6. our schedule:
1pm: we start
general principals and heuristics for making sites people like.
2.30-ish: coffee break. yay!
how does one go about making a site people want to use? (UCD)
4pm: we end
7. introductions
- your name
- what you do
- where you’re from
- three tags
8. me
- leisa reichelt
- freelance user experience consultant
- Australian, living in London
- mum, research, seventeen
disambiguity.com
leisa@disambiguity.com
9. and you?
- your name
- what you do
- where you’re from
- three tags
11. Studies by usability expert Rolf
Mollichshow that no two sets of
experts come up with the same
results, when evaluating
interfaces.
Most experts come up with
too many problems.
19. interruptions burden our short term memory
switching between tasks takes effort
unexpected things happen
making it hard to form habits
computers expect us to remember!
21. the principle of
commensurate effort
people will spend an amount of
effort on things that is in proprtion
to the value they perceive
22. . in pursuit of something valuable, it is
amazing how much bad design people
will put up with, and forgive.
23. polite computing
“If we want users to like our software
we should design it to behave like a
likeable person: respectful, generous
and helpful.” Alan Cooper
24. polite computing
Polite software is:
• Interested in me (remembers my preferences)
• Perceptive (makes good guesses at what information
I’ll want next)
• Forthcoming (doesn’t hold back useful information)
• Self-confident (doesn’t keep asking me annoying
questions)
• Responsive (discrete - not too demanding)
25. polite computing
Polite software is:
• Forgiving (if you make a mistake it lets you undo)
• Not a show-off (doesn’t cluttery with showy controls)
• Focussed (too many choices becomes a burden)
• Fudgeable (allows the user to partially complete)
27. make it quick to
scan & digest
* avoid clutter!
* avoid text only
28. speak the right language
• don’t use meaningless
‘copy’ (especially ‘marketing’ content)
• use your audience’s way of speaking,
not your company-talk (or programmer
talk, etc.)
• information scent: use keywords to
guide people in the right direction
29. seducible moments
“there are specific moments where designers
are most likely to influence a shopper to
investigate a promotion or special offer. Most of
the time, these moments come after the
shopper has satisfied their original mission on
the site.
If we identify the key seducible moment for a
specific offer, we can often see over 10 times as
many requests” Jared Spool
30. the paradox of the
active user
haste to get rapid results means we make
mistakes - making us slower!
support users in a rush.
35. . people tend to avoid using
‘navigation’ as navigation.
They’d rather use links in the centre
of the website to get around.
don’t rely on the navigation
36. do not under-estimate ‘tunnel vision’.
Task focussed users are *so* focussed on
the task at hand you will be amazed what
they are able to ignore.
38. people don’t like making decisions on
a website - they like to be directed.
it’s your job to know what they
want to do and get them there.
39. have an
experience strategy
An experience strategy is a clearly articulated touchstone that
influences all of the decisions made about technology, features,
and interfaces.
Whether in the initial design process or as the product
develops, such a strategy guides the team and ensures that the
customer’s perspective is maintained throughout.
- Subject to Change, Creating great products and services for an
uncertain world, Merholz, Schauer, Verba & Wilkens (Adaptive
Path) 2008
51. what is UCD?
a design process in which the end users are
identified, their goals and needs are
understood, the system is designed to support
those users and their goals, and the design is
tested with those users so that it can be
improved until optimal.
it involves both design and research activities
52. User Centred Design is
interested in both strategic
and tactical elements of
design and usability
62. Why do UCD?
100x
After Launch
Cost of making changes
6x
1x During
During Development
Design
63. Why do UCD?
There are four key benefits:
• Increased revenue
• Reduced project risk
• Reduced customer support costs
• Greater brand loyalty
64. Why do UCD?
• Project teams don’t understand
genuine user requirements
• Users often don’t understand their
own requirements
• Making late changes is slow and
expensive
• Late changes happen because of a
lack of understanding of
requirements
65. we tend to project our own rationalisations and
beliefs onto the actions and beliefs of others
- don norman, the design of everyday things
66. to design an easy-to-use interface, pay attention to
what users do, not what they say.
self reported claims are unreliable, as are user
speculations about future behaviour
- jakob nielsen
67. user research helps you uncover, understand and
design for real user requirements
69. do I really need to do UCD?
if:
a) your end users are just like you and/or
b) you’ve designed (successfully) for these users
before and know them well
70. do I really need to do UCD?
if:
you find yourself resorting to stereotypes and
cliches (esp. involving your mother or
grandmother), you need to research.
72. Appearance
- what it looks like and how it is arranged
Usability
Interaction
- how the user interacts with the product components
Information
- the information required by the user at different stages
User Structure
Experience - the right elements in the right order
Concept
- the model for how the value is delivered
Proposition
- the value to the customer
86. just because nobody complains
doesn’t mean all the parachutes are perfect
- benny hill
Library of Congress, Prints and Photographs Division, Washington, D.C. 20540 USA
87. thank you :)
contact me:
leisa@disambiguity.com
disambiguity.com
twitter.com/leisa