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#IWDev 5: UX - the common sense approach - by J...

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November 06, 2012

#IWDev 5: UX - the common sense approach - by John Godwin

Presented at #IWDev 5 (Isle of Wight, UK - technology agnostic user group) on 06/11/2012

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November 06, 2012
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Transcript

  1. What are we going to do? (this is good UX

    ;) • Look at some good and bad UX examples • 3 key points to consider • Get your pens out! • Build UX into your workflow
  2. Oh Christ! Make it clear to the user what actions

    are available and what path they need to take through the visual form.
  3. I want (a hole in) one.. Devoid of over top

    decor and gadgetry, the “nurse’s watch” has just the important details, numbers, hands in a readable analog dial.
  4. • What is common to all people? (how the brain

    works) • What do your users want to do? (intent) • Empathy with your users (see through their eyes) 3 points to consider
  5. What is common to all people Humans rarely like to

    leave a task incomplete, especially when they are offered a simple way to complete it When we have positive experiences our limbic system releases dopamine that aids memory and information processing Choice can be paralysing. With too much choice we worry about making the wrong decision We love to be rewarded and when we do we are more likely to share Sequencing improves task conversion and encourages people to provide more data
  6. What do your users want to do? I want to

    book a holiday Please, please, please can you make it easy for me to submit my expense claim! I want to compare products to allow me to make better purchasing decisions I want to be able to filter products easily I want to track my parcel I want to be able to organise and share my files with my colleagues
  7. Empathy with your users Jesus, I just want to see

    the ‘firking’ price So why do I have to login? I’m using a mobile, why would you give me the option of buying a £50,000 car? I can’t see where I am suppose to go? If I click on this, why am I given these options? Bizarre! How much for delivery? I don’t want to create an account! Where is your phone number?!
  8. The Brief Wireframe a lift control interface The bizarre lift

    controls in Ikea Southampton, the lifts have double doors but they don't work on all floors so the lift controls only list the floors the adjacent doors work on.... pretty confusing for those who move near them who want to get out on the floors the other doors work on....
  9. So what do we know? • There are 2 lifts

    in the hotel • There are 6 floors (basement, g, 1, 2, 3, 4) • Capacity is 8 people • There is a basement but this is not accessible by guests • The interface panel is the size of A4 paper (incidentally) • The lifts have mirrors opposite where the interface will be
  10. Have you considered? • The average age of guests is

    61 (It’s in Shanklin) • 61 year old people drink on their holidays • Old people shrink! • The hotel staff are all Polish • It takes approximately 8 seconds for 3 people to enter the lift • Lots of deaf and partially sighted people visit the hotel • Children love lifts • People like to feel safe
  11. I’m a dev guy, this UX stuff is up to

    the guys with the Crayola's, right? Wrong. Plan – Planning is critical to the success of all projects. Research – Before you can design a product, it is imperative that you have a clear understanding of the users' goals and tasks. Design – In the design phase, you define your system from the users' perspective. Initially beginning with rough sketches and ending with detailed UI design specifications. Adapt – The adapt phase acknowledges that even the best conceived designs often need to be adapted when development begins coding. Measure – When the product is released, it is possible to measure its usability quantitatively and qualitatively.