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UEE Short Note

The document outlines various aspects of User Experience (UX) design, including its definition, importance, and the design thinking process. It covers user research methods, prototyping, visual design, and interface elements, emphasizing the need for empathy and understanding user needs. Additionally, it discusses team dynamics, communication, and strategies for effective design networking and portfolio building.
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0% found this document useful (0 votes)
11 views4 pages

UEE Short Note

The document outlines various aspects of User Experience (UX) design, including its definition, importance, and the design thinking process. It covers user research methods, prototyping, visual design, and interface elements, emphasizing the need for empathy and understanding user needs. Additionally, it discusses team dynamics, communication, and strategies for effective design networking and portfolio building.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Lecture 01- Introduction to UX

What is Experience? Lecture 02- UX Design Processes


• The process of getting knowledge or skill from Design Thinking is
doing, seeing, or feeling things.
• A design methodology
The Definition of User Experience (UX)
• Provides a solution-based approach to solving
"User experience" encompasses all aspects of problems
the enduser's interaction with the company, its
• Understanding the human needs involved
services, and its products.
Stages of Design Thinking
UI and UX
1. Empathise
• UI is made up of all the elements that enable
someone to interact with a product or service. 2. Define (the problem)
• UX is what the individual interacting with that 3. Ideate
product or service takes away from the entire
experience. 4. Prototype

User experience (UX) focuses on having a deep 5. Test


understanding ? 1. Empathise - Empathy is crucial to a human-
• Users • What they need centered design process such as Design Thinking

• What they value • Their abilities 2. Define - Analyze your observations and
synthesize them in order to define the core
• Their limitations problems
UX myths 3. Ideate - During the third stage of the Design
Thinking process, designers are ready to start
• Simple = minimal
generating ideas.
• Mobile users are distracted
4. Prototype - This is an experimental phase •
• Success happens overnight Aim is to identify the best possible solution for
each of the problems identified
• UX design is a step in a project
5. Test - Designers or evaluators rigorously test
The importance of UX
the complete product using the best
• Fulfill the user’s needs solutionsidentified during the prototyping phase

• PosiƟve experiences FIVE ELEMENTS OF USER EXPERIENCE

• Users loyal to the product or brand 1. Strategy


2. Scope
• Business success 3. Skeleton
• Improved efficiency 4. Structure
5. Surface
• Working faster
The Strategy Plane - The scope is fundamentally 3. Method: what specific method we want to use
determined by the strategy of the site to learn about the questions.

The Scope Plane - The scope is fundamentally 4. Participants: what’s the user profile we are
determined by the strategy of the site looking for.

The Skeleton Plane- 5. Protocol: how we want to conduct the session.

Interface Design -Presentation and arrangement


of all the elements that makes us interact with
Lecture 04 - Structuring and Prototyping
the functionality of the system.
Why use functional specification
Navigation design - Enables user to see and move
documentation?
through the structure, and how to move through
information. • No special results in spending more time and
creating lower-quality code. Not good.
Information design - Concerned about how
information is presented to make it effective, • Reduces unnecessary back and forth
clear, and obvious.
• Acts as a synchronization tool for teams
The Structure Plane - Interaction Design (IxD) is
the design of interactive products and services in What is in a functional specifications document?
which a designer’s focus goes beyond the item in • The document identifies stakeholders, the
development to include the way users will document history and previous approvals. Aside
interact with it from that, the document will also reveal:
The Surface Plane - Sensory design and • Project scope — what are the project goals,
presentation of the logical arrangements deliverables, features, tasks, deadlines and cost?

• Risks/Assumptions — what might affect the


Lecture 03 - User Research & Planning functional design of the product/system?

What is UX Research? • Solution overview — what are you proposing


to create to solve a problem (sitemaps, screen
Structured and methodical selection and flows etc.) • Use cases — put functional
application of the mostappropriate tools for requirements into the context of a user action.
information gathering.
IxD’s five dimensions
The 5 W's of user research
• Designers’ work in IxD involves five dimensions:
1. Who 2. What 3. When4. Where 5. Why
1. words (1D)
How to conduct user research
2. visual representations (2D)
1. Goal: why are we doing this research, what
are we hoping to get out of it. 3. physical objects/space (3D)

2. Research questions: what are specific 4. time (4D)


questions we are interested in. 5. behavior (5D)

There are three main levels of visual outlines:


• Sketch • Low-fidelity prototypes are, as the term
implies, prototypes that are not faithful
• Wireframes
representations of the details of look, feel, and
• Mockups behavior, but give rather high-level, more
abstract impressions of the intended design
• Prototypes
Fidelity of prototypes- High-Fidelity

• High-fidelity prototypes are more detailed


Lecture 05 - Visual Design / High Fidelity representations of designs, including details of
Prototyping appearance and interaction behavior.
What is Visual Design? Interactivity of prototypes
• Visual design is the use of imagery, color, • Fully Programmed Prototype - Even the
shapes, typography, and form to enhance prototypes of large systems can themselves be
usability and improve the user experience. large and complex.
• Visual design as a field has grown out of both Advantages of Prototyping
UI design and Graphic design. –
• Offer concrete baseline for communication
Basic Elements of Visual Design between users and designers
1.Lines • Help sell management an idea for new product
2.Shapes • Help affect a paradigm shift from existing
3.Negative space/whitespace 4.Volume 5.Value system to new system

6.Color 7.Texture • Provide conversational “prop” to support


communication of concepts not easily conveyed
Prototyping verbally
• A prototype is an early sample, model, or Software tools for prototyping
release of a product built to test a concept or
process • Adobe XD • InDesign

Local Prototypes • Figma • Origami studio

• We call the small area where horizontal and


vertical slices intersect a “local prototype” Lecture 06 - UI Elements and Interface Design
because the depth and breadth are both limited
to a very localized interaction design issue User Interface Elements - Input Controls

A “T” prototype • Checkboxes

• A “T” prototype combines the advantages of Radio buttons


both horizontal and vertical, offering a good
• Dropdown lists
compromise for system evaluation.
• Text fields
Fidelity of prototypes- Low Fidelity
WIMP and GUI
• Windows • Visceral design refers to making products look,
feel, and sound good
• Icons
• Behavioral design is about use, and it equates
• Menus
with traditional values of usability
• Pointing
• Reflective design is about considering the
GUIs meaning and personal value of a product

• Same basic building blocks as WIMPs but more Emotional design


varied – Color, 3D, sound, animation, – Many
• Donald Arthur Norman, the co-founder of the
types of menus, icons, windows
famous Nielsen Norman Group, first introduced
the term “emotional design”.

Lecture 07 - Testing and Analysis Positive emotions can:

Formative vs. Summative evaluation • Increase user engagement and satisfaction

• Formative evaluation helps you form the • Make users more likely to recommend your
design and summative evaluation helps you sum product or service to others
up the design.
• Improve brand loyalty
• Formative evaluations are used in an iterative
• Boost productivity and creativity
process to make improvements before
production.

• Summative evaluations are used to evaluate a Lecture 11 -Team Dynamics and Communication
shipped product in comparison to a benchmark.
Tips for improving team dynamics:

• Trust
Lecture 08 - Experience Channels and Media
• Communication
• Multi-channel - Clients use one of the brand
• Decision-making:
channels to purchase a product: in-store, on
mobile, on a tablet, on a computer, etc • Leadership:
• Cross-channel - Clients can use several
channels for the same order. • The idea is to mix
a brand’s channels to smooth the customer Lecture 12 - Design Networking and building an
experience. effective design portfolio

• Omni-channel - Omni-channel takes cross- Design Networking and building an effective


channel a step further by integrating all channels design portfolioNetworking Strategy Topics:
into a single, unified system 1. Define Your Goals

2. Identify Your Target Audience


Lecture 10 - Emotional interaction 3. Attend Events and Conferences
Designing with the three levels in mind

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