User Experience 2: Talk@Stabilo

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Adaptation of my IA 7/ UX 1 deck for an InnovationLab talk at Stabilo International, Heroldsberg on 10/17/2012. Credits & image credits within the presentation.

transcript

User Experience���

Intro #1���

Intro #2���

Intro #3?���

+ Dark Social

IA?���

Context

Users Content

⁄  Information architecture IA,

⁄  Interaction design IxD, and

⁄  User experience UX design.

⁄ IA is defined by the Information Architecture Institute as:

1.  The structural design of shared

information environments.

2.  The art and science of organizing and labeling web sites, intranets, online communities, and software to support findability and usability.

3.  An emerging community of practice focused on bringing

principles of design and architecture to the digital landscape.

IxD���

⁄  According to the Interaction Design Association:

1.  IxD defines the structure and behavior

of interactive systems.

2.  Interaction Designers strive to create

⁄  meaningful relationships between people and

⁄  the products and services that they use,

⁄  from computers to mobile devices to appliances and beyond.

UX���

usable

Ease of use remains vital

Usability is necessary but not sufficient

accessible

Web sites should be accessible to people with

disabilities

Eventually, it will become the law

useful Ask whether our products and systems are useful

Define innovative solutions that are more useful

findable Navigable web sites

Locatable objects

desirable

Appreciation for the power and value of image

Identity, brand, and other elements of emotional design

credible Design elements influence

whether users trust and believe what we tell them

valuable

Value to our sponsors

For non-profits: Advance the mission

With for-profits: Contribute to the bottom line and improve customer satisfaction

⁄ UX is defined by the Nielsen Norman Group as:

1.  all aspects of the end-user's interaction with the company, its services, and its products.

2.  The first requirement for an exemplary user experience is

to meet the exact needs of the customer, without fuss or bother.

3.  Next comes simplicity and elegance that

produce products that are a joy to own, a joy to use.

4.  True user experience goes far beyond giving

customers what they say they want, or providing checklist features.

5.  In order to achieve high-quality user experience in a

company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.

Deliverables���

Des

ign

Doc

umen

tatio

n

Stra

tegy

Doc

umen

tatio

n

Use

r N

eeds

Doc

umen

tatio

n Personas

Usability Test Plans

Usability Reports

Competitive Analyses

Concept Models

Content Inventories

Site Maps

User Flows

Wireframes

Screen Designs

Des

ign

Doc

umen

ts

Des

ign

Dia

gram

s Personas & Use Cases

Concept Models

Site Maps

Wireframes

Flowcharts

Design Briefs

Competitive Reviews

Usability Plans

Usability Reports

⁄  Marble Model ⁄  Gravitational Map ⁄  Click Step Ladder

⁄  Leader Fellow Call-to-action Principle ⁄  Heat Paradigm ⁄  Hub Model

⁄  Push Pull Spectrum ⁄  Bomb Model ⁄  …

There’s even more���

adaptivepath.com/ideas/d063009

mootee.typepad.com/innovation_playground/2012/10/design-thinking-can-make-strategic-management-simpler-but-never-simple-people-are-naive-to-think-tha.html

adaptivepath.com/ideas/the-anatomy-of-an-experience-map

startuplessonslearned.com/2011/05/case-study-lean-ux-at-work.html

lukew.com/presos/preso.asp?26

Stories���

axa.ch

theregister.co.uk/2011/10/18/vodafone_kills_360/

suva.ch

microsoft.com/midsizebusiness/

Wrap-up���

In short, in UX, there are too many methods and too little time. Simply choosing the right methods at the right times is a reasonable strategy. In practice, if I’m feeling left behind with new methods or practices that I’m expected to know, I tell myself this:

⁄  You don’t have to know everything ⁄  You’ll never know everything ⁄  And actually, as far as UX goes, there isn’t, and probably

never will be, an everything. Tim Caynes, Senior User Experience Designer at Flow Interactive

http://flow-interactive.com/thinking/article/in-ux-there-isnt-an-everything

⁄  The User Experience community needs to get out more ⁄  Most digital agencies are charlatans ⁄  Pitches are a uniquely bad way of finding a good design

agency… ⁄  Net Promoter Score is a blunt tool

⁄  The cult of data Ray McCune, Managing Partner at Foolproof

foolproof.co.uk/top-10-things-still-to-fix-in-experience-design

Still not enough investment in solving basic usability issues

Not inventing shiny new …

… but fixing old boring stuff

Improve the user experience of boxed products

More emphasis on user experience as a factor when assessing third-party products

Third-party software should be run by customer experience people rather than IT people

Targets and incentives within businesses must be aligned with long-term value

Across the customer lifecycle

Including marketing, sales and service functions

A common view of how a brand wants to be seen, experienced and talked about by customers

We need to stop designing experiences based on company structure

Across devices and channels and with

A holistic and planned view of how it all works for the customer

Too much disrespect for customers

Customers can be sophisticated and articulate critics of digital products and services

User research is futile

!

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⁄ UX is defined by the Nielsen Norman Group as:

1.  all aspects of the end-user's interaction with the company, its services, and its products.

2.  The first requirement for an exemplary user experience is

to meet the exact needs of the customer, without fuss or bother.