Anyone who is a ux designer and is or will be working in the design field related to user experience (which should be pretty much everything), should be able to refresh their memory and vocab regarding the process and techniques of UX design through this slide.
2. What is User Experience Design?
User Experience is the value that you provide to your user when he is using your
product.
“User Experience Design (UXD or UED) is the process of enhancing user satisfaction
with a product by improving the usability, accessibility, and pleasure provided in
the interaction with the product.”
The point to focus on is, Experience design is of a product not just digital interfaces.
3. Why User Experience Matters?
“Design is not just what it looks like and feels like. Design is how it works.”—Steve Jobs
Great user experience design not only highlights and promotes your product, it
also becomes a key part of building and growing customer confidence.
A great product or compelling content without an appealing user experience may
affect the ability of an organization to achieve its business goals.
The benefits - happy customers and increased sales.
5. Mind mapping
Mind mapping is a highly effective way of getting information in and out of your brain.
Mind mapping is a creative and logical means of note-taking and note-making that
literally "maps out" your ideas.
All Mind Maps have some things in common. They have a natural organizational
structure that radiates from the center and use lines, symbols, words, color and images
according to simple, brain-friendly concepts. Mind mapping converts a long list of
monotonous information into a colorful, memorable and highly organized diagram
that works in line with your brain's natural way of doing things.
Example:
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7. User Persona
Personas are fictional characters, which you create
based upon your research in order to represent the
different user types that might use your service,
product, site, or brand in a similar way.
Creating personas will help you to understand your
users’ needs, experiences, behaviors and goals.
Creating personas can help you step out of
yourself. It can help you to recognize that different
people have different needs and expectations, and
it can also help you to identify with the user you’re
designing for.
Personas make the design task at hand less
complex, they guide your ideation processes, and
they can help you to achieve the goal of creating a
good user experience for your target user group.
Example:
8. Storyboarding
Storyboards are illustrations that represent shots that ultimately represent a story.
Basically, it’s a sequential art, where images are arrayed together to visualize the story.
This method came from the motion picture production. The Walt Disney studio is
credited with popularizing storyboards, using sketches of frames since the 1920s.
Storyboards allow them to build the world of the film before they actually build it.
9. Competitive Analysis
A competitive analysis is a way to collect and compare data about products (and companies) in the
marketplace. This method is often used to highlight strengths and weaknesses of products in order
to make more informed decisions about your product strategy. A typical competitive analysis
might include information, such as:
An overview of the product landscape (products, companies, prices, market share, etc.)
User demographics
Lists of product features
Social media presence (followers, posts, etc.)
Evaluation of visual design language
Voice, language, and content
Example:
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11. Empathy Mapping
An Empathy Map allows us to sum up our learning from engagements with people in the field of
design research. The map provides four major areas in which to focus our attention on, thus
providing an overview of a person’s experience.
An Empathy Map consists of four quadrants. The four quadrants refer to what the
user: Said, Did, Thought, and Felt.
Step 1: Fill out the Empathy Map
Step 2: Synthesise NEEDS
Step 3: Synthesise INSIGHTS
Example:
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13. Customer Journey Mapping
A Customer Journey map is a visual or graphic interpretation of the overall story from
an individual’s perspective of their relationship with an organization, service, product
or brand, over time and across channels.
Journey Maps are some kind of a journal, where user notes their feelings, pain
points and the moments of delight.
Occasionally, a more narrative, text-based approach is needed to describe nuances
and details associated with a customer experience. The story is told from the
customer’s perspective, but also emphasizes the important intersections between user
expectations and business requirements.
Example:
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15. User Interviews
User interviews are typically performed with the potential users of a design, as part of
an ideation phase or during early concept development. User interviews follow a
structured methodology whereby the interviewer prepares a number of topics to cover,
makes a record of what is said in the interview, and systematically analyzes the
conversation after the interview.
16. User Flows
User Flows, called also UX, Wire, UI or IX Flows are the deliverables visualizing the complete path
that users follow across the whole solution.
Their origins are flow charts, but through years they have been enriched with more visual
elements—wireframes/mockups or gesture visualization.
UX Flows are hybrid between traditional flow charts with some visual interfaces included in
them. They focus on a task to be accomplished by the user and eventual alternative paths.
Example:
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18. Information Architecture
Information architecture (IA) is a science of organizing and structuring content of the
websites, web and mobile applications, and social media software.
Information architecture aims at organizing content so that users would easily adjust to
the functionality of the product and could find everything they need without big effort.
The content structure depends on various factors. IA is a blueprint of the design
structure which can be generated into wireframes and sitemaps of the project. UX
designers use them as the basic materials so that they could plan navigation system.
Examples:
20. Sketching/Wireframing
The wireframes are schematic layouts of a screen or a view. Their purpose is to
demonstrate which elements will be included.
Wireframes are built from gray and white blocks. It is allowed to use symbolic
iconography. However, there should be no pictures in the wireframe. The main goal of
a wireframe is to present in a simple visual form the concept of a view.
Stakeholders and Development Team may review them and approve. They are created
before designer will jump to the detailed high fidelity mockups, that were usually time-
consuming.
What is more, these deliverables theoretically ensures that the information
architecture will be planned correctly.
Finally, The navigation scheme and flow may be quickly visualized with the
wireframes. Low fidelity prototypes are often built from this deliverables. This way
designers are able to quickly validate some aspects of the planned solution.
Example:
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22. MoodBoards
Moodboard is a collection of assets and materials intended to communicate the style, voice,
direction, and language of a particular design, brand, or project.
Moodboards can include video, motion or even sound. You can easily share them online with
your clients and your team to get feedback. And instead of sitting in a folder gathering dust, they
can stay flexible and can evolve over time.
Moodboards are a fantastic way to set a tone and guide big creative ideas.
Examples:
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24.
25. STYLE TILE
Style Tiles are a design deliverable consisting of fonts, colors and interface elements
that communicate the essence of a visual brand for the web.
They help form a common visual language between the designers and the
stakeholders and provide a catalyst for discussions around the preferences and goals
of the client.
Example:
26. Visual Design
Visual design aims to shape and improve the user experience through considering the
effects of illustrations, photography, typography, space, layouts, and color on
the usability of products and on their aesthetic appeal. To help designers achieve this,
visual design considers a variety of principles, including unity, Gestalt properties, space,
hierarchy, balance, contrast, scale, dominance, and similarity.
27. Prototyping
The most basic definition of prototype is, “A simulation or sample version of a final
product, which is used for testing prior to launch.” The goal of a prototype is to test
products (and product ideas) before sinking lots of time and money into the final
product.
Prototyping is essential for resolving usability issues before launch. It can also reveal
areas that need improvement. Once a draft of your product idea is in the hands of real
users, you’ll finally see how they want to use the product. You can then go back and
adjust your initial guesswork.
Prototyping Methodologies:
1. Paper Prototyping.
2. Digital Prototyping (Low-Fidelity; High-Fidelity)
3. HTML Prototyping.
30. User Testing
Usability testing refers to evaluating a product or service by testing it with
representative users. Typically, during a test, participants will try to complete
typical tasks while observers watch, listen and takes notes. The goal is to
identify any usability problems, collect qualitative and quantitative data and
determine the participant's satisfaction with the product.
Users are asked to complete tasks, typically while they are being observed by
a researcher, to see where they encounter problems and experience
confusion. If more people encounter similar problems, recommendations will
be made to overcome these usability issues.
32. Development
The approved, finalized and tested design goes to the development phase
where UX designers have to work with the developers and the design
implemented.
The developers work could be on mobile device’s platforms such as
Android, iOS ,html for web design ,etc.