8. Not all Design is created equal.
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9. Not all Design is created equal.
Nor is any design philosophy universally
appropriate.
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10. Self Design
Genius Design
User Centered Design
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11. Self Design
Solves your own problem.
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12. Self Design
Solves your own problem.
I hope.
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13. Self Design
When is Self Design appropriate?
When YOU are the user.
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14. Genius Design
Draws from your experience.
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15. Genius Design
Draws from your experience.
Meh.
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16. Genius Design
When is Genius Design appropriate?
...not really ever...
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17. Genius Design
...except...when you have sufficient domain
experience with
both the product & users
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18. User Centered Design
Focuses on behavior, use & context.
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19. User Centered Design
Focuses on behavior, use & context.
Winner, winner, chicken dinner.
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20. “User centered development process shifts from focus on
the way the product is made, to how the product is used.”
- Mike Kuniavsky “Observing the User Experience”
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21. We call it
User Experience Design
(UX) for short
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35. Just like science.
http://reeleyes.wordpress.com/2011/07/28/309-back-to-the-future/
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36. Scienti c theory:
a type of inductive theory, in that its content (i.e. empirical data) could be
expressed within some formal system of logic whose elementary rules (i.e.
scientific laws) are taken as axioms.
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37. Scienti c Method:
1. Define a question
2. Gather information and resources (observe)
3. Form an explanatory hypothesis
4. Perform an experiment and collect data, testing the hypothesis
5. Analyze the data
6. Interpret the data and draw conclusions that serve as a starting point
for new hypothesis
7. Publish results
8. Retest (frequently done by other scientists)
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38. UX Method:
1. Define a question
2. Form a hypothesis
3. Observe
4. Collect data
5. Analyze the data
6. Report results
7. Create a solution
8. Retest (often done by the same designer/team)
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39. Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.
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40. Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.
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42. Why do research?
Build empathy.
Inform decisions.
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43. Why do research?
oroughly de nes the problem.
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44. Why do research?
Design for the end user.
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45. Deductive Reasoning:
1. Men are mortal.
2. Zack is a man.
3. Therefore, Zack is mortal.
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46. Inductive Reasoning:
1. Small text is hard to read.
2. Most people can understand larger text.
3. Therefore, we can assume larger text will be easier to read.
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47. Abductive Reasoning:
1. Iʼve seen people have a hard time reading small text.
2. Sometimes, people understand a message better if itʼs a picture.
3. We can abduct, people may understand our content better with pictures.
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48. This is the good stuff
Abductive Reasoning:
1. Iʼve seen people have a hard time reading small text.
2. Sometimes, people understand a message better if itʼs a picture.
3. We can abduct, people may understand our content better with pictures.
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49. We’re now using scienti c
theory, applied to creative
process in order to solve
problems through design.
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50. anks
www.zacknaylor.com
@zacknaylor
http://speakerrate.com/talks/8176
Sources:
“Observing the User Experience”- Mike Kuniavsky
http://www.uie.com/articles/five_design_decision_styles/ – Jared Spool
“Mental Models” - Indi Young
Thoughts on Interaction Design - Jon Kolko
http://en.wikipedia.org/wiki/Inductive_reasoning
http://en.wikipedia.org/wiki/Deductive_reasoning
http://en.wikipedia.org/wiki/Abductive_reasoning
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