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Better experience design

2d84f9cec8c91449388bfb2b8078ef28?s=47 Diana
February 19, 2012

Better experience design

A presentation I did a few years ago to my colleagues at Digital Eskimo about some of the top things that have helped me become a better user experience designer.



February 19, 2012


  1. Better experience design. Five things that influenced my approach to

    user experience design this year. by Diana Mounter #1
  2. 1. sketching 2. user flows 3. making mistakes impossible 4.

    defensive design 5. prototyping #2
  3. Sketching Capture ideas in a way that’s meaningful to you

    1. sketching #3
  4. Express and work through ideas Share and collaborate with others

    1. sketching #4
  5. It’s quick No barriers 1. sketching #5

  6. User flows Helps you walk through the pathways a user

    might take... “What do they need to get to their destination?” 2. user flows #6
  7. think about what needs to happen between different screens/stages 2.

    user flows #7
  8. 2. user flows #8 think about the journey

  9. 3. making mistakes impossible #9 Making mistakes impossible By Matt

    Legend Gemmell “We cannot completely eliminate error, but we can (and should) try...”
  10. Misunderstandings 3. making mistakes impossible #10 Consistency with experience Consistency

    with expectation Breaking shakes the users confidence
  11. 3. making mistakes impossible #12 Accidents Don’t let people play

    with sharks!
  12. Regret 3. making mistakes impossible #13 “I meant to, but

    then I changed my mind... How do I undo?”
  13. Defensive design (a book by 37 signals) Things do go

    wrong so provide help at crisis points 4. defensive design #13
  14. 4. defensive design #14 - make it obvious - use

    familiar language - provide clear instructions - eliminate obstacles - deliver smart search assistance
  15. 4. defensive design #15 offer help that’s actually helpful =

    Users will remember!
  16. Prototyping sketching, user flows, design defensively, and preventing user mistakes

    all come into play during prototyping 5. prototyping #16
  17. sketch before wireframing walk through the wireframes (paper prototypes) sketch

    over the wireframes 5. prototyping #17
  18. 5. prototyping #18 “you only know how to design a

    service when it is being used”
  19. #19 happy not happy better experiences make people happy :-)