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User Experience Design:
Overview
Julie Grundy
Information Architect, Duke Web Services
What we will cover today
•  Overview and Why
•  Usability Principles
•  Workflow of a UX designer
•  Tactics and Tools
•  How to get involved
What is User Experience?
“User experience is a discipline focused on designing
the end-to-end experience of a certain product.”
- from Rui Barroca, Product Designer
Graphic credit: Rui Barroca, Product Designer
UX Design
UX Design encompasses = Visual Design, Content
Messaging, and How Easy it is for a User to
Accomplish a Task.
As people, we all have different mental models to
define our world.
What is Usability?
Usability has to do with:
•  Effectiveness - can users complete tasks, achieve
goals with the product
•  Efficiency - how much effort do users require to do
this?
•  Satisfaction – what do users think about the
products ease of use?
Why does UX matter?
-  Fast Company Design article
http://www.fastcodesign.com/1669283/dollars-and-
sense-the-business-case-for-investing-in-ui-design
- March 18, 2015 Infographic from Frank Spillers
published on Experience Dynamics; https://
www.experiencedynamics.com/blog/2015/03/30-
ux-statistics-you-should-not-ignore-infographic
How?
Graphic credit: Andy Blight
https://www.flickr.com/
photos/flat61/3883611573/
Get to Know Your User
?
Rule #1
You are not the user.
Roles of a UX Person
Different job titles:
•  UX Designer
•  Information Architect
•  Experience Designer
•  Interaction Designer
•  UX Strategist
•  Creative Director
•  UI Designer
Great resource:
http://www.uxbeginner.com/how-to-
navigate-the-ocean-of-ux-job-titles
Ground Work:
Usability Principles
Courtesy of Bob Ross
Nielsen’s 10 Usability Principles
1.  Visibility of System Status
Keep users oriented and clear about where they
are in the system or where they are up to in a
process.
“I know what’s going on.”
2. Match between the System and the real world
Follow real-world conventions, making information
appear in a natural and logical order.
“I know what you’re talking about.”
Nielsen’s 10 Usability Principles
Nielsen’s 10 Usability Principles
3. User Control and Freedom
Users should be free to select and sequence tasks
(when appropriate), rather than having the system
do this for them.
“Oops, let me out of here.”
Nielsen’s 10 Usability Principles
4. Consistency and Standards
Follow platform conventions. Principle of least
surprise.
“Seems familiar, makes sense.”
Nielsen’s 10 Usability Principles
5. Help Users Recognize, Diagnose, and Recover
From Errors
Error messages in plain language. Give users
understanding of how they will solve the problem in
plain language.
“I know what went wrong, I can fix it.”
Nielsen’s 10 Usability Principles
6. Error Prevention
Even better than good error messages is a careful
design that prevents a problem from occurring in
the first place.
“Glad I didn’t do that.”
Nielsen’s 10 Usability Principles
7. Recognition Rather than Recall
Make objects, actions, and options visible.
“I know what I need to do here.”
Nielsen’s 10 Usability Principles
8. Flexibility and efficiency of use
Cater the system to the inexperienced and expert
user. Encourage exploration.
“Allow me to do more or less.”
Nielsen’s 10 Usability Principles
9. Aesthetic and Minimalist Design
Dialogues should not contain information that is
irrelevant or rarely needed. Simplicity.
“Looks good, works beautifully.”
Nielsen’s 10 Usability Principles
10. Help and Documentation
Integrate help with the system. “How do I…?”
“Okay, I need help.”
Test Time
Which principles are violated?
What does this UX person do?
•  Research
•  Information Architecture
•  Interaction Design
PLANNING AND DISCOVERY METHODS
Goal: Find out WHAT you
are trying to accomplish
and for WHOM.
UX Questionnaire
Ask the product owner or client these questions:
What is the primary goal of the site/app? Secondary goal?
Is this part of a larger marketing plan? If so, please briefly describe.
Why is the website being redesigned?
Who is the primary demographic? Secondary demographic?
What is the most likely user scenario? (Example: X visits the site, clicks on Y, which translate into action Z.)
What is your ideal user scenario? (What should they do when they come to the site?)
Who are your peer schools/programs?
What existing content/functionality must stay?
Is there any content that you’d like to add?
What content needs to be moved to the new site? All? Does it need to be edited/updated?
Is there any content that should be added? Created?
Is there any content that can be removed?
If yes, to any of the above, what is the timeline for content creation? 
How will we evaluate if the project is successful?
Who are your key stakeholders? Is there any one else I should talk to?
- Leah Buley
Listening Tour
•  To help define “the what.”
•  Stakeholder interviews
Analytics Analysis
Competitive Review
A competitive analysis is used to evaluate how a given
product’s competition stacks up against usability
standards and overall user experience.
User Research
•  The most important thing we can do.
•  Understanding who.
•  Step 1: Who are our users, what do they care about,
why are they coming here, what is important to
them?
•  Step 2: Is this effective?
Four Approaches
•  Organizational Research
•  Competitive Research
•  User Research
•  Evaluative Research
Organizational Research
•  Organizational research is learning about those
individuals and rules that make up an organization.
•  Identify and interview stakeholders, do analysis
Competitive Research
•  Who also competes for your user’s attention to fill a
need?
•  In most of our cases, it is examining peer schools or
products.
•  Tactic: Competitive Audit (strengths, weaknesses,
opportunities, threats)
User Research
•  User Research is ethnography, the study of humans
in their natural environment.
•  Understanding how and why they behave is very
different than gathering opinions.
•  Goal: to identify patterns/behaviors and develop
empathy.
User Research
BIG WIN!
User Research
•  Talk to humans: one-on-one interviews
•  Contextual inquiry: observe users in their natural
environments
- Uxpassion.com
Evaluative Research
•  Evaluative Research is assessing the merit of your
design.
•  Answering our question: Is this effective?
•  Tactics:
1. Heuristic Analysis (UX Expert Review)
2. Usability Testing
What can you test?
•  What can you test?
–  Existing site or application before it’s redesigned.
–  Competitors service or product.
–  Early sketches and prototypes.
–  Final product (eee!)
Usability Testing
•  Is watching the user trying to do something so you
can detect what confuses or frustrates them.
•  Main point: You watch people actually use the thing
you are working on versus talk about it.
•  Three key people: Facilitator, participant, note taker
Proto-Personas
•  Technique to provide empathetic, customer-
oriented thinking without necessarily requiring you
to do exhaustive customer research or have loads
of statistical data to under pin your thinking.
https://www.pinterest.com/pin/2111131045524377/
The Next Phase of UX
Information Architecture
Information architecture (IA) focuses on organizing,
structuring, and labeling content in an effective and
sustainable way. The goal is to help users find
information and complete tasks.
- Wikipedia
Creating Logic
•  Sitemaps
•  Content Analysis/Patterns/Chunking
•  Content relationships
•  Functional Requirements and Scope
Sitemap
•  Architecture of a site, or the hierarchical structure
of an app
•  Shows relationships
Content Analysis/Patterns
•  content matrix that separates out each piece of
content type = content modeling
•  includes recommendations, attributes, and
suggestions.
Content Priorities
•  A priorities list of most important types/pieces of
content.
•  Example: Registration button, about paragraph, key
dates, news articles, directory of people, resources
DESIGN
Design Brief
•  Describes at a high level the target design solution,
the features/personality of the product, and who it
is designed for.
•  Principles: What should the experience of using the
product feel like the the user?
Sketching
•  What are some different forms the product form
can take?
•  Low-tech
User Story Mapping
•  User Story Mapping is a dead simple idea. Talk
about user’s journey through your product building
a simple model that tells your user’s story as you
do.
- Jeff Patton
User Story Mapping
- Jeff Patton
Wireframes
•  Shows how the product will look and function in
detail.
•  The “meat and potatoes” of UX Design.
•  A lot of the work up until this point has been to
make educated decisions in this phase.
Wireframing Tools
•  UXPin
•  Adobe Photoshop
•  Balsamiq or Axure
•  PowerPoint or Keynote
•  Omnigraffle
•  Visio
Steps
1.  Pick your tool
2.  Consult sketches and all the research you’ve done
3.  Create a wireframe list: what do you need to wireframe
to communicate the product?
4.  Go for it. Think about: sequences and states, content
priorities and chunks, design principles, user story and
flow, error messages, design principles.
5.  Get feedback from team & users
6.  Iterate
Testing and Validating
Get it in front of users.
5 Second Test
•  What impression is formed in 5 seconds?
Guerrilla Usability Testing
•  Directly from Steve Krug
Group Exercise
Mock Usability Test
http://bit.ly/jpguxtest
Congratulations!
Evangelism
Things to Care About
•  reducing cognitive stress
•  making it easy
•  making it accessible
Local Organizations
•  Triangle User Experience Professional Association
•  Ladies that UX Durham
If you forget everything I said
Remember to put time, budget, and energy into
researching the what and who to greatly increase your
chance of success.
Most importantly, TALK TO USERS and constantly ask
yourself IS THIS EFFECTIVE?
Questions?
Julie Grundy
Information Architect
Duke Web Services, Office of Information Technology
julie.grundy@duke.edu
@julie_away
Thank you!

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User Experience Design: an Overview

  • 1. User Experience Design: Overview Julie Grundy Information Architect, Duke Web Services
  • 2.
  • 3. What we will cover today •  Overview and Why •  Usability Principles •  Workflow of a UX designer •  Tactics and Tools •  How to get involved
  • 4. What is User Experience? “User experience is a discipline focused on designing the end-to-end experience of a certain product.” - from Rui Barroca, Product Designer
  • 5. Graphic credit: Rui Barroca, Product Designer
  • 6. UX Design UX Design encompasses = Visual Design, Content Messaging, and How Easy it is for a User to Accomplish a Task. As people, we all have different mental models to define our world.
  • 7. What is Usability? Usability has to do with: •  Effectiveness - can users complete tasks, achieve goals with the product •  Efficiency - how much effort do users require to do this? •  Satisfaction – what do users think about the products ease of use?
  • 8. Why does UX matter? -  Fast Company Design article http://www.fastcodesign.com/1669283/dollars-and- sense-the-business-case-for-investing-in-ui-design
  • 9.
  • 10.
  • 11.
  • 12. - March 18, 2015 Infographic from Frank Spillers published on Experience Dynamics; https:// www.experiencedynamics.com/blog/2015/03/30- ux-statistics-you-should-not-ignore-infographic
  • 13. How? Graphic credit: Andy Blight https://www.flickr.com/ photos/flat61/3883611573/
  • 14. Get to Know Your User ?
  • 15. Rule #1 You are not the user.
  • 16. Roles of a UX Person Different job titles: •  UX Designer •  Information Architect •  Experience Designer •  Interaction Designer •  UX Strategist •  Creative Director •  UI Designer Great resource: http://www.uxbeginner.com/how-to- navigate-the-ocean-of-ux-job-titles
  • 18. Nielsen’s 10 Usability Principles 1.  Visibility of System Status Keep users oriented and clear about where they are in the system or where they are up to in a process. “I know what’s going on.”
  • 19.
  • 20.
  • 21. 2. Match between the System and the real world Follow real-world conventions, making information appear in a natural and logical order. “I know what you’re talking about.” Nielsen’s 10 Usability Principles
  • 22.
  • 23.
  • 24. Nielsen’s 10 Usability Principles 3. User Control and Freedom Users should be free to select and sequence tasks (when appropriate), rather than having the system do this for them. “Oops, let me out of here.”
  • 25.
  • 26.
  • 27.
  • 28. Nielsen’s 10 Usability Principles 4. Consistency and Standards Follow platform conventions. Principle of least surprise. “Seems familiar, makes sense.”
  • 29.
  • 30.
  • 31.
  • 32. Nielsen’s 10 Usability Principles 5. Help Users Recognize, Diagnose, and Recover From Errors Error messages in plain language. Give users understanding of how they will solve the problem in plain language. “I know what went wrong, I can fix it.”
  • 33.
  • 34.
  • 35. Nielsen’s 10 Usability Principles 6. Error Prevention Even better than good error messages is a careful design that prevents a problem from occurring in the first place. “Glad I didn’t do that.”
  • 36.
  • 37.
  • 38.
  • 39.
  • 40. Nielsen’s 10 Usability Principles 7. Recognition Rather than Recall Make objects, actions, and options visible. “I know what I need to do here.”
  • 41.
  • 42.
  • 43. Nielsen’s 10 Usability Principles 8. Flexibility and efficiency of use Cater the system to the inexperienced and expert user. Encourage exploration. “Allow me to do more or less.”
  • 44.
  • 45.
  • 46. Nielsen’s 10 Usability Principles 9. Aesthetic and Minimalist Design Dialogues should not contain information that is irrelevant or rarely needed. Simplicity. “Looks good, works beautifully.”
  • 47.
  • 48.
  • 49. Nielsen’s 10 Usability Principles 10. Help and Documentation Integrate help with the system. “How do I…?” “Okay, I need help.”
  • 50.
  • 51.
  • 52. Test Time Which principles are violated?
  • 53.
  • 54.
  • 55.
  • 56.
  • 57. What does this UX person do? •  Research •  Information Architecture •  Interaction Design
  • 58. PLANNING AND DISCOVERY METHODS Goal: Find out WHAT you are trying to accomplish and for WHOM.
  • 59. UX Questionnaire Ask the product owner or client these questions: What is the primary goal of the site/app? Secondary goal? Is this part of a larger marketing plan? If so, please briefly describe. Why is the website being redesigned? Who is the primary demographic? Secondary demographic? What is the most likely user scenario? (Example: X visits the site, clicks on Y, which translate into action Z.) What is your ideal user scenario? (What should they do when they come to the site?) Who are your peer schools/programs? What existing content/functionality must stay? Is there any content that you’d like to add? What content needs to be moved to the new site? All? Does it need to be edited/updated? Is there any content that should be added? Created? Is there any content that can be removed? If yes, to any of the above, what is the timeline for content creation?  How will we evaluate if the project is successful? Who are your key stakeholders? Is there any one else I should talk to?
  • 61. Listening Tour •  To help define “the what.” •  Stakeholder interviews
  • 63. Competitive Review A competitive analysis is used to evaluate how a given product’s competition stacks up against usability standards and overall user experience.
  • 64. User Research •  The most important thing we can do. •  Understanding who. •  Step 1: Who are our users, what do they care about, why are they coming here, what is important to them? •  Step 2: Is this effective?
  • 65. Four Approaches •  Organizational Research •  Competitive Research •  User Research •  Evaluative Research
  • 66. Organizational Research •  Organizational research is learning about those individuals and rules that make up an organization. •  Identify and interview stakeholders, do analysis
  • 67. Competitive Research •  Who also competes for your user’s attention to fill a need? •  In most of our cases, it is examining peer schools or products. •  Tactic: Competitive Audit (strengths, weaknesses, opportunities, threats)
  • 68. User Research •  User Research is ethnography, the study of humans in their natural environment. •  Understanding how and why they behave is very different than gathering opinions. •  Goal: to identify patterns/behaviors and develop empathy.
  • 70. User Research •  Talk to humans: one-on-one interviews •  Contextual inquiry: observe users in their natural environments - Uxpassion.com
  • 71. Evaluative Research •  Evaluative Research is assessing the merit of your design. •  Answering our question: Is this effective? •  Tactics: 1. Heuristic Analysis (UX Expert Review) 2. Usability Testing
  • 72. What can you test? •  What can you test? –  Existing site or application before it’s redesigned. –  Competitors service or product. –  Early sketches and prototypes. –  Final product (eee!)
  • 73. Usability Testing •  Is watching the user trying to do something so you can detect what confuses or frustrates them. •  Main point: You watch people actually use the thing you are working on versus talk about it. •  Three key people: Facilitator, participant, note taker
  • 74. Proto-Personas •  Technique to provide empathetic, customer- oriented thinking without necessarily requiring you to do exhaustive customer research or have loads of statistical data to under pin your thinking.
  • 76. The Next Phase of UX
  • 77. Information Architecture Information architecture (IA) focuses on organizing, structuring, and labeling content in an effective and sustainable way. The goal is to help users find information and complete tasks. - Wikipedia
  • 78. Creating Logic •  Sitemaps •  Content Analysis/Patterns/Chunking •  Content relationships •  Functional Requirements and Scope
  • 79. Sitemap •  Architecture of a site, or the hierarchical structure of an app •  Shows relationships
  • 80.
  • 81.
  • 82. Content Analysis/Patterns •  content matrix that separates out each piece of content type = content modeling •  includes recommendations, attributes, and suggestions.
  • 83.
  • 84. Content Priorities •  A priorities list of most important types/pieces of content. •  Example: Registration button, about paragraph, key dates, news articles, directory of people, resources
  • 86. Design Brief •  Describes at a high level the target design solution, the features/personality of the product, and who it is designed for. •  Principles: What should the experience of using the product feel like the the user?
  • 87. Sketching •  What are some different forms the product form can take? •  Low-tech
  • 88.
  • 89. User Story Mapping •  User Story Mapping is a dead simple idea. Talk about user’s journey through your product building a simple model that tells your user’s story as you do. - Jeff Patton
  • 90. User Story Mapping - Jeff Patton
  • 91. Wireframes •  Shows how the product will look and function in detail. •  The “meat and potatoes” of UX Design. •  A lot of the work up until this point has been to make educated decisions in this phase.
  • 92. Wireframing Tools •  UXPin •  Adobe Photoshop •  Balsamiq or Axure •  PowerPoint or Keynote •  Omnigraffle •  Visio
  • 93. Steps 1.  Pick your tool 2.  Consult sketches and all the research you’ve done 3.  Create a wireframe list: what do you need to wireframe to communicate the product? 4.  Go for it. Think about: sequences and states, content priorities and chunks, design principles, user story and flow, error messages, design principles. 5.  Get feedback from team & users 6.  Iterate
  • 94.
  • 95.
  • 96.
  • 97.
  • 98. Testing and Validating Get it in front of users.
  • 99. 5 Second Test •  What impression is formed in 5 seconds?
  • 100.
  • 101. Guerrilla Usability Testing •  Directly from Steve Krug
  • 102. Group Exercise Mock Usability Test http://bit.ly/jpguxtest
  • 105. Things to Care About •  reducing cognitive stress •  making it easy •  making it accessible
  • 106. Local Organizations •  Triangle User Experience Professional Association •  Ladies that UX Durham
  • 107. If you forget everything I said Remember to put time, budget, and energy into researching the what and who to greatly increase your chance of success. Most importantly, TALK TO USERS and constantly ask yourself IS THIS EFFECTIVE?
  • 108. Questions? Julie Grundy Information Architect Duke Web Services, Office of Information Technology julie.grundy@duke.edu @julie_away Thank you!