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Design & User Experience

Design & User Experience

A high-level overview of design and user experience concepts. I express a (somewhat controversial) viewpoint on "UX Design" and "UX Designers", and posit that UX is actually the end-product of our efforts, not a new design philosophy nor a job description.

Originally presented to the IA/UX Rochester (@IAUXROC) group in Rochester, NY.

Links to the various references and books mentioned are available here: https://dl.dropbox.com/u/3444/ux_and_design_links.html

…and for the curious, here are my notes that I collected in WorkFlowy before building the Keynote presentation: https://workflowy.com/shared/d74466d7-a3bf-4667-37f2-2bef1ed6ce0c/

Nathan Henderson

July 18, 2012
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Transcript

  1. “Most people make the mistake of thinking design is what

    it looks like. People think it’s this veneer — that the designers are handed this box and told, ‘Make it look good!’ That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.” – STEVE JOBS
  2. Design is too often wrongly taken for the indulgent frosting

    on a functional interface. Have you ever overheard a colleague declare, “It would be nice if we could have a sexy interface, but people care more about what the site does than how it looks”? – AARRON WALTER Designing for Emotion
  3. Personas • Common concept in marketing & interaction design •

    Represents goals and behavior of a hypothesized group of people • Useful: Based on empirical data and research • Caution: Based on guesses & assumptions; can be limited by imagination, tinted by personal biases.
  4. User Testing • Can be an effective way to get

    feedback on a small scale • Designers can sometimes be too close to a project to think objectively • Not a panacea. Some successful companies don’t user-test new products • Design for yourself
  5. This experience was not designed. The user's possible behavior was

    anticipated, and the product's behaviors & user interface were designed (Interaction Design .
  6. Information Architecture Content Creation Visual Design Interaction Design Human-Computer Interaction

    Human Factors Industrial Design Sound Design Customer Service Architecture Merchandising Film & Video Engineering
  7. User Experience is Cultural • It can’t be bolted on

    • It must exist at all levels of an organization • It requires buy-in from all players • Team members must be empowered • UX is not one person’s job or role
  8. Emotion is Important, but so are Fundamentals • Design “Laws”:

    Hick’s Law Fitts’s Law • Typography • Color Theory • Golden Ratio • Surprise & Delight heightens emotional response • Pattern Recognition • Skeuomorphism • Baby-face bias • Behavioral & Evolutionary Psychology
  9. Q&A