IS372 Chapter 7
IS372 Chapter 7
Chapter 7
UX in Practice
UX: A Practical Perspective
UCD, and UX Tools & Techniques
UX
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UX
UX Vs. Usability (Revisited)
• Usability:
Refers to “The extent to which a product can be used by
specified users to achieve specified goals with
effectiveness, efficiency and satisfaction”
• User Experience:
• “person's perceptions and responses resulting from the use
and/or anticipated use of a product, system or service.” ISO
Refers to “all attitudinal and behavioral aspects of user’s
interaction with a product in a particular context settings. It
includes factors like usability, desirability Usefulness and
Emotional engagement.”
User Centered Design
(UCD)
UCD is a process in which the needs, wants, and limitations of end
users of a product, or service are given extensive attention at each
stage of the product development.
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UCD Principles
1. Focus on users, their goals, tasks, and environments:
•Optimize the product considering user goals, needs, tasks in a
specific context, rather than forcing the users to change their
behavior to accommodate the product.
3. Iterative Design
•Product designed, modified and tested repeatedly.
UCD: Strategy and Planning
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UCD: Strategy and Planning
(Cont.)
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UCD: Strategy and Planning
(Cont.)
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UCD: Strategy and Planning
(Cont.)
Expert review: Multiple experts analyze independently the test
product seeking to identify the majority of its usability problems.
Usability review:
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UCD: Strategy and Planning
(Cont.)
First impression test:
• 5-seconds Test: helps assess a landing page. "would you like to view further or
exit?" and see how many users exit from the landing page.
• Picking Adjectives: involves asking users to describe the product in 4-5 words
or adjectives.
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UCD: Design Process
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UX Design Process (Cont.)
Understand users
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UX Design Process (Cont.)
• Understand users
by deconstructing
e.g., user personas
and user models.
• Personas are
fictional users who
might use your
product.
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UX Design Process (Cont.)
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UX Design Process (Cont.):
Functionalities and Features
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UX Design Process (Cont.):
Functionalities and Features
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UX Design Process (Cont.):
Conceptual Model and Task Flow
Scenarios: Scenarios
are specific sequences
of actions and
interactions between
users and the system.
They help to
understand how a
system is used in
various situations.
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UX Design Process (Cont.):
Layout, visual and interactive design
2. Paper Prototypes:
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Building Prototypes
• Verbal Prototype
• Simple textual description of choices and results.
• Paper prototype:
• Paper prototypes simulate screen and dialogue elements on paper.
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Building Prototypes
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Building Prototypes
Paper prototype of IICM on Air.
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Building Prototypes
Paper prototype for a customer information terminal.
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Building Prototypes
Paper prototype for a customer information terminal.
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Building Prototypes
Paper prototype for a customer information terminal.
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Building Prototypes
• High-Fidelity Paper Prototypes
• Elaborate screen designs created with drawing editors such as
Adobe Illustrator or Corel Draw.
• Printed out in color.
• The often look too much like a finished design, and not enough
like a prototype.
• Users tend to comment on the choice of fonts and colors, rather
than the flow through the application.
• Interactive Sketches
• Scan in hand-drawn interface sketches.
• Assemble interactive prototype with clickable elements (say with
Macromedia Director).
• Retains throwaway, casual look to encourage criticism and
discussion.
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Building Prototypes
• An interactive sketch made in Shockwave. Screen designs sketches
are scanned and assembled into an interactive prototype with
Macromedia Director.
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Prototyping Tools
• DENIM; An Informal Tool For Early-Stage Web Site and UI Design;
http://dub.washington.edu/denim/
• Axure; http://axure.com/
• http://www.microsoft.com/expression/products/
Sketchflow_Overview.aspx
• HotGloo http://hotgloo.com/
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Prototype
Running through a DENIM prototype
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Wireframe
• A wireframe of a Facebook Group page, modeled using Balsamiq
Mockups.
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Storyboard
A storyboard of individual page wireframes modeled using DENIM.
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Working Prototypes
• Working Prototypes
• Simple algorithms: ignore special cases.
• Fake data: similar data, images instead of video, etc.
• Wizard of Oz: human expert operating behind the scenes to
simulate interface responses.
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Building Prototypes
• Working prototype of IICM on Air.
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UCD: Testing
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UCD: Testing (Cont.)
• Why testing?
• User-centered analysis helps get more profitable
products to market.
• Better products.
• Cheaper to fix problems.
• Ease of use is a common requirement.
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UCD: Testing (Cont.)
Cost of Change at different stages:
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UCD: Testing (Cont.)
User Research Methods:
• UX Research Method
– Behavioral: is when you directly observe a person and their actions.
– Attitudinal: refers to asking people to self-report their opinions in
things
• Design Phase
– Wireframe and Prototype
-Website
• Test Areas
– Visual design, UI, Multimedia, Navigation, and Interaction design
• Context:
– In-Lab, Remote, In-field
– Desktop, Tablet, Mobile
• Protocol
– Moderated or Unmoderated
• Data Type
– Qualitative or Quantitative or both
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UCD: Testing (Cont.)
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UCD: Testing (Cont.)
• User Experience (UX) and Usability Testing
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UCD: Testing (Cont.)
User Experience (UX) and Usability Testing
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UCD: Testing (Cont.):
Expert Review
• Checklists:
• 10 Usability Heuristic of Jacob Nielson:
http://www.nngroup.com/articles/ten-usability-
heuristics/
• Others
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Define IA – Card Sorting
Methodology:
• Sample Size: 10 Users.
• Tools: Index Cards, Audio Recorder, Video Recorder (optional), Markers.
• Test Time : 30-min to 2 hours per subject.
• Methodology: Inexpensive, but time taking
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Card Sorting
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UX- Desirability Testing
• A collection of research methods intended to assess the target audience's
emotional response to a design or stimulus.
• First Click Test: It examines what a test participant would click on first on the
interface in order to complete their intended task.
• A participant who clicks down the right path on the first click will complete their task
successfully 87% of the time.
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UX- Desirability Testing
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UX- Desirability Testing
• A/B testing: is comparing two versions of a web page to see which one performs
better.
• Present different content to different variants (user groups), gather their reactions
and user behaviour and use the results to build product or marketing strategies in
the future.
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Eye Tracking
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Physiological and Neurological UX tools
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Data Analysis
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Guidelines
• Still talking about guidance for how to achieve goals.
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For Your References
Usability Heuristics principles for Design
(Nielsen 2001)
• Visibility of system status.
• Match between system and the real world.
• User control and freedom.
• Consistency and standards.
• Help users recognize, diagnose and recover from errors.
• Error prevention.
• Recognition rather than recall.
• Flexibility and efficiency of use.
• Aesthetic and minimalist design.
• Help and documentation.
•Nielsen’s site:
http://www.useit.com/papers/heuristic/heuristic_list.html
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For Your References (Cont.)
Shneiderman’s Eight Golden Rules of Design:
1.Strive for consistency.
2.Cater to universal usability.
3.Offer informative feedback.
4.Design dialogs to yield closure.
5.Prevent errors.
6.Permit easy reversal of actions.
7.Support internal locus of control.
8.Reduce short-term memory load.
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References and Reading
Materials
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