This lecture focusses on User-centered Design (UCD). It covers the "The Elements of User Experience" book by Garrett.
The topics covered are:
- the UCD process
- Personas
- Scope
- Information Architecture
- Sitemaps
- Wireframes
- Prototypes
The output of this course consists in a list of artifacts and principles to be used when engineering Web applications. The list is availabe at https://trello.com/b/z49P8z3b
AWS Community Day CPH - Three problems of Terraform
Web Engineering L8: User-centered Design (8/8)
1. Progettazione di Applicazioni Web
corso del Master in Web Technology
a.a. 2017-2018
https://app.schoology.com/course/1511186315/
Henry Muccini
Università degli Studi dell’Aquila
8. User-centered Design for the Web
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Acknowledgment
Il materiale presentato in queste slide e’ stato estratto
dal libro The Elements of User Experience di J.J.
Garrett
Un ringraziamento ad Ivano Malavolta che ha
prodotto parte di questo materiale
http://www.jjg.net/elements/
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Roadmap
User-Centered Design
The Elements of User Experience
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Definition of UCD (from Wikipedia)
User Centered-Design (UCD) is …
“a design philosophy and a process in which the
needs, wants, and limitations of the end user
of an interface or document are given extensive
attention at each stage of the design process”
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More formally…
UCD is a development cycle which takes into
consideration what users really need and
makes adjustments by exploring, testing and tuning the
design until these needs are satisfied
The result of this is a high level of usability, the design is:
effective
efficient
engaging
easy to learn
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UCD is Universal
UCD can be applied to all design practices that have
the aim to provide a good user experience
Ex.
websites
architecture
magazines
graphics
…
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UCD is a process
Designers have to:
1. analyze and foresee how users are likely to use
an interface
2. test the validity of their assumptions in real world
tests with actual users
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The UCD Process
Analysis &
Planning
Launch
http://paznow.s3.amazonaws.com/User-
Centred-Design.pdf
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Analysis & Planning
Design Decisions -
QOC
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Concept
Abstraction and
Prioritization
Scenarios
Requirements
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Design Discussion
“Looks-like” or “Works-like”
prototypes
Sketches, wireframe,
storyboard
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Roadmap
User-centered Design
The Elements of User Experience
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The User Experience 5 planes
concept
design
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Planes dependencies
Each plane depends on the planes below
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Planes dependencies
Ripple effect. If you choose an option out-of-
bounds, you have to rethink lower options
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Strategy
Product overview
business goals
sketch product features
competitors
Planning out the objectives
and goals of the project
User
• user research
– needs & goals
– segmentation
• PERSONAS
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Personas
Invent fictional characters with their own story
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Esempio 1: NdR 2017
► UnivAq Street Science
& SHARPER
► 114 eventi
► Un solo giorno
► Un’unica app
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Scope
Features of the app
– what does it do
Prioritized Requirements
– constraints, rules, etc.
Type of managed content
– data provenance (external API, web service, DB …)
Scenarios (using personas)
– describe how personas may interact with the app
Definition of requirements,
functional specifications, data
sources, scenarios
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Structure
how the user moves through and makes sense
of tasks and information
– INFORMATION ARCHITECTURE
• views definition and content nomenclature
– interaction design
• navigation among views (design software that works best for the
people who use it)
– SITEMAP
Structural design of the
information space
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Information Architecture
Information architecture consists in the organization
and navigation of information
A node can correspond to any piece or group of
information
Hierarchical
Matrix
Sequential
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Sitemaps
They represent:
relationship of content to other content and
how the user travels through the information space
Does this diagram
reminds you anything?
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Skeleton
(Graphical) Interface Design
– buttons, checkboxes, lists, etc.
Navigation Design
– how the user travels among views
Information Design
– how to arrange and group info + wayfinding
WIREFRAMES
– a bare-bones depiction (as the name suggests) of all the components of a
page and how they fit together.
Designing GUI elements and how to
arrange and group them
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Wireframes
Views + user interaction + navigation
– a refinement of sitemaps
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Surface
typography, colour palette, alignment, texture,
layouts, etc.
HI-FI WIREFRAMES (close to mockups)
PROTOTYPES
The look and feel of the product
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Hi-fi Wireframes
Detailed, realistic wireframes
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Prototypes
Wireframes cannot represent
complex interactions
prototyping
Different kinds of prototype
– paper prototype
– context prototype
– HTML prototype
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Summary
Product overview + objectives
+ Personas + competitors
Scenarios (with ctx) + Reqs +
functionalities + data prov.
Sitemap + content nomenclature
Lo-fi wireframes +
wayfinding info
Hi-fi wireframes
+ prototypes (if needed)