User Tools
Usability/User Experience Design - Theory
Author: Michelle McCausland
This page contains the notes taken from the UX training course “UX Foundation Online” provided by 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