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This course is a graduate-level class that explores the process of
developing user-experience prototypes. Students learn practical
UX prototyping skills to successfully present, simulate and
implement their designs in modern authoring technology.
This provides students with a means to produce core
functionality and the vocabulary to communicate with the
developers that will ultimately be coding their design solutions.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
REQUIREMENTS
Students taking this course must have access to a high-
speed Internet connection, the Adobe Creative Suite
(specifically Adobe XD), a word processing software or
Google Docs, an LWC WebSpace or web hosting account
and access to a modern computer with ample processing
power and RAM to support the software.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
• The term user experience was introduced by user-experience
architect and author Donald Norman.
• User-Experience, or UX, is the way a user feels about a product,
system, or service.
• In the last few years, one major lesson the technology industry has
learned is that offering high-tech gizmos is not the only way of
capturing market share. They need to think of the user.
• They need to build an experience in which the user finds it easy,
comfortable and rewarding to interact with the solution.
• UX does not stop at physical products. We see UX in every aspect of
user and consumer
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
• How can we create a user-experience before we actually
create a product?
• What must be done before we create a prototype?
• What kinds of prototypes can we create in an efficient
manner in order to get user feedback?
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Per W3 Schools survey of browsers from March, 2016.
Chrome: 69.9 %
Firefox: 17.8 %
Internet Explorer: 6.1 %
Safari: 3.6 %
Opera: 1.3 %
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Per W3 Schools survey of display sizes from Jan, 2016.
Higher 1920x1080: 30.7%
1920x1080: 18%
1366x768: 35%
1280x1024: 6%
1280x800: 4%
1024x768: 3%
800x600: 0.3%
Lower 800x600: 3%
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Per W3 Schools survey of mobile from March, 2016.
Total: 5.1%
iOS: 1.24%
Android: 3.41%
Windows: 0.38%
Other: 0.10%
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
- - - - - - - - - - - - - - - - - - - -
B R E A K
- - - - - - - - - - - - - - - - - - - -
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Five Planes of User Experience
• In the book Elements of the User Experience, Jesse James Garrett explains the
concept that a Web site is comprised of one or more pages
• Even though the pages may differ in content and functionality, users expect to
interact with the site as a whole
• Imagine walking into a Walmart, Target, or similar store where they have
multiple aisles of goods that differ from each other. We don't associate
individual aisles, but take our entire experience of the store as a whole
• The five planes of UX provide a conceptual framework for our understanding of
the process of Web design
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
First impression/image/visceral (High Fidelity)
Navigation and flow (Wire Framing – Med and Low)
Architecture, Taxonomy and Organization (Maps and Low-Fi)
Context, User Research, Stakeholders Interviews, etc.
Contextual Inquiry, Competitive Analysis, Market Research, etc.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
- - - - - - - - - - - - - - - - - - - -
B R E A K
- - - - - - - - - - - - - - - - - - - -
User-Experience Prototyping
Task/Time Relationship
The UX Plateau Effect
(based on user tolerance)
CONCLUSION
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
USER < PRIMARY BENEFACTOR
OBJECTIVE
TASKS
Anatomy of a User-Experience
(Examining the Task/Time Relationship and UX Plateau Effect)
TIME
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Task/Time Relationship and UX Plateau Effect
• A User-Experience consists of:
• User
• Primary Benefactor (usually the User)
• Objective
• Set of Tasks to meet objective (process, steps, milestones, etc.)
• Time it takes to complete the objective (expedited versus sticky)
• Conclusion (Result: Success/failure, user opinion, abandonment, etc.)
((Tasks + Time) Objective) = Conclusion
User-Experience Prototyping
Task/Time Relationship
The UX Plateau Effect
(based on user tolerance)
Expedited vs Sticky
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
(FANDANGO Task/Time Relationship and UX Plateau Effect)
Point A (1-2 sec) Point B (1-2 sec) Point C (1-2sec) Point D (2-3 sec)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Title Benefactor Objective Time Type Tasks Time Conclusion
Fandango
Mobile App
User Find movie
title, theater
and time
Expedited - Launch app
- Choose Theatres
- Choose My local theatre
- Scroll movie list
- Objective met
5 sec User happy –
no frustration
– easy to use
BBT Mobile
Banking
User Check balance
on checking
account
Expedited - Launch app
- Log in
- Accounts listed
- Objective met
5 sec User happy –
no frustration
– easy to use
Email App User Check and read
email
Expedited - Launch app
- Chose email account
- Email loads and displays
- Click email to read
- Objective met
6 sec User happy –
no frustration
– easy to use
How can we map or measure a Task/Time Relationship and UX Plateau Effect?
This matrix can be used for both your initial targets as well as user observation.
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
What about a Task/Time Relationship and Plateau Effect for:
• Services or consumer experiences?
• Environment and Spaces?
• Physical devices?
• Complex systems?
• Print and visual communication?
This is presented as holistic theory…
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
What about a Task/Time Relationship UX for a service or
consumer experience?
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Title Benefactor Objective Time Type Tasks Time Conclusion
ATT Consumer
Case 1
User Buy iPhone
charger cable
Expedited - Approach store
- Enter store
- Met by greater
- Name placed in queue
- Wait
- Name called
- Interact with ATT rep
- Cable acquire
- Check out/pay
- Objective met
6 sec User did not
enter due to
seeing the store
crowded with
people.
Use cancelled
the experience.
ATT Consumer
Case 2
User Buy iPhone
charger cable
Expedited - Approach store
- Enter store
- Met by greater
- Name placed in queue
- Told to go to downstairs
showroom
- Wait, wait, wait
- Name called
- Interact with ATT rep
- Cable acquired
- Check out/pay
- Objective met
20 min User entered
store due to only
seeing one or
two consumers
inside. Waited in
showroom. A bit
frustrated by
wait. But met
objective – User
happy.
What about a Task/Time Relationship UX for a service or consumer experience?
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Title Benefactor Objective Time Type Tasks Time Conclusion
ATT Consumer’s
MENTAL
MODEL
User Buy iPhone
charger
cable
Expedited - Approach store
- Enter store
- Acquire cable
- Check out/pay
- Objective met
1 min User happy – no
frustration –
easy to acquire
ATT Consumer’s
ACTUAL
EXPERIENCE
User
OR
ATT?
Buy iPhone
charger
cable
Expedited
OR
Sticky?
- Approach store
- Enter store
- Met by greater*
- Name placed in queue
- Told to go to downstairs
showroom
- Wait, wait, wait
- Name called
- Interact with ATT rep*
- Cable acquired
- Check out/pay*
- Objective met
20 min User entered
store due to only
seeing one or
two consumers
inside. Waited in
showroom. A bit
frustrated by
wait. But met
objective – User
happy but feels
service was
suspect – even
duped.
Mental model of how user (consumer) thinks versus the challenge we are faced with…
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
ATT User-Experience (Consumer/Service)
“As a UX Designer and Academic.
I appreciated the hustle.”
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
1 2 3
Objective Met
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
if ((x.tasks + x.time) < (u.mental model + u.tolerance){
UX = “success”;
} else {
UX = “failure”; // certainly problems
}
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
My FANDANGO Mobile App
User-Experience Map
Spotlight Movies Theaters On Now Account
01 02 03 04 05
Launch App
01
02
03
04
05
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
My FANDANGO Mobile App
User-Experience Map
Spotlight Movies Theaters On Now Account
01 02 03 04 05
Launch App
01
02
03
04
05
Point A
Point B
Point C
Point D
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
My FANDANGO Mobile App
User-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Visualize time as a
measurable dimension*
Point A B C D
My FANDANGO Mobile App
User-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Understanding and controlling this can lead to a successful User-Experience
Point A B C D
Visualize time as a
measurable dimension*
My FANDANGO Mobile App
User-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Point A D
B C
Understanding and controlling this can lead to a successful User-Experience
Time as a measurable
Dimension*
My FANDANGO Mobile App
User-Experience Map
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Time as a measurable
Dimension*
Manageable
matches mental model
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Time as a measurable
Dimension*
Risk of abandonment Risk of abandonment
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Time as a measurable
4th Dimension
Understanding and controlling this
Can lead to a successful User-Experience
Point A D
B
C
“Cognitive Friction”
Alan Cooper – About Face
Confusion
Lack of Clarity
Poor Vernacular
Lack of appropriate
Affordances
Poor Hierarchy
Poor TaxonomyPoor Visual Design
Poor Type
Frustration
Too much Time to perform Tasks
Slow load times
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Point A D
B C
Abandonment
The UX Plateau Effect
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
IRONY
User-Experience Prototyping
Task/Time Relationship
The UX Plateau Effect
(based on user tolerance)
Expedited vs Sticky
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
Task/Time Relationship and UX Plateau Effect
• A User-Experience consists of:
• User
• Primary Benefactor (usually the User/Sticky: Stakeholders)
• Objective
• Set of Tasks to meet objective (process, steps, milestones, etc.)
• it takes to complete the objective (expedited versus sticky)
• Conclusion (Result: Success/failure, user opinion, abandonment, etc.)
((Tasks + TimeX) Objective) = Conclusion
Time
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
One could conclude that our challenge is:
Match or out perform a users mental model
of the User-Experience.
Easier to do if “Time Type is Expedited”
Harder to do if “Time Type is Sticky”
Exceptions – Games, entertainment and certain engagement
experiences my actually match
User-Experience Prototyping
P r o f e s s o r D A V I D E D W I N M E Y E R S
T A K E A W A Y S
Consider, measure and emphasize Time as a key
dimension for successful User-Experiences.
• Consider and determine time type as Expedited or Sticky
• Consider the Primary Benefactor
• Even when the Primary Benefactor is NOT the user – and the time type
is Sticky, be considerate of the user
• This can be tested and quantified using rubrics, observation and with
user testing – your Mesa Effect can be quantified

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UX Plateau of Tolerance

  • 1. This course is a graduate-level class that explores the process of developing user-experience prototypes. Students learn practical UX prototyping skills to successfully present, simulate and implement their designs in modern authoring technology. This provides students with a means to produce core functionality and the vocabulary to communicate with the developers that will ultimately be coding their design solutions. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S
  • 2. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S REQUIREMENTS Students taking this course must have access to a high- speed Internet connection, the Adobe Creative Suite (specifically Adobe XD), a word processing software or Google Docs, an LWC WebSpace or web hosting account and access to a modern computer with ample processing power and RAM to support the software.
  • 3. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S • The term user experience was introduced by user-experience architect and author Donald Norman. • User-Experience, or UX, is the way a user feels about a product, system, or service. • In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. • They need to build an experience in which the user finds it easy, comfortable and rewarding to interact with the solution. • UX does not stop at physical products. We see UX in every aspect of user and consumer
  • 4. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S • How can we create a user-experience before we actually create a product? • What must be done before we create a prototype? • What kinds of prototypes can we create in an efficient manner in order to get user feedback?
  • 5. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Per W3 Schools survey of browsers from March, 2016. Chrome: 69.9 % Firefox: 17.8 % Internet Explorer: 6.1 % Safari: 3.6 % Opera: 1.3 %
  • 6. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Per W3 Schools survey of display sizes from Jan, 2016. Higher 1920x1080: 30.7% 1920x1080: 18% 1366x768: 35% 1280x1024: 6% 1280x800: 4% 1024x768: 3% 800x600: 0.3% Lower 800x600: 3%
  • 7. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Per W3 Schools survey of mobile from March, 2016. Total: 5.1% iOS: 1.24% Android: 3.41% Windows: 0.38% Other: 0.10%
  • 8. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S - - - - - - - - - - - - - - - - - - - - B R E A K - - - - - - - - - - - - - - - - - - - -
  • 9. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Five Planes of User Experience • In the book Elements of the User Experience, Jesse James Garrett explains the concept that a Web site is comprised of one or more pages • Even though the pages may differ in content and functionality, users expect to interact with the site as a whole • Imagine walking into a Walmart, Target, or similar store where they have multiple aisles of goods that differ from each other. We don't associate individual aisles, but take our entire experience of the store as a whole • The five planes of UX provide a conceptual framework for our understanding of the process of Web design
  • 10. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S First impression/image/visceral (High Fidelity) Navigation and flow (Wire Framing – Med and Low) Architecture, Taxonomy and Organization (Maps and Low-Fi) Context, User Research, Stakeholders Interviews, etc. Contextual Inquiry, Competitive Analysis, Market Research, etc.
  • 11. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S - - - - - - - - - - - - - - - - - - - - B R E A K - - - - - - - - - - - - - - - - - - - -
  • 12. User-Experience Prototyping Task/Time Relationship The UX Plateau Effect (based on user tolerance)
  • 13. CONCLUSION User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S USER < PRIMARY BENEFACTOR OBJECTIVE TASKS Anatomy of a User-Experience (Examining the Task/Time Relationship and UX Plateau Effect) TIME
  • 14. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Task/Time Relationship and UX Plateau Effect • A User-Experience consists of: • User • Primary Benefactor (usually the User) • Objective • Set of Tasks to meet objective (process, steps, milestones, etc.) • Time it takes to complete the objective (expedited versus sticky) • Conclusion (Result: Success/failure, user opinion, abandonment, etc.) ((Tasks + Time) Objective) = Conclusion
  • 15. User-Experience Prototyping Task/Time Relationship The UX Plateau Effect (based on user tolerance) Expedited vs Sticky
  • 16. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S (FANDANGO Task/Time Relationship and UX Plateau Effect) Point A (1-2 sec) Point B (1-2 sec) Point C (1-2sec) Point D (2-3 sec)
  • 17. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Title Benefactor Objective Time Type Tasks Time Conclusion Fandango Mobile App User Find movie title, theater and time Expedited - Launch app - Choose Theatres - Choose My local theatre - Scroll movie list - Objective met 5 sec User happy – no frustration – easy to use BBT Mobile Banking User Check balance on checking account Expedited - Launch app - Log in - Accounts listed - Objective met 5 sec User happy – no frustration – easy to use Email App User Check and read email Expedited - Launch app - Chose email account - Email loads and displays - Click email to read - Objective met 6 sec User happy – no frustration – easy to use How can we map or measure a Task/Time Relationship and UX Plateau Effect? This matrix can be used for both your initial targets as well as user observation.
  • 18. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S What about a Task/Time Relationship and Plateau Effect for: • Services or consumer experiences? • Environment and Spaces? • Physical devices? • Complex systems? • Print and visual communication? This is presented as holistic theory…
  • 19. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S What about a Task/Time Relationship UX for a service or consumer experience? ATT User-Experience (Consumer/Service)
  • 20. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S ATT User-Experience (Consumer/Service)
  • 21. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S ATT User-Experience (Consumer/Service)
  • 22. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S ATT User-Experience (Consumer/Service)
  • 23. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S ATT User-Experience (Consumer/Service)
  • 24. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Title Benefactor Objective Time Type Tasks Time Conclusion ATT Consumer Case 1 User Buy iPhone charger cable Expedited - Approach store - Enter store - Met by greater - Name placed in queue - Wait - Name called - Interact with ATT rep - Cable acquire - Check out/pay - Objective met 6 sec User did not enter due to seeing the store crowded with people. Use cancelled the experience. ATT Consumer Case 2 User Buy iPhone charger cable Expedited - Approach store - Enter store - Met by greater - Name placed in queue - Told to go to downstairs showroom - Wait, wait, wait - Name called - Interact with ATT rep - Cable acquired - Check out/pay - Objective met 20 min User entered store due to only seeing one or two consumers inside. Waited in showroom. A bit frustrated by wait. But met objective – User happy. What about a Task/Time Relationship UX for a service or consumer experience?
  • 25. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Title Benefactor Objective Time Type Tasks Time Conclusion ATT Consumer’s MENTAL MODEL User Buy iPhone charger cable Expedited - Approach store - Enter store - Acquire cable - Check out/pay - Objective met 1 min User happy – no frustration – easy to acquire ATT Consumer’s ACTUAL EXPERIENCE User OR ATT? Buy iPhone charger cable Expedited OR Sticky? - Approach store - Enter store - Met by greater* - Name placed in queue - Told to go to downstairs showroom - Wait, wait, wait - Name called - Interact with ATT rep* - Cable acquired - Check out/pay* - Objective met 20 min User entered store due to only seeing one or two consumers inside. Waited in showroom. A bit frustrated by wait. But met objective – User happy but feels service was suspect – even duped. Mental model of how user (consumer) thinks versus the challenge we are faced with…
  • 26. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S ATT User-Experience (Consumer/Service) “As a UX Designer and Academic. I appreciated the hustle.”
  • 27. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S 1 2 3 Objective Met
  • 28. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S if ((x.tasks + x.time) < (u.mental model + u.tolerance){ UX = “success”; } else { UX = “failure”; // certainly problems }
  • 29. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S My FANDANGO Mobile App User-Experience Map Spotlight Movies Theaters On Now Account 01 02 03 04 05 Launch App 01 02 03 04 05
  • 30. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S My FANDANGO Mobile App User-Experience Map Spotlight Movies Theaters On Now Account 01 02 03 04 05 Launch App 01 02 03 04 05 Point A Point B Point C Point D
  • 31. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S My FANDANGO Mobile App User-Experience Map
  • 32. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Visualize time as a measurable dimension* Point A B C D My FANDANGO Mobile App User-Experience Map
  • 33. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Understanding and controlling this can lead to a successful User-Experience Point A B C D Visualize time as a measurable dimension* My FANDANGO Mobile App User-Experience Map
  • 34. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Point A D B C Understanding and controlling this can lead to a successful User-Experience Time as a measurable Dimension* My FANDANGO Mobile App User-Experience Map
  • 35. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Time as a measurable Dimension* Manageable matches mental model
  • 36. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Time as a measurable Dimension* Risk of abandonment Risk of abandonment
  • 37. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Time as a measurable 4th Dimension Understanding and controlling this Can lead to a successful User-Experience Point A D B C “Cognitive Friction” Alan Cooper – About Face Confusion Lack of Clarity Poor Vernacular Lack of appropriate Affordances Poor Hierarchy Poor TaxonomyPoor Visual Design Poor Type Frustration Too much Time to perform Tasks Slow load times
  • 38. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Point A D B C Abandonment The UX Plateau Effect
  • 39. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S IRONY
  • 40. User-Experience Prototyping Task/Time Relationship The UX Plateau Effect (based on user tolerance) Expedited vs Sticky
  • 41. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S Task/Time Relationship and UX Plateau Effect • A User-Experience consists of: • User • Primary Benefactor (usually the User/Sticky: Stakeholders) • Objective • Set of Tasks to meet objective (process, steps, milestones, etc.) • it takes to complete the objective (expedited versus sticky) • Conclusion (Result: Success/failure, user opinion, abandonment, etc.) ((Tasks + TimeX) Objective) = Conclusion Time
  • 42. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S One could conclude that our challenge is: Match or out perform a users mental model of the User-Experience. Easier to do if “Time Type is Expedited” Harder to do if “Time Type is Sticky” Exceptions – Games, entertainment and certain engagement experiences my actually match
  • 43. User-Experience Prototyping P r o f e s s o r D A V I D E D W I N M E Y E R S T A K E A W A Y S Consider, measure and emphasize Time as a key dimension for successful User-Experiences. • Consider and determine time type as Expedited or Sticky • Consider the Primary Benefactor • Even when the Primary Benefactor is NOT the user – and the time type is Sticky, be considerate of the user • This can be tested and quantified using rubrics, observation and with user testing – your Mesa Effect can be quantified

Hinweis der Redaktion

  1. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  2. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  3. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  4. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  5. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  6. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  7. The term user experience was introduced by user-experience architect and author Don Norman. User experience, or UX, is the way a user feels about a product, system, or service. How many of you own a Zune or a Sandisk MP3 player? How many of you own an iPod? Why is it that Apple is successful in selling a certain product that technically is not superior to any of its MP3 competitors? In the last few years, one major lesson the technology industry has learned is that offering high-tech gizmos is not the only way of capturing market share. They need to think of the user. They need to build an experience in which the user finds it easy and comfortable to interact with the solution. UX does not stop at physical products. We see UX in every aspect of interaction on the Web and mobile devices. Why is it that we find one Web site easier to use than the other? Most of the time we might not know who is behind a certain Web site, but because we find it easier to use and trusting, we subconsciously subscribe to being a repeat user.
  8. Conclusion- Happy – angry, delighted, fulfilled, enchanted…
  9. Services: Abandon and bad impressions/reviews Environments: Lost, confused, never return Physical Devices: Abandon, exchange or return Systems: Frustration, errors, abandon, bad PR Print: Errors, frustration, poor instructions
  10. manipulate tolerance with enticements, distractions, attentions (media, video), occupation, etc.
  11. 1-2 seconds – for searching more tolerable