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Better experience design

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.

Diana

February 19, 2012
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Transcript

  1. Better
    experience
    design.
    Five things that influenced my approach to
    user experience design this year.
    by Diana Mounter
    #1

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  2. 1. sketching
    2. user flows
    3. making mistakes impossible
    4. defensive design
    5. prototyping
    #2

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  3. Sketching
    Capture ideas in a way that’s meaningful to you
    1. sketching #3

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

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

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  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

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  7. think about
    what needs to
    happen
    between
    different
    screens/stages
    2. user flows #7

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

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  9. 3. making mistakes impossible #9
    Making
    mistakes
    impossible
    By Matt Legend Gemmell
    “We cannot completely eliminate error, but
    we can (and should) try...”

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  10. Misunderstandings
    3. making mistakes impossible #10
    Consistency with experience
    Consistency with expectation
    Breaking shakes the users confidence

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  11. 3. making mistakes impossible #12
    Accidents
    Don’t let people play with sharks!

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  12. Regret
    3. making mistakes impossible #13
    “I meant to, but then I changed my mind... How
    do I undo?”

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  13. Defensive
    design
    (a book by 37 signals)
    Things do go wrong
    so provide help at crisis points
    4. defensive design #13

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  14. 4. defensive design #14
    - make it obvious
    - use familiar language
    - provide clear instructions
    - eliminate obstacles
    - deliver smart search assistance

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  15. 4. defensive design #15
    offer help that’s actually helpful
    =
    Users will remember!

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  16. Prototyping
    sketching, user flows, design defensively, and
    preventing user mistakes all come into play
    during prototyping
    5. prototyping #16

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  17. sketch before wireframing
    walk through the wireframes (paper prototypes)
    sketch over the wireframes
    5. prototyping #17

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  18. 5. prototyping #18
    “you only know how to
    design a service when it
    is being used”

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  19. #19
    happy
    not happy
    better
    experiences
    make
    people
    happy :-)

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