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design:usability_design_-_theory [2017/10/19 13:33] mmccdesign:usability_design_-_theory [2021/06/25 10:09] (current) – external edit 127.0.0.1
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 +====== Usability/User Experience Design - Theory ======
 +
 +Author: Michelle McCausland
 +
 +This page contains the notes taken from the UX training course "UX Foundation Online" provided by [[http://uxtraining.com|UXTraining.com]]
 +
 +
 +----
 +
 +===== UX Theory  - What is UX =====
 +
 +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?
 +
 +
 +Product Integrity
 +- It is easy for the voice of the product or user to become lost amongst stakeholders, developers, PR, etc.
 +- The user experience designer's role is to represent the user and the product
 +
 +Product Desirability
 + * Viability - money - how viable is it to produce the product or service?
 + * Feasibility - technology/dev - how feasible is it to create this product using current tech/dev?
 + * 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/service?
 + 2. Is our product going to solve this problem?
 + 3. Is the experience good
 +
 +
 +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**__
 +
 +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
 + * >>>>>> Cuts grass quickly and easily. Consider the goals before you consider the features
 +
 +
 +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
 +
 +
 +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: the more specific your goals the better the product / the wider the audience
 +
 +**Mental model** - how I think it works based on my previous experience e.g. driving in US vs in Europe
 +
 +**Design model** - how it works
 +
 +
 +
 +
 +