17.02.2015 User Experience Design Kullanıcı Deneyimi Tasarımı What is User Experience (UX)? Understanding the basics DERS NOTU User interface (UI) The means by which a person interacts with a website or application – What does it look like? – How do I use it? User experience (UX) Evaluate how users feel about a system, looking at; – – – – ease of use, perception of the value of the system, utility, efficiency in performing tasks and so forth. – The system could be a website, a web application or desktop software. – How do I feel? by Dr. Donald Norman User experience design (UXD) The multi-disciplinary approach of designing online experiences with a focus on user. – Who is using this? – What does the user need? – How will the user respond? User experience design (UXD) User experience design (UXD) is the process of enhancing customer satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction between the customer and the product 1 17.02.2015 UXD is NOT web analytics stakeholder interviews storyboards sketching A/B testing surveys prototyping User Experience Design is not just about designing good looking websites or interfaces flow diagrams What we usually talk about when we talk about UXD wireframes scenarios sitemaps personas card sorts usability testing heuristic evaluation user research 1. The experience belongs to the user 10 Principles of UXD 1. The experience belongs to the user • Since experience is subjective it cannot be designed in quite the same way that a physical product can. • If our framework is solid, then great experiences will be a common occurrence. • Designers do not create experiences, they create artifacts to experience. 2. UX is holistic • The experience is not just the product anymore. • It is made up of all touch-points of a larger system, from the product to the support to the way your neighbor talks about it. – Not all of these things are designable in the same way, but all can be designed for on some level. 2 17.02.2015 3. Great user experiences are invisible • When people are having a great experience, they rarely notice the hard work that has been put into place to make it happen. • This is as it should be…our job as UX professionals is to be so successful that nobody talks about us. 4. UX is a lifecycle • People experience the world over time…nothing happens at once. – As such, people don’t immediately have a good experience with most things. • There is a lifecycle that must be gone through, starting with awareness, building up to first-time use and going into regular use and even decline. – These steps are relatively stable. Response time • Long response times lead users to view websites as less interesting and of lower in quality • Longer response times also negatively impact users’ views of the company (not just the website) Number of people who rated the site as “High quality” Response time benchmarks • HCI response time rules of thumb • • • • >10 seconds = significant attention loss <2 seconds = noticeable and disruptive <1 second = perceptible delay but not disruptive <1/10 second = feels immediate • Modern response time benchmarks: Even miniscule delays have measurable effects • • • • 1/10 second delay = 1% lost sales. Amazon, 2006 >3 seconds load time = 40% abandonment. Forrester, 2009 1/5 second delay = .2% fewer searches per user. Google, 2009 1/4 second delay = users visit competitor sites more often. Microsoft Research, 2012 Ramsay, Barbesi, & Preece. (1998). A psychological investigation of long retrieval times on the World Wide Web. Interacting with Computers 10, 77-86.Bouch, Kuchinsky, & Bhatti(2000). Quality is in the eye of the beholder: Meeting user requirements for internet quality of service.15 Proc. CHI 2000 Conference, 297-304. 5. Context is king • In an age when it is easy to create products and content quickly, the missing piece becomes context: – how does what we create fit into the lives of the people we create it for? • Discovering the ins and outs of context is why UX professionals do so much user research, as the subtleties of context are a sharp blade. 16 6. Great experience is about control • The worst feeling in the world is to feel out of control. • When people feel out of control, they simply don’t have a good time. • This doesn’t mean that you can’t surprise people or provide serendipity for them, it means that users need to feel like they are always able to take the next step (or bow out) at their request. 3 17.02.2015 8. Psychology is primary • Software is getting easier to use all the time. • The one with the psychological edge will win. • This means that we have to dive deeply into the psychology of use, play, product adoption, and social interaction to create the best experiences. 9. UX is a conversation • UX, like marketing, is a conversation. – As UX professionals we are creating a dialog with users in which the goal is to find out how we can best help them do what they want to do. • UX becomes a service, not a one-off product, that is constantly reacting to the changing needs of our audience. – The conversation is both how we deliver and how we find out how to make it better. 10. Great experiences are simple • Simplicity is much more than the trite “less is more” we so often hear. – Simplicity is not about volume; it’s about clarity. Why UXD is Important? • If people can understand or use something with little difficulty, then you’ve made something simple. Why UXD is important? • We could simply say, – “It’s important because it deals with our users’ needs - enough said,” and everyone would probably be satisfied with that. 4 17.02.2015 Why UXD is important? Why UXD is important? • Websites have become more ubiquitous – the Web had at least 1.83 billion users globally in 2009 – 26,4 million in Turkey • Websites have become so complex and feature-rich that, to be effective, they must have great user experience designs. • • • • • Increased customer satisfaction Increased user productivity/efficiency/accuracy Increased service/site usage and adoption Decreased support and training costs Reduced development time and costs – Create only the features users need • Reduced maintenance costs ~42 M in Turkey in 2014 – Do it right the first time UX & Return on investment • Usability can be doubled with dedicated resources and attention to site architecture and design • 10% of project budget for “usability” The Elements of User Experience • More for entire design process Key Performance Indicator Average Improvement Across Web Projects Sales/conversion rate 87% Traffic/visitor count 91% User performance/productivity 112% Use of specific (desired) 174% features NN/g Report: Usability Return on Investment (ROI) User Experience is Built From Dependent Layers The Surface Layer Describes Finished Visual Design Aspects Surface Skeleton Structure Scope Strategy 5 17.02.2015 The Skeleton Describes Screen Layout and Functional Compartments in the Screen Structure Defines Navigation from Place to Place in the User Interface Surface Surface Skeleton Skeleton Structure Structure Scope Scope Strategy Strategy task panes modal dialogs modal wizards The Places in the User Interface are Built to Support User Task-Centric Scope Surface Skeleton Structure Scope user tasks: • enter numbers • enter text • enter formulas • format cells • sort information • filter information • aggregate information • graph data • save data • import data • export data • print • ….. Strategy Business Goals Drive User Constituencies and Contexts Supported to Form Strategy Surface Skeleton Structure Scope Strategy Understanding the Relationship Between Goals, Tasks & Tools is Critical Let’s Look at a Product We All Use: The Place We Live Surface Software Product Features Tools Skeleton Structure Tasks one or more users engaged in many tasks in support of a common high level goal is often referred to as workpractice Scope Strategy Goals business goals: • displace competitive products • motivate sale of other integrated products • establish file format as default information sharing format • … user constituencies: • accountant • business planner • housewife • … usage contexts: • office desktop • laptop on airplane • pda in car • … goals: • live comfortably • eat well • stay clean • be healthy • keep up with Jones’s • … user constituencies: • me • spouse • child • … usage contexts: • suburban neighborhood • near good schools • near shopping • … 6 17.02.2015 What might I do to reach my goals? Surface Skeleton Structure user tasks: • store food • prepare food • eat food • sleep • bathe • store changes of clothing • stay out of rain • entertain guests • entertain self • … Arranging tasks by affinity allows me to think about contexts that best support tasks. Contexts in a home have common names we all know. Surface Skeleton Structure Scope Scope Strategy Strategy When designing a particular interaction context such as a “kitchen,” I optimize layout and tool choices to support tasks I’ll do there I’m going to spend a lot of time here, I want my experience to be as pleasant as possible… Surface Surface Skeleton Skeleton Structure Structure Scope Scope Strategy Strategy Tool Design to UX Designers is as Snow is to Eskimos (or Cross Country Skiers) • As we move up layers in Garrett’s model it’s easy to see how each layer validates the previous layer • This doesn’t mean that decisions on each layer must be made before moving on to the next – that’s often impractical Surface Skeleton Structure Tools • Navigation Map • Page Wireframes • UI Design Guidelines Scope Tasks Strategy Goals Each Layer Validates the Next – When making a decision on one layer, consider the assumptions that must be true on the next layer down – When information changes on lower layers – information such as business or user goals, or our understanding of tasks, consider the implications on layers above • User Tasks & Activities, or Use Cases • Technology Independent • Business Goals • User Model with User Goals • Architectural Goals Based On Context of Use 7 17.02.2015 so what should you do about all this? start by understanding your users! Both are built on understanding user needs Ideal project trajectory Implementation of UX START How projects normally go GOAL With research, course correction Focus Group Usability Test START GOAL Branding Review START GOAL A/B Testing Prototype Walkthrough 8 17.02.2015 Desired implementation of UX Implementation of UX in real life Detailed user-centered R&D process UX R&D with agile User Stories 1. User Research 2. Prototype Design Market Research User Surveys/Intervie ws Field Studies Focus Groups Profiles and Personas Site Assessments Card sorting Non-Functional Reqs Paper Prototypes Wireframes Clickable Prototype Site Map Process Flows Analytics Strategy Research 3. User Validation Usability Testing Reverse Card Sorting Eye Tracking Prototype Revisions 4. UX Design Delivery Verify Design Wireframe Spec Design Defect Error Matrix Log Clickable Prototype Graphic Design Comps SEO and Content Spec Analytics Design Spec Design Development Sprints QA Test Releases 5. Usage Analysis Analytics Reports SEO Reports A/B Testing 1. User Research 2. Prototype Design Market Research User Surveys/Intervie ws Field Studies Focus Groups Profiles and Personas Site Assessments Card sorting Non-Functional Reqs Paper Prototypes Wireframes Clickable Prototype Site Map Process Flows Analytics Strategy Research 3. User Validation Usability Testing Reverse Card Sorting Eye Tracking Prototype Revisions 4. UX Design Delivery Verify Design Wireframe Spec Design Defect Error Matrix Log Clickable Prototype Graphic Design Comps SEO and Content Spec Analytics Design Spec 5. Usage Analysis Analytics Reports SEO Reports A/B Testing Design Iterative and incremental development Development iterations (aka “timeboxes” or “sprints”) Organizational Maturity 8 stages to a great user-centered organization UX iterations 9 17.02.2015 Early stages Advanced maturity levels “Corporate Usability Maturity: Stages 5-8”, Jakob Nielsen Alertbox, www.nngroup.com/articles/usability-maturity-stages-5-8/ 10
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