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Good UX, Bad UX

Good UX, Bad UX

Michał Aleksander

February 02, 2016
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  1. AGENDA 1. UX, USABILITY, AND THE WORK OF A UX

    DESIGNER 2. WHAT’S WORTH KNOWING 3. HOW CAN WE REVIEW UX?
  2. THINKING IS COSTLY During a typical day, the brain accounts

    for about 20% of our daily energy consumption. Whenever our energy is depleting, the natural reaction is to seek some rest.
  3. MEMORY IS LIKE A SIEVE It’s like decoding gathered data

    that we forget with the passing of time. Within a month since experiencing a set of information, without repetition, we lose 80% of what we’ve learnt.
  4. PERCEPTION IS SELECTIVE Six blind people meet an elephant. Each

    of them touches a different part of it and is sure what animal they’ve encountered based on selective information.
  5. STEVE KRUG His book “Don’t make me think” describes the

    rules for creating an interface that does not make the users think (more than necessary).
  6. WHAT IS UX? Interface design Visual design Field research Face

    to face interviewing Creation of user tests Gathering and organizing data Creating personas Product design Feature writing Requirement writing Graphic arts Interaction design Information architecture Usability Prototyping Interface layout Taxonomy creation Terminology creation Copywriting Presenting and speaking Working tightly with programmers Brainstorm coordination Design culture evangelism
  7. WHAT DOES THE PRODUCT CONSIST OF SURFACE SKELETON STRUCTURE SCOPE

    STRATEGY USABILITY USER EXPERIENCE VISUAL
  8. JAKOB NIELSEN “User experience” covers all the aspects of the

    end user’s interaction with the company, its services, and its products.
  9. WHO IS A UX DESIGNER? Can define the problem to

    solve Shares the knowledge about the users Finds, analyzes and processes data Looks after the quality of processes Understands the technology and the busines Designs and looks after the consistency of the product
  10. DESIGN PROCESS Gathering information about the product (I know why

    the product is being created) 1 Benchmarking competitive solutions (I know how others did it) 3 Technical background (I know the technical limitations affecting my work) 4 Designing (I know how to design it) 5 Testing (I am sure my design is good) 6 Supervising and supporting the implementation (I am sure my design is being implemented correctly) 7 Gathering data about the end user (I know who the product is being created for) 2
  11. They act routinely and rely on habits 1 They treat

    the product like their property 3 They don’t always say what they think, and sometimes they lie (also unconsciously) 4 5 We are not the users of the product we’re making Changes annoy them 2 A FEW TRUTHS ABOUT THE USERS
  12. CHARLES DUHIGG In his book “The Power of Habit”, he

    describes our life as something consisting of thousands of automated habits that simplify our everyday lives. Technology is a part of this life.
  13. KELLY GOTO The starting point of designing a mobile app

    should be to understand the future users’ need that we want to satisfy.
  14. GOTCHA! 1. It’s just a picture, so we can only

    review the visual layer and the placement of the elements (usability) 3. We also don’t know whether the users stumble upon any problems on this page 2. We don’t know who uses this page and what their expectations are
  15. Snapchat - First-time experience Test participants aged above 40 were

    frustrated with the lack of instructions for beginner users Test participants aged below 25 were self-confident and wanted to discover the hidden features of the app and the meaning behind the icons Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/
  16. Snapchat - Additional features The members of the youngest group

    were interested in the additional features (Stories / Discover) and devoted the most time to them The members of the oldest group were disoriented and couldn’t focus on the entertainment. They were still trying to figure out the main function of the app Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/
  17. „ “I’m really not sure about this whole Discover thing.

    It seems to bug me a bit. I’m not sure what it’s about.” - Male test participant, 37, United States
  18. Snapchat - Overall appeal In both groups, there were people

    who weren’t convinced to using the app and to the app itself in general Many members of the youngest group said they did not see any particular advantage of the app over the other ones, but they still felt like “someone had designed it for them” Źródło: https://www.usertesting.com/blog/2015/04/21/snapchat/ The members of the oldest group indicated “a generation gap”
  19. Younger users, who stuck to the app, had fun using

    it. Their tolerance “for fun” was much higher than in the oldest group, whose members focused on possibilities and functions.
  20. SUMMARY 1. UX IS KNOWLEDGE ABOUT THE USERS AND THEIR

    PROBLEMS 2. WITHOUT CONTEXT, WE CAN’T REVIEW THE VALUE OF THE SOLUTIONS 3. WE ARE NOT THE USERS OF OUR PRODUCTS. EVEN, IF WE’RE USING THEM