Why User Experience Matters

D114df717ae54b93a64b0d90e3020e11?s=47 Kshitiz Anand
September 08, 2013

Why User Experience Matters

Talk at Honeywell Technology Solutions Ltd, on 3rd September.

D114df717ae54b93a64b0d90e3020e11?s=128

Kshitiz Anand

September 08, 2013
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Transcript

  1. Why User Experience matters @kshitiz, kshitiz@happyhorizons.in Talk at Honeywell ,

    Bangalore 3rd September 2013
  2. HELLO I’M KSHITIZ

  3. And this is what I do for a living: Evangelize

    about design, get more people to understand design & convince young students to take it up as a career option
  4. •  Presently –  Dean & Director - India Operations at

    L'École de Design Nantes Atlantique –  Founder of Happy Horizons Consulting –  Founder & Managing Trustee – Happy Horizons Trust •  Previous –  Design Head, Kuliza Technologies –  Founder & Director, Deskala Research and Design & Consulting •  Education –  MS in HCI Design , Indiana University Bloomington, USA –  BDes in Communication Design, IIT Guwahati, India •  Contact –  kshitiz@happyhorizons.in –  Twitter: @kshitiz –  LinkedIn: in.linkedin.com/in/kshitizanand/ –  Website: www.kshitizanand.com
  5. H pp H r •  Dean & Director of the

    school and all programs in India •  2 year masters program in Transcultural Design •  Teach Design for Social Impact and User Experience •  Mentor students on final projects •  Design the curriculum & faculty recruitment •  Student welfare and professional development •  Consulting practice •  Help large companies to startups with design •  Take design workshops at corporates •  Work mainly in user experience design, branding, design for social impact •  Working towards improving the quality of education in primary schools •  Career Awareness Seminars for high school students •  Digital Literacy program for youth Design | Research | Consulting" + a few other things like traveling, photography etc
  6. WHY USER EXPERIENCE MATTERS ? Today I talk about

  7. Design is such a natural human ability

  8. UX IS DELIGHT

  9. Think of an activity that delighted you? (NON-WEB INTERACTION)

  10. Is Delight = Features ?

  11. How many buttons do you typically use ?

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  13. Think of a web based activity that frustrated you?

  14. SURPRISE à PLEASURABLE EXPERIENCE à DELIGHT PROBLEM à ANXIETY à

    RESOLUTION à DELIGHT Situation 1 Situation 2
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  17. Subjectivity Delight is governed by

  18. Delight is governed by Objectivity

  19. “If you don’t take care of the customer, someone else

    will.” - Raffaele Ciarla
  20. USER EXPERIENCE DELIVERING DELIGHT SINCE MID 90s CUSTOMER

  21. Web  1.0   Web  3.0   Web  2.0   Change

    in User Behavior
  22. Internet users per 100 inhabitants Reference  :  h*p://en.wikipedia.org/wiki/File:Internet_users_per_100_inhabitants_ITU.svg   What

    really interests us is this
  23. UX IS EMOTIONS

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  25. VISCERAL BEHAVIORAL REFLECTIVE A more detailed look and feel and

    function that is got by interactions i.e. the total experience of using a product Refers primarily to that initial impact, to its appearance Appearance is rooted in form, aesthetics Ones thoughts afterwards, how it makes one feel, the image it portrays, the message it tells others about the owner's taste
  26. Time  spent   InteracCon   VISCERAL   BEHAVIORAL   REFLECTIVE

     
  27. Products were once designed for the functions they performed. But

    when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment while maintaining the power. If functions are equated with cognition, pleasure is equated with emotion; today we want products that appeal to both cognition and emotion. – Don Norman
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  31. 1993 2013

  32. TODAY WE ARE LIVING WITH COMPLEXITY

  33. And good UX is the differentiator

  34. •  Increased productivity •  Reduced costs •  Customer retention • 

    Increased sales •  Savings on customer –service calls •  Reduced effort and cost on redesign ROI on UX at right time results in
  35. Early focus on UX Design Saves money!

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  37. HAVE YOU HEARD OF THE $300 MILLION BUTTON?

  38. h*p://www.uie.com/arCcles/three_hund_million_bu*on/  

  39. So, what is User Experience?

  40. h*p://www.stephenthomas.com/about/images/what_is_ux.jpg  

  41. The UX process

  42. UX : a field of Unclear boundaries

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  44. Just remember this

  45. •  Doing Stake Holders Interviews •  Business •  Technical Team

    •  Actual Users •  Try to understand the direct impact / indirect impact on the solution •  Different User Groups –  Target Groups –  Affected Groups UX requires to be engaged with different stakeholders
  46. UX has resulted in a lot T shaped professionals

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  48. PETER  MORVILLE’S  HONEYCOMB  MODEL  Image  Source:  h*p://semanCcstudios.com/publicaCons/semanCcs/000029.php   The key

    goals of UX teams is to make products:
  49. With a little guidance from Dieter Rams and his principles

  50. The UX role shift From aesthetics To process To products

    To service To strategy To experience
  51. TRADITIONAL UX IN CONTEXT OF HCI (HUMAN COMPUTER INTERACTION)

  52. USER EXPERIENCE TODAY ? Users   Business   Technology  

    UX  
  53. It has resulted in new processes

  54. WHAT IS THE SILICON VALLEY’S NEW SECRET WEAPON ?

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  58. What’s common between all of these?

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  60. Designers play a huge role in businesses these days

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  62. Designers should be made a part of entire end to

    end projects. Here’s why!
  63. (UX) Designers are System Thinkers

  64. (UX) Designers provide a fresh approach to Problem solving

  65. (UX) Designers have a prototyping culture

  66. (UX) Designers focus on People and emotions

  67. (UX) Designers create capacity and add value

  68. New faces of UX

  69. VISUAL DESIGN: What most people think UX Design is !

    Misconception alert!
  70. Visual  Design   Last  in  First  Out   User  Experience

      The  whole  process  
  71. People want Visual Design but ask for UX

  72. But by then its too late !

  73. Interfaces are everywhere And that is why people want the

    aesthetics to look good first.
  74. Think of all the interfaces around you •  Hand held

    devices •  Information Kiosks •  Interaction in public environment installations •  Television based interfaces •  Automotive interfaces •  Household and non household appliances •  Audible interfaces
  75. So there are some elements of design that everyone should

    know Getting quality designers is tough à
  76. •  Lines •  Shapes •  Mass •  Color •  Texture

    The elements of design that everyone should know
  77. The elements of color

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  79. Helping create better Visual Design

  80. •  Law of Similarity – Similarity occurs when objects look similar

    to one another. People often perceive them as a group or pattern. Gestalt’s principles
  81. •  Law of Proximity – Proximity occurs when elements are placed

    close together. They tend to be perceived as a group. Gestalt’s principles
  82. •  Law of Closure –  Closure occurs when an object

    is incomplete or a space is not completely enclosed. If enough of the shape is indicated, people perceive the whole by filling in the missing information. Gestalt’s principles
  83. •  Law of Continuity –  Continuation occurs when the eye

    is compelled to move through one object and continue to another object. Gestalt’s principles
  84. GRIDS - soul and skeleton of good design

  85. More about GRIDS •  Optimum – Designing with the 960

    Grid System for the most commonly used 1024x768 screen resolution •  Grids divide the screen into areas •  All spacing becomes multiple of the smallest spacing between elements •  Enhances Consistency of screens •  Standardizations reduces design time
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  88. The value of typography

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  105. John Dewey American Educator & Philosopher

  106. “The” experience An experience An experience An experience An experience

    An experience An experience An experience An experience
  107. •  Most experiences are inchoate and not thought through • 

    They are unfulfilled as they get interrupted •  Frustrating and not significant and leads to an unpleasant experience The mistakes we make
  108. a.  The aesthetic i.  The “look and feel” b.  The

    intellectual i.  The business and strategy decisions c.  The practical i.  What the user actually interacts with and experiences ii.  The performance Multiple things have to come together to create the experience
  109. In CONCLUSION

  110. h*p://www.slideshare.net/whitneyhess/10-­‐most-­‐common-­‐misconcepCons-­‐about-­‐user-­‐experience-­‐design?from=ss_embed  

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  112. A GOOD UX LEADS TO DELIGHT

  113. DELIGHT IS WHEN INTERFACES CONVEY A STORY

  114. STORIES DELIGHT US

  115. WHAT’S YOUR STORY?

  116. THANK YOU 9535206828 | www.kshitizanand.com kshitiz@happyhorizons.in , k.anand@lecolededesign.com twitter: @kshitiz