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Making Great
User Experiences
Carol Smith, @carologic
Pittsburgh Scrum User Group
October 17, 2017
Making Great UX / @carologic / Scrum Pgh
Everything
is Designed
Making Great User Experiences, Pittsburgh Scrum MeetUp, Oct 17, 2017
Making Great User Experiences, Pittsburgh Scrum MeetUp, Oct 17, 2017
Making Great User Experiences, Pittsburgh Scrum MeetUp, Oct 17, 2017
Making Great UX / @carologic / Scrum Pgh
Design is process of
• Identifying
• Classifying
• Selecting
… constraints
Art has fewer constraints
Making Great UX / @carologic / Scrum Pgh
Managing Constraints
• Non-negotiable - satisfy
– Technology
– Amount of content (sometimes)
• Negotiable - optimize
– Navigation wording
– Color, images
Dini, Dino. (March 2008). Wikipedia: Design. 2005 Game Design
and Technology Workshop, Liverpool JM University.
http://en.wikipedia.org/wiki/Design Retrieved on 2008-03-23.
Making Great UX / @carologic / Scrum Pgh
Principles of good interface design
• Natural
– Appropriate, adaptive
• Consistent
– No surprises, reinforce learning
• Supportive
– Information, status
• Flexible
– Accommodating for preferences, ability
Making Great UX / @carologic / Scrum Pgh
Why are some digital
experiences so much
better?
Making Great UX / @carologic / Scrum Pgh
Why Designs are Better
1. Follow design best practices
2. Clear focus on specific users (not specific customers)
3. Ability to learn and iterate quickly
Making Great UX / @carologic / Scrum Pgh
Design Best Practices
Making Great UX / @carologic / Scrum Pgh
Cognitive Psychology = Information Handling
• Acquire
• Perceive
• Store
Transform
Use
Communicate
Ulric Neisser (1967) Cognitive Psychology
Making Great UX / @carologic / Scrum Pgh
Acquire, Perceive and Store via Senses
13
• Sight
• Hearing
• Taste
• Touch
• Smell
Making Great UX / @carologic / Scrum Pgh
Acquire, Perceive and Store via Perception
14
• From senses
• Knowledge in memory
• Relate new with old experiences and expectations
• Everything is seen through our past experiences
Making Great UX / @carologic / Scrum Pgh
Sensory Memory - Cocktail party phenomenon
• Absorb information
without paying attention
• Block out information to
focus
• Sensory memory
• New info replaces old
Ceramic frogs at cocktail party.com%2Fen%2Fparty-celebrate-drink-funny-frogs-
1234566%2F&psig=AFQjCNEzJcqc6pC10aXUB2WSxcQE1HV-
hw&ust=1500840550608946
Making Great UX / @carologic / Scrum Pgh
Short-term Memory (STM)
• Information recognized and perceived
• Passed from sensory to be processed further
• STM is held for 0 seconds to 2 minutes
Making Great UX / @carologic / Scrum Pgh
STM can be recalled
17
• Chunking - is our ability to group information
• Limited capacity of 7 plus or minus 2 items
– Remember 7 digit phone number to dial
– Will not remember the next day
• Recognition is better than recall
Making Great UX / @carologic / Scrum Pgh
Complications to perception
• Eye issues
– Colorblind, poor eyesight or blindness, dark room
• Hearing issues
– Reduced sensitivity, loud work area
• Reduced tactile sense
– Arthritis, Parkinson’s, thick gloves
• Mental disabilities
– ADHD, dyslexia, alcohol
Making Great UX / @carologic / Scrum Pgh
What is Accessibility?
Accessibility is designing
products so that people
can use them regardless
of ability or environment.
Consider temporary
and permanent conditions
Disability symbols By NPS Graphics, put together by User:Wcommons
(http://www.nps.gov/hfc/carto/map-symbols.htm) [Public domain or Public domain], via
Wikimedia Commons https://commons.wikimedia.org/wiki/File:Disability_symbols.png
Making Great UX / @carologic / Scrum Pgh
Design so that everyone can…
• Perceive
• Understand
• Navigate
• Interact
• Create & Contribute effectively
Curb Cut Image http://4sbccfaculty.org/lecture/2000s/lectures/Jan_Shapiro.html
Making Great UX / @carologic / Scrum Pgh
Gestalt Principles
of Design
Making Great UX / @carologic / Scrum Pgh
Elements of Design (by J6 Design)
© 2015 J6 design http://www.j6design.com.au/6-principles-of-design/
Making Great UX / @carologic / Scrum Pgh
Principles of Design (by J6 Design)
© 2015 J6 design http://www.j6design.com.au/6-principles-of-design/
Making Great UX / @carologic / Scrum Pgh
Closure
24
• Complete familiar objects that have gaps in them
Kanizsa triangle By Fibonacci
https://commons.wikimedia.org/wiki/File:Kanizsa_triangle.svg
[GFDL (http://www.gnu.org/copyleft/fdl.html) or CC-BY-SA-3.0
(http://creativecommons.org/licenses/by-sa/3.0/)], via Wikimedia Commons
Making Great UX / @carologic / Scrum Pgh
Symmetry
25
Symmetry Photo by Kevin Jones Follow
At the Taj Mahal in Agra, Uttar Pradesh, India
https://www.flickr.com/photos/kj-an/3060098369
Making Great UX / @carologic / Scrum Pgh
Name this…
Grupo Firenze - FIAP 2008 - C:Fibonacci
https://commons.wikimedia.org/wiki/Category:Fibonacci#/media/File:Bromelia.png
Making Great UX / @carologic / Scrum Pgh
Fibonacci Sequence
Making Great UX / @carologic / Scrum Pgh
Quilt: Fibonacci Series #12, Copyright
2013 Caryl Bryer Fallert, Bryerpatch
Studio, www.bryerpatch.com Via
https://www.jinnybeyer.com/blog/fibonacc
i-and-the-golden-ratio/
Making Great UX / @carologic / Scrum Pgh
Figure-Ground: Perception Activity
Cup or faces image - By Bryan Derksen. Original image paradox.jpg
uploaded by Guam on 28 July 2005, SVG conversion by Bryan Derksen, CC BY-
SA 3.0, https://commons.wikimedia.org/w/index.php?curid=1733355
Identify
a figure from
the background
Making Great UX / @carologic / Scrum Pgh
Figure-Ground – Image 2
Figure-Ground Organization in Natural Images - Xiaofeng Ren, Charless
Fowlkes and Jitendra Malik, in ECCV '06, volume 2, pages 614-627, Graz 2006.
http://homes.cs.washington.edu/~xren/research/eccv2006/
Making Great UX / @carologic / Scrum Pgh
Style Guides Encourage Consistency
• Same design principles across products
• Consistency can increase usability
• Most important type of consistency
is consistency with the way people work*
– Different ways of working
– May require inconsistencies
*Grudin (1989)
Making Great UX / @carologic / Scrum Pgh
Patterns Defined
• Collection of reusable
components
• Consistent markup,
styles, behavior in
prototype and production
work
• Must be easily maintained
and quickly updated
IBM Carbon Design System
http://carbondesignsystem.com/getting-started/developers
Making Great UX / @carologic / Scrum Pgh
Graceful Degradation
and Responsiveness
Making Great UX / @carologic / Scrum Pgh
User Experience
Making Great UX / @carologic / Scrum Pgh
Influences on UX
• Computer Science
• Artificial Intelligence
• Ergonomics /
Human Factors
Engineering
• Linguistics
Psychology
Art & Design
Anthropology / Ethnography
Industrial Design
Making Great UX / @carologic / Scrum Pgh
User’s Experience
• Interaction with a product, service, or company
– Functional
– Sensorial
– Emotional
– Social
Making Great UX / @carologic / Scrum Pgh
Functional
• Able to complete task
–Find information
–Submit form
–Contact someone
–Purchase item
A Scrum board suggesting to use Kanban by Jeff.lasovski
https://commons.wikimedia.org/wiki/File:Simple-kanban-board-.jpg
Making Great UX / @carologic / Scrum Pgh
Sensorial
• Visual
– Layout
– Colors
– Images
• Auditory
– Video
– Music
– Ads
Google Search results:
https://www.google.com/search?q=complete+a+task&safe=active&rlz=1C1CHBF_enUS729US729&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiVo-
jTsqPVAhUFWD4KHTU7C8cQ_AUICigB&biw=1600&bih=804#safe=active&tbs=sur:fc&tbm=isch&q=sensorial
Making Great UX / @carologic / Scrum Pgh
Emotional
• How do they feel?
– Bring their day, context,
with them
• What does the interface convey?
– Conveys ideas and emotions
– Sets the tone
– They react
Photo: Week #51 Emotion [51of52] by Anthony
Woman giving the "Ya whatever Dad look"
https://www.flickr.com/photos/camera_is_a_mirror_with_memory/8286395944
Making Great UX / @carologic / Scrum Pgh
Social
• Interactions with people
• Social networking
• Help features
• Chat
An icon representing a conversation Created by Benjamin D.
Esham (bdesham) with Inkscape. 4 Aug 2007
https://commons.wikimedia.org/wiki/File:Chat_bubbles.svg
Making Great UX / @carologic / Scrum Pgh
X
Experience
Functional
Emotional
Sensorial
Social
Where They Overlap...
Usability is the degree
to which something
- software, hardware or anything else –
is easy to use and a good fit
for the people who use it.
Definition from UXPA Usability Body of Knowledge:
http://usabilitybok.org/glossary/19#letteru
Making Great UX / @carologic / Scrum Pgh
Aspects of Usability
43
• Able to complete tasks
• Effectively and efficiently
• Learnable
• Pleasant to use and engaging
• Feeling of control and support
Making Great UX / @carologic / Scrum Pgh
Usability
is an important characteristic
of what makes a
good User Experience
Making Great UX / @carologic / Scrum Pgh
Minimize Human Cost
45
• Tiredness
• Discomfort
• Embarrassment
• Frustration
• Personal effort
Image: Woman holding face in hands in front of computer:
http://maxpixel.freegreatpicture.com/People-Male-Man-Sad-Happy-Face-Adult-
Emotions-371238
Making Great UX / @carologic / Scrum Pgh
Benefits of Good User Experience
• Increased Usefulness
• Increased Efficiency ($$$)
• Improved Productivity
Making Great UX / @carologic / Scrum Pgh
Benefits (continued)
• Fewer Errors
• Reduced Training Time
• Improved Acceptance
Natural Smile by Bradley Davis
https://www.flickr.com/photos/backpackphotography/1375817337
IBMDesignThinking
Human-centered outcomes at speed and scale
Understand people’s needs.
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
Form intent.
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
Deliver outcomes
at speed and scale.
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
TheLoop
TheKeys
Principles
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
TheLoop
Principles
TheKeys
Focus on user
outcomes
Multidisciplinary
teams
Restless
reinvention
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
Principles
Principles
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
TheLoop
TheKeys
IBMDesignThinking
TheLoop
Observe Reflect Make
© 2016 IBM Corporation | IBM Confidential
TheLoop
Principles
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
TheKeys
Hills Playbacks Sponsor
users
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
TheKeys
IBMDesignThinking
© 2016 IBM Corporation | IBM Confidential
TheLoop
TheKeys
Principles
Making Great UX / @carologic / Scrum Pgh
Again - why are some
much better?
Clear focus on specific users
(not specific customers)
Focus
Making Great UX / @carologic / Scrum Pgh
Who will frequently, actively
use your product?
What do they need to do?
Making Great UX / @carologic / Scrum Pgh
Designing for Everyone
is
Impossible
Making Great UX / @carologic / Scrum Pgh
Who are the Primary users?
• What are their goals?
• How many are there?
• Common complaints/biggest issues?
• Most important/frequent tasks?
Making Great UX / @carologic / Scrum Pgh
Same Job Title, May Differ in…
UserExperience
Frequency of use
Priority of tasks Characteristics
Motivations
and attitude
Expectations
Making Great UX / @carologic / Scrum Pgh
Case Study
• Creating a site for University students
• Think about the student you are designing for
– What kind of program?
– How old are they?
– What else?
Making Great UX / @carologic / Scrum Pgh
Which Student?
• Rick Connie
http://www.flickr.com/photos/mrjkbh/ via http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en
http://www.flickr.com/photos/caharley72/ (Christopher Alison Photography) via
http://creativecommons.org/licenses/by-nc-nd/2.0/
Making Great UX / @carologic / Scrum Pgh
Start with Quick Assumptions
• Loosely defined groups of Archetypes
• What differentiates them?
• Be honest about what you don’t know
• Only develop Personas with lots of research
Making Great UX / @carologic / Scrum Pgh
Interview the Experts
• Customer Service
• Marketing (Web statistics)
• Training
• Sales/Business development
Making Great UX / @carologic / Scrum Pgh
Include PWD in Research
• People with disabilities
– “We are all only temporarily able-bodied. Accessibility is good for us
all.”
– Not “disabled” or “handicapped”
– Get to spirit of the law (Section 508, WCAG 2.0)
• Disability
– any condition that impedes the completion of daily tasks using
traditional methods (Wikipedia)
-@mollydotcom at #stirtrek 2011 via @carologic
Making Great UX / @carologic / Scrum Pgh
"The biggest waste of all is
building something no one
wants"
- @ericries #LeanStartupMI via @MelBugai
Making Great UX / @carologic / Scrum Pgh
Transform Data
• Look for patterns
• Read “between the lines”
• Know what you’ve got
– Sort, reorganize, review, repeat
– What refutes your expectations?
– Surprises?
– Outliers?
Making Great User Experiences, Pittsburgh Scrum MeetUp, Oct 17, 2017
Making Great UX / @carologic / Scrum Pgh
Some experiences
are better!
Ability to learn
and iterate quickly
Create a great,
usable, accessible,
and relevant experience
Making Great UX / @carologic / Scrum Pgh
True Statements
• All interfaces have usability problems
• Limited resources to fix
• More problems than resources
• Less serious problems distract
• Intense focus on fixing most serious problems first
Rocket Surgery Made Easy: The Do-It-Yourself Guide
to Finding and Fixing Usability Problems. By Steve Krug
Making Great UX / @carologic / Scrum Pgh
Usability Testing is…
• Representative users
• Doing real tasks
• Being observed
• Using prototypes
or live products
http://creativecommons.org/licenses/by-sa/2.0/
http://www.flickr.com/photos/raphaelquinet/513351385/sizes/l/in/photostream/
http://www.flickr.com/photos/raphaelquinet/
Making Great UX / @carologic / Scrum Pgh
Usability NOT User Testing
• There is a difference
• User testing infers testing people
– Can the participant figure out our design work?
• Usability testing puts emphasis on what is being tested
– Reduces the focus on the participant’s performance
– Is the product successful?
Making Great UX / @carologic / Scrum Pgh
Regular Usability Testing
Making Great UX / @carologic / Scrum Pgh
Any UX Method Can be Adapted
• Quick
• Bare minimum of effort
• Get needed feedback
• Provide recommendations
• Repeatable
Making Great UX / @carologic / Scrum Pgh
Tweak, Don’t Redesign
• Small iterative changes
– Make it better now
– Don’t break something else
• Take something away
– Reduce distractions
– Don’t add – question it
Rocket Surgery Made Easy: The Do-It-Yourself Guide
to Finding and Fixing Usability Problems. By Steve Krug
Making Great UX / @carologic / Scrum Pgh
UX is better…
1. Follow design best practices
2. Clear focus on specific users (not specific customers)
3. Ability to learn and iterate quickly
Making Great UX / @carologic / Scrum Pgh
Share What You Learn
Making Great UX / @carologic / Scrum Pgh
Recommended Readings
84
Making Great UX / @carologic / Scrum Pgh
Contact Carol
LinkedIn: https://www.linkedin.com/in/caroljsmith
Twitter - @Carologic: https://twitter.com/carologic
Slides on Slideshare: https://www.slideshare.net/carologic
Making Great UX / @carologic / Scrum Pgh
Recommended Sites
• Usability.gov
– https://www.usability.gov/
• W3C Web Accessibility Initiative
– http://www.w3.org/WAI/
• Accessibility Standards in US (Section 508)
– https://www.access-board.gov/
• Jakob Nielsen
– http://www.useit.com
• UXPA – User Experience Professionals Association
– http://uxpa.org/
• Information Architecture Institute
– http://iainstitute.org/
Making Great UX / @carologic / Scrum Pgh
References
• Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab.
• Barnum, Carol M. (Jan. 2003). What’s in a Number? STC Usability SIG Newsletter, Usability Interface.
http://www.stcsig.org/usability/newsletter/0301-number.html Retrieved: 20080323
• Beyer, Hugh. User-Centered Agile Methods (Synthesis Lectures on Human-Centered Informatics)
• Cato, John. User-Centered Web Design. Addison Wesley Longman; 2001.
• Dini, Dino. (March 2008). Wikipedia: Design. 2005 Game Design and Technology Workshop, Liverpool JM University.
http://en.wikipedia.org/wiki/Design Retrieved on 2008-03-23. Retrieved: 20080323
• Faulkner, Christine. The Essence of Human-Computer Interaction. Prentice Hall PTR; 1997.
• Gale, S. A Collaborative Approach to Developing Style Guides. Conference proceedings on Human factors in Computing
Systems April 13 - 18, 1996, Vancouver Canada. ACM Press, (pp. 362-367).
• Gaffney, Gerry. (2000) What is Card Sorting? Usability Techniques Series, Information & Design.
http://www.infodesign.com.au/usabilityresources/design/cardsorting.asp
• Galitz, W. O. (2002). The essential guide to user interface design: An introduction to GUI design principles and techniques
(Second Edition). Wiley: New York, NY.
Making Great UX / @carologic / Scrum Pgh
References
• Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-
nice-with-agile/
• Grudin, J. 1989. The case against user interface consistency. Commun. ACM 32,
10 (Oct. 1989), 1164-1173.
• Hackos, JoAnn T., PhD and Redish, Janice C. User and Task Analysis for
Interface Design. Wiley; 1998.
• Henry, Shawn Lawton. Just Ask: Integrating Accessibility Throughout Design.
• Henry, S.L. and Grossnickle, M. Accessibility in the User-Centered Design
Process. Georgia Tech Research Corporation, Inc; Atlanta, Georgia, USA; 2004.
http://uiaccess.com/accessucd/personas.html
• Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in
Diverse Situations. Tutorial, 2003 UPA Conference.
• Kuniavsky, Mike. Observing the User Experience: a Practitioner's Guide to User
Making Great UX / @carologic / Scrum Pgh
References
• Lewis, Clayton and Rieman, John. (1993, 1994) Task-Centered User Interface Design A Practical Introduction.
http://hcibib.org/tcuid/chap-4.html
• Mandel, Theo. The Elements of User Interface Design. Wiley; 1997.
• Neisser, Ulric. (1967) Cognitive Psychology
• Nielsen, Jakob and Robert L. Mack. Usability Inspection Methods. John Wiley & Sons, Inc. 1994.
• Powell, Thomas A. The Complete Reference: Web Design. Osborne/McGraw-Hill; 2000.
• Ratcliffe, Lindsay and Marc McNeill. Agile Experience Design: A Digital Designer's Guide to Agile, Lean, and Continuous.
• Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John
Wiley & Sons, Inc.
• Schaffer, Eric. Institutionalization of Usability: A Step by Step Guide. Human Factors International, 2004.
• Slatin, John M. and Sharron Rush Maximum Accessibility: Making Your Web Site More Usable for Everyone. Addison-
Wesley Pub Co., 2002.
• W3C Web Accessibility Initiative - http://www.w3.org/WAI/intro/accessibility
Making Great User Experiences, Pittsburgh Scrum MeetUp, Oct 17, 2017

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Making Great User Experiences, Pittsburgh Scrum MeetUp, Oct 17, 2017

  • 1. Making Great User Experiences Carol Smith, @carologic Pittsburgh Scrum User Group October 17, 2017
  • 2. Making Great UX / @carologic / Scrum Pgh Everything is Designed
  • 6. Making Great UX / @carologic / Scrum Pgh Design is process of • Identifying • Classifying • Selecting … constraints Art has fewer constraints
  • 7. Making Great UX / @carologic / Scrum Pgh Managing Constraints • Non-negotiable - satisfy – Technology – Amount of content (sometimes) • Negotiable - optimize – Navigation wording – Color, images Dini, Dino. (March 2008). Wikipedia: Design. 2005 Game Design and Technology Workshop, Liverpool JM University. http://en.wikipedia.org/wiki/Design Retrieved on 2008-03-23.
  • 8. Making Great UX / @carologic / Scrum Pgh Principles of good interface design • Natural – Appropriate, adaptive • Consistent – No surprises, reinforce learning • Supportive – Information, status • Flexible – Accommodating for preferences, ability
  • 9. Making Great UX / @carologic / Scrum Pgh Why are some digital experiences so much better?
  • 10. Making Great UX / @carologic / Scrum Pgh Why Designs are Better 1. Follow design best practices 2. Clear focus on specific users (not specific customers) 3. Ability to learn and iterate quickly
  • 11. Making Great UX / @carologic / Scrum Pgh Design Best Practices
  • 12. Making Great UX / @carologic / Scrum Pgh Cognitive Psychology = Information Handling • Acquire • Perceive • Store Transform Use Communicate Ulric Neisser (1967) Cognitive Psychology
  • 13. Making Great UX / @carologic / Scrum Pgh Acquire, Perceive and Store via Senses 13 • Sight • Hearing • Taste • Touch • Smell
  • 14. Making Great UX / @carologic / Scrum Pgh Acquire, Perceive and Store via Perception 14 • From senses • Knowledge in memory • Relate new with old experiences and expectations • Everything is seen through our past experiences
  • 15. Making Great UX / @carologic / Scrum Pgh Sensory Memory - Cocktail party phenomenon • Absorb information without paying attention • Block out information to focus • Sensory memory • New info replaces old Ceramic frogs at cocktail party.com%2Fen%2Fparty-celebrate-drink-funny-frogs- 1234566%2F&psig=AFQjCNEzJcqc6pC10aXUB2WSxcQE1HV- hw&ust=1500840550608946
  • 16. Making Great UX / @carologic / Scrum Pgh Short-term Memory (STM) • Information recognized and perceived • Passed from sensory to be processed further • STM is held for 0 seconds to 2 minutes
  • 17. Making Great UX / @carologic / Scrum Pgh STM can be recalled 17 • Chunking - is our ability to group information • Limited capacity of 7 plus or minus 2 items – Remember 7 digit phone number to dial – Will not remember the next day • Recognition is better than recall
  • 18. Making Great UX / @carologic / Scrum Pgh Complications to perception • Eye issues – Colorblind, poor eyesight or blindness, dark room • Hearing issues – Reduced sensitivity, loud work area • Reduced tactile sense – Arthritis, Parkinson’s, thick gloves • Mental disabilities – ADHD, dyslexia, alcohol
  • 19. Making Great UX / @carologic / Scrum Pgh What is Accessibility? Accessibility is designing products so that people can use them regardless of ability or environment. Consider temporary and permanent conditions Disability symbols By NPS Graphics, put together by User:Wcommons (http://www.nps.gov/hfc/carto/map-symbols.htm) [Public domain or Public domain], via Wikimedia Commons https://commons.wikimedia.org/wiki/File:Disability_symbols.png
  • 20. Making Great UX / @carologic / Scrum Pgh Design so that everyone can… • Perceive • Understand • Navigate • Interact • Create & Contribute effectively Curb Cut Image http://4sbccfaculty.org/lecture/2000s/lectures/Jan_Shapiro.html
  • 21. Making Great UX / @carologic / Scrum Pgh Gestalt Principles of Design
  • 22. Making Great UX / @carologic / Scrum Pgh Elements of Design (by J6 Design) © 2015 J6 design http://www.j6design.com.au/6-principles-of-design/
  • 23. Making Great UX / @carologic / Scrum Pgh Principles of Design (by J6 Design) © 2015 J6 design http://www.j6design.com.au/6-principles-of-design/
  • 24. Making Great UX / @carologic / Scrum Pgh Closure 24 • Complete familiar objects that have gaps in them Kanizsa triangle By Fibonacci https://commons.wikimedia.org/wiki/File:Kanizsa_triangle.svg [GFDL (http://www.gnu.org/copyleft/fdl.html) or CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0/)], via Wikimedia Commons
  • 25. Making Great UX / @carologic / Scrum Pgh Symmetry 25 Symmetry Photo by Kevin Jones Follow At the Taj Mahal in Agra, Uttar Pradesh, India https://www.flickr.com/photos/kj-an/3060098369
  • 26. Making Great UX / @carologic / Scrum Pgh Name this… Grupo Firenze - FIAP 2008 - C:Fibonacci https://commons.wikimedia.org/wiki/Category:Fibonacci#/media/File:Bromelia.png
  • 27. Making Great UX / @carologic / Scrum Pgh Fibonacci Sequence
  • 28. Making Great UX / @carologic / Scrum Pgh Quilt: Fibonacci Series #12, Copyright 2013 Caryl Bryer Fallert, Bryerpatch Studio, www.bryerpatch.com Via https://www.jinnybeyer.com/blog/fibonacc i-and-the-golden-ratio/
  • 29. Making Great UX / @carologic / Scrum Pgh Figure-Ground: Perception Activity Cup or faces image - By Bryan Derksen. Original image paradox.jpg uploaded by Guam on 28 July 2005, SVG conversion by Bryan Derksen, CC BY- SA 3.0, https://commons.wikimedia.org/w/index.php?curid=1733355 Identify a figure from the background
  • 30. Making Great UX / @carologic / Scrum Pgh Figure-Ground – Image 2 Figure-Ground Organization in Natural Images - Xiaofeng Ren, Charless Fowlkes and Jitendra Malik, in ECCV '06, volume 2, pages 614-627, Graz 2006. http://homes.cs.washington.edu/~xren/research/eccv2006/
  • 31. Making Great UX / @carologic / Scrum Pgh Style Guides Encourage Consistency • Same design principles across products • Consistency can increase usability • Most important type of consistency is consistency with the way people work* – Different ways of working – May require inconsistencies *Grudin (1989)
  • 32. Making Great UX / @carologic / Scrum Pgh Patterns Defined • Collection of reusable components • Consistent markup, styles, behavior in prototype and production work • Must be easily maintained and quickly updated IBM Carbon Design System http://carbondesignsystem.com/getting-started/developers
  • 33. Making Great UX / @carologic / Scrum Pgh Graceful Degradation and Responsiveness
  • 34. Making Great UX / @carologic / Scrum Pgh User Experience
  • 35. Making Great UX / @carologic / Scrum Pgh Influences on UX • Computer Science • Artificial Intelligence • Ergonomics / Human Factors Engineering • Linguistics Psychology Art & Design Anthropology / Ethnography Industrial Design
  • 36. Making Great UX / @carologic / Scrum Pgh User’s Experience • Interaction with a product, service, or company – Functional – Sensorial – Emotional – Social
  • 37. Making Great UX / @carologic / Scrum Pgh Functional • Able to complete task –Find information –Submit form –Contact someone –Purchase item A Scrum board suggesting to use Kanban by Jeff.lasovski https://commons.wikimedia.org/wiki/File:Simple-kanban-board-.jpg
  • 38. Making Great UX / @carologic / Scrum Pgh Sensorial • Visual – Layout – Colors – Images • Auditory – Video – Music – Ads Google Search results: https://www.google.com/search?q=complete+a+task&safe=active&rlz=1C1CHBF_enUS729US729&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiVo- jTsqPVAhUFWD4KHTU7C8cQ_AUICigB&biw=1600&bih=804#safe=active&tbs=sur:fc&tbm=isch&q=sensorial
  • 39. Making Great UX / @carologic / Scrum Pgh Emotional • How do they feel? – Bring their day, context, with them • What does the interface convey? – Conveys ideas and emotions – Sets the tone – They react Photo: Week #51 Emotion [51of52] by Anthony Woman giving the "Ya whatever Dad look" https://www.flickr.com/photos/camera_is_a_mirror_with_memory/8286395944
  • 40. Making Great UX / @carologic / Scrum Pgh Social • Interactions with people • Social networking • Help features • Chat An icon representing a conversation Created by Benjamin D. Esham (bdesham) with Inkscape. 4 Aug 2007 https://commons.wikimedia.org/wiki/File:Chat_bubbles.svg
  • 41. Making Great UX / @carologic / Scrum Pgh X Experience Functional Emotional Sensorial Social Where They Overlap...
  • 42. Usability is the degree to which something - software, hardware or anything else – is easy to use and a good fit for the people who use it. Definition from UXPA Usability Body of Knowledge: http://usabilitybok.org/glossary/19#letteru
  • 43. Making Great UX / @carologic / Scrum Pgh Aspects of Usability 43 • Able to complete tasks • Effectively and efficiently • Learnable • Pleasant to use and engaging • Feeling of control and support
  • 44. Making Great UX / @carologic / Scrum Pgh Usability is an important characteristic of what makes a good User Experience
  • 45. Making Great UX / @carologic / Scrum Pgh Minimize Human Cost 45 • Tiredness • Discomfort • Embarrassment • Frustration • Personal effort Image: Woman holding face in hands in front of computer: http://maxpixel.freegreatpicture.com/People-Male-Man-Sad-Happy-Face-Adult- Emotions-371238
  • 46. Making Great UX / @carologic / Scrum Pgh Benefits of Good User Experience • Increased Usefulness • Increased Efficiency ($$$) • Improved Productivity
  • 47. Making Great UX / @carologic / Scrum Pgh Benefits (continued) • Fewer Errors • Reduced Training Time • Improved Acceptance Natural Smile by Bradley Davis https://www.flickr.com/photos/backpackphotography/1375817337
  • 49. Understand people’s needs. IBMDesignThinking © 2016 IBM Corporation | IBM Confidential
  • 50. Form intent. IBMDesignThinking © 2016 IBM Corporation | IBM Confidential
  • 51. Deliver outcomes at speed and scale. IBMDesignThinking © 2016 IBM Corporation | IBM Confidential
  • 52. IBMDesignThinking © 2016 IBM Corporation | IBM Confidential TheLoop TheKeys Principles
  • 53. IBMDesignThinking © 2016 IBM Corporation | IBM Confidential TheLoop Principles TheKeys
  • 55. Principles IBMDesignThinking © 2016 IBM Corporation | IBM Confidential TheLoop TheKeys
  • 56. IBMDesignThinking TheLoop Observe Reflect Make © 2016 IBM Corporation | IBM Confidential
  • 57. TheLoop Principles IBMDesignThinking © 2016 IBM Corporation | IBM Confidential TheKeys
  • 58. Hills Playbacks Sponsor users IBMDesignThinking © 2016 IBM Corporation | IBM Confidential TheKeys
  • 59. IBMDesignThinking © 2016 IBM Corporation | IBM Confidential TheLoop TheKeys Principles
  • 60. Making Great UX / @carologic / Scrum Pgh Again - why are some much better? Clear focus on specific users (not specific customers)
  • 61. Focus
  • 62. Making Great UX / @carologic / Scrum Pgh Who will frequently, actively use your product? What do they need to do?
  • 63. Making Great UX / @carologic / Scrum Pgh Designing for Everyone is Impossible
  • 64. Making Great UX / @carologic / Scrum Pgh Who are the Primary users? • What are their goals? • How many are there? • Common complaints/biggest issues? • Most important/frequent tasks?
  • 65. Making Great UX / @carologic / Scrum Pgh Same Job Title, May Differ in… UserExperience Frequency of use Priority of tasks Characteristics Motivations and attitude Expectations
  • 66. Making Great UX / @carologic / Scrum Pgh Case Study • Creating a site for University students • Think about the student you are designing for – What kind of program? – How old are they? – What else?
  • 67. Making Great UX / @carologic / Scrum Pgh Which Student? • Rick Connie http://www.flickr.com/photos/mrjkbh/ via http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en http://www.flickr.com/photos/caharley72/ (Christopher Alison Photography) via http://creativecommons.org/licenses/by-nc-nd/2.0/
  • 68. Making Great UX / @carologic / Scrum Pgh Start with Quick Assumptions • Loosely defined groups of Archetypes • What differentiates them? • Be honest about what you don’t know • Only develop Personas with lots of research
  • 69. Making Great UX / @carologic / Scrum Pgh Interview the Experts • Customer Service • Marketing (Web statistics) • Training • Sales/Business development
  • 70. Making Great UX / @carologic / Scrum Pgh Include PWD in Research • People with disabilities – “We are all only temporarily able-bodied. Accessibility is good for us all.” – Not “disabled” or “handicapped” – Get to spirit of the law (Section 508, WCAG 2.0) • Disability – any condition that impedes the completion of daily tasks using traditional methods (Wikipedia) -@mollydotcom at #stirtrek 2011 via @carologic
  • 71. Making Great UX / @carologic / Scrum Pgh "The biggest waste of all is building something no one wants" - @ericries #LeanStartupMI via @MelBugai
  • 72. Making Great UX / @carologic / Scrum Pgh Transform Data • Look for patterns • Read “between the lines” • Know what you’ve got – Sort, reorganize, review, repeat – What refutes your expectations? – Surprises? – Outliers?
  • 74. Making Great UX / @carologic / Scrum Pgh Some experiences are better! Ability to learn and iterate quickly
  • 75. Create a great, usable, accessible, and relevant experience
  • 76. Making Great UX / @carologic / Scrum Pgh True Statements • All interfaces have usability problems • Limited resources to fix • More problems than resources • Less serious problems distract • Intense focus on fixing most serious problems first Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 77. Making Great UX / @carologic / Scrum Pgh Usability Testing is… • Representative users • Doing real tasks • Being observed • Using prototypes or live products http://creativecommons.org/licenses/by-sa/2.0/ http://www.flickr.com/photos/raphaelquinet/513351385/sizes/l/in/photostream/ http://www.flickr.com/photos/raphaelquinet/
  • 78. Making Great UX / @carologic / Scrum Pgh Usability NOT User Testing • There is a difference • User testing infers testing people – Can the participant figure out our design work? • Usability testing puts emphasis on what is being tested – Reduces the focus on the participant’s performance – Is the product successful?
  • 79. Making Great UX / @carologic / Scrum Pgh Regular Usability Testing
  • 80. Making Great UX / @carologic / Scrum Pgh Any UX Method Can be Adapted • Quick • Bare minimum of effort • Get needed feedback • Provide recommendations • Repeatable
  • 81. Making Great UX / @carologic / Scrum Pgh Tweak, Don’t Redesign • Small iterative changes – Make it better now – Don’t break something else • Take something away – Reduce distractions – Don’t add – question it Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 82. Making Great UX / @carologic / Scrum Pgh UX is better… 1. Follow design best practices 2. Clear focus on specific users (not specific customers) 3. Ability to learn and iterate quickly
  • 83. Making Great UX / @carologic / Scrum Pgh Share What You Learn
  • 84. Making Great UX / @carologic / Scrum Pgh Recommended Readings 84
  • 85. Making Great UX / @carologic / Scrum Pgh Contact Carol LinkedIn: https://www.linkedin.com/in/caroljsmith Twitter - @Carologic: https://twitter.com/carologic Slides on Slideshare: https://www.slideshare.net/carologic
  • 86. Making Great UX / @carologic / Scrum Pgh Recommended Sites • Usability.gov – https://www.usability.gov/ • W3C Web Accessibility Initiative – http://www.w3.org/WAI/ • Accessibility Standards in US (Section 508) – https://www.access-board.gov/ • Jakob Nielsen – http://www.useit.com • UXPA – User Experience Professionals Association – http://uxpa.org/ • Information Architecture Institute – http://iainstitute.org/
  • 87. Making Great UX / @carologic / Scrum Pgh References • Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab. • Barnum, Carol M. (Jan. 2003). What’s in a Number? STC Usability SIG Newsletter, Usability Interface. http://www.stcsig.org/usability/newsletter/0301-number.html Retrieved: 20080323 • Beyer, Hugh. User-Centered Agile Methods (Synthesis Lectures on Human-Centered Informatics) • Cato, John. User-Centered Web Design. Addison Wesley Longman; 2001. • Dini, Dino. (March 2008). Wikipedia: Design. 2005 Game Design and Technology Workshop, Liverpool JM University. http://en.wikipedia.org/wiki/Design Retrieved on 2008-03-23. Retrieved: 20080323 • Faulkner, Christine. The Essence of Human-Computer Interaction. Prentice Hall PTR; 1997. • Gale, S. A Collaborative Approach to Developing Style Guides. Conference proceedings on Human factors in Computing Systems April 13 - 18, 1996, Vancouver Canada. ACM Press, (pp. 362-367). • Gaffney, Gerry. (2000) What is Card Sorting? Usability Techniques Series, Information & Design. http://www.infodesign.com.au/usabilityresources/design/cardsorting.asp • Galitz, W. O. (2002). The essential guide to user interface design: An introduction to GUI design principles and techniques (Second Edition). Wiley: New York, NY.
  • 88. Making Great UX / @carologic / Scrum Pgh References • Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play- nice-with-agile/ • Grudin, J. 1989. The case against user interface consistency. Commun. ACM 32, 10 (Oct. 1989), 1164-1173. • Hackos, JoAnn T., PhD and Redish, Janice C. User and Task Analysis for Interface Design. Wiley; 1998. • Henry, Shawn Lawton. Just Ask: Integrating Accessibility Throughout Design. • Henry, S.L. and Grossnickle, M. Accessibility in the User-Centered Design Process. Georgia Tech Research Corporation, Inc; Atlanta, Georgia, USA; 2004. http://uiaccess.com/accessucd/personas.html • Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in Diverse Situations. Tutorial, 2003 UPA Conference. • Kuniavsky, Mike. Observing the User Experience: a Practitioner's Guide to User
  • 89. Making Great UX / @carologic / Scrum Pgh References • Lewis, Clayton and Rieman, John. (1993, 1994) Task-Centered User Interface Design A Practical Introduction. http://hcibib.org/tcuid/chap-4.html • Mandel, Theo. The Elements of User Interface Design. Wiley; 1997. • Neisser, Ulric. (1967) Cognitive Psychology • Nielsen, Jakob and Robert L. Mack. Usability Inspection Methods. John Wiley & Sons, Inc. 1994. • Powell, Thomas A. The Complete Reference: Web Design. Osborne/McGraw-Hill; 2000. • Ratcliffe, Lindsay and Marc McNeill. Agile Experience Design: A Digital Designer's Guide to Agile, Lean, and Continuous. • Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons, Inc. • Schaffer, Eric. Institutionalization of Usability: A Step by Step Guide. Human Factors International, 2004. • Slatin, John M. and Sharron Rush Maximum Accessibility: Making Your Web Site More Usable for Everyone. Addison- Wesley Pub Co., 2002. • W3C Web Accessibility Initiative - http://www.w3.org/WAI/intro/accessibility