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THE ANATOMY OF USER
EXPERIENCE
THE ART OF MAKING GOOD: QA & UX (1)
➤ What user experience (UX) is
➤ The elements of user
experience:
strategy
scope
structure
skeleton
surface
I WILL TALK AB...
The quality of experience a
person has when interacting
with a specific design.
(interaction-design.org)
WHAT USER EXPERIE...
“UX simply refers to the way a product
behaves and is used in the real world.
A positive UX is one in which the goals
of b...
valuable
desirable
accesible
crediblefindable
usable
useful
a. User Experience honeycomb
WHY SHOULD WE CARE ABOUT UX?
➤ for increasing the user’s experience
and for a better product.
➤ the users who will use the...
THE ELEMENTS OF USER EXPERIENCE
➤ Strategy: is where it all begins. What do we want to get out of the
site? What do our us...
STRATEGY
➤ Is about the user needs and
product objectives.
➤ Product objectives
equilibrium between
product objectives: no...
➤ User needs
we aren’t designing for ourselves;
we are designing for other people user segmentation: more
pshycographic, t...
b. Persona example
SCOPE
➤ Is about the functional
specifications and content
requirements.
➤ Functional specifications
describe the feature ...
STRUCTURE
➤ Is about interaction design and
information architecture.
➤ Interaction design (IxD): structured
experience of...
SKELETON
➤ Is about interface design and
navigation design.
➤ Interface design determines
how to best arrange and
present ...
SURFACE
➤ Is about virtual design.
➤ Virtual design uses colors,
images, typography and effects;
each speciality chosen to...
QUESTIONS?
BIOGRAPHY & RESOURCES
➤ “User experience design fundamentals” course taught by Joe Natoli
➤ “The elements of user experien...
The art of making good: qa & ux (1)
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The art of making good: qa & ux (1)

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A presentation about User Experience (UX).

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The art of making good: qa & ux (1)

  1. 1. THE ANATOMY OF USER EXPERIENCE THE ART OF MAKING GOOD: QA & UX (1)
  2. 2. ➤ What user experience (UX) is ➤ The elements of user experience: strategy scope structure skeleton surface I WILL TALK ABOUT:
  3. 3. The quality of experience a person has when interacting with a specific design. (interaction-design.org) WHAT USER EXPERIENCE IS UX is not about good industrial design, multi- touch, or fancy interfaces. It’s about transcending the material. It is about creating an experience through a device. (Marc Hassenzahl) UX focuses on having a deep understanding of users, what they need, what they value, their abilities, and also their limitations. (usability.gov) user experience = the sum of a series of interactions (fatdux.com) UX
  4. 4. “UX simply refers to the way a product behaves and is used in the real world. A positive UX is one in which the goals of both the user and the organizations that created the product are met. -Jeese James Garrett
  5. 5. valuable desirable accesible crediblefindable usable useful a. User Experience honeycomb
  6. 6. WHY SHOULD WE CARE ABOUT UX? ➤ for increasing the user’s experience and for a better product. ➤ the users who will use the product have: good experiences; neutral experiences; bad experiences. ➤ what the users want: “my device, my way” (Joe Natoli); needs to be met; questions to be answered; to be treated with respect. What are the specs of this Nikon camera? I want to acces the website from my tablet, too. I need to buy a camera.
  7. 7. THE ELEMENTS OF USER EXPERIENCE ➤ Strategy: is where it all begins. What do we want to get out of the site? What do our users want? ➤ Scope: transforms strategy into requirements. What features will the site need to include? ➤ Structure: gives shape to scope. How will the pieces of the site fit together and behave? ➤ Skeleton: makes structure concrete: what components will enable people to use this site? ➤ Surface: brings everything together visually: what will the fininshed product look like?
  8. 8. STRATEGY ➤ Is about the user needs and product objectives. ➤ Product objectives equilibrium between product objectives: not too specific, not too general; brand indentity: not just visual, but also the impression about the organization; success metrics - concrete indicators (e.g. launch of redesigned Website).
  9. 9. ➤ User needs we aren’t designing for ourselves; we are designing for other people user segmentation: more pshycographic, than demographic ; usability and user research; persona.
  10. 10. b. Persona example
  11. 11. SCOPE ➤ Is about the functional specifications and content requirements. ➤ Functional specifications describe the feature set of the product - what are we creating? ➤ Content requirements detail what information is required to provide value to users. For example: images, audio, video, dynamic, real time data. ➤ Requirements need to be prioritized. • ———— • ———— • ———— • ———— • ———— • ———— • ———— • ———— • ———— • ———— • ———— • ————
  12. 12. STRUCTURE ➤ Is about interaction design and information architecture. ➤ Interaction design (IxD): structured experience of patterns and sequences that present appropriate options to users. ➤ IxD’s principles: consistent, predictible, feedback, learnable and visible. ➤ Information architecture (IA) define the volume of content, along with how it’s arranged and organized - on each screen as well as across the entire product.
  13. 13. SKELETON ➤ Is about interface design and navigation design. ➤ Interface design determines how to best arrange and present visual elements for the user to interact with. ➤ Navigation design provides onscreen elements that allow the user to move through task and information in an intuitive way.
  14. 14. SURFACE ➤ Is about virtual design. ➤ Virtual design uses colors, images, typography and effects; each speciality chosen to: support and reinforce the meaning of the content being presented; guide to user where applicable through data, tasks and information; reduce cognitive load and enable recognition and intuitive learning; be culturally/socially appropriate (to the type of audience).
  15. 15. QUESTIONS?
  16. 16. BIOGRAPHY & RESOURCES ➤ “User experience design fundamentals” course taught by Joe Natoli ➤ “The elements of user experience” by Jesse James Garrett ➤ interaction-design.org ➤ http://www.slimbooks.com ➤ https://www.linkedin.com/pulse/usability-versus-user-experience-hannes- robier ➤ http://asystems.as/products-assessments/abstract-reasoning-test ➤ http://fakecrow.com ➤ http://www.sapuxdome.com/tag/sap-ux-strategy/ ➤ https://dribbble.com/shots ➤ http://popista.com/mobile-app-navigation-design/early-main-navigation- design/30738 ➤ http://haroldweaver.co

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