====== 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