There are millions of definitions of UX out there and they are all different. It's because UX is a hybrid of many disciplines.
In this course you will learn the components of the UX process and get a sneak peak on what UX designers do in their daily life.
5. INTHIS COURSE WE WILL...
1-LOOK AT EXAMPLES OF UX IN DIFFERENT DISCIPLINES
2-DO AN EXERCISETO DEFINETHE PARTS OF UX
3-LOOK ATTHE COMPONENTS OFTHE BASICTHEORY/
FRAMEWORK OF UX
4-LOOK AT EXAMPLES OF GREAT USER EXPERIENCE
AND UNDERSTAND WHYTHEY ARE GREAT?
5- UNDERSTANDTHE UX PROCESS BY SHOWINGYOU EXAMPLES
OF MY WORK
6-QUESTIONS? RESOURCES? HOWTO GET INTO UX
12. UX FRAMEWORK
=work of multiple people
Development
Prototyping
Business
requirements
User research
Content Strategy
Interaction Design
Testing
QA
Copywriting
Information Architecture
Visual Design
13. UX CHECKLIST
Being in this field requires
Problem solving
Listening
Observation
Innovative
Analytical
Methodological
Holistic
Risk taker
Realistic
Rational
Empathetic
Communicative
Storytelling
Source: quirky.com
14. USER RESEARCH
• Informs Strategy
•Tests solutions
• Compares performance
• Measures success
Good design starts with research
Some questions we hear: Is there a customer need or a market for this product? Are we solving a
problem that respond to users needs and behaviors? What problem are we tackling? How many
users used this website in the past? What is the data? Is this the right feature for this website/
product?
15. INFORMATION
ARCHITECTURE
• Facilitates understanding of the system
• Orders meaning
• Creates clarity
• Establishes consensus
Structure your content and prioritize it
Some questions we hear: How is the navigation of the site organized ? How are we going to
prioritize content?How many main pages does our site/app have ?
16. INTERACTION DESIGN
• Designs the pieces
• Refines the flow
• Determines the errors
Designing the behavior of the product
Some questions we hear: Is the product behavior predictable, expected, and usable? Can our user
accomplish her goals without many steps or much conscious effort? What are the main features of
the website?
22. WHAT IS GREAT ABOUT
THESE EXPERIENCES?
1-Solves a problem
2-Creates habits
3-Inspire Emotions
3-Becomes Indispensable
23. HOW DO WE MEASURE
WHAT IS GREAT ?
1-Business goals (increased sales, acquired users)
2-Competition (Competitive offerings against competition)
3-User testing(Validation of the UX with users)
4-Data analytics (Metrics:clicks, number of visits etc..)
5-Social media stats (social buzz onTwitter, Instagram, Facebook
etc..)
25. UX DESIGN PROCESS
is a set of tools and techniques to take users needs into
account at every stage of the product lifecycle.
26. DISCOVER
•Determine business needs and goals by working
closely with the strategy team or product managers
Technique: Stakeholder interviews or issue card
exercise
---> Business requirements
27. Issue card exercise for the redesign of a consulting company website.The goal of this
exercise was to understand business needs and pain points
28. DISCOVER
•Determine users needs by engaging and observing
target audience
Technique: User interviews, surveys, ethnographical
studies
*For interviews, users can be recruited or guerrilla style interviews can be conducted
in problem space
29. Survey sample for curriculum development of online education platform?
30. DISCOVER
•Look at your competitors
Technique: Competitive Analysis
----> Understand best practices and patterns of
behaviors
32. DISCOVER
•Create personas which are fictional users that
represents the target audience of the product:who
they are (demographics), theirs behaviors, needs, goals
and pain points.
They can be also be created by looking at a the data
collected from the user interviews/surveys/
ethnographical studies and the similarities and
differences in patterns of behavior
Tool: Persona table
35. DISCOVER
•Create customer journeys which are the key stages
of a users activities in the problem space, how they
behave in each stage as they move to complete their
tasks
Tool: Customer journey map
----> Identify opportunities, obstacles and possible
features for the product
36. Andy app / Customer journey that defines key tasks that people perform before,
during and after an art event (like Art Basel) .This diagram maps out the different tasks,
different environments and different feelings that the person has.
task grid
Walk me through your networking activities BEFORE an art event
MAIN TASK: MAIN GOAL:
Sub-Tasks
Scenario
Improvements
Pain points
Functionalities
37. Awareness Consideration Validation Aquire
The user is aware the
product exist
(heard, read or
saw)
The user start thinking
about their needs and
which product to
consider
The user knows
what he wants
but needs more
validation to
feel secure
The user is sold but
needs incentives
to stay loyal
38. DISCOVER
Once the team has a clear idea of the who?what?
where?how and why? of the product experience they
can start thinking of the scope
•Define what can be built/designed in scope(what
features for example) with certain amount of time and
money
Tool: Post-its
---->Prioritize feature by dividing them in high, medium
and low
39. DESIGN
Thinking about the Information Architecture
•Design the site map which determines the structure,
navigation and taxonomy of the website
*Taxonomy is how we classify content.
41. DESIGN
Designing the interactions
•Design user flows which represent the different
actions the users takes while doing a certain task.
•Wireframes is a blue print of the experience which
have different resolution from a sketch to a high
fidelity mockup
--->Hierarchy of information is tackled, features and
functionality are established, rules of displaying content
(by default, on load, on click, on hover, if logged in)
42. Example of a wireframe: Wireframes can be low fidelity (sketch) high fidelity (black
and white) mock-up (with color)
Low fidelity
Source: Harvest App
High fidelity
43. Mockup
Example of a wireframe: Wireframes can be low fidelity (sketch) high fidelity (black
and white) mock-up (with color)
46. ...TESTING IN BETWEEN
EACH PHASE
Creating quick and easy prototypes is
essential to the development of the experience
and product. It is recommend to have
as many iterations as possible
47. HOWTO GET INTO UX?
• Take classes and workshops online and offline (more
extensive/advanced classes are available at GA)
• Build a portfolio
• Freelance or work for free or a side project
• Go to Meetups (THE UX LAB, HUGE UX EVENTS,
NYTECH, BKUX,)
• Find a mentor
• Be curious and meet people in the field
49. AS A UX DESIGNERYOU
MIGHT WORK ON
• Marketing Experiences (Smart Water)
• Digital Products (Google maps)
• Hardware products (Fitbit)
• Retail Experiences(Fragrance IQ by Sephora)
• Interactive Environments( Cooper Hewitt Smithsonian
Museum)
• Games (LA Noire)
50. UX REFERENCES
• UX booth DIGITAL PUBLICATION
• A list apart DIGITAL PUBLICATION
• Smashing Magazine DIGITAL PUBLICATION
• IXDA ASSOCIATION/COMMUNITY
• The Interaction Design
Foundation ASSOCIATION/COMMUNITY
• Product Hunt PRODUCT
• Nielsen Norman Group UX FIRM
• UserTesting or Peak PRODUCT
• Design Kit by Ideo METHODTOOLS
• GoogleVentures VC FIRM
• Service DesignTools METHODTOOLS
• Omnigraffle SOFTWARE / COMMUNITY
• Axure SOFTWARE / COMMUNITY
• Boxes and Arrows COMMUNITY