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UX

VIDEO GAME FATHER,


DESIGNER HUSBAND

MANUFACTURING
INDUSTRY
SHAHRIZAR
TRAINER
PHYSICIST

STARTUP
FOUNDER
ARTIST
There is no shortcut in
good UX design
Good UX design comes from
continued testing,
and improvements to the
product and service.
Visual Design

System Design
Visual Design
This is

Product Unboxing
UX
System Design
Customer service
Packaging

Branding in the Physical world


What influences your experience?
Human Emotion determines UX
What emotions should good UX target?
UX Designing for COOL
Emotions

BEAUTIFUL
INTERESTING
Techniques

Humor Pattern
You remember
Recognize
Humans like to
Humans are
humorous Ads recognize
drawn to things
more than the patterns. Provide
that we relate to.
serious ones. a pattern to
Golden Ratio.
follow.
Techniques
Talk Relationship
Engage We value
Its no longer
Give them an authentic
about making a
interactive tool to communication.
sale. Its about
engage. Like, Talk like a friend,
building a
Comment, Rate. not a faceless
relationship.
entity.
Wider
Environment CUSTOMER-CENTRIC GAME

Key Points
One reason products fail is because
Direct teams do not solve the problems that are
Stakeholder important to the right users. These
personas are not always obvious, as they
may be associated with the product
through indirect connections.

PRODUCT With Customer-Centric, you can identify


the vast web of people your product
impacts and explore the complex
butterfly effect; doing so reveals which
stakeholders are most important and
what your product requirements are.
Indirect
Stakeholder
Ergonomics of User Interface
Ergonomics guideline

Human
Consistency Memory
Principle of Least Simplicity Limitation
Astonishment. Break complex Organize
Consistent icons, tasks into simpler information into
terms, etc. tasks. small chunks.
Ergonomics guideline

User
Cognitive Centered
Directness “There was a
Reduce Feedback problem copying
abstraction and Provide actionable files to your disk”
reuse real world feedback. Not just rather than “Error
metaphors. an error message. 309”.
Ergonomics guideline

Attention
Anthropomor Modality Nudge user
phization Force users to attention, rather
Avoid “Have a nice complete one task than trying to
day” messages before moving to force them.
from your another. Allow Gentle
computer. escape routes. animations.
Strongly Strongly
disagree agree

System
1. I think that I would like to
use this system frequently
1 2 3 4 5

2. I found the system unnecessarily


complex

Usability
1 2 3 4 5

3. I thought the system was easy


to use
1 2 3 4 5

Score
4. I think that I would need the
support of a technical person to
be able to use this system
1 2 3 4 5

5. I found the various functions in

(SUS)
this system were well integrated
1 2 3 4 5

6. I thought there was too much


inconsistency in this system
1 2 3 4 5

7. I would imagine that most people


would learn to use this system
very quickly 1 2 3 4 5

8. I found the system very


cumbersome to use
1 2 3 4 5

www.usability.gov
9. I felt very confident using the
system
1 2 3 4 5

10. I needed to learn a lot of


things before I could get going
1 2 3 4 5
with this system
System
Usability Score
(SUS)

< 68% > 68%


Below Average Above Average
Influence of Design on UX
Which is nicer?
1981
Apple Macintosh
Visual cues, such as the arrow on a pop-up menu,
help people recognize familiar elements. People
learn to associate certain behaviors with specific
elements based on their appearance. For
example, people recognize push buttons by their
rounded shape…
— OSX Human Interface Guidelines
Professor Nänni, author of the
exemplary Visual Perception, a book
detailing our best-to-date scientific
understanding of the processes involved
in visual cognition, is saying
that rounded rectangles are literally
easier on the eye.

Put another way, compared to square-


edged rectangles, rounded rectangles are
more computationally efficient for the
human brain.
Simplifying Interactions -
minimalism
To accomplish simplification, user experience designers employ
a variety of design exercises to make the UI more efficient.

We limit the amount of choices available to a user, reduce


the size of content and site copy, progressively disclose UI
options, and synthesize unruly navigation elements.

Essentially though, these are just exercises in numerical


reduction.
Ask Who? What? Why? & When?
to simplify User Interactions.
Who is your new website for? Who are your users, and
how many user personas can they be categorized into?

What sets (or will set) your brand(s) and your website
apart? What is your user looking for on your site? What
problems do you solve for them?

Why are users visiting your site? Why are they


choosing you over the competition?

When is the right time for you to redesign your UX, or


to include UX design in your next project?
Influencing human habits
Gamifying Interactions
and Experience

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