become a user experience designer in 45 minutes
TRANSCRIPT
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Become a User Experience Designer in 45 MinutesBy Sara Summers
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Design can seem like a black art.
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The toys, messy desks, strange lingo…
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User experience is all around us.
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User experience can be reduced to one idea:
The practice of design that is on behalf of the user in order to bring about purposeful change
and meaning.
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…I will tell you to sketch, prototype and be a savvy storyteller.
Oh and test, test, test.
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…I will tell you to sketch, prototype and be a savvy storyteller.
Oh and test, test, test.
Let’s start with understanding…
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It is no longer acceptable to simply serve user’s needs.
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People want:
delight, discoverability, fun, enchantment, rewards, excitement,
connection, goals, direction, participation, generosity, exploration,
play, engagement, serendipity, seduction
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No problem right?!
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TYPICAL REQUIREMENTS LIST
- Technology constraints
- What we think we want
- What someone else told us we need
- The internal org legacy decision
- What the competitor has
- What executive management insists we need
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UX takes diverse view points and maps a cohesive direction.
• Clear • Actionable• Insightful• Humanized Ideas
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REQUIREMENTS LIST- Technology constraints
- What we think we want
- What someone else told us we need
- The internal org legacy decision
- What the competitor has
- What executive management insists we need
People’s aspirations say more about what they truly desire than
past behavioror what they say
they want.
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People’s aspirations say more about what they truly desire than
past behavioror what they say
they want.
REQUIREMENTS LIST- Technology constraints
- What we think we want
- What someone else told us we need
- The internal org legacy decision
- What the competitor has
- What executive management insists we need
HUMAN
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Psychology
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UX Problem 1: We have to have a sign in page
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Awesome, I want to play with that…
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Ughhhhhhh…
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Ok, almost there…
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Why is this one better?
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You can still see why you are there and it
looks like nearly instant reward.
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UX Problem 2:Our product has a lot of forms to fill out
(either task driven or data collection based)
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Typical form layout
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*Everything is required
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Unclear/ Duplicate info?
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Huh, this looks easy…
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I can jump right in…
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If you either want or need people’s data, make it clear, dead simple and ENJOYABLE.
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Web Form Design by Luke Wroblewski
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An organized, useable product or application isn’t enough anymore.
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UX patterns help people get things done (and have fun doing it).
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Experience patterns for people:
Task progression:indicators, orientation & engagement
Transitions:recognition, reassurance & status
Getting things done:directives, online brain & human(ize) error
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Task progression: Satisfies and serves user’s goals.
indicators
orientation
engagement
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Transitions: ‘Is this thing on?!’ Calming frustration & fostering delight.
recognition
reassurance
status
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Getting things done: Task easing, comfort and memory.
directives
online brain
human(ize) error
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More great patterns here:
quince.infragistics.com/
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Game Theory
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Mashable.com - December 2009
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Mashable.com - December 2009
18 Million69 MillionActive, monthly players
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What is the deal?!
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Farmville has the secret sauce:
Your real friends…
…who you can gift (free!!)
Easy and enjoyable to play.
Tons ways to connect and customize.
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Friends: reciprocity and teamwork required.
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Learning: easy start w/ depth for skill and mastery.
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Customizable: Zynga listened to user feedback.
Don’t want to farm veggies? They made flowers, vineyards,
extra livestock.
No pets in Farmville? They made dogs.
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- Sid Meier, Civilization
“…a series of meaningful choices.”
Games and UX are:
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Easy enough…
A good, contagious game has:
- Points- Badges- Levels- Status
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A good, contagious game has:
- Points – Encourage & reinforce good behavior
- Badges – Acknowledge completion & participation
- Levels – Reward milestones & unlock more stuff
- Status – Top User benefits; runs discussions, perks
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A good, contagious game has a SOUL.
- Relevant – adds to my life
- Realistic – fits into my life
- Trustworthy – I do good things/makes me better
- Intrinsic – Learn, problem solve, help out, desirable
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What happens when we don’t reward correctly?
People feel deceived, bribed and despise you for it.
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Understanding human incentives:Punished by Rewards by Alfie Kohn
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Amazing game theory: The Art of Game Design by Jesse Schell
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Ubiquity
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Ubiquitous computing
The term was coined by Mark Weiser, Chief Technologist at Xerox Research, in 1988…
…describes human-computer interaction where information processing completely integrated into
everyday objects and activities.
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Ubiquitous computing
Launched research around:
- Distributed and mobile computing- User experience and interaction- Content and context awareness
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Ubiquitous computing
Defines devices that THINK and improve day to day life.
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“In this world of ubiquitous computing, where there are different types of
information appliances - your car, your watch, your phone - how do these things work together as a society of appliances
that exists within a society of people.”
- Bill Buxton, on the future of experience design
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We have a lot to design and build for…
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Tools should enable and drive the content not just the structure or device.
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The tools connect our experiences…so we can focus on context and user goals.
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…so you can be experience INNOVATORS