Usability and UX Concepts

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UX design

"The judicious application of certain user-centered design practices, a highly contextual design mentality, and use of certain methods and techniques that are applied through process management to produce cohesive, predictable, and desirable effects in a specific person, or persona (archetype comprised of target audience habits and characteristics). All so that the affects produced meet the user's own goals and measures of success and enjoyment, as well as the objectives of the providing organization." http://uxdesign.com/ux-defined

3 myths about user research

1. "We can discover user needs with surveys and focus groups." 2. "My job as a user researcher is to learn about users." (It's to help your team learn about users.) 3. "We can run a usability test instead."

Phases of the UX design process

1. Analyze the opportunity. 2. Build the context of use. 3. Create the user experience. 4. Track real-world usage and continuously improve the site.

elements of design phase 2: build the context of use

1. Build user profiles. 2. Build environment profiles. 3. Identify red routes.

4 main principles of the agile framework

1. Choose individuals and interactions over processes and tools. 2. Choose working software over comprehensive documentation. 3. Choose customer collaboration over contract negotiation. 4. Choose responding to change over following a plan.

contextual inquiry: 4 key steps

1. Context: go to the user's home or work environment. 2. Partnership: adopt a master-apprentice relationship. 3. interpretation: Verify that your assumptions are correct. 4. Focus: agree the focus before you start.

guerrilla research techniques

1. Diary or online blog 2. Remote desktop (show me a task) 3. Pop-up research--coffee shop demo; broad audience, quick questions. 4. Lurk in online forums. 5. Listen in on customer calls. 6. Act like a spy--observe while pretending to do something else.

elements of design phase 1: analyze the opportunity

1. Identify the stakeholders. 2. Create the UX vision. 3. Segment the market.

3 team metrics for user testing

1. Number of users tested since inception 2. Days elapsed since last usability test 3. % of team observing a user session in last 6 weeks

Human-centered design process

1. Plan the human-centered design process. 2. Understand and specify the context of use. 3. Produce design solutions to meet user requirements. 4. Evaluate the designs against requirements. 5. Iterate #'s 2-4, as required. 6. Designed solution meets user requirements.

elements of design phase 3: create the user experience

1. Set key performance indicators. 2. Develop the information architecture. 3. Design the interaction. 4. Evaluate usability.

5Es of usability

Effective; Efficient; Engaging; Error Tolerant; Easy to Learn."

ISO definition of usability

Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.

difference between a field study and a usability test

Field test: Focuses on the big picture--how people currently solve the problem, the workflow across multiple channels, their behaviours, needs, goals & pain points. Usability test: Focuses on how people do specific tasks and the problems they experience when using a particular system.

satisfaction

Freedom from discomfort, and positive attitudes towards the use of the system.

usability trinity

user, environment, goal

usability measures

effectiveness (does the job), efficiency (speed), satisfaction

six rules of usability

1. The design is based on an explicit understanding of users, tasks, and environments. You must understand what your users want to do with the system. This understanding is arrived at by directly observe their behavior in context. 2. Users are involved throughout design and development. User involvement should be active. You involve users by carrying out field studies to understand user needs, by showing users early design concepts, and by usability testing prototypes. 3. The design is driven and refined by user-centered evaluation. Early in the development process, intended users should actually use simulations and prototypes to carry out real tasks, and their performance and reaction should be observed, recorded, and analyzed. 4. The process is iterative. When problems are found in user testing (as they will be), they must be fixed. This means design must be iterative: there must be a cycle of design, test and measure, and redesign, repeated until the usability objectives are met. 5. The design affects the whole user experience. "User experience" is about more than making a system easy to use. It encompasses all of the user's perceptions and responses resulting from the use (or anticipated use) of a product, system, or service. 6. The design team includes multidisciplinary skills and perspectives. In addition to technical experts, the best design teams contain user researchers, interaction designers, content designers, and front-end developers. Such teams are small, project-based, co-located, and multidisciplinary.

5 habits of good user researcher

1. Visit the right users. The people who really use the system. Interview about 5 of each type of user, if you know who they are. If you don't know the user types, interview about 10 people (thinking about different difficulties they might encounter) and then look at the data to segment them. Go for a total of about 20 interviews for a typical application. Take about a week for this. 2. Agree on the focus. Brainstorm with design team the questions they want the user to answer. Cluster and group into topics. Rank order the topics with the team. 3. Record the sessions. Audio recording + transcription. Video is optional, but difficult in small offices. 4. Take photographs--or if you can't, make a sketch. Three types of shots: a) wide shot: pictures of the exterior of the building and of the entire office; b) mid-shot: show the participant alongside other people and objects in the environment; c) close-up: show the participant interacting with specific objects in his/her environment. Ask them what photos you should take to understand their work. Show them a short list of items that you shouldn't photograph. 5. Take great notes. Catch abbreviations or jargon. Catch a few notations. Ideas. Themes. Questions to ask later. Keep a page clear, and add words as a glossary. Use the AEIOU method. Choreograph note-taking with eye contact and appropriate responses. 6. Know how to analyze qualitative data. a) Get familiar with the data. Read the transcripts, look at the photos. b) Identify the significant observations. Ask, "What happened?" c) Interpret the data. Ask, "Why did it happen?" d) Use affinity diagrams to cluster the data into research themes. e) Develop a description. Summarize the data so the design team can take action on it. Descriptions can include user experience map, journey map, empathy map, personas, storyboards, red routes.

user experience

A person's perceptions and responses that result from the use or anticipated use of a product, system. or service. This can modify over time due to changing usage circumstances.

sprint

A pre-defined length of time in development that is independent of which features ship. Commonly software sprints last 2 to 4 weeks.

persona

A short, engaging summary of a key customer group. It describes an archetype of a customer, not an average customer. It's also not a real customer, though every part of it comes from real people.

business benefits of UX

Increases revenue because users can find the products they want, it resolves sales obstacles, reduces need for help and support, people pay a premium if their life is easier. Reduces costs because only develop functions needed, identify and fix problems earlier (5x as expensive to fix in the design phase as in the requirements phase; 10x in the coding phase; up to 100x in the deployment phase), reduced risk of failure because didn't understand requirements, minimize user documentation.

4 major phases of product lifecycle

Introduction, growth, maturity, decline

retrospective

Sprint activity in which the team looks back at their week and talks about which processes did and didn't work, and how they can change next week.

efficiency

The accuracy and completeness of goals achieved in relation to resources.

effectiveness

The accuracy and completeness with which users achieve specified goals.

usability attributes

functionality, learnability, flexibility, design, accessibility

5 usability attributes

Usability has multiple components and is traditionally associated with these five usability attributes: learnability, efficiency, memorability, errors, satisfaction."

usability

Usability means that the people who use the product can do so quickly and easily to accomplish their own tasks. This definition rests on four points: (1) Usability means focusing on users; (2) people use products to be productive; (3) users are busy people trying to accomplish tasks; and (4) users decide when a product is easy to use.

context of use

Users, tasks, equipment (hardware, software and materials), and the physical and social environments in which a product is used.

AEIOU method

activities, environment, interactions, objects, users


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