+ All Categories
Home > Education > User Experience 2: Talk@Stabilo

User Experience 2: Talk@Stabilo

Date post: 18-Sep-2014
Category:
View: 5 times
Download: 2 times
Share this document with a friend
Description:
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.
Popular Tags:
88
User Experience
Transcript
Page 1: User Experience 2: Talk@Stabilo

User Experience���

Page 2: User Experience 2: Talk@Stabilo

Intro #1���

Page 3: User Experience 2: Talk@Stabilo
Page 4: User Experience 2: Talk@Stabilo
Page 5: User Experience 2: Talk@Stabilo
Page 6: User Experience 2: Talk@Stabilo
Page 7: User Experience 2: Talk@Stabilo
Page 8: User Experience 2: Talk@Stabilo
Page 9: User Experience 2: Talk@Stabilo
Page 10: User Experience 2: Talk@Stabilo
Page 11: User Experience 2: Talk@Stabilo
Page 12: User Experience 2: Talk@Stabilo
Page 13: User Experience 2: Talk@Stabilo
Page 14: User Experience 2: Talk@Stabilo
Page 15: User Experience 2: Talk@Stabilo
Page 16: User Experience 2: Talk@Stabilo

Intro #2���

Page 17: User Experience 2: Talk@Stabilo
Page 18: User Experience 2: Talk@Stabilo
Page 19: User Experience 2: Talk@Stabilo
Page 20: User Experience 2: Talk@Stabilo
Page 21: User Experience 2: Talk@Stabilo
Page 22: User Experience 2: Talk@Stabilo
Page 23: User Experience 2: Talk@Stabilo
Page 24: User Experience 2: Talk@Stabilo
Page 25: User Experience 2: Talk@Stabilo
Page 26: User Experience 2: Talk@Stabilo
Page 27: User Experience 2: Talk@Stabilo
Page 28: User Experience 2: Talk@Stabilo

Intro #3?���

Page 29: User Experience 2: Talk@Stabilo
Page 30: User Experience 2: Talk@Stabilo

+ Dark Social

Page 31: User Experience 2: Talk@Stabilo

IA?���

Page 32: User Experience 2: Talk@Stabilo

Context

Users Content

Page 33: User Experience 2: Talk@Stabilo

⁄  Information architecture IA,

⁄  Interaction design IxD, and

⁄  User experience UX design.

Page 34: User Experience 2: Talk@Stabilo

⁄ 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.

Page 35: User Experience 2: Talk@Stabilo
Page 36: User Experience 2: Talk@Stabilo

IxD���

Page 37: User Experience 2: Talk@Stabilo

⁄  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.

Page 38: User Experience 2: Talk@Stabilo
Page 39: User Experience 2: Talk@Stabilo

UX���

Page 40: User Experience 2: Talk@Stabilo
Page 41: User Experience 2: Talk@Stabilo

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

Page 42: User Experience 2: Talk@Stabilo

useful Ask whether our products and systems are useful

Define innovative solutions that are more useful

findable Navigable web sites

Locatable objects

Page 43: User Experience 2: Talk@Stabilo

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

Page 44: User Experience 2: Talk@Stabilo

valuable

Value to our sponsors

For non-profits: Advance the mission

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

Page 45: User Experience 2: Talk@Stabilo
Page 46: User Experience 2: Talk@Stabilo
Page 47: User Experience 2: Talk@Stabilo

⁄ 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.

Page 48: User Experience 2: Talk@Stabilo

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.

Page 49: User Experience 2: Talk@Stabilo
Page 50: User Experience 2: Talk@Stabilo

Deliverables���

Page 51: User Experience 2: Talk@Stabilo

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

Page 52: User Experience 2: Talk@Stabilo

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

Page 53: User Experience 2: Talk@Stabilo
Page 54: User Experience 2: Talk@Stabilo
Page 55: User Experience 2: Talk@Stabilo

⁄  Marble Model ⁄  Gravitational Map ⁄  Click Step Ladder

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

⁄  Push Pull Spectrum ⁄  Bomb Model ⁄  …

Page 56: User Experience 2: Talk@Stabilo
Page 57: User Experience 2: Talk@Stabilo
Page 58: User Experience 2: Talk@Stabilo
Page 59: User Experience 2: Talk@Stabilo

There’s even more���

Page 60: User Experience 2: Talk@Stabilo
Page 61: User Experience 2: Talk@Stabilo
Page 62: User Experience 2: Talk@Stabilo
Page 63: User Experience 2: Talk@Stabilo

adaptivepath.com/ideas/d063009

Page 64: User Experience 2: Talk@Stabilo

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

Page 65: User Experience 2: Talk@Stabilo

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

Page 66: User Experience 2: Talk@Stabilo

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

Page 67: User Experience 2: Talk@Stabilo

lukew.com/presos/preso.asp?26

Page 68: User Experience 2: Talk@Stabilo

Stories���

Page 69: User Experience 2: Talk@Stabilo

axa.ch

Page 70: User Experience 2: Talk@Stabilo

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

Page 71: User Experience 2: Talk@Stabilo

suva.ch

Page 72: User Experience 2: Talk@Stabilo

microsoft.com/midsizebusiness/

Page 73: User Experience 2: Talk@Stabilo

Wrap-up���

Page 74: User Experience 2: Talk@Stabilo

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

Page 75: User Experience 2: Talk@Stabilo

⁄  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

Page 76: User Experience 2: Talk@Stabilo

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

Page 77: User Experience 2: Talk@Stabilo
Page 78: User Experience 2: Talk@Stabilo

!

Page 79: User Experience 2: Talk@Stabilo
Page 80: User Experience 2: Talk@Stabilo

?

Page 81: User Experience 2: Talk@Stabilo
Page 82: User Experience 2: Talk@Stabilo

?

Page 83: User Experience 2: Talk@Stabilo
Page 84: User Experience 2: Talk@Stabilo

?

Page 85: User Experience 2: Talk@Stabilo
Page 86: User Experience 2: Talk@Stabilo
Page 87: User Experience 2: Talk@Stabilo

⁄ 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.

Page 88: User Experience 2: Talk@Stabilo

Recommended