About Your Process

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What is User Experience UX Design?

"User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products." "is the process of manipulating user behavior[1] through usability, accessibility, and desirability provided in the interaction with a product. "User experience (UX) design is the process design teams use to create products that provide meaningful and relevant experiences to users. "

What is your approach to making websites and platforms accessible to all user groups, including users with visual, hearing, and motor disabilities?

1. Colorblind/limited sight users: testing in grayscale, testing without sight (voiceover), ensuring sufficient contrast with text/background, ensuring alt tags for blind users 2. Keyboard only users: provide visual feedback (focus indicators) for keyboard selections, non-confused and unhidden design patterns 3. Cognitive disabilities: clearly defined labels and boundaries for inputs

What is your design process?

1. Discovery/Strategy—What's going on and what are we going to do about it? 2. Ideation/Research—What can we learn and how we can approach the problem? 3. Design/Refine—What solution will we implement and how can it be improved?

Can you tell me more about your design process?

A great user experience designer will talk about these things: - How I started by understanding the problem of the business and the users. - Conducted research on competitors, talked to users, and looked at the metrics the company could provide in order to have both qualitative and quantitative evidence that this was a problem worth tackling. - Created a plan on how to structure the product (i.e. information architecture). - Then started designing wireframes, mockups, and prototypes. - Conducted usability tests with the prototype. Iterated based on feedback from users (extra points if you were able to use the agile methodology).

How do you know when a project is "done"?

A project is 'done' when you have delivered enough information for a team to feel confident that you're building the right product. There is no 'right' level of confidence .If your research leads to building a cheap MVP, you can go forward with relatively low signal. If your research is leading to a billion dollar waterfall project (say, researching pilot ergonomic & support needs for an aircraft cockpit), you obviously need a much greater level of rigor.

apple's design principles

As an app designer, you have the opportunity to deliver an extraordinary product that rises to the top of the App Store charts. To do so, you'll need to meet high expectations for quality and functionality.Three primary themes differentiate iOS from other platforms:Clarity. Throughout the system, text is legible at every size, icons are precise and lucid, adornments are subtle and appropriate, and a sharpened focus on functionality motivates the design. Negative space, color, fonts, graphics, and interface elements subtly highlight important content and convey interactivity.Deference. Fluid motion and a crisp, beautiful interface help people understand and interact with content while never competing with it. Content typically fills the entire screen, while translucency and blurring often hint at more. Minimal use of bezels, gradients, and drop shadows keep the interface light and airy, while ensuring that content is paramount.Depth. Distinct visual layers and realistic motion convey hierarchy, impart vitality, and facilitate understanding. Touch and discoverability heighten delight and enable access to functionality and additional content without losing context. Transitions provide a sense of depth as you navigate through content.To maximize impact and reach, keep the following principles in mind as you imagine your app's identity.Aesthetic IntegrityAesthetic integrity represents how well an app's appearance and behavior integrate with its function. For example, an app that helps people perform a serious task can keep them focused by using subtle, unobtrusive graphics, standard controls, and predictable behaviors. On the other hand, an immersive app, such as a game, can deliver a captivating appearance that promises fun and excitement, while encouraging discovery.ConsistencyA consistent app implements familiar standards and paradigms by using system-provided interface elements, well-known icons, standard text styles, and uniform terminology. The app incorporates features and behaviors in ways people expect.Direct ManipulationThe direct manipulation of onscreen content engages people and facilitates understanding. Users experience direct manipulation when they rotate the device or use gestures to affect onscreen content. Through direct manipulation, they can see the immediate, visible results of their actions.FeedbackFeedback acknowledges actions and shows results to keep people informed. The built-in iOS apps provide perceptible feedback in response to every user action. Interactive elements are highlighted briefly when tapped, progress indicators communicate the status of long-running operations, and animation and sound help clarify the results of actions.MetaphorsPeople learn more quickly when an app's virtual objects and actions are metaphors for familiar experiences—whether rooted in the real or digital world. Metaphors work well in iOS because people physically interact with the screen. They move views out of the way to expose content beneath. They drag and swipe content. They toggle switches, move sliders, and scroll through picker values. They even flick through pages of books and magazines.User ControlThroughout iOS, people—not apps—are in control. An app can suggest a course of action or warn about dangerous consequences, but it's usually a mistake for the app to take over the decision-making. The best apps find the correct balance between enabling users and avoiding unwanted outcomes. An app can make people feel like they're in control by keeping interactive elements familiar and predictable, confirming destructive actions, and making it easy to cancel operations, even when they're already underway.

What is your design process? Describe the design methods that you follow.

Define Problem Collect information Brainstorm/Analyze Develop Solution Test Improve Be specific when you talk about the steps that you took from conception to completion of the project. (Use project) Acknowledge your design context: Different UX situations require different UX processes. It's a strength to use your environment to determine the process that works best for a particular situation. User Research: What methods did you use? Why did you choose to use them? User Personas: What was your process of creating personas? How many "personas" did you create? How did they help you? Customer Journey Map and User Flows: What did your customer journey map include?Prototypes and Wireframes: Describe how you progressed from low-fidelity prototypes (e.g. a sketch on a piece of paper) to hi-fidelity prototypes? How many iterations were made during prototyping and what were they? What challenges did you face? Metrics and Analytics: Explain through quantitative data the increase in sign ups, sales, or other conversions as a result of your design decisions.

How would you do a competitive analysis of two websites?

Expect both strengths and weaknesses - site by site comparison.

MAKE A PLAN- start of project

I first list things like: What are my goals for this project? Define the business' goals for this project/product Make an initial definition of who our main users are (turn into personas later) and their goals Create a competitive analysis Interview users Create personas of our users Create user journey maps to show how the user would move through the product

He asked me to explain how I would conduct a user experiment centered on using email. Things went well, but then he asked me how I would protect a user's content if they chose to use their personal email during the experiment. Since I've never worked in a scenario like that, I think I probably could have done better.

I said that I would come up with a fake email account to act as a control in the study which would provide ensured privacy protection. He then asked how I would put together a fake email account.... and that's where I faltered. I said something about gathering emails from other departments...1. If a remote study, UserTesting.com can scramble private info automatically. 2. Without knowing the context, a research study using the participant's actual e-mail is almost certainly going to have greater ecological validity -- it's going to be worth using the actual e-mail account. The question then becomes how you put a firewall around the participant's confidential data so that it doesn't get disclosed. That should be easy, no? Just keep the videos on a secure server, scramble any content that's PII in screenshots and videos, etc.

What types of research methodologies have you had experience with in the past?

I spoke to the different user research methodologies and gave examples of prior work and projects I was a part of.

Think of your favorite app. How would you go about studying decreased engagement for that app? What would you tell PMs about why you chose that research method?

I would use contextual inquiry. You would need to meet with users (or previous users who have left the app) and develop an idea of their pattern of use and needs. This type of research should be valuable to the PMs as it reflects the immediate needs/focus of their product's users.

PROCESS + METHODOLOGIES

Processes: - Their primary goal is to align the user experience with the goals of the stakeholders and users - a task that takes careful balance, which is why the position is so coveted. - UX Designers use a multitude of methods to achieve this goal, and every project may require approaching these steps from different angles. - User Research - Information Architecture - User Interface Design - Usability Testing User Research Design Wireframing Prototype Testing Implementation and Launch Methodologies: - Human Computer Interaction - Human Centered Design - Planet Centered Design - Interaction Design - Information Design https://masterdesignblog.com/what-does-ux-design-stand-for-heres-your-complete-guide/

TOOLS

SKETCH - Prototyping, Wireframing, Diagramming, Interface Design, Handoff - Fills the gap left by the obsolecence of Adobe Fireworks, but takes support for UI design to a whole new level of integration and customisation InVision - Interface Design, Design Feedback, Handoff, Prototyping, Animation - Turn UI ideas into layered designs with vector drawing tools, or upload existing images. Animate transitions and add micro-interactions to transform your static screens into clickable prototypes. - easy, quick, prototyping tool/ You can even add comments to each mockup/comp with the click of the button./ developers to view your prototype and inspect each element within its pages Axure RP - Design Prototyping, Wireframing, Diagramming, Interaction Design - A rapid prototyping tool that has become an enterprise-level workhorse. Build diagrams, journeys, or add complex interactions into wireframes to create working prototypes. Figma - Interface Design, Prototyping, Handoff, Collaboration - Design, prototype and collaborate in real time using your browser. Justinmind - Design Prototyping, Interface Design, Handoff, Wireframing, Diagramming, Mockups - Build high fidelity wireframes and mockups quickly to simulate prototypes for mobile apps. Lucidchart - Mockups, Prototyping, Wireframing, Diagramming - Allows more than one person at a time to collaborate on a document and comes with widgets for UI components, icons and diagram shapes. Free for less than 60 elements and maximum 2 collaborators. Murally - Research Notetaking, Collaboration, Online Whiteboards - An online whiteboard for small and medium sized companies and teams that need to collaborate visually. Drag and drop sticky notes, images links and documents. Surveymonkey - Surveying Users - For online surveys or capturing feedback after usability sessions. Lots of templates and questions approved by survey scientists. Built-in ability to send via email, mobile, chat, web, social etc. Free version allows up to 10 questions and 100 responses. Trello - Project Management, Card Sorting - Project management for agile development and the cool kids. Dive into the details by adding comments, attachments, due dates, and more directly to cards. UsabilityHub - Evaluating Design, Information Architecture, Remote Research, Surveying Users, Usability Testing, Participant Panels - A remote user research platform for testing interfaces, interaction flows, iconography. Recruit your own users free, or select from a 100k= participant panel. https://uxmastery.com/resources/tools/

What UX tools do you use?

Software: Sketch, Studio, Freehand, Webflow, Overflow, Craft, Zeplin, Illustrator, Photoshop. Non-software: whiteboards, diagrams, workshops, games.

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Some things you can describe include: ● What problem were you solving? ● Who were you solving your problem for? ● What was your process like? ● What mistakes did you make, and what did you learn from them? ● If you worked with others, how did you contribute to the team and their success?

What analytics tools or metrics did you use to measure your project's success?

There are two main reasons interviewers ask this question. The first reason is that they want to know exactly how you improved the experience for users, and metrics are a good, solid way to prove that the work you did truly improved the user experience. The second reason is because if you're able to show improving metrics, that means you'll be better equipped at talking with developers and product managers. Metrics tend to be easier for these groups to understand because the numbers are easier to process and see on the effects of UX design on the larger audience. Plus, metrics are what product managers use to tell the business folks and higher ups how their team and products are doing.

How do you manage working with developers and project managers?

There isn't an exact process for all UX designers when it comes to this question, but here is a strategy that has been working well for me and my team: - On this project, I was the UX designer with X number of developers and a product manager (and whoever else might be on your team, like a UX research or content strategist). - The product manager explains the project, and I try to understand the business goals and user goals as best as possible before jumping into anything. - Once I understand the constraints and goals, I work with my UX team (in my case, UX content strategist and UX researcher) to do initial research, create initial wireframes, and conduct test with users. - Before going to pixel-perfect mockups, we present our wireframes and findings to the larger team, including the product managers and developers to make sure that this plan is possible from both business and development perspectives, respectfully. - We start moving into pixel-perfect mockups, prototypes, and iterating as needed. Developers will take the designs and turn them into coded product. - We set up a system so that after developers turn the designs into code but before releasing to users, I take a look at the design and make sure it looks and acts as it's supposed to. If something isn't right, I let the developers know and they make the necessary corrections.

Why is User Experience (UX) important?

UX is relevant and applicable across all product categories and services, ranging from machinery, electric and electronic appliances, smartphones to a web portal or automated teller machine (ATM). ● Increase customer satisfaction. - Enhance your customer satisfaction by improving the usability and pleasure of interacting with all touch points across platforms and devices. ● Understand your audiences. - By conducting UX research, you will gain insights into how a user behave and react to your products and services. The same website design can be just nice for users in the USA; not complicated enough for users in China or Japan; but too complicated for users in Indonesia at the same time. This difference in perception of user experience across countries and regions has prompted some global e-commerce brands to release different website designs catering to the specific markets. ● Good UX is good business. - An investment in UX sees a lower cost of customer acquisition, lower support cost, increased customer retention and increased market share.

What's Your Design Process?

User Research Usability Information Architecture User Interface Design Interaction Design Experience Strategy

What do you think the most important part of the UX design process is?

User Research: bridging the gap between organizations and users; provides a foundation design and business strategy.

Activities -Discover

What actionable part of the design process is this describing?Ongoing and strategic activities can help you get ahead of problems and make systemic improvements. Find allies. It takes a coordinated effort to achieve design improvement. You'll need collaborators and champions.Talk with experts. Learn from others' successes and mistakes. Get advice from people with more experience. Follow ethical guidelines. The UXPA Code of Professional Conduct is a good starting point. Involve stakeholders. Don't just ask for opinions; get people onboard and contributing, even in small ways. Share your findings, invite them to observe and take notes during research sessions. Hunt for data sources. Be a UX detective. Who has the information you need, and how can you gather it? Determine UX metrics. Find ways to measure how well the system is working for its users.

How Do You Define UX? / What is a UX designer?

What is UX design? - UX design, or user experience design, is the process of improving the user experience for a product. - It follows a systematic process of research, planning, designing, prototyping, and iterating to find and make the best experience for users. - UX design uses both qualitative and quantitative information to identify the current user experience and to come up with a plan to improve it. What is a UX designer? - A UX designer is a professional that uses the UX design process to improve digital products, such as mobile apps and websites.

Research -Discovery

What method is this describing? These methods are for understanding the problem space and design scope and addressing user needs appropriately. Compare features against competitors. Do design reviews.Use research to build user personas and write user stories.Analyze user tasks to find ways to save people time and effort.Show stakeholders the user journey and where the risky areas are for losing customers along the way. Decide together what an ideal user journey would look like.Explore design possibilities by imagining many different approaches, brainstorming, and testing the best ideas in order to identify best-of-breed design components to retain.Obtain feedback on early-stage task flows by walking through designs with stakeholders and subject-matter experts. Ask for written reactions and questions (silent brainstorming), to avoid groupthink and to enable people who might not speak up in a group to tell you what concerns them.Iterate designs by testing paper prototypes with target users, and then test interactive prototypes by watching people use them. Don't gather opinions. Instead, note how well designs work to help people complete tasks and avoid errors. Let people show you where the problem areas are, then redesign and test again.Use card sorting to find out how people group your information, to help inform your navigation and information organization scheme.

Research- Testing and validation methods

What part of the design phase and what methods are described?These methods are for checking designs during development and beyond, to make sure systems work well for the people who use them. Do qualitative usability testing. Test early and often with a diverse range of people, alone and in groups. Conduct an accessibility evaluation to ensure universal access. Ask people to self-report their interactions and any interesting incidents while using the system over time, for example with diary studies. Audit training classes and note the topics, questions people ask, and answers given. Test instructions and help systems. Talk with user groups.Staff social-media accounts and talk with users online. Monitor social media for kudos and complaints. Analyze user-forum posts. User forums are sources for important questions to address and answers that solve problems. Bring that learning back to the design and development team Do benchmark testing: If you're planning a major redesign or measuring improvement, test to determine time on task, task completion, and error rates of your current system, so you can gauge progress over time.

Research -Listen

What part of the design phase is this describing? Listen throughout the research and design cycle to help understand existing problems and to look for new issues. Analyze gathered data and monitor incoming information for patterns and trends. Survey customers and prospective users. Monitor analytics and metrics to discover trends and anomalies and to gauge your progress.Analyze search queries: What do people look for and what do they call it? Search logs are often overlooked, but they contain important information.Make it easy to send in comments, bug reports, and questions. Analyze incoming feedback channels periodically for top usability issues and trouble areas. Look for clues about what people can't find, their misunderstandings, and any unintended effects.Collect frequently asked questions and try to solve the problems they represent. Run booths at conferences that your customers and users attend so that they can volunteer information and talk with you directly. Give talks and demos: capture questions and concerns.

PROJECT GOALS User Experience Goals You NEED to Set When Starting Your Design Project

https://masterdesignblog.com/8-user-experience-goals-you-need-to-set-when-starting-your-design-project/ Project Goals Goal #1: Set the Goals of Your Product - That means actually writing down specifically: - What your product is going to achieve - When your product is going to achieve it Good Goal EX: Our fitness app should reach 5,000 users by October 31st of this year. Goal #2: Understand the Goals of the Business - The reason for this is because your business, your client's business, or your employer's business is the master of the product. If your product's goals are in contrast to the business' goals in some way, the business' goals will win. Goal #3: Set the Goals of Your (Potential) Users - You should create personas of your users as a place to start characterizing and understanding your users' goals. Later on, after you actually talk to them, you need to update these personas to reflect their true feelings and goals that you discovered. Goal #4: Align the Three Previous Goals - You need to make sure that the product's goals, business' goals, and the users' goals match up. If they don't, then there will be a conflict of interest. Some potential pitfalls of non-aligned goals include: - Loss of valuable time pursuing the wrong goals - Waste of money, which also happens from heading towards the wrong goals - Internal fighting from business heads, managers, etc. - Users suffering from their needs not being met Personal Goals Goal #5: List What Skills You'll Have to Learn Goal #6: List Ways You Can Exceed Client/Stakeholder Expectations Goal #7: Build a Lasting Relationship with Team Members and/or Clients

UX Techniques- dictionary/ uses for each process

https://uxmastery.com/resources/techniques/

Tell us about your UX design process

https://www.designyourway.net/blog/user-experience/ux-designer-interview-questions/ https://uiuxtrend.com/user-experience-ux-process/

How did you take accessibility into account during your project?

● UX designers are all about empathy, and that includes inclusion for our users that might be visually impaired (e.g. colorblind), motor impaired (e.g. without a hand), or cognitively impaired (e.g. brain trauma). For this particular UX design interview question, there are four areas of focus for accessibility: Visual Audible Mobile Cognitive To make your application visually accessible, you can talk about things like how you increased the contrast to be WCAG AA compliant. You can also talk about how you made the text size on your application larger than a certain size to help users who have trouble seeing small fonts. To make your application audibly accessible, you might talk about how you coordinated with content writers or developers to add captions to videos on your website. That way users that cannot listen to your videos, such as tutorial videos, have a way to understand what the content is about. To make your application mobily accessible, you can talk about how you worked with developers to make tabbing through your website as quick and easy as possible for users. You might have done this by allowing users to tab through your website quickly, possibly by allowing them to skip to the main content of the page (by skipping the menu at the top of the page). To make your application cognitively accessible, you might talk about how you limited the number of actions, features, and colors to a small amount on a single page.

What does a UX process look like?

What does a UX process look like? The answer to this question, as with many questions, is: it depends. The details of the UX process you follow will depend on a number of factors: the project, the client, the budget, the deadlines, and your experience level. As a UX Designer, you have a range of techniques available to you, and it's up to you to choose which of these techniques are appropriate. Mastering when and how best to use these techniques should be the goal of every UX Designer. UX Process Overview At its core, every UX process should consist of the following key phases: ● Strategy—Strategy is important from the outset because it articulates the brand, guiding principles, and long-term vision of an organisation. The strategy underpinning a UX project will shape the goals of the project—what the organisation is hoping to achieve with the project, how its success should be measured, and what priority it should have in the grand scheme of things. Techniques used during the Strategy phase: - Competitor Analysis - Analytics Review - Stakeholder Interviews - Product Scorecard ● Research—Often referred to as the Discovery phase, the Research phase is probably the most variable between projects. Complex projects will comprise significant user and competitor research activities, while small startup websites may skip all research activities other than some informal interviews and a survey. In many people's eyes, the Research phase is key to creating an informed user experience, however it is also the phase most often skipped—especially by proponents of a "Lean UX" approach. Techniques used during the Research phase: - Competitor Analysis - Stakeholder Interviews - Surveys - User Interviews - User Testing - Personas - A/B Testing - Heuristic Review ● Analysis—The aim of the Analysis phase is to draw insights from data collected during the Research phase. Capturing, organising and making inferences from the "what" can help UX Designers begin to understand the "why". Communicating the designer's understanding back to end-users helps to confirm that any assumptions being made are valid. Techniques used during the Analysis phase: - Use Cases - Storyboards - Affinity Diagramming ● Design—The Design phase of a UX project is collaborative (involving input and ideas from different people) and iterative (meaning that it cycles back upon itself to validate ideas and assumptions). Building on the user feedback loop established in previous phases, the premise of the Design phase is to put ideas in front of users, get their feedback, refine them, and repeat. These ideas may be represented by paper prototypes, interactive wireframes, or semi-functioning prototypes, all deliberately created in low-fidelity to delay any conversation relating to graphic identity, branding or visual details. Techniques used during the Design phase: - Workflow Diagram - Sitemap - Wireframe - Paper Prototype - Mood Board ● Production—The Production phase is where the high-fidelity design is fleshed out, content and digital assets are created, and a high-fidelity version of the product is validated with stakeholders and end-users through user testing sessions. The role of the UX Designer shifts from creating and validating ideas to collaborating with developers to guide and champion the vision. Techniques used during the Production phase: - User Testing - Unmoderated Remote Usability Test - Beta Launch - https://uxmastery.com/resources/process/


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