user experience. a definition and 6 lessons

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This is a presentation I delivered for the Irish Internet Association and UXPA

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10.04.2013

User ExperienceA definition and 6 lessonsDamian Cranney

• An Introduction• Defining User Experience• 6 Things I’ve Learned

Hi! I’m Damian.

Trust me, I’m a (product) designer

Big Motive is a Creative Technology business.We apply insight, design and technology to create digital products that make the real world work better.

We develop apps, games, video and web technologies for mobile, connected TV and beyond.

We work in lots of industries but especially love media, fashion, travel, education and tech start-ups.

New PlatformsWebsites / eCommerce Mobile / Tablet Connected TV

BBC TWOJames May’s Things You Need to Know — iPhone App

NATIONAL TRUSTAugmented Reality Tourism App

CHANNEL 4Paralympics Samsung SmartTV App

SENDMYBAG.COMBrand Identity & E-Commerce Website

NET-A-PORTERLive Kinect Game

Definition.What is User Experience?

User Experience research

User interface design

Service design

Brand experience

Interaction design

Information architecture

Experiential design

Product design

User Experience

Trust me, I’m a (UX/UI) designer

Breakfast UX

Source: Ed Lea

Source: Ed Lea

Source: Ed Lea

Source: Ed Lea

Source: Ed Lea

UI = how it looks UX = how it makes me feel

What do you know about UX?

Henry DreyfusStandardising products

Donald NormanDesigning Everyday Things

Victor PapanekDesigning for the Real World

Dieter RamsBeauty in Reduction

Lesson 1. Iteration

UX is not a creative act

... but a process of successive improvements based on validated learning

Start early and go off and do something else...

Drafting (iterate) in short frequent bursts...

Perpetual Beta

Agile development process and plan to launch a private beta.

Build it, launch it, improve it, repeat.

Lesson 2. Prototyping

The Lean Startup, Eric Ries

‘Minimum Viable

Product’

Prototype your idea quickly – use

raw materials

What can you do to prove your concept,

before you waste time on serious work?

Lesson 3. Product Systems

Creativity is just connecting things. When you ask creative people how

they did something, they feel a little

guilty because they didn't really do it,

they just saw something. It seemed

obvious to them after a while.

— Steve Jobs

39

Lesson 4. Users, not Customers

77% of US CEOs are

revising strategies in

response to consumer

demand.

Source:

PWC 2012 Global CEO Survey

User feedback is driving strategic changes

77%

Branding is a by-product of having a great product that people love to use.Hans Snook, Founder, Orange Telecom

Make power, not steam

Lesson 5. Patterns

Planning is essential. Plans are useless.

General Stanley McCrystal.

Everyone has a plan until they get punched in the face.

Mike Tyson

Rseaerch icntidaes taht the oerdr of the ltteers in a wrod dnsoe’t relaly mettar. Waht relaly mtteras is the frist and lsat leettr in the wrod. If tehy are in the rhgit palce, you can raed the wdors.

Design for coherence over consistency

Lesson 6. Story-telling

1. Iteration - start early

2. Prototyping - iterate quickly

3. Product Systems - are you creating a product or a platform?

4. Users, not Customers - what can your audiences do through you?

5. Patterns - what can you learn from existing patterns?

6. Story-telling - engage users through relevant stories

BELFAST

21 TALBOT STREETCATHEDRAL QUARTERBELFAST BT1 2LD

@BIG_MOTIVE

BIGMOTIVE.COM

ThanksLONDON

27 PAUL STREET SHOREDITCHLONDON EC2A 4JU

Email DC@BIGMOTIVE.COMTwitter @DEECAST

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