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Introduction to User Experience Design
Introduction
A user uses an
Interface
to accomplish a task.
https://drive.google.com/open?id=1ZerkqDbOQ0KGm6gRt8Cl74jnyHE3W10g
Factors affecting Adoption of a system
Individual level
Age
Preference
Emotional State
Group level
Individual's ability to influence
cultural issues
Goal
Design interfaces that are
useful and usable.
— Useful means that it allows the user to accomplish the task
— Usable means the effectiveness, efficiency and satisfaction with which users can achieve the tasks.
— Easy to understand
Design Cycle
Requirement gathering: Understand how users are currently accomplishing the task.
Designing Alternatives
Prototypes
Evaluation
Features of a Good Design
Affordances
Affordances refer to the perceived and
actual properties of the things, primarily those fundamental properties
that determine just how things could possibly be used.
If you look at your smart phone we see all sorts of features for example,
buttons, buttons are for pressing,
the idea is that the affordance of the thought is to press.
Signifiers
Marks or sounds which tell us which actions are possible. For eg keyboards on a smartphone
Feedback
Sending back info to user for a particular action
User Engagement Ethics
Good design is data driven process
Engagement is a 3 part process.
Introduction: brief overview, goal of a session, explain confidentiality,etc
Interaction: control of session,
Closing: remind goals and what you intend to do with their data
User session vs research
Research is generally with the goal for reporting and presenting in conferences etc.
Requirement Gathering
Goal: Understand the problem space
Who the users are?
When, where, why, how they currently do the task
Problems of their current process
User's wish list for improving
Types of Data
Quantitative: Info in numbers eg surveys in spreadsheets (gives what )
Qualitative: Thematic info, narrative, interviews (gives why)
Mixed method approach: collect both types of data
Types of Users
Users as stakeholders
Primary → Use the design directly, end users
Secondary → Use the design indirectly, may get some output from it
Tertiary → May not use the design at all, but may be effected by it
Think about all stakeholders while designing
Design Technique Overview
Naturalistic observation
→ Observe the user as they complete the task in their own environment (Least Interaction, used in field)
Adv: see what the user is doing directly, collect data anywhere and anytime, user not affected by designer question
Dis: No feedback by user, don't know why user uses that method,
Don't collect identifying info from the user
Surveys
→ Fill out a form
get user's opinions
can be in field or lab , digital
adv: efficient data collection and analysis
Dis: Sample bias, recall bias, superficial data → doesn't tell why
Can provide platform for future studies
Focus Groups
→ 4-6 people group, discussion
engage in direct conversation
adv: rich data in relatively shorter time
dis: need a team, skilled moderator, social influence within the group
Interviews
→ 1:1 conversation with user (Most Interaction, used in office)
In-depth data from user
Mostly qualitative data
Adv: in depth conversation, can ask follow up questions
Dis: need skilled interviewer, time intensive, analysis a little difficult
Use couple of these techniques
User Results
Descriptive Statistics
Range, Median, Mean of data set
User Characteristics
Highlight important aspects of data collected, tabular summary
-------------------------------------------
| | Teen | Middle Age | Old Age |
| Age | 12-25 | 26-55 | > 56 . |
| Sex | | | |
|Education | | | |
--------------------------------------------
Personas
Storyline which high lights all important aspects
Presenting Results
Scenarios: Present a storyline
Essential Use case: gives system requirments
Hierarchical Task analysis: Goal with underlying steps to reach there
Current UI Critique: Tell what is good and what can be improved
Prototyping
A early model of an novel design
Low fidelity: little similarity to final design
High fidelity: high similarity to final design
Prototyping also helps in managing resources, iterate on the design
Table 1
Table 1
Horizontal Prototype
Vertical Prototype
Horizontal Prototype
Vertical Prototype
1
Model the breadth of the design features
model few feature with depth
There are no rows in this table
Low fidelity:
Paper prototyping
Sketching -free hand design
Storyboarding - sequence of short sketches
Card based - sequence of a screen
High fidelity
Use Software
Prototyping tools
Exercises: 1. Use a Online UI tool and make the card based ux there, go to playstore, find an existing app and try to incorporate your changes there
Other Techniques
Wizard of Oz:
Proof of Concept Video Technique
Metaphor Technique
Evaluation
Data driven process, collect qualitative or quantitative data.
Formative evaluation : early during low fidelity design
Summative Evaluation: during high fidelity design
Usefulness:
Time to complete a task
No of clicks
No of error
Efficiency
Learnability: easiness of completing the task, time taken for eg
Memorability: compare the no of clicks after the user was away for a while
Satisfaction
Cognitive: Mental effort
Emotional: sense of feelings while completing the task
Related to each other
All evaluation in comparable to for eg status quo
Introduction
Goal
Design Cycle
Features of a Good Design
Requirement Gathering
Goal: Understand the problem space
Types of Data
Types of Users
Design Technique Overview
User Results
Presenting Results
Prototyping
Table 1
Evaluation
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