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| + | ====== Usability/ | ||
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| + | Author: Michelle McCausland | ||
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| + | This page contains the notes taken from the UX training course "UX Foundation Online" | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== UX Theory | ||
| + | |||
| + | What is user experience: | ||
| + | |||
| + | * What it feels like to use a product or service | ||
| + | * The emotional response to using a product or service | ||
| + | |||
| + | 3 Types of Design: | ||
| + | 1. Functional - What a product is built to do | ||
| + | 2. Aesthetic - How does the product look? | ||
| + | 3. Experience - What does it feel like? | ||
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| + | Product Integrity | ||
| + | - It is easy for the voice of the product or user to become lost amongst stakeholders, | ||
| + | - The user experience designer' | ||
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| + | Product Desirability | ||
| + | * Viability - money - how viable is it to produce the product or service? | ||
| + | * Feasibility - technology/ | ||
| + | * Desirability - customer - how desirable is this product to the customer / end user? | ||
| + | |||
| + | |||
| + | How do I identify desirability? | ||
| + | Ask the following questions: | ||
| + | 1. Is there a problem to be solved with this product/ | ||
| + | 2. Is our product going to solve this problem? | ||
| + | 3. Is the experience good | ||
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| + | |||
| + | Product Design Process - continuous improvement cycle - Agile | ||
| + | * Research - define the problem | ||
| + | * Design - define the solution, sketch and wireframe | ||
| + | * Build - build the product | ||
| + | * Test | ||
| + | |||
| + | |||
| + | Essentially: | ||
| + | * Define the problem | ||
| + | * Solve the problem | ||
| + | * Build the problem | ||
| + | * Test | ||
| + | |||
| + | Benefits of this design process: | ||
| + | + High fidelity output | ||
| + | + A clear vision is defined from the start | ||
| + | + Defined process structure | ||
| + | + Ideas can be iterated cheaply with "throw away" prototypes | ||
| + | |||
| + | It may be tempting or pushed upon the team to skip phases such as research and design due to time / money constraints: | ||
| + | - You would not build & design a building at the same time! | ||
| + | - The goals are not clearly defined and may not be understood | ||
| + | |||
| + | UX Exists to solve a problem! | ||
| + | If technology was easy to use then UX would not exist. | ||
| + | |||
| + | Consider Computers Vs Humans | ||
| + | * Computers are logical, humans are not | ||
| + | |||
| + | The danger of features | ||
| + | * Features are not always a good thing | ||
| + | * Simple interfaces are easier to understand | ||
| + | * Additional features involve trade-off as they increase complexity, cause clutter, become less intuitive | ||
| + | |||
| + | Ask the following questions when considering features: | ||
| + | 1. Does anybody need it? Prove this with research | ||
| + | 2. What is the trade off / impact of implementing this? | ||
| + | 3. Is it worth it, in terms of cost / time / resources? | ||
| + | |||
| + | |||
| + | __**FACT - 80% users use 20% features**__ | ||
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| + | Features Vs Goals | ||
| + | The number 1 reason why start ups fail is there is no market need for the product or service! | ||
| + | |||
| + | Can you guess the product? | ||
| + | * Four wheels with rubber tires | ||
| + | * Internal combustion engine | ||
| + | * Suspension system | ||
| + | * Transmission connecting engine to drive wheels | ||
| + | * Transmission and engine mounted on metal chassis | ||
| + | * Break mechanism | ||
| + | * Steering wheel | ||
| + | * Seat in line with steering wheel | ||
| + | * >>>>>> | ||
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| + | |||
| + | Prioritize features based on main use cases over edge cases | ||
| + | * Not all use cases are equal (80 20 rule) | ||
| + | * Edge cases are seldom used features | ||
| + | * Adopt progressive disclosure - provide what the user wants as it is needed | ||
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| + | |||
| + | Rules for prioritizing: | ||
| + | * Top priorities - Things most people do most often | ||
| + | * Medium priorities - Things some people do, somewhat often | ||
| + | * Edge cases - Things few people do, infrequently | ||
| + | |||
| + | List the features of the ems and prioritize features! | ||
| + | |||
| + | Design target: | ||
| + | * Goals - what the user is trying to do / the problem they are facing | ||
| + | * Behaviors - Things people will do | ||
| + | * Context - social, physical environment where the design is used | ||
| + | |||
| + | Paradox of specificity: | ||
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| + | **Mental model** - how I think it works based on my previous experience e.g. driving in US vs in Europe | ||
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| + | **Design model** - how it works | ||
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