not invent. Reuse.

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5. Error preventionEven better than good error messages is a careful design

which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

Auto-focus, form validation, auto-suggest

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6. Recognition rather than recall

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

Auto-complete, instant preview, history

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7. Flexibility and efficiency of use

Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

Shortcuts, hotkeys, search, breadcrumbs

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8. Aesthetic and minimalist design

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

Contrast, repetition, alignment, proximity. Software as magic

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9. Help users recognize, diagnose, and recover from errors

Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

Do not punish the user, help and comfort them instead

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10. Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary to provide it. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Hot triggers, links to help

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YOUR USERSKnow and love..

 The user is NOT a lower life form- Ken Becker

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Learn more about our users!

• They are not like us

• They are not who we think they are

• There is no “average user”

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Let’s ask the users! Right?

Nope. Wrong.

Learn to really listen to your users

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Personas

Alexander

Mary

Steven

StefaniHelen

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Usability Testing

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Wireframes

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More.. Start small, grow big. Prefer enhancements over features Software should be designed with tasks in mind, not

features Evil checkboxes and not user-friendly dropdowns Navigation mantra: know where you are, what can you do,

how to go back Use your own product Get out there and see your users.

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Nobody is perfect…

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Books

Balsamiq Mockups

Tools

Pencil Project

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QUESTIONS?Thank you

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Anna Abovyan

http://www.google.com/reader/shared/yaluna

http://www.linkedin.com/in/annaabovyan

[email protected]