user experience design process

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USER EXPERIENCE DESIGN PROCESS ESD Web Team Mike McCoy 11/15/2010

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Page 1: User experience design process

USER EXPERIENCE DESIGN PROCESS

ESD Web Team Mike McCoy 11/15/2010

Page 2: User experience design process

SOME TERMINOLOGY

Ò Human Factors Engineering Ò Usability Ò User Centered Design Ò User Experience Design

Page 3: User experience design process

HUMAN FACTORS ENGINEERING

Ò  The Science of Understanding Human: É  Capabilities É  Limitations É  Perception É  Cognition

Ò  Using that Data to Design/Engineer: É  Tools É  Systems É  Processes É  Environments É  ‘Experiences’

Ò  Roots - WWII Cockpit Design

Page 4: User experience design process

USABILITY

Ò  A set of characteristics present in products: É  Ease of use É  Intuitiveness É  Effectiveness É  Learnability É  User Satisfaction É  Aesthetic, Simplicity, Elegance, Coolness, Appeal . . .

Ò  Thought leaders in field: É  Identified principles/rules describing characteristics

present in highly usable products (Nielsen, Norman, Constantine)

É  Created methods for engineering/assessing usability É  A method to measure the quality of a user’s

experience with a product – its ‘User Friendliness’. É  Usability Engineering

Page 5: User experience design process

WHY ARE WE STILL HERE?

Page 6: User experience design process

USER CENTERED DESIGN

Ò  A design ‘strategy’ from Vredenberg, IBM Ò  Six Principles of User Centered Design:

1.  Set Business Goals – target market, intended users, primary competition

2.   Understand Users – driving force behind all design 3.   Design the Total Customer Experience – everything they see, hear,

touch is designed together 4.   Evaluate Designs – Gather user feedback quickly and vigorously. Use it

to drive and continuously improve product design 5.   Assess Competitiveness – Relentlessly focus on the different ways

users currently execute tasks. Design to add value to that. 6.   Manage for Users – integrate user feedback into all decision making,

product plans and priorities

Page 7: User experience design process

UCD IN THE HARTFORD’S FRAMEWORK

Page 8: User experience design process

A SAMPLE UCD PROCESS

End User Research &

Contextual Inquiry

Personas, Task Analyses & User Stories

Conceptual Mockups &

Info Architectures

Wireframes &

Prototypes

Interaction Design Scenarios

Usability Evaluation

Iterative, Participatory Design

Between Product Team & Users (UCD)

Page 9: User experience design process

USER EXPERIENCE DESIGN

Ò  Designing the nature of the experience you want a user to have as they interact with all aspects of a product and its provider: É  Locating/Purchasing – Web Site Stickiness!! É  Delivery É  Packaging É  Installation É  First Impression É  Learning Curve É  Use É  Support É  Upgrade É  Reuse

Ò  “Successful UXD is not just about making easy to use interfaces, it’s about doing good business.” (Tremaine, Battista)

Ò  Is not an attempt to design a subjective experience for users Ò  New focus on balancing user, business, marketing, technology needs

Page 10: User experience design process

USER EXPERIENCE DESIGN PROCESS

Dr. M. Tremaine, R. Battista and Dr. Y. Chen

Page 11: User experience design process

CONTEXTUAL INQUIRY (END USER RESEARCH)

Ò An ethnographic data collection method that involves observing users in their work setting É Who are my users? What are their goals, needs? É What do they need to do with the product? É What words do they use to name objects in the

their work place? É What actual tasks they perform (not just what they

say they do)? É What are their major pain points and roadblocks? É How can their product or process be improved?

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CONTEXTUAL INQUIRY - ARTIFACTS

Ò Data collected can be used to produce: É Personas - Illuminates the users we are designing

for at a low or high level. An abstraction of users. É Task Analyses – Understand, Map and Optimize

task flow É Use Cases, Scenarios of Use, User stories -

Integrates well with Agile’s ‘User Stories’. É Requirements

Page 13: User experience design process

SET DESIGN GOALS - UP FRONT

Ò  Negotiated between users and designers. Ò  Objective, measureable (not subjective,

ambiguous) Ò  Identification and Analysis of:

É What users really do, not just what they say they do; what do they really want?

É How users are likely to use a product (not always how we envision it)?

É What are the usability needs? É What are the business’ present and future needs? É How will this effort impact market position and create

competitive advantage?

Page 14: User experience design process

SET DESIGN GOALS - FOR FINISHED PRODUCT Ò  Business:

É  Improve productivity É  Reduce error É  Improve effectiveness É  Reduce training, calls to help desk É  Reduce Development Time and Cost by avoiding unnecessary features,

producing properly conceived ones Ò  End User:

É  Reduce stress and fatigue É  Increase job satisfaction É  Motivate and Persuade É  Higher Acceptance

Ò  Market: É  Create Pride of Ownership É  Be First to Market É  Create Competitive Advantage É  Maintain/Enhance Reputation

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DESIGN THE USER INTERFACE

Ò  Determine Basic Interface Operation É  Platform – Mobile, Desktop É  Basic Functions É  Are we Going to Copy or Innovate?

Ò  Identify Conceptual Model É  Draft Basic Look and Feel É  Matched to User’s Mental Model to Business Model É  Begin Information Architecture

Ò  Prioritization and Location of Functions É  What features are built; when (drawn from Goals) É  Determine Screen Flows, Task Flows, Interaction Paradigms

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DESIGN THE USER INTERFACE - ARTIFACTS

Ò More Terminology . . .

Page 17: User experience design process

DESIGN THE USER INTERFACE - ARTIFACTS

Ò A Mockup: É Used to ‘sell’ or get

buy-in on an idea. É Usually full color and

very detailed É Hint at behavior and

function, but don't explicitly state it É Often used for proposing enhancements or new

features

Page 18: User experience design process

DESIGN THE USER INTERFACE - ARTIFACTS

Ò A Wireframe: É A blueprint or a

schematic that can be used to help build the finished product.

É Typically shows several views of the system

É  Is visually a step back from the mockup

Page 19: User experience design process

MORE ABOUT WIREFRAMES

Ò  Used as a basis for a conversation about design direction Ò  Used to answer questions:

É  What is the high (or low) level page structure? É  What content will appear on the screen and where? É  What are the organizing principles – task, information architecture, etc?

Ò  Used to clarify assumptions Ò  Method can change based on several factors:

É  Complexity of problem domain É  Level of assumption É  Magnitude of ‘unknowns’ É  Project type - new application vs enhancement É  Expected shelf life É  Business criticality É  Urgency to project

Ò  Should use whatever means necessary (low/med/hi fidelity; small or large scope) to get the point across, have the conversation, answer questions, clarify assumptions

Page 20: User experience design process

INFORMATION ARCHITECTURES

Ò  Based in Library and Information Science.* Ò  An opportunity to analyze the language and concepts

used in the problem domain. Ò  Map out how they interrelate or overlap. Ò  A first step toward establishing the sign posts and

waypoints that will guide a user as they navigate or ‘forage’ through the interactive system (Krug)

Ò  Establishes ‘Lay of the Land’ * Is not wireframing, but you can’t wireframe without it

Page 21: User experience design process

INTERACTION DESIGNS & SCREEN FLOWS

Ò  Take the wireframe concept a step further – Behavior, Interaction, Conversation

Ò  Used to answer questions about the conversation between User and System É  What experience does the user have in the language of this conversation? É  What behaviors and interactions are present on the screen (calculations,

input methods, manipulation methods, integration with other screens) É  How will the conversation flow (i.e. can we enumerate the conversation)? É  What interaction design patterns can we use to optimize this

conversation?

Ò  These artifacts also change based on context – complexity, assumption, project type, longevity, business criticality and urgency

Page 22: User experience design process

EVALUATE THE DESIGN MODEL

Ò Typically Quick and Dirty Methods for Getting the Low Hanging Fruit: É Cognitive Walkthroughs É Heuristic Evaluation – An Expert Review É User Walkthroughs É Quick Prototyping (e.g. Axure)

Page 23: User experience design process

BUILD PROTOTYPES Ò  A Prototype:

É A simulation or partially functional treatment of the proposed product.

É Some prototypes pursue a specific use case (weapons systems); others take a broader approach (full look and feel).

É Supports Iterative Testing and Review

É Retains Buy-In É Allows you to make

mistakes early and more inexpensively.

Page 24: User experience design process

TEST PROTOTYPES

Ò Usability Evaluation É A formal process using representative users in a

simulated, but realistic environment. É Structured data collection and execution (Task-

Based) É Captures rich data

Ð Audio, video, interactions Ð Quantitative Data - Number of Errors, Time on Task Ð Quantitative Feedback – Likes/Dislikes

É Should be Performed Iteratively Ò Expert Reviews are still beneficial in this phase

Page 25: User experience design process

PROTOTYPE TEST CLIP 1: COMPLETING A TASK

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PROTOTYPE TEST CLIP 2: MEETING GOALS

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PROTOTYPE TEST CLIP 3: PARTICIPATORY DESIGN

Page 28: User experience design process

EVALUATE TEST RESULTS

Ò How well did the prototype perform against design goals set at start of process? É Quantitative is best, Qualitative is useful É Compare the results to a baseline or hypothesis É Were new issues uncovered?

Ò Determine whether goals were met: É  If goals met: freeze design or negotiate change to

goals (if new problems uncovered) É  If goals not met: change design or negotiate change

in goals (if change is too costly)

Page 29: User experience design process

FINAL THOUGHTS

Ò This process is scalable to the needs and phase of each project.

Ò Some UX work is better than none at all. Ò 8-10 users can typically uncover about 90% of

a system’s design and usability flaws. (Source: Nielsen)