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What it is, why it matters + what makes it good or bad.
User Experience
Geoff Mackey + Greg Harron
UX
What is
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UX ?
The sum of a person’s emotions and behaviors when interacting with a product, system, or service.
User Experience(ˈjuːzər ɪkˈspɪriːəns), noun:
UX is used at theme parks, casinos, office spaces, grocery stores, etc.
UX isn’t about designing the experience – that’s the product of the interaction with what you design.
At its core, UX is about simplicity. It’s finding what the audience needs to know and how they behave.
Confined to the web
The user interface
Rocket Science
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is notUX
≈
What does a professional do?
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Throughout the project, there’s continuous competitive, product and user research.RESEARCH
INFORMATION ARCHITECTURE
INTERACTION DESIGN
We figure out how everything should be organized in order to set up an architecture for that experience.
This requires prioritizing and creating a hierarchy of all necessary design elements.
UX
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Reduces re-work (wasted development time)
Increases sales, credibility, user retention
People matter, so their experience matters
Why does matter?UX
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Good UX vs. Bad UXExamples
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BadGoodBad
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BadGoodBad
Too many options presented in a non-scannable format
Options consolidated into one, familiar interaction
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BadGood
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BadGood
• Questions are used to segment the form, unnecessarily.
• Includes inputs that aren’t required until after a search has been initiated.
• No opportunities to consolidate form fields have been made.
• Only the most relevant and necessary inputs are presented to the user in a compact, easy to understand way.
• Adjusting search result formats and other search options are presented only after the search has been initiated.
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GoodBad
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GoodBad
• Price and product rating info are clearly visible and directly associated with the primary call to action, "add to cart.”
• Interface is uncluttered and allows the content to dominate the screen.
• The buttons are appropriately spaced to avoid accidental finger taps.
• Price and product rating info are not prominent enough.
• Buttons are too close together for mobile. It’s easy to press wrong button.
• The tab bar decreases the viewing area for product information.
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GoodBad
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GoodBad
• There is only one primary goal for each page.
• Pages are concise and contain one primary call to action.
• Content is organized in a more logical, scannable format.
• The content of the page is extremely long and covers a diverse set of page goals.
• There is no clear call to action or direction for the reader to follow.
• There are calls to action scattered throughout the page.
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*The Experience Score Rubric is available for download here.
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The Experience ScoreHow well you’re delivering the information you’re trying to communicate.CLARITY
FLOW
RELEVANCE
A logical progression to follow.
Consider where the audience is in their journey.
UTILITY The functionality of the interface.
TRUSTWORTHINESS The visual aesthetic, organization and hierarchy of things need to be perfected.
If you don’t talk to your customers, how will you know how to talk to your customers?
- Will Evans, Semantic Foundry
“”
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Why are we presenting information in a certain way?Upfront research helps you understand who you’re talking to, their behavior, their goals.Then we can understand why we’re emphasizing this information and why we’re designing it this way.
Finding the why
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UX Project Timeline
UX Outputs
UX Research
DiscoveryContent Strategy
Information Architecture
Design and Development
Test and Refine
Discovery Phase
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UX Outputs
UX Research
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UX Project Timeline
DiscoveryContent Strategy
Information Architecture
Design and Development
Test and Refine
Stakeholder Interviews, Contextual Inquiry, Analytics, Usability Testing
Personas, Journey Maps, Baseline Metrics
Content Strategy Phase
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UX Outputs
UX Research
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UX Project Timeline
DiscoveryContent Strategy
Information Architecture
Design and Development
Test and Refine
Content Audit
Audit Analysis Spreadsheet,Gap Analysis, Content Strategy
Information Architecture Phase
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UX Outputs
UX Research
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UX Project Timeline
DiscoveryContent Strategy
Information Architecture
Design and Development
Test and Refine
Card sorting, tree testing
Site Mapping, Flow Diagrams, Wireframes, Storyboards
Visual Design, Interaction Design, and Development Phase
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UX Outputs
UX Research
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UX Project Timeline
DiscoveryContent Strategy
Information Architecture
Design and Development
Test and Refine
Prototype Testing, Heuristics Evaluation
Lo-Fidelity Prototypes, Hi-Fidelity Prototypes
Testing and Refining Phase
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UX Outputs
UX Research
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UX Project Timeline
DiscoveryContent Strategy
Information Architecture
Design and Development
Test and Refine
Analytics, Usability Testing, A/B Testing, Surveys
Data to compare to Baseline, Metrics to inform opportunities for improvements
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Geoff Mackey, UX Designer @geoffmackeyGreg Harron, UX Strategist @gregharron
@centerline | centerline.net
Thank you!