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Ch12 - User Experience Design

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17 views37 pages

Ch12 - User Experience Design

Uploaded by

Allison X
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Because learning changes everything.

Chapter 12
User Experience Design.

Part Two - Modeling.

© 2020 McGraw Hill. All rights reserved. Authorized only for instructor use in the classroom.
No reproduction or further distribution permitted without the prior written consent of McGraw Hill.
User Experience Design Elements 1

User experience design tries to ensure that no aspect of your software appears
the final product without the explicit decision of stakeholders to include it.
• Strategy. Identifies user needs and customer business goals that form the
basis for all UX design work.
• Scope. Includes both the functional and content requirements needed to
realize a feature set consistent with the project strategy.
• Structure. Consists of the interaction design [For example, how the system
reacts in response to user action and information architecture.
• Skeleton. Comprised of three components: information design, interface
design, navigation design.
• Surface. Presents visual design or the appearance of the finished project to
its users.

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User Experience Design Elements 2

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Information Architecture
• Information architecture structures lead organization,
labeling, navigation, and searching of content objects.
• Content architecture focuses on the manner content objects are
structured for presentation and navigation.
• Software architecture addresses the manner the application is
structured to manage user interaction, effect navigation, and
present content.
• Architecture design is conducted in parallel with interface
design, aesthetic design, and content design.
• Decisions made during architecture design action will influence
work conducted during navigation design.

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User Interaction Design
• Interaction design focuses on interface between product and user.
• Modes of user input and output include voice input, computer speech
generation, touch input, 3D printed output, immersive augmented reality
experiences, and sensor tracking of users.
• User interaction should be defined by the stakeholders in the user stories
created to describe how users can accomplish their goals using the software
product.
• User interaction design should also include a plan for how information
should be presented within such a system and how to enable the user to
understand that information.
• It is important to recall that the purpose of the user interface is to present just
enough information to help the users decide what their next action should be
to accomplish their goal and how to perform it.

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Usability Engineering
• Usability engineering is part of UX design work that defines the
specification, design, and testing of the human-computer interaction portion
of a software product.
• This software engineering action focuses on devising human-computer
interfaces that have high usability.
• If developers focus on making a product easy to learn, easy to use, and easy
to remember over time, usability can be measured quantitatively and tested
for improvements in usability.
• Accessibility is the degree to which people with special needs are provided
with a means to perceive, understand, navigate, and interact with computer
products.
• Accessibility is another aspect of usability engineering that needs to be
considered during design.

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Visual Design
• Visual design (aesthetic design or graphic design) is an artistic endeavor
that complements the technical aspects of the user experience design.
• Without it, a software product may be functional, but unappealing.
• With it, a product draws its users into a world that embraces them on an
emotional as well as an intellectual level.
• Graphic design considers every aspect of the look and feel of a web or
mobile app.
• Not every software engineer has artistic talent. If you fall into this category,
hire an experienced graphic designer to help.

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Golden Rule 1: Place User in Control
• Define interaction modes in a way that does not force a user into
unnecessary or undesired actions.
• Provide for flexible interaction.
• Allow user interaction to be interruptible and undoable.
• Streamline interaction as skill levels advance and allow the
interaction to be customized.
• Hide technical internals from the casual user.
• Design for direct interaction with screen objects.

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Golden Rule 2: Reduce User’s
Memory Load
• Reduce demand on short-term memory.
• Establish meaningful defaults.
• Define shortcuts that are intuitive.
• The visual layout of the interface should be based on a
real-world metaphor.
• Disclose information in a progressive fashion.
• Ex: Simplify user interfaces to ease cognitive burden.

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Golden Rule 3: Make Interface
Consistent
• Allow the user to put the current task into a meaningful
context.
• Maintain consistency across a family of applications.
• If past interactive models have created user expectations, do
not make changes unless there is a compelling reason to do so.
• Ex: Maintain consistency in button placement across different
screens in the interface.

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User Interface Design Models
• User model — a profile of all end users of the system.
• Design model — a design realization of the user model.
• Mental model (system perception) — the user’s mental image of
what the interface is.
• Implementation model — the interface “look and feel” coupled
with supporting information that describe interface syntax and
semantics.
An interface designer needs to reconcile these models and derive a
consistent representation of the interface.

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User Interface Design Process

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User Interface Analysis and Design
• Interface analysis focuses on the profile of the users who will interact with
the system.
• Interface design defines a set of interface objects and actions that enable a
user to perform all defined tasks in a manner that meets every usability goal
defined for the system.
• Interface construction normally begins with the creation of a prototype that
enables usage scenarios to be evaluated.
• Interface validation focuses on:
1. The ability of the interface to implement every user task correctly.
2. The degree to which interface is easy to use and easy to learn.
3. The user’s acceptance of the interface as a tool in her work.

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User Experience Analysis
In the case of user experience design, understanding the problem
means understanding:
1. the people (end users) who will interact with the system
through the interface.
2. the tasks that end users must perform to do their work.
3. the content that is presented as part of the interface.
4. the environment in which these tasks will be conducted.

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Using Customer Journey Map
1. Gather stakeholders.
2. Conduct research. Collect all information you can about all the things
users may experience as they use the software product and define your
customer phases (touchpoints).
3. Build the model. Create a visualization of the touch points.
4. Refine the design. Recruit a designer to make the deliverable visually
appealing and ensure touchpoints are identified clearly.
5. Identify gaps. Note any gaps in the customer experience or points of
friction or pain (poor transition between phases).
6. Implement your findings. Assign responsible parties to bridge the gaps and
resolve pain points found.

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Customer Journey Map

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Creating and Using Personas in UX
Design
• Data collection and analysis. Stakeholders collect information about
proposed product users and determine the user group needs.
• Describe personas. The developers need to decide how many personas to
create and decide which persona will be their focus.
• Develop scenarios. Scenarios are user stories about how personas will use the
product being developed. They may focus on the touchpoints and obstacles
described in the customer journey.
• Acceptance by stakeholders. Often this is done by validating the scenarios
using a review technique or demonstration called cognitive walkthrough
(stakeholders assume the role defined by a persona and work through a
scenario using a system prototype).

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Persona Example

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Task Analysis
Goal of task (scenario) analysis is to answer the following
questions:
• What work will the user perform in specific circumstances?
• What tasks and subtasks will be performed as the user does the
work?
• What specific problem domain objects will the user manipulate
as work is performed?
• What is the sequence of work tasks—the workflow?
• What is the hierarchy of tasks?

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Iterative UX Design Process

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Google 5-Day UX Design Sprint 1

• Understand. User research activities (user needs and business goals) for the
software product. This information is posted on whiteboards (For example,
customer journey maps, personas, user task workflow) for easy reference
throughout the sprint.
• Sketch. Individual stakeholders are given the time and space needed to
brainstorm solutions to the problems discovered in the understand phase.
Paper drawings and notes are easy to generate, easy to modify, and quite
inexpensive.
• Decide. Each stakeholder presents his solution sketch and the team votes to
determine the solutions that should be tackled in the prototyping activities
that will follow. If there is not a clear consensus following the voting, the
development team may decide to consider assumptions that involve project
constraints and resources.

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Google 5-Day UX Design Sprint 2

• Prototype. May be a minimally viable product based on the solution selected


from the sketch phase, or it may be based on the portions of the customer
journey map or storyboard you want to evaluate with potential users in the
validate phase. This means the team should be developing test cases based on
the user stories as the prototype is being built.
• Validate. Every developer watching users try out the prototype this is the best
way to discover major issues with its UX design, which in turn lets you start
iterating immediately. This is critical to capturing potential learning
opportunities by exposing product decision makers to user feedback in real
time.

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Interface Design Evaluation Cycle

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User Interface Design Evaluation
Criteria
The design model (user stories, storyboard, personas, etc.) of the interface can be
evaluated during early design reviews:

1. Length and complexity of the requirements model or written specification of


the system and its interface provide an indication of the amount of learning
required by users of the system.
2. Number of user tasks specified and the average number of actions per task
provide an indication of interaction time and the overall efficiency of the
system.
3. Number of actions, tasks, and system states indicated by the design model
imply the memory load on users of the system.
4. Interface style, help facilities, and error-handling protocol provide a general
indication of the complexity of the interface and the degree to which it will
be accepted by the user.

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Usability Guidelines 1

• Anticipation. An application should be designed so that it anticipates the


user’s next move.
• Communication. The interface should communicate the status of any
activity initiated by the user.
• Consistency. The use of navigation controls, menus, icons, and aesthetics
(For example, color, shape, layout) should be consistent throughout.
• Controlled Autonomy. The interface should facilitate user movement
throughout the application, but it should do so in a manner that enforces
navigation conventions that have been established for the application.
• Efficiency. The design of the application and its interface should optimize
the user’s work efficiency.

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Usability Guidelines 2

• Flexibility. The interface should be flexible enough to enable some users to


accomplish tasks directly and others to explore the application in a
somewhat random fashion.
• Focus. The interface (and the content it presents) should stay focused on
the user task(s) at hand.
• Human Interface Objects. A vast library of reusable human interface
objects has been developed for both Web and mobile apps. Use them.
• Latency Reduction. Rather than making the user wait for some internal
operation to complete (for example, downloading a complex graphical
image), the application should use multitasking in a way that lets the user
proceed with work as if the operation has been completed.

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Usability Guidelines 3

• Learnability. An application interface should be designed to minimize


learning time and, once learned, to minimize relearning required when the
app is revisited.
• Metaphors. An interface that uses an interaction metaphor is easier to
learn and easier to use, as long as the metaphor is appropriate for the
application and the user.
• Readability. All information presented through the interface should be
readable by young and old.
• Track State. When appropriate, the state of the user interaction should be
tracked and stored so that a user can log off and return later to pick up
where he left off.
• Visible Navigation. A well-designed interface provides the illusion that
users are in the same place, with the work brought to them.

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Accessibilty Guidelines 1

• Application Accessibility. Software engineers must ensure that interface


design encompasses mechanisms that enable easy for people with special
needs.
• Response Time. System response time has two important characteristics:
length and variability. Aim for consistency to avoid user frustration.
• Help Facilities. Modern software should provide online help facilities that
enable a user to get a question answered or resolve a problem without
leaving the interface.
• Error Handling. Every error message or warning produced by an
interactive system should: use user understandable jargon, provide
constructive error recovery advice, identify negative consequences of
errors, contain an audible or visual cue, and never blame user for causing
the error.

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Accessibilty Guidelines 2

• Menu and Command Labeling. The use of window-oriented,


point-and-pick interfaces has reduced reliance on typed commands. How
ever it is important to: ensure every menu option has a command version,
make commands easy for users to type, make commands easy to remember,
allow for command abbreviation, make sure menu labels are
self-explanatory, make sure submenus match style of master menu items,
and ensure command conventions work across the family of applications.
• Internationalization. Software engineers and their managers invariably
underestimate the effort and skills required to create user interfaces that
accommodate the needs of different locales and languages.

© McGraw Hill 29
Because learning changes everything. ®

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© 2020 McGraw-Hill Education. All rights reserved. Authorized only for instructor use in the classroom.
No reproduction or further distribution permitted without the prior written consent of McGraw-Hill Education.
Accessibility Content: Text Alternatives for Images

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User Experience Design Elements –
Text Alternative
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An illustration displays user experience design elements. The


elements in the design range from concrete to abstract with
concrete at the top. The elements from concrete to abstract are:
Surface, skeleton, structure, scope, and strategy. The surface
constitutes the visual design. The skeleton is consists of interface
design, navigation design and information design. The structure
consists of interaction design and information architecture. Scope
consists of functional specifications, and content requirements. The
strategy consists of user needs and business goals.

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User Interface Design Process - Text
Alternative
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An illustration displays user interface design process in a spiral


design. It is divided into four parts: the top right is displayed as
interface analysis modeling, the bottom right reads interface, the
top left reads interface validation, and the bottom left reads
interface construction.

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Customer Journey Map – Text
Alternative
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An illustration displays a customer journey map. As a first step the


customer is planning to add security to his house. For that he need
to figure out the optimal room layout for sensor placement. The
goal is to find the optimal layout for personal design taste and
minimal sensor placement. The next step starts by placing the floor
and walls of the room. Once the room is modeled. Then, fill it with
furniture, and add some windows and a door. As the dream room is
made, find a place to fix the sensor for security. Once the place is
found, the design can be saved. As a final step, place the sensor and
check if it senses every part of the room.

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Persona Example – Text Alternative
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A table displays a persona example. The table has three columns.


The first column contains a photo with name Elizabeth. The second
column reads, works as an elementary teacher in a small
Midwestern city. Is 38 years old and holds a masters in elementary
education. Prefers open-design concepts and shabby chic interior
design. The third column reads, used to working with computers,
but has little experience with virtual reality and tends to get motion
sickness. Wants to renovate her house with her design preferences
and added security features, but needs help visualizing layouts and
line of sight.

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Iterative UX Design Process – Text
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A circular model displays iterative UX design process. The


components in the model are user research, design, and build. The
user research iterate to validate your ideas to make the design. The
design iterate to design around constraints. Once the design is built,
iterate to validate user needs, and the process continues with user
research.

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Interface Design Evaluation Cycle –
Text Alternative
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An illustration displays interface design evaluation cycle. The


primary design leads build the prototype 1 interface, and the user
evaluates this interface. Once the evaluation is studied by the
designer, design modifications are made. After the modifications
are made, prototype N interface is build.

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© McGraw Hill 37

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