Developing Delighting User Interfaces KA
Developing Delighting User Interfaces KA
PM 101
PI-201
PROFILE
Presently
Dean & Director - India Operations at L'cole de Design Nantes Atlantique Founder of Happy Horizons Consulting
Previous
Design Head, Kuliza Technologies Founder & Director, Deskala Research and Design & Consulting MS in HCI Design , Indiana University Bloomington, USA BDes in Communication Design, IIT Guwahati, India
Education
Contact
SCENARIO 1
Redesign an existing product, with a high level of User Experience, that was initially designed primarily by developers and managers, and not by an interface or interaction designer or with consultation by a user experience design specialist who could point out workflow and related product issues, as well as design a product brand identity.
SCENARIO 2
Design an application that is high on innovation, leveraging the power of technology, social media, keeping a large base of users varied across geographies and democracies. Make the applications to be web 2.0, responsive, device independent, and integrate it with Facebook in particular
THE WHAT
6
DEVELOPING DELIGHTING
USER INTERFACES
7
DELIGHT
Delight = Features ?
10
Situation 1
PROBLEM ANXIETY RESOLUTION DELIGHT
Situation 2
SURPRISE PLEASURABLE EXPERIENCE DELIGHT
11
13
Web 1.0
Web 2.0
Web 3.0
14
15
VISCERAL
Refers primarily to that initial impact, to its appearance Appearance is rooted in form, aesthetics
BEHAVIORAL
A more detailed look and feel and function that is got by interactions i.e. the total experience of using a product
REFLECTIVE
Ones thoughts afterwards, how it makes one feel, the image it portrays, the message it tells others about the owner's taste
16
Interaction
REFLECTIVE
BEHAVIORAL
VISCERAL
Time spent
17
Products were once designed for the functions they performed. But when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment while maintaining the power. If functions are equated with cognition, pleasure is equated with emotion; today we want products that appeal to both cognition and emotion.
Don Norman
18
1993 2013
19
20
Delight is governed by
Subjectivity
21
Delight is governed by
Objectivity
22
23
USER EXPERIENCE
DELIVERING
CUSTOMER
SINCE MID 90s
DELIGHT
24
26
27
28
29
30
http://www.uie.com/articles/three_hund_million_button/
31
http://www.uie.com/articles/three_hund_million_button/
32
33
34
35
36
http://www.stephenthomas.com/about/images/what_is_ux.jpg
Unclear boundaries
37
38
39
40
42
UX researchers
43
Information Architects
44
Interaction Designer
45
Visual Designer
The aesthetics person One who does the magic Last in First out !
46
Usability professionals
47
THE WHY
48
50
51
52
UX Technology Business
53
54
56
57
58
59
INTERFACE
60
61
Software (products) should behave like a considerate human being! What is a considerate human being?
62
TO BE CONSIDERATE .
Considerate Products (and humans)
Take an interest Are differential Are forthcoming Use common sense Anticipate peoples needs Are conscientious Dont burden you with their personal problems Keep you informed Are perceptive Are self confidents Dont ask you a lot of questions Take responsibility Know when to bend the rules
63
64
THE HOW
65
66
UX Process
67
UX Wheel
68
UX Treasure Map
69
RESEARCH
THE WAYS OF KNOWING DISCOVERY
70
IDEATE
CONCEPTUALIZATIONS FEATURES & FUNCTIONALITIES
71
PROTOTYPE
GETTING HANDS DIRTY BRINGING THOUGHTS TO LIFE
72
FEEDBACK
EMBRACING CRITICISM ANALYTICS
73
74
75
76
77
Questionnaire Surveys Telephonic Interviews Video recordings of users performing their tasks
78
79
IDENTIFYING STAKEHOLDERS
Doing Stake Holders Interviews Business Technical Team Actual Users Try to understand the direct impact / indirect impact on the solution Different User Groups
Target Groups Affected Groups
81
WHAT IS A PERSONA?
WHY PERSONAS ARE IMPORTANT?
82
PERSONAS
A representation of the goals and behavior of a real user group. In most cases, personas are synthesized from data collected from interviews with users. They are captured in a range of formats (depending on the requirements of the client) that typically include behavior patterns, goals, skills, attitudes, and environment; with a few fictional personal details to bring the persona to life. For any site, more than one persona is usually created, but generally one persona should always be the primary focus for the design
83
84
85
86
INFORMATION ARCHITECTURE
Information architecture is the categorization of information into a coherent structure, preferably one that the most people can understand quickly, if not inherently.
It's usually hierarchical, but can have other structures, such as concentric or even chaotic.
87
http://wiki.fluidproject.org/display/fluid/Affinity+Diagrams
88
89
90
91
PROTOTYPING
Low Fidelity High Fidelity Horizontal Prototype Vertical Prototype
92
Low Fidelity
Paper Prototypes and Sketches Easy to discard
93
High Fidelity
Wireframes HTML Mockups
94
Horizontal Prototype
Cover major functionalities Superficial information on all
95
Vertical Prototype
Deep into one or two functionality
96
98
99
10 0
10 1
Gestalts principles
Law of Similarity
Similarity occurs when objects look similar to one another. People often perceive them as a group or pattern.
10 2
Gestalts principles
Law of Proximity
Proximity occurs when elements are placed close together. They tend to be perceived as a group.
10 3
Gestalts principles
Law of Closure
Closure occurs when an object is incomplete or a space is not completely enclosed. If enough of the shape is indicated, people perceive the whole by filling in the missing information.
10 4
Gestalts principles
Law of Continuity
Continuation occurs when the eye is compelled to move through one object and continue to another object.
10 5
10 6
10 9
11 0
11 1
11 2
11 3
11 4
11 5
11 6
11 7
11 8
11 9
12 0
12 1
12 2
THE WHO
12 3
CO-CREATION
COLLABORATIVE USER EXPERIENCE
12 4
12 5
In CONCLUSION
12 6
http://www.slideshare.net/whitneyhess/10-most-common-misconceptions-about-user-experience-design?from=ss_embed
12 7
STORIES DELIGHT US
13 0
THANK YOU
13 2