Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Better experience design

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

More Decks by Diana

Other Decks in Design


  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 :-)