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e Science of UX Design




                                                   Zack Naylor
                              AIGA Statewide Pivot: Crossroads
                                                 Aug. 20, 2011



Saturday, August 20, 2011
Art is not Design


Saturday, August 20, 2011
Art is not Design
                                 Not for us anyway.



Saturday, August 20, 2011
Art
  aims to

  Inspire
http://3.bp.blogspot.com/_PvnAJNEr__c/TUIqWcUJdVI/AAAAAAAAAoA/F1pPI5hZFt4/s1600/napoleon2g.jpg
Saturday, August 20, 2011
Design
                                 solves

                            Problems

Saturday, August 20, 2011
Art
  is

  Interpreted
  http://www.davidlester.net/abstract%20and%20interpretive.htm
Saturday, August 20, 2011
Design
                                     is

                            Understood

Saturday, August 20, 2011
Not all Design is created equal.




Saturday, August 20, 2011
Not all Design is created equal.

                        Nor is any design philosophy universally
                                     appropriate.



Saturday, August 20, 2011
Self Design

                               Genius Design

                            User Centered Design


Saturday, August 20, 2011
Self Design

                            Solves your own problem.




Saturday, August 20, 2011
Self Design

                            Solves your own problem.

                                     I hope.




Saturday, August 20, 2011
Self Design

                            When is Self Design appropriate?



                            When YOU are the user.


Saturday, August 20, 2011
Genius Design

                            Draws from your experience.




Saturday, August 20, 2011
Genius Design

                            Draws from your experience.

                                       Meh.




Saturday, August 20, 2011
Genius Design

                            When is Genius Design appropriate?



                                ...not really ever...


Saturday, August 20, 2011
Genius Design

               ...except...when you have sufficient domain
                              experience with
                         both the product & users


Saturday, August 20, 2011
User Centered Design

                            Focuses on behavior, use & context.




Saturday, August 20, 2011
User Centered Design

                            Focuses on behavior, use & context.

                                   Winner, winner, chicken dinner.




Saturday, August 20, 2011
“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”




Saturday, August 20, 2011
We call it



                            User Experience Design

                                    (UX) for short



Saturday, August 20, 2011
The Elements of User Experience                                                                                                                           Jesse James Garrett
                                                                                                                                                                                          jjg@jjg.net
                       A basic duality: The Web was originally conceived as a hypertextual information space;                                                                             30 March 2000
                       but the development of increasingly sophisticated front- and back-end technologies has
                       fostered its use as a remote software interface. This dual nature has led to much confusion,
                       as user experience practitioners have attempted to adapt their terminology to cases beyond
                       the scope of its original application. The goal of this document is to define some of these
                       terms within their appropriate contexts, and to clarify the underlying relationships among
                       these various elements.



                       Web as software interface                             Concrete                                                   Completion                         Web as hypertext system

                                                                                                                                                          Visual Design: visual treatment of text,
                       Visual Design: graphic treatment of interface
                       elements (the "look" in "look-and-feel")                                   Visual Design                                           graphic page elements and navigational
                                                                                                                                                          components

                       Interface Design: as in traditional HCI:                                                                                           Navigation Design: design of interface
                       design of interface elements to facilitate                                                                                         elements to facilitate the user's movement
                       user interaction with functionality
                                                                                              Interface Design Navigation Design                          through the information architecture
                       Information Design: in the Tuftean sense:
                       designing the presentation of information                            Information Design                                            Information Design: in the Tuftean sense:
                                                                                                                                                          designing the presentation of information
                       to facilitate understanding                                                                                                        to facilitate understanding

                       Interaction Design: development of                                     Interaction Information                                     Information Architecture: structural design




                                                                                                                                              time
                       application flows to facilitate user tasks,
                       defining how the user interacts with
                                                                                              Design     Architecture                                     of the information space to facilitate
                                                                                                                                                          intuitive access to content
                       site functionality

                       Functional Specifications: "feature set":
                       detailed descriptions of functionality the site
                                                                                             Functional      Content                                      Content Requirements: definition of
                                                                                                                                                          content elements required in the site
                       must include in order to meet user needs                          Specifications Requirements                                      in order to meet user needs

                       User Needs: externally derived goals                                                                                               User Needs: externally derived goals
                       for the site; identified through user research,
                       ethno/techno/psychographics, etc.                                              User Needs                                          for the site; identified through user research,
                                                                                                                                                          ethno/techno/psychographics, etc.
                       Site Objectives: business, creative, or other
                       internally derived goals for the site                                    Site Objectives                                           Site Objectives: business, creative, or other
                                                                                                                                                          internally derived goals for the site
                       task-oriented                                          Abstract                                                  Conception                               information-oriented

                                 This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
                                 that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
                                 user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
                       © 2000 Jesse James Garrett                                                                                                                                         http://www.jjg.net/ia/

Saturday, August 20, 2011
A UX process starts with
      understanding the problem
      instead of de ning the solution.



Saturday, August 20, 2011
A successful design is the perfect

      marriage of user needs and

      business goals.

Saturday, August 20, 2011
User Needs                                                                          Business Goals




                            Perfect marriage of business needs and user needs + picture




Saturday, August 20, 2011
The Nerdery Embedded UX




Saturday, August 20, 2011
The Nerdery Embedded UX


                Physical Device Constraints




Saturday, August 20, 2011
The Nerdery Embedded UX


                Physical Device Constraints
                                              API
                                              Integration Constraints




Saturday, August 20, 2011
The Nerdery Embedded UX


                Physical Device Constraints
                                              API
                                              Integration Constraints




                                                     Software Constraints
Saturday, August 20, 2011
The Nerdery Embedded UX


                Physical Device Constraints
                                              API
                                              Integration Constraints




           User Constraints                          Software Constraints
Saturday, August 20, 2011
The Nerdery Embedded UX


                Physical Device Constraints
                                                API
                                               Integration Constraints




           User Constraints
Saturday, August 20, 2011
                                       $
                                  Budget Constraints   Software Constraints
You don't know what you
         don't know, until you know
           that you didn't know it


Saturday, August 20, 2011
How do we make informed
               design decisions?



Saturday, August 20, 2011
Research




Saturday, August 20, 2011
Just like science.


   http://reeleyes.wordpress.com/2011/07/28/309-back-to-the-future/

Saturday, August 20, 2011
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.




Saturday, August 20, 2011
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)




Saturday, August 20, 2011
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)




Saturday, August 20, 2011
Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.

Saturday, August 20, 2011
Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior.

Saturday, August 20, 2011
Why do research?




Saturday, August 20, 2011
Why do research?
                                Build empathy.

                               Inform decisions.



Saturday, August 20, 2011
Why do research?

                            oroughly de nes the problem.




Saturday, August 20, 2011
Why do research?

                              Design for the end user.



Saturday, August 20, 2011
Deductive Reasoning:
                            1. Men are mortal.
                            2. Zack is a man.
                            3. Therefore, Zack is mortal.




Saturday, August 20, 2011
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.




Saturday, August 20, 2011
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.




Saturday, August 20, 2011
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.




Saturday, August 20, 2011
We’re now using scienti c
                theory, applied to creative
                process in order to solve
                problems through design.

Saturday, August 20, 2011
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



Saturday, August 20, 2011

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The Science of UX Design

  • 1. e Science of UX Design Zack Naylor AIGA Statewide Pivot: Crossroads Aug. 20, 2011 Saturday, August 20, 2011
  • 2. Art is not Design Saturday, August 20, 2011
  • 3. Art is not Design Not for us anyway. Saturday, August 20, 2011
  • 4. Art aims to Inspire http://3.bp.blogspot.com/_PvnAJNEr__c/TUIqWcUJdVI/AAAAAAAAAoA/F1pPI5hZFt4/s1600/napoleon2g.jpg Saturday, August 20, 2011
  • 5. Design solves Problems Saturday, August 20, 2011
  • 6. Art is Interpreted http://www.davidlester.net/abstract%20and%20interpretive.htm Saturday, August 20, 2011
  • 7. Design is Understood Saturday, August 20, 2011
  • 8. Not all Design is created equal. Saturday, August 20, 2011
  • 9. Not all Design is created equal. Nor is any design philosophy universally appropriate. Saturday, August 20, 2011
  • 10. Self Design Genius Design User Centered Design Saturday, August 20, 2011
  • 11. Self Design Solves your own problem. Saturday, August 20, 2011
  • 12. Self Design Solves your own problem. I hope. Saturday, August 20, 2011
  • 13. Self Design When is Self Design appropriate? When YOU are the user. Saturday, August 20, 2011
  • 14. Genius Design Draws from your experience. Saturday, August 20, 2011
  • 15. Genius Design Draws from your experience. Meh. Saturday, August 20, 2011
  • 16. Genius Design When is Genius Design appropriate? ...not really ever... Saturday, August 20, 2011
  • 17. Genius Design ...except...when you have sufficient domain experience with both the product & users Saturday, August 20, 2011
  • 18. User Centered Design Focuses on behavior, use & context. Saturday, August 20, 2011
  • 19. User Centered Design Focuses on behavior, use & context. Winner, winner, chicken dinner. Saturday, August 20, 2011
  • 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” Saturday, August 20, 2011
  • 21. We call it User Experience Design (UX) for short Saturday, August 20, 2011
  • 22. The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/ Saturday, August 20, 2011
  • 23. A UX process starts with understanding the problem instead of de ning the solution. Saturday, August 20, 2011
  • 24. A successful design is the perfect marriage of user needs and business goals. Saturday, August 20, 2011
  • 25. User Needs Business Goals Perfect marriage of business needs and user needs + picture Saturday, August 20, 2011
  • 26. The Nerdery Embedded UX Saturday, August 20, 2011
  • 27. The Nerdery Embedded UX Physical Device Constraints Saturday, August 20, 2011
  • 28. The Nerdery Embedded UX Physical Device Constraints API Integration Constraints Saturday, August 20, 2011
  • 29. The Nerdery Embedded UX Physical Device Constraints API Integration Constraints Software Constraints Saturday, August 20, 2011
  • 30. The Nerdery Embedded UX Physical Device Constraints API Integration Constraints User Constraints Software Constraints Saturday, August 20, 2011
  • 31. The Nerdery Embedded UX Physical Device Constraints API Integration Constraints User Constraints Saturday, August 20, 2011 $ Budget Constraints Software Constraints
  • 32. You don't know what you don't know, until you know that you didn't know it Saturday, August 20, 2011
  • 33. How do we make informed design decisions? Saturday, August 20, 2011
  • 35. Just like science. http://reeleyes.wordpress.com/2011/07/28/309-back-to-the-future/ Saturday, August 20, 2011
  • 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. Saturday, August 20, 2011
  • 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) Saturday, August 20, 2011
  • 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) Saturday, August 20, 2011
  • 39. Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior. Saturday, August 20, 2011
  • 40. Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior. Saturday, August 20, 2011
  • 41. Why do research? Saturday, August 20, 2011
  • 42. Why do research? Build empathy. Inform decisions. Saturday, August 20, 2011
  • 43. Why do research? oroughly de nes the problem. Saturday, August 20, 2011
  • 44. Why do research? Design for the end user. Saturday, August 20, 2011
  • 45. Deductive Reasoning: 1. Men are mortal. 2. Zack is a man. 3. Therefore, Zack is mortal. Saturday, August 20, 2011
  • 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. Saturday, August 20, 2011
  • 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. Saturday, August 20, 2011
  • 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. Saturday, August 20, 2011
  • 49. We’re now using scienti c theory, applied to creative process in order to solve problems through design. Saturday, August 20, 2011
  • 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 Saturday, August 20, 2011