User Experience Design.
User Experience Design.
background
Canucks
Class
introductions
2
CLASS STRUCTURE
Exercises - activities to learn key techniques Assignment - documents youll hand in for grades Readings - More details on many class topics
CLASS ASSIGNMENT
Build
Graded
Inforamtion Architecture (40%) Wireframes 3 key pages for desktop web (30%) Wireframe 3 key pages for mobile web (30%)
If
Class 1 - User research and competitive analysis Class 2 - Determine key tasks, Information Architecture Class 3 - Web wireframing Class 4 - Mobile wireframing and usability testing
Introduction Competitive Analysis Heuristic Evaluation Gathering Requirements Information Architecture Navigation Wireframing Interaction Design Web UI Design Mobile UI Design Usability Testing Future Interfaces
COURSE WEBSITE
http://www.optimalinterfaces.com/bcit Course Course Full
outline reading
Useful
Contact
OVERVIEW OF SESSION 1
What Why
Introduction
Evaluation
User Interface Design (UID) User Experience (UX) Interaction Design (ID) Usability Engineering (UE) Human-computer Interaction (HCI) Human Factors Engineering (HFE) Information Architecture (IA) Business Analysis (BA)
8 User Interface Design: A practice that involves taking a set of requirements and designing a human-computer interface to enable users to simply and efciently accomplish their goals. Usability Engineering: A general term used to describe the complete interaction design cycle including: requirements gathering, prototyping and usability testing. Human-Computer Interaction: A broad term used to describe both software and hardware interface designers. Typical HCI professional include both ergonomists and interaction designers. Human Factors Engineering: Another broad term used to describe both software and hardware interface designers. Typical Human Factors Engineers include both ergonomists and interaction designers. Information Architecture: The practice of taking a large amount of information and organizing in a manner that makes it easy for users to nd what they are looking for. Typical Information Architects include both lybrianians and interaction designers. Business Analysis: A general term used to describe the process of determining, optimizing and quantifying business (and sometimes) user requirements. Interaction Design: The practice of designing practical, usable and engaging user interfaces for software and hardware systems. More information: Dening User Interface Design - http://www.iawiki.net/DeningTheDamnThing What does a UX strategist do? (March 2012) - http://www.uxmatters.com/mt/archives/2012/03/what-does-a-ux-strategist-do.php
an interface so that it does what the user wants and gets them to their goal efciently and effortlessly.
Whenever the number of functions and required operations exceeds the number of controls, the design becomes arbitrary, unnatural and complicated. The same technology that simplies life by providing more functions in each device also complicates life by making that device more difcult to use. (Norman, 1988)
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Recovery
Satisfaction
11 Image: Japanese train schedule showing not only the schedule of the trains but the type of train and elevation of the tracks. No doubt the creator of the schedule completely understood how to use it... its doubtful that many others could gure it out. Principles of Interface Design Learnability: The system should be easy to learn so that the user can rapidly start getting some work done with the system. Efciency: The system should be efcient to use, so that once the user has learned the system, a high level of productivity is possible. Memorability: The system should be easy to remember, so that the casual user is able to return to the system after some period of not having used it, without having to learn everything all over again. Error recovery: The system should have a low error rate, so that users make few errors during the use of the system, and so that if they do make errors they can easily recover from them. Further, catastrophic errors must not occur. Satisfaction: The system should be pleasant to use so that users are subjectively satised when using it.
ON A DAY-TO-DAY BASIS
12 20% Requirements gathering - Collecting and documenting business needs - Ensuring that users requirements are being met 50% Interaction design / Information architecture - Information architecture - User Centered Design - Wireframing 30% User testing - Heuristic evaluation - Usability testing
GENIUS DESIGN
One
or several subject matter experts or designers making all the decisions on what users will want within an interface. on key decisions being correctly made by a genius in order for the design to work for users. majority of websites even today are created by genius design.
Relies
Vast
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Keeping
design
Much
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EXPERIENCE DESIGN
Taking the interface from something that user must use in order to get their task done to something they want to use all the time. Understanding that poor interaction and user experience lowers the users perception of your brand. Apple virtually created the eld.
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RETURN ON INVESTMENT
No
1 in 7 cell phones are return with no faults found (2006). More than 25% of Wireless Routers are also returned with no faults found (2007). New Yorkers rate usability 3:2 higher than looks when choosing a new mobile phone (2007) Spending 10% of a projects budget on user interface design shows an 83% return on investment. (Neilsen, 2008)
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RETURN ON INVESTMENT
IBM spent $20k redesigning a universal log-in application that reduced sign-in times for all employees, saving $50k per day. (1996) Bank of America reduced the average time to nd information on their intranet from 43.6 to 21.7 seconds (a 101% increase in productivity). An estimated savings of $100 million based on ight costs and training time (2008)
Spending a relatively small amount of time in requirements provides a huge reductions in later phases of the schedule. Changes to wireframes are far less costly than changes to visual designed or coded websites. Stakeholder are far less likely to make changes since everyone has agreed on requirements before programming begins. The bonus is that your users will also be happier with their experience using your software.
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S.M.A.R.T. PROCESSES
Throughout
the entire development process we want to ensure that the process we follow conforms to each attribute of SMART. process discussed in class follows this methodology
More info: http://uxdesign.smashingmagazine.com/2011/09/13/the-s-m-a-r-t-user-experience-strategy/
The
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ITERATIVE PROCESS
Research is performed Requirements are gathered Interface is created Interface is vetted with stakeholders Interface is updated Interface is tested with users Interface is updated
Vetting and testing may require several iterative rounds to nalize requirements and design.
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User Interface Designs works equally well in a waterfall or an agile software development process. It is important to budget for time before design begins for UID to get ahead of the software and visual design teams.
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WEBSITE DISCUSSION
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COMPETITIVE ANALYSIS
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COMPETITIVE ANALYSIS
Ask yourself: What already exists that does similar things to what I want to do and does those things well? No matter what you are building, something like it exists already. Look for useful UI metaphors in hardware based systems also Competing products are already complete so they can be easily usability tested
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COMPETITIVE ANALYSIS
Look across platforms Extract the best parts of existing user interfaces and modify them for your project No software is perfect so dont blindly copy
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http://www.bcliquorstores.com/products
Do Do
some research to determine a good list of competitor sites screen grabs of interesting UI, good ideas and things that can be improved notes of key pros and cons for each example
Make
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HEURISTIC EVALUATION
A formalized test performed by a usability expert The evaluator looks at each page of the interface individually A checklist is applied to each page, where problems are found, they are noted and explained
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Never a substitute for real user testing, an expert is performing the test which is by denition not going to nd all the problems. Will not nd problems between pages If heuristics used are incorrect then test is meaningless
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EVALUATION HEURISTICS
1. Task centric design 2. Navigation and information architecture 3. Forms and data entry 4. Simplicity 5. Instructions, feedback and error handling 6. Search and results 7. Performance 8. Visual design and layout 9. Trust and credibility 10. Quality of writing and content 11. Consistency and best practices 12. Technical design and accessibility
Is the site designed based on key user tasks? Are the most important tasks easy to complete? Can tasks be completed quickly and immediately? Does the users ow of information match the sites ow?
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User should not have to recall information from one part of the application to another Instructions should be visible and clearly written for complex actions Content should be relevant and not overwhelming Content should be on the screen at the right time for the user to use it
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Minimize the users memory load (Millers Magic Number) Should be able to answer the following questions:
Where am I? Where can I go from here? What is this and why would I care?
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Inform the user what theyll need before they start Input should be made as minimal as possible Users should understand the value of entering their personal information
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Fields should adhere to standard interaction design principles Use recognition elds rather than recall elds Use wizards for complete low frequency tasks Provide defaults when possible Allow users to undo all actions
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4. SIMPLICITY
Ideally: Present exactly the text that the user needs Information that is used together is displayed together Information is ordered in the same way the user will use it Provide clearly marked exits to all actions Simplicity extends to many different areas:
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4. SIMPLICITY
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If possible prevent all errors If not possible to prevent then strive to reduce Provide an easy way to Undo previous actions If an error does occur, provide good feedback in the form of:
Unique error identier Description of problem Description of possible solutions
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Help should be used very infrequently Normally basic instructions should be enough for users to complete tasks within the interface Explicit help should not be needed unless the site is very complex and requires users become expert quickly Provide help in context Show dont tell if possible
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Search is a well understood functionality at this point Results should provide good results by user relevance Results should give the user enough information to make an informed decision about which result is the right result Results can be categorized by content types handled by the site Try to make search results more interesting for users
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7. PERFORMANCE
Response times should be quick (even in the most complex situations) 5 second limit on page loads on the web Display status information in any case where the system is doing non-obvious things Progress bars are awesome (when they work properly)
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7. PERFORMANCE
50 As we know from the Cognitive Psychology sections, users will not wait 60 seconds for feedback.
7. PERFORMANCE
51 As we know from the Cognitive Psychology sections, users will not wait 60 seconds for feedback.
Overall calls-to-action should be related to user task priorities Group like information and functionality together on the screen Minimize the impact of visual information Use white space efciently Ensure visual consistency
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53 Jakob Nielsens classic website: can you spot the one graphical item used? He did a one year study in order to justify its use.
54 Jakob Nielsens classic website: can you spot the one graphical item used? He did a one year study in order to justify its use.
The visual design, logos and graphics will heavily inuence users perspective on the sites credibility Bug free Avoid animations, pop-ups, sound, auto-running movies etc.
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an overview
of text
Incorporates Uses
Doesnt
hyperlinking
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Internal
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63 Here the scroll bar to the right is implemented in a non-standard way, this means that the user must click the down arrow about 300 times before reaching the bottom of the page. Simply using a standard scroll bar would have reduced development time and vastly improved usability. Also note that alphabetical ordering of cities here may not be the most productive.
A large proportion of the population have physical handicaps Government laws provide clear rules that websites need to be accessible Flash / Frames / Java are all terrible for accessibility Lots of great resources on the web
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Technical design and code implementation can have a massive impact on usability. The most usable wireframes can be coded into completely unusable websites. Performance is a major factor which usually cant be quantied until coding is complete. Subtle coding changes from original wireframes can make obvious interactions much more difcult for the user.
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67 Classic mapping issue on the web. Clicking Download doesnt actually begin a download, it starts a long drawn out process leading you towards download.
REVIEW OF HEURISTICS
1. Task centric design 2. Navigation and information architecture 3. Forms and data entry 4. Simplicity 5. Instructions, feedback and error handling 6. Search and results 7. Performance 8. Visual design and layout 9. Trust and credibility 10. Quality of writing and content 11. Consistency and best practices 12. Technical design and accessibility
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SESSION REVIEW
What Why
Introduction
Evaluation
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a content audit of the liquor store site which pages are unique templates
Determine Build
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CLASS ASSIGNMENT
Build
Graded
Inforamtion Architecture (40%) Wireframes 3 key pages for desktop web (30%) Wireframe 3 key pages for mobile web (30%)
If
Class 1 - User research and competitive analysis Class 2 - Determine key tasks, Information Architecture Class 3 - Web wireframing Class 4 - Mobile wireframing and usability testing
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BUILDING CONSENSUS
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BUILDING CONSENSUS
Gathering business requirements Gathering user requirements Creating and prioritizing tasks Content auditing Information Architecture
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GATHERING REQUIREMENTS
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R.A.C.I.
A
matrix that includes the names of all project stakeholders and the entire team that will be building the website. high-level requirement is listed and at least one R, A, C and I is assigned to each requirement.
Each
R - Responsible for Doing the Work A - Accountable for deliverable (Sign-off) C - Consulted as input to a decision I - Informed after decisions made
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BUSINESS REQUIREMENTS
Business requirements often existing before the project starts (often the reason for the project in the rst place). If business requirements are murky then the KJ technique is an effective way of building consensus within the business. Business requirements and User requirements combine to form the user interface requirements of the website. Wireframes are the best way of capturing business (and user) UI requirements because they are visual but also easily updated. Initially creating textual descriptions of each important user task within the site will be enough to start the wireframing process.
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CONTENT AUDIT
Important
Spreadsheet Each
with every content element from every page of the existing site content element is assigned a current state:
Complete Missing Outdated Incorrect Double
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website metrics and analytics can provide valuable insight before design starts.
Where are users going now? Where arent users going now? What are users dropping off?
Users
are bound by your existing structure, interface, functionality and usability problems.
Critical to understand what technical limitations already exist before you start your design. Talk to the developers to understand what is easy, possible and more difcult. Signicant design differences between a full-screen website and a mobile website. Use standards based technology by default. Only build your own or use non-standard technology in situations where the standard doesnt meet your needs.
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What technology must be used based on existing systems? What technology will be used based on pre-determined decisions? What user interface technologies will/could be used? Once you have a solid understanding of what technology will be using, what are the technical constraints of those techs and how will they impact the user experience?
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Your Content Management System (and its related constraints) play a big part in what you can and cant do within your designs Most CMSs allow for basic information hierarchy and standard interactions. More complex organization and interaction can be limited. Choose your CMS well!
83 Common CMSs: Alfresco Django Drupal Interwoven Joomla Lotus Web CMS Microsoft SharePoint Sitenity CMS Sitecore Typo Wordpress
can be created to measure performance and as goals for future performance. KPIs include:
Common
Click-throughs Page Views Site visits (or user sessions) Unique visitors Conversion Rates Abandonment Rates Attrition Loyalty, frequency and how recently users have visited
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Mapping allows large groups to come to consensus UX designer leads a session walking through key user tasks from beginning to end.
ONLINE%ADVERTISING,%SEARCH,%AFFILIATE,%SOCIAL,% FRIENDS,%PR,%OUTREACH,%EMAIL,%DRTV,%OFFLINE%MEDIA%
PROF.%PROFILE/RATINGS% STUDENT%PROFILE/RATINGS%
SHARE% COMMUNITY%
FACEBOOK% LINKEDIN% EMAIL% TWITTER%
ACCOUNT%
USER% PROSPECT%
REAL%TIME% WEBINAR%
SITE%
EVENTS%
WHAT%IS%TTC?% COURSE%SPECIFIC%
QUEUE%
PATH% SEARCH%
TOPICS%
PROMOTION%
GIFTING% REFERRAL% RELATED%RESOURCES% LIMITED%FREE%TRIAL% EVENTS/WEBINAR% ACCOUNT% PLAN%CHOICE% CREDIT%CARD% RECOMMENDS% ACHIEVEMENT% SHARED% TRENDING% PROMOS%
PREFERENCES% INTEREST% CREDITS% COMM.%PREF.% CREDIT%REMINDER% GIFTING& ACHIEVEMENTS% REWARDS% UNSUBSCRIBE% ADD%CREDITS% RETENTION% CIRCLES% PROF.%INTEREST% TESTIMONIAL% ACHIEVEMENTS% COMMENTS% RATINGS% GROUPS% RETURN?%
COURSE%
COURSE%
LIMITED%FOR%TRIAL% EVENTS/WEBINARS% RELATED%RESOURCES% AUDIO/VIDEO%
SUBSCRIBE% FREE%TRIAL%
LECTURE%
MAIN%LIBRARY%
SUBSCRIBED%COURSES%
ABOUT%TGC%
WHO%WE%ARE%
VIEW%BY:% COMMENTS% QUESTIONS% EXPLANATIONS% MODERATED%FAQ% TAGGING% BOOKMARK% POLLS/QUIZ% RELATED%RESOURCES% GLOSSERY/STARTING%MATERIALS% TRANSCRIPTS%
All
Details
Scoping
Mind Mapping Tools: " MindMeister - http://www.mindmeister.com/ " NovaMind - http://www.novamind.com/ " XMind - http://www.xmind.net/
Because they're in charge of a particular topic, they obviously know much more than the target audience about all aspects of it. As insiders working in your organization, you're aware of how you structure your domain and each department's responsibilities. As professionals (many of you with college degrees), you are often smarter and better educated than many people in the target audience. Often, project stakeholders are also more tech savvy than the audience, with a better understanding of computers and Internet concepts. Finally, because it's your project, project stakeholders are much more motivated to care about the content than your users.
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project members and stakeholders could see things from a real users perspective they would design perfect applications (and you wouldnt be taking this course) research is needed to determine what your users really want lost is not easily regained
John Sheerer The Video Professor
User
Innocence Thus
87 Innocence Lost: Once someone has gained even a small amount of understanding about how the system is designed or implemented they have learned a great deal more about how the interface works than a novice user has. Even the best Interaction Designers have a difcult time looking at an interface from the perspective of a novice user because they have so much built up knowledge of the system. Usability Testing asks real users (who know nothing about the design) to perform common tasks within the interface. Usability Testing is the only true test of an interface because its the only point at which someone without system knowledge is interaction with the system.
Marketing department Market Research Company Customer Service department Competitors Business plan Requests For Proposal Google
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Full
http://www.engadget.com/2009/06/29/13-year-old-trades-ipod-for-walkman-reports-on-mysterious-ancie/
Story:
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CONTEXT OF USE
Its
important to understand when users want to use your services and content. existing website analytics to see what types of devices are already consuming similar content.
Check
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Task
The complete process from starting to interact with the software to accomplishing the goal (including each step along the way)
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User Requirements:
Request for Proposal (RFP) Existing functionality and content Competitive Analysis Questionnaires / Surveys Subject Matter Experts Stakeholder Interviews KJ with business stakeholders
Customer Service input Questionnaires / Surveys User Interviews Competitive Analysis Personas Focus Groups KJ with real users
PERSONAS
Fictitious characters that are created to represent the different user types within a targeted demographic that might use a site or product. (wikipedia.com) Help team members share a specic, consistent understanding of various audience groups. Keep project stakeholders grounded in an understanding of real world users More info:
http://www.steptwo.com.au/papers/kmc_personas/
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USER INTERVIEWS
users currently approach the task? are the users information needs (inputs and outputs)? users deal with exceptional circumstances?
2. What 3. How
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FOCUS GROUPS
Ensure you have the right users Keep the groups small Focus on determining high priority tasks Dont let anyone dominate the conversation More information:
http://www.managementhelp.org/evaluatn/focusgrp.htm
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KJ TECHNIQUE
1. Gather project stakeholder and representative users 2. Focus on a specic question to answer 3. Individually come up with features, functions and content 4. Gather and group features 5. Name each group 6. Vote for the most important groups 7. Iterate for other questions
More information:
http://www.uie.com/articles/kj_technique/
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TASK ANALYSIS
Seek out work-arounds and more effective strategies for completing tasks Identify weaknesses in the current process
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Business Compromise
Maximum Value
Wont Do
Will Do
http://www.openroad.ca/2011/07/21/visualizing-requirements-vs-scope/
Wont Do
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you can not explain your site in 20 seconds so that a user would want to use it then there is a good chance that you need to go back to the drawing board with your requirements.
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Simplication
(Converge)
Initial Ideas
Solution
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SIMPLIFY
Build
half a product, not a half-ass product... Take whatever you think your product should be and cut it in half. 37Signals, Getting Real together the smallest project possible, release it and then add to it based on input from your users. Bang-style web projects rarely develop useful usable software
Put
Big
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M.O.S.C.O.W.
Used to scope a project once all possible requirements are understood. Each requirements is listed in a matrix and a priority is given to each one:
M - Must have (highest priority) S - Should have (medium priority) C - Could have (nice to have) W - Wont have (technical, process or user constraint)
Decisions should be made based on the key user tasks and their relative priorities Keep it simple!
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List of things users want to accomplish (goals) Information needed to accomplish goals (inputs) Steps to perform the task Information outputs of the task Priority and frequency of use for each task Scoped to keep it simple and focused on key user tasks
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KJ EXERCISE
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WEBSITE DISCUSSION
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INFORMATION ARCHITECTURE
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Size of memory:
Sensory memory: Vast Short Term memory: Very small Long Term memory: ~Innite
Length of memory:
Sensory Memory: ~60 milliseconds Short Term Memory: ~30 seconds Long Term Memory: ~innite
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Sensory Memory: Only what is attended Short Term Memory: Only what is rehearsed Long Term Memory: Only what is associated
Recognition vs. Recall: because humans remember things through association, recognition is a much more powerful tool than recall
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Concepting takes existing requirements and organizes them into a meaningful and usable information architecture hierarchy We want to ensure that information is organized in a way that is:
Logically structured User centered Tested with real users
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7 plus or minus 2 items Between 5 and 9 items at each level of the hierarchy Ideally around 5-7 to facilitate later expansion of the architecture Ensures that a hierarchy is neither too at nor too deep
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Millers Magic Number, Mutual Exclusivity and Progressive Disclosure work very well for the vast majority of sites. Why do some popular sites break these rules and how are they still successful? The key to many of these sites is that they are designed to encourage exploration rather than nding specic content. Rarely will you be designing these types of site.
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ORGANIZING INFORMATION
Hierarchy
organize:
can be used to
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DESCRIBING A HIERARCHY
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PROGRESSIVE DISCLOSURE
"On the average Web page, users have time to read at most 28% of the words during an average visit; 20% is more likely. - Jakob Neilsen, 2008 Display only what is necessary to complete the task Instead of providing an overwhelming array of possible options, provide a simple array of options that covers the most important tasks Simplify user decisions by reducing the complexity of decision making
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PROGRESSIVE DISCLOSURE
Used
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MUTUAL EXCLUSIVITY
Options
at all levels of the hierarchy should be mutually exclusive pursuing the goal, when the user considers the options, there should be only one choice that appears to lead the user to their goal. against the tasks you know the user will want to perform within the application
In
Test
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LOGICAL ORGANIZATION?
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IA VS. NAVIGATION
The
IA translates one-to-one to most common styles of navigation. below 3 levels becomes much more complex
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Navigation
CREATING THE IA
Problems are often caused by the wording of the items (much less often its the organization of items) Post-Its are very useful for creating an information architecture with a group of stakeholders and users
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CREATING THE IA
Keep item names as short as possible (while still keeping the meaning of the label) Use consistent grammar (for example verb + noun) when naming Avoid label names that are generic (ie. Other or Misc.) these are catchalls for content and will cause mutual exclusivity problems Avoid categories with one item in them
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Pages
Every content page is included in the Information Architecture Usually created from a set of pre-dened template
Functional
Pages
Each unique piece of functionality is represented by a single box in an the Information Architecture Details of how the functionality works and what pages are contained within the functionality are left to Wireframes Should be visually or textually differentiated in IA from content pages
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CARD SORTING
...Researchers give participants a set of index cards, each containing a piece of content and, optionally, a description. Participants sort these pieces of content into categories that make sense to them, then name those categories. - UXMatters (2011) Users work from the bottom up to individually create the structure of the website.
the class: into groups a pile of cards your cards into meaningful groupings to your group how and why you organized your
Get Take
Organize Explain
cards
Other
Compile
site.
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OUTPUTTING THE IA
Can
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OUTPUTTING THE IA
A
simple tabbed list is the easiest way to initially create and play with the IA
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OUTPUTTING THE IA
Detail
130 Showing a screenshot from Omnioutliner but Excel or even a word-processor like Word can do something similar. More information: IA Institutes IA Tools page - http://www.iainstitute.org/tools/
TESTING THE IA
Give the user a specic goal (from the bottom of the architecture) Present the user with a single level of the architecture (starting at the top of the hierarchy) Progressively disclose the architecture to the user as they select their choice at each level
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USEFUL IA TOOLS
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MANAGING CONTENT
Use
Products [1.0]
Downloads [2.0]
Support [3.0]
Contact Us [4.0]
Product 1 [1.1]
Manual [3.1]
Product 2 [1.2]
Product 3 [1.3]
FAQ [3.3]
Product 4 [1.4]
Product 5 [1.5]
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CONTENT STRATEGY
Web
Less
Less
content is easier to manage Less content is more user friendly Less content costs less to create
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Message Map Content Inventory Gap Analysis Site Map Page Tables Content Template Map Editorial Strategy Content Style Guide Editorial Workow Diagram Metadata Framework Taxonomy Content Flow Schematic Content Model Content Quality Assurance Tools Content Production Schedule Competitor Content Audit Content Migration Plan Content Licensing Evaluation Report
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SESSION REVIEW
Gathering business requirements Gathering user requirements Creating and prioritizing tasks Content auditing Information Architecture
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UI DESIGN
Introduction Design
to UI Design
patterns
Design
UI Design
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UI DESIGN
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Users scan / read from left to right (with Latinate languages) Users read from top to bottom Users Scan the screen Users look for keywords
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Human attention works in a spotlight model Attention can be focused But the beam of attention can not be split. The spotlight model of attention:
Human attention can be focused broadly or narrowly like an adjustable spotlight, however (like a spotlight) the beam can not be split between multiple things at the same time.
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will wait:
Up to 5 seconds for an action to take place 10 seconds with general feedback Longer with very good feedback
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Standards existing for a reason: consistency is the cornerstone of good usability. Follow the platform styleguide unless the existing standard doesnt meet your needs It is very difcult to create new usable widgets For the Web: US Government Research Based Web design standards
http://www.usability.gov/guidelines/index.html
and many others have detailed and well designed Platform Design Guideline documents that can provide you with a ton of useful information when designing for a particular platform.
150 Image from Googles Android Design Guidelines (2012) that help the designer to decide whether a conrmation dialog is needed for any user action.
Well understood interactions that are known and to work and have been tested with real users
Welie.com
http://www.welie.com
US Government Research
http://www.usability.gov/pdfs/guidelines.html
Quince
http://quince.infragistics.com/
151 Even More Patterns: Yahoo Design Patterns -http://developer.yahoo.com/ypatterns/ PatternTap (Visual and Tag searching of common UI elements and layouts) -http://patterntap.com/ A large number of website design patterns -http://ui-patterns.com/ Huge list of Style Guides and UI Guidelines -http://www.theuxbookmark.com/2010/08/interaction-design/a-monster-list-of-ui-guidelines-styleguides/ Website Design Pattern Collection -http://box.mepholio.com/ 15 common user control patterns - http://designingwebinterfaces.com/15-common-components Konigi Interface and visual design real-world patterns - http://konigi.com/interface User and Best Practices and Design Patterns - http://www.userplus.org/ Welie Pattern Library for UX Designers -http://www.welie.com Quince (large collection of UI design patterns) -http://quince.infragistics.com/ Also have a look at Stencils for wireframing tools such as OmniGrafe and Visio.
Visual design is always copyright Function and interaction design can generally be copied Although interaction is patentable it has rarely held up in court Dont blindly copy as no design is perfect
WEBSITE DISCUSSION
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WIREFRAMING
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WIREFRAMING
Sometimes called an interface prototype, a wireframe is a visually basic but functionally complete version of the nal interface.
User types seeing this view:
Registered member Authenticated registered member Anonymous Returning prospect Registered prospect Authenticated registered Prospect
Notes
GameStar Games
About DIRECTV | Investor Relations | DIRECTV For Business | MDUs
This screen displays the full list of GameStar Games along with a short description of each. This screen allows the user to quickly look over the entire GameStar library.
1 GameStar Games
search
1
- How to Order - Link to SkillJam - Tournaments and Competitions - Highscorees - GameStar Community
potential flash module [Introductory Copy] Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore. Find Out More >> Order Now >>
[image]
Header area: Area for content depending on user type / subscription status. For Anonymous / Prospect / Nonsubscribing members, this area should contain information describing the benefits of the GameStar service, some indication of the hardware requirements, and links to more information: ie. Find Out More would go to 3.12.1 Guide To GameStar and Order Now would link to 3.12.3 Order Now. Subcribing Registered Member / Subscribing Authenticated Registered Members: would see a header that was more promotional in nature, with the opportunity to use this copy to speak to subscribers in a general sense or to promote an individual games or GamePasses. Ex:
2 3
navigation
Show only:
Normal GamePasses
GamePass Name
GameStar Games
Right Hand Rail: Contextual links and/or Interactive modules and/or Targetted promotions
[image]
5
TV Listings
[Game Title] [GamePas Name] Action GamePass Close x Content [Game Title] [Game Title] [GamePas Name] Action GamePass Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Donec pretium gravida est. Duis elementum [image] laoreet eros. Aenean massa lectus. View Details >> [Game Title] [GamePas Name] Action GamePass GamePass Name: Barbie Genre: Action [Game Title] [GamePas Name] Kids GamePass Type: GamePass Game Title] [GamePas Name] Action Action Action Action Kids Action Casino Action Action GamePass GamePass GamePass GamePass DVR GamePass GamePass DVR GamePass GamePass DVR GamePass
[Promotional Copy] Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore. Details >>
2 3
GamePass Type Filter: Allows the user to filter the listings based on Non-DVR or DVR-Only GamePasses. Listings headings: Default will be listings sorted alphabetically by GamePass name (then by Game Name). Current sort column is displayed by the arrow; clicking on the column will reverse the sort order. GamePass Name: Sorts alphabetaically by GamePass name Genre: Sorts alphabetically by genre Type: Sorts alphabetically by GamePass type
Order GamePass
[Game Title] [Game Title] [Game Title] [Game Title] [Game Title] [Game Title] [Game Title] [Game Title]
[GamePas Name] [GamePas Name] [GamePas Name] [GamePas Name] [GamePas Name] [GamePas Name] [GamePas Name] [GamePas Name] [GamePas Name]
Casino
DVR GamePass
Order DVR GamePass Not Currently Available Order GamePass Not Currently Available Order DVR GamePass Order GamePass Not Currently Available Order GamePass Order DVR GamePass
quick links
[Game Title]
Game Listing: Clicking on Game Title will open expanded view (see Notee 5). User can Order without expanding (go to either 7.4.5.2 Order Daily GamePass or 7.4.5.3 Order DVD GamePass. Game listings will only show currently available game titles. Some games may not be currently available, if this is the case then the Order button will be changed and nonactionable. Expanded view: program listing and functionality as it appears in the expanded view, along with close button in top right to return to condensed state. Clicking on Program Title and View Details activates 6.6.1 GameStar Game Details. GamePass details activates 6.6.4 GameStar GamePass Details.
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WHAT IS A WIREFRAME?
A wireframe is a skeleton of an application that depicts navigational concepts, functions and content. The document typically contains one wireframe page for each unique template on the website. A wireframe often has only preliminary textual content and is not intended to represent the nal layout or visual design of the page. Wireframes are intended to:
Capture business and user requirements Depict navigational structure and function Indicate UI elements and their use Indicate changes in UI states An indication of copy needs Display the visual priority of page elements Display how error handling occurs
Wireframes are not intended to show: Visual design Final copy Final page layout
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WHY WIREFRAME?
Cheap to create: in comparison to visual designed or developed pages. Quickly created: wireframes for an entire small website can be created and iterated in a matter of days. Easily changed: wireframing tools make creating and updating representative interfaces easy and quick. Testable: wireframes can be easily usability tested with real users. Disposable: major problems found within the interface can often only be xed by fundamental changes to the UI.
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Wireframe Process
Provides a complete understanding of project scope Makes a clear detailed visual requirements specication Created in a format that is understood by all project stakeholders Makes ideal input into usability testing Allows for much more accurate development budgets and timelines Output tailored for visual designers, developers and content managers
Visual Visual Design Design
Initial Wireframes
Stakeholder Review
Wireframes Updated
(add design notes)
Usability Testing
Wireframes Finalized
Finalized wireframes are the ideal place to get sign-off on the scope of the project.
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PAPER WIREFRAMING
Can be anything from a scribbled screen on a napkin to a detailed multipage Visio diagram
160 Use Paper Wireframing tools: " - Paper / Whiteboard " * Omni-grafe (my current favourite) " - Visio " - Power Point " - Denim " - Excel (?!) - More advanced tools for prototyping: http://www.boxesandarrows.com/view/visio_replaceme
FUNCTIONAL WIREFRAMING
Interactive clickable interface that shows all screen information but not its exact layout and graphics.
161 Useful Non-graphical Wireframing tools: " - Balsamic (dedicated prototyping tool) " - Axure (dedicated prototyping tools) " - Protoshare (collaborative wireframing tool) " - Sketchow (Microsoft) " - Mockow (another collaborative wireframing tool - http://www.mockow.com) " - HTML (+ Javascript) " - Visio or Omnigrafe + PDF links " - Justinmind - http://www.justinmind.com/ " - HotGloo - http://www.hotgloo.com/
Simplication
(Converge)
Initial Ideas
Solution
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LEVEL OF DETAIL
Initial Wireframes:
Design is high-level (lots of boxes and dummy text) Focus on page concepts and information hierarchy Discuss overall page goals Briey explain complex interactions
Final iteration:
Detailed design notes Error cases Templates noted
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OUTPUTS OF PROTOTYPING
A wireframe page is typically created for every major functional screen within the interface Screens with varying content (templates) can be wireframed once and the wireframe can be assumed to be a template for other content screens. Detailed design notes are added before wireframes are nalized. These detail all interaction states and error cases.
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WIREFRAMING TOOLS
Balsamiq HTML Microsoft PowerPoint / Google Present Microsoft Visio MockFlow OmniGrafe UXPin
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GENERAL ID GUIDELINES
Understand your users and their interaction design constraints Understand the benets and constraints of the delivery medium you are using Follow existing standards and best practices unless there is a good reason not to Use existing design patterns
167 Design constraints: " - How fast is the users computer " - What resolution are they running? " - Are users more expert or more novice or both? " - Is instructional text necessary? Benets of the Web medium: " - Users can go anywhere at any time " - Similar content can be linked together Constraints of the Web medium: " - Vast array of users, computers, connections, browsers and displays Platform Style Guides: " - Great resource for all platform Style Guides: " " http://www.experiencedynamics.com/science_of_usability/ui_style_guides/
SIMPLIFY
People
are busy. They want to accomplish their goal and get off of your site. look for ways to restructure the information and ow to simplify the user experience. overcomplicate the visual design (especially marketing and advertising). your efforts on making a limited set of tasks efcient, effortless and engaging.
Always
Dont
Focus
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The best way to simplify is to only create functionality that supports your key user tasks. Build the simplest solution then add to it based on user input. Focus your time on getting the highest priority tasks as close to perfect as possible.
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So far youve been looking at design from the topdown. Your existing requirements and tasks are looking at the interface from a high level. Now its time to focus on the minute details of each screen For each task:
Device Management Status Power Status Connected Hosts Current Prole / Last Update Current Firmware / Last Update Last restart Last online time Last ofine time Grouping Groups and sub-groups Select All, Group, Sub-group Renaming Prex Prex + Group Name Prex + Group Name + Custom Discovery WAN vs. LAN vs. NAT Keep what exists in the MC now Steer towards new discovery method Discover by IP Discover by FQDN Persistent Prole Scheduled Automated renaming Power Power Off Power On Schedule by Group Messaging Ability to message group, sub-group of devices Scheduling Advanced scheduling options Actions: Update Prole Update Firmware Pair / Re-pair Reboot device Create prole from current settings Move to new group / ungroup View attached devices Send message Send Power Setting
Extract the specic goal for this task List all elds you know you need to show List all elds you know the user needs to see List all elds that the user can interact with List all the actions the user can do Organize your listed items by page
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PAGE DESIGN
Each page should be a logical grouping of elds. High level pages are generally overviews and have a large numbers of elds Lower level pages generally have less elds and are more specic Overall strive to keep pages simple and focused!
For each page: Group the elds by common areas of the screen Prioritize the elds in logical order or by task priority Prioritize the areas of the screen Assign an approximate location and size to each screen area
Create pages for: All pages in the IA (of course only unique templates) All functional pages
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PAGE DESIGN
Global Header Search & Filtering Device Actions
Device Management
Device Discovery
Global Footer
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SECTION DESIGN
Sometimes useful to design the individual parts of a page on their own and then integrate all the sections together into the nal page layout. Dont worry about layout until you put the whole page together Translate your list of elds for this section into individual widgets
Use standard web widgets Use Lorem Ipsum (for now) for content
Organize the widgets logically within the section Once youve completed a section. Add it to the main page and repeat for all page sections.
Textual Search Endpoint name (default) IP address FQDN Prole Name Group or sub-group name
Endpoint name
is |
Search
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Users hate to input anything A large amount of cognitive and physical work goes into completing even a single form element This is especially true in a mobile world
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recognition as much as possible over recall the users memory load by using Millers Magic Number split the users attention. Visual cues should call attention to the most important tasks
Reduce
Dont
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with lots of whitespace look more professional, organized and easy to approach than those with little or no whitespace
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Highlighted keywords Meaningful sub-headings (not "clever" ones) Bulleted lists One idea per paragraph The inverted pyramid style, starting with the conclusion Half the word count (or less) than conventional writing Scannable layout
More Details:
http://www.useit.com/alertbox/9710a.html
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VISUAL DESIGN
Its the Visual Designers job to put aesthetics rst... but aesthetics can make an interface more difcult to use Often Visual Designers dont understand the medium they are designing for Designers often design thinking of themselves as the user More info:
http://www.smashingmagazine.com/2009/01/21/current-web-design-trends-for-2009/ http://www.smashingmagazine.com/2009/01/14/web-design-trends-for-2009/
ERROR HANDLING
1. The error message should short but human readable and understandable 2. The error message should explain the problem and give possible solutions 3. The error message should provide a unique code for reference 4. The placement of the message should be associated with the eld 5. The message style needs to be separated from the style of the eld labels and instructions 6. The style of the error eld needs to be different than the normal eld
More information:
http://www.nomensa.com/blog/2010/4-rules-for-displaying-error-messages-from-a-user-experience-perspective/
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WEBSITE DISCUSSION
180
NAVIGATION
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TYPES OF NAVIGATION
Menu-based navigation Twisties Mega drop-downs Linear navigation (wizards) Search based navigation Task based navigation Bread-crumb trails
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MENU-BASED NAVIGATION
183 Menu-Based Navigation: Should be very easy to design since it can be taken directly from the information architecture. Remember Millers Magic Number. Ensure that navigation looks visually like navigation to the user.
TWISTIES
Great
for encouraging progressive disclosure going more than two levels deep
Avoid
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MEGA DROP-DOWNS
185
hierarchy comes directly form your Information Architecture should be ordered logically for the user
Menus
Menu More
names should map directly the name of the page they refer to (known as natural mapping) than three levels of menus should rarely be used
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USING WIZARDS
Use for infrequent but complex tasks Minimize the number of steps but dont overwhelm the user Logically group the information collected at each step Provide an indication of how many steps and where the user is in the process Provide a Back option
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Useful for nding content within huge amounts of information Often where users go if they cant immediately nd what they are looking for within the IA Should work well but often does not. Ensure your page meta-information is strong.
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With a fundamental understanding of the goals that the user will want to complete within the application, Task based navigation can provide an easy way for users to complete complex tasks. Task base navigation displays all possible goals to the user as a method of navigation.
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FACETED BROWSE
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BREAD-CRUMB TRAILS
Used to show the location the user is current in within (typically) a website. Levels within the navigation before this page are hyperlinked. Current page is never hyperlinked. Allows the user to understand the structure of the architecture. Allows the user to quickly jump back to a previous level of hierarchy if they make a mistake. Shows here you are not how you got here
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WEB UI DESIGN
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Tabs Button
Featured Tab
Tab
Tab
Tab
Tab
Button
Singular choices. Multiple simultaneous options are never possible Radio buttons always include a default (meaning that no error checking is needed) Remember to visually group your radio buttons so its clear what is being chosen
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Buttons should be used for 2 to 7 options Downs should be used for more than 7 options
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Buttons are generally used for actions and can have various states:
Links are generally used for navigation and can have various states:
Unvisited Pressed Actioned
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COMBO BOX
Combine
the functionality of Drop Downs and Text Entry widgets into one understood but little used in the past
Powerful, well
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the experience focused especially on lower level pages that the experience never ends
Ensure Dont
make users login until youve proved value social channels intelligently
Integrate
200
important stuff at the top of the page that users will scroll
Assume
Dont
Use
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SESSION REVIEW
Introduction Design
to UI Design
patterns
Design
UI Design
202
work together to compile a list of features and content for the BC Liquor Store product page those feature and content into meaningful group sketch out some of your ideas on paper
Organize
Individually Then
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MOBILE UI DESIGN
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WHAT IS MOBILE?
207
208
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DOWNTIME AT HOME
When Im at home on the sofa I never get up to use my laptop, I use my phone.
I browse offers on my phone & then print them off from my laptop
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DOWNTIME AT HOME
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DOWNTIME AT HOME
When Im at home on the sofa I never get up to use my laptop, I use my phone.
I browse offers on my phone & then print them off from my laptop
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PART OF A ROUTINE
If I havent really used an app within a month, I delete it. I just counted, I have 183 apps...I only use 10 of them!
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PART OF A ROUTINE
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Customer Value
Save Money?
221
that like step-by-step instructions are his biggest audience people are cooking, their hands are messy and they wont want to touch the screen to go to the next step
When
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KNOW YOUR OS
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http://www.useit.com/alertbox/mobile-sites-apps.html
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Mobile Web
Build once, run anywhere Better integration with
hyperlinks
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RESPONSIVE DESIGN
Determine Determine Design Plan
information
Then
plan out the best case (largest) scenario work out other possible layouts.
Finally
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Reduce Keep
Avoid
Reduce
234
horizontal scroll
User
Provide
Prioritize
screen
235
for efciency
a narrow and shallow information architecture to reduce mental effort when making decisions the number of preferences
Strive
Limit
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FITTS LAW
Basically: the
USER INPUT
Agonize Text
entry is extremely difcult on mobile devices widgets are much easier than Recall widgets defaults whenever possible show optional elds
Recognition
Use
Never
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critical feedback
Ensure
time
Be
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WEBSITE REVIEW
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Collectively decide which Liquor Store features make sense for mobile Work individually to paper prototype your UI ideas Work together to create a hybrid mobile UI
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WHY BOTHER?
A good, inexpensive way to catch problems before the interface is tested with users Helps ensure the interface is as bug-free as possible Dont use as a substitute for usability testing
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HEURISTIC EVALUATION
A formalized test performed by a usability expert The evaluator looks at each page of the interface individually A checklist is applied to each page, where problems are found, they are noted and explained
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http://wave.webaim.org/
http://verifyapp.com/
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USABILITY TESTING
(INTERFACE TESTING WITH USERS)
249
Simulates real users using real software in the real world Asks a single user to perform the most common tasks within an application (or wireframe or prototype) and records their problems The process is repeated for several users to provide more statistically meaningful feedback
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Easily determine user problems with the interactions design before the it is released Discovers design and feature ideas for future releases Increases the value of software by ensuring that it is usable The only real way to know that the software solves the problem it was designed to solve
251
WHEN TO TEST?
General At
minimum before development starts and when development is wrapping up. did weekly usability tests (Usability Wednesday) in the last two months of development on their website at Tivo.com performed 20,000 User Studies Performed in 2010
Tivo
WHAT TO TEST?
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Ensure tasks chosen are representative and real Choose tasks that are critical to the success of the application Tasks should be ordered by the logical ow that the user would take in the application Wording of tasks should not reect how they are accomplished within the interface task memory is important, retest the task again later in the test by rewording it
If
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USABILITY METRICS
Its important to set your goals before beginning the test Success criteria should be set out for individual tasks:
Time to complete Efciency through steps of the process Allowable number of failed tasks
255
Lab Setup:
Wireframe / Prototype / Software setup Microphone / Camera setup
256 Tip: Its a great idea to run an internal team member (who is not intimate with the design) through the test before putting real participants through. This can uncover methodology, task or even software bugs.
257 Facilitator: the only person who interacts with the participant. The facilitator sits with the user and is there to ensure that the user keeps on track, however the facilitator should never help the user through the task unless they are completely lost or stuck. Once the facilitator provides any help to the user on a task, the task is immediately failed. Recorder: Never seen by the user, the recorder is watching on a separate screen and recording problems that the user is encountering within the interface.
Within demographics of your actual users Within the expected experience level of your users No experience with your new interface
May use a recruitment agency most tests 8-10 users will be enough to nd at least 80% of problems. More will have diminishing returns.
For
258 Locally Ive had good success with Synovate as a recruiting agency 555 W 12 Ave. #600 604-664-2400 http://www.synovate.com/ They also have a good focus group room which includes one way glass, perfect for usability testing. Another option is: Consumer Research Centre http://consumerresearch.ca
LAB SETUP
259
We are testing the interface and not you! Encourage talking out loud Encourage the user to read the tasks out loud Inform the user about Facilitator help Inform the user that they may quit at any time
260
RECORDING PROBLEMS
Things not to record: Things to record: User comments (if relevant) Users path through the software Where / how the user got lost Every action the user performs User problems Everything the user says Task completion time Facilitator help (if any)
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Post-test questionnaire General comments / questions / problems Facilitator and Recorder run through the test again without the user
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User demographics # of tasks not completed per task (aka. success rate) Average time to complete per task (aka. task completion time) Ranked usability problems based on:
263
264 Example of a usability testing report. This is one page of the report explaining the most important usability issue found. Note the number of users who experienced the problem, the examples of where the problems occurred and the link to a video clip of a real user experiencing the problem.
265 Morae: http://www.techsmith.com/morae.asp Silverback: http://silverbackapp.com/ Remote Usability Testing (+ Phone): http://www.adobe.ca/products/acrobatconnectpro/ Loop11: http://www.loop11.com/ Usabilla: http://usabilla.com/
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Get into even numbered groups Determine a few key tasks youd like to test Take turns running each member of the group through a usability test of your existing assignment designs Integrate the feedback into your nal assignment wireframes
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272 Five Technologies That Will Transform Homes of the Future - http://arstechnica.com/business/the-networked-society/2012/03/the-vetechnologies-that-will-transform-homes-of-the-future.ars
TOUCH INTERFACES
273
WINDOWS 8
274
IMPROVED HARDWARE
275
AUGMENTED REALITY
276
LANGUAGE COMPREHENSION
278 Siris Big Brother from Google - http://www.cringely.com/2012/03/siris-big-brother-from-google/ Future of Voice Recognition - http://arstechnica.com/business/news/2012/03/future-of-voice-recognition-assistants-that-remember-everythingyou-say.ars
Associations:
VanUE IxDA Vancouver ACM SIG-CHI
Web
Smashing Magazine Boxes and Arrows Lots of useful links on the course website
Twitter:
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QUESTIONS...?
280
SESSION REVIEW
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THANK YOU!
Feedback, comments, questions
or
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