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UX Design Strategies for User Experience

The document discusses various aspects of user experience design including defining user experience, influences on user experience, conducting user research, developing personas and customer journey maps, conceptual design through storyboarding, prototyping, and creating an initial app map. It provides guidance on studying users and contexts, developing personas to represent target users, using customer journey maps to illustrate the user experience, conceptualizing designs through storyboarding and testing prototypes, and mapping out the initial app design. The overall focus is on empathizing with users, understanding their needs and experiences, conceptualizing designs, and planning the app structure in the early stages of the design process.

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2029 jtsoft
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0% found this document useful (0 votes)
149 views47 pages

UX Design Strategies for User Experience

The document discusses various aspects of user experience design including defining user experience, influences on user experience, conducting user research, developing personas and customer journey maps, conceptual design through storyboarding, prototyping, and creating an initial app map. It provides guidance on studying users and contexts, developing personas to represent target users, using customer journey maps to illustrate the user experience, conceptualizing designs through storyboarding and testing prototypes, and mapping out the initial app design. The overall focus is on empathizing with users, understanding their needs and experiences, conceptualizing designs, and planning the app structure in the early stages of the design process.

Uploaded by

2029 jtsoft
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

UX Design Initialization

User Experience Enhancement for Applications


The Design Mindset
User Experience
User Experience
 Involves a person’s behaviours, attitudes and
emotions about using a particular product,
system or services

 The Practical, experiential, affective, meaningfull


and valuable aspects of Human-computer
interaction (HCI)
ISO 9241-210
“a person's perceptions and responses that result
from the use or anticipated use of a product,
system or service”
Influences
 To address the variety, factors influencing user
experience have been classified into 4
categories:
 User’s state
 Previous experience
 System properties
 Situation
What should you do?
 Study typical users (identify users)

 Study the contexts (NOT contents!)

 Interactions

 Study user emotions


Creative and Innovation
 From nothing to new?

 From existing to improvement?


The 10 Myths of Innovation
 The myth of epiphany (靈光一閃)

 The myth that we know history

 The myth of a method

 The myth we love new ideas

 The myth of the lone inventor

 The myth that good ideas are rare


The 10 Myths of Innovation
 The myth your boos knows more than you

 The myth the best idea wins

 The myth that problems are less interesting than


solutions

 The myth that innovation is always good


Do, or Not Do? Because…
YOU ARE FEAR!!
7 Ideas on how to overcome
fear & become more creative
1. Know that you're in good company

2. When it comes to social media, think self-expression, not self-


promotion

3. Coffee is magic

4. Train yourself, a la Pavlov, to associate creative work with pleasure

5. Work alone (or alone together)

6. Work at night when your cortisol levels are lower

7. Strengthen your backbone and therefore your confidence, in small


steps
Hero’s Journey
 A pattern of narrative identified by the American
scholar Joseph Campbell that appears in drama,
storytelling, myth, religious ritual and
psychological development

 It can help you to identify the flow of your system


The archetype
 Archetypes = recurring patterns of human
behaviours, symbolized by standard types of
characters in stories
 Heros = Central figures in stories
 Shadows = Your enemies
 Mentors = The hero’s guide or guiding principles
 Herald = One who brings
 Threshold Guardians = important turning points
The archetype
 Shapeshifters = The changes

 Tricksters = Something urging us to change

 Allies = characters who help the hero through the


change
Beyond the hero’s journey
The stages of hero’s journey
Innovative models with
hero’s journey
 Working definition – Plot vs. Story
 Plot (What and Why) – the structure
 Story (How) – the semantics

 Tell the stories

 Stable and structural element for consistently


identify
Myth in Hero’s Journey
 There is one storytelling form to rule them all

 Story structures can cross borders

 Map the structures! No data-points


Before you go to the next
chapter
 You may have some ideas now, but first…

 Ask the products or services in 6Ws

 Because UX is everything that affects a user’s interaction


with that product

 Takes the user’s needs into account at every stage of the


product lifecycle (Design, Build, Launch, Measure)

 Try to ask the users:


 What are you thinking?
 Why did that confuse you?
 Where would you click next?
And…
1. You are doing some of this stuff already

2. It is a process!

3. It is NOT hard!

4. It is challenging! Rewarding! Pays well! LOW


barrier of entry

5. AND Visual design is ONLY part of the UX!


Discovery Strategy
User Experience
Dig Deep
 Before starting screens mock up, take some time
to discover the key information
 Stakeholder Interviews
 Customer Research
Stakeholder Interviews
This is the first step towards synthesizing the vision for
the product, how it aligns with the overall business
goals, and how success (and failure) will be
measured.
Customer Research
 can be detailed and exhaustive, or quick and
dirty, or any level in between

 The first trick to getting to good results is sourcing


and screening the right participants
Research tips
 Do the recruiting yourself

 Focus on behavior, not demographics

 Be as generous as you can with incentive/honorarium/compensation

 Be flexible about days, times, number of hours

 Get participants to opt in to the study

 Remember that every sample has biases

 Be genuinely, authentically interested in the people you want to


observe without being creepy

 Follow up
Combination of research
tactics
 story mapping  homework

 tasks  logging

 participation  Stimuli

 demonstration

 role playing

 exercises
Build Consensus with Personas and
Customer Journey Maps
User Experience
Building consensus with team
 After user research, you need to sum up the result
for analyzing the case

 This stage, you can understand what kind of


technology (if suitable) to be applied in the case
Personas
 Focused and concise user models that use for
decision making

 Construct the model based on user research


data to represent a class of target users
Personas = Define target user
for user centered design
 Personas did not achieve that goal

 Use for learning the user and high level


descriptions
Why Personas
 People don’t read large documents

 Using a short user model to focuses only on the


details that affect design decisions
Example
Only 5 things should do
 Keep it simple and focused

 Make a user model, not a life story

 Use them when making decisions

 Train your team to use a simple process

 Be mindful of politics
Customer Journey Maps
 Journey maps can provide depth to your
persona by illustrating the customer’s current
path with the product or service.

 Useful for (re)designing a single application;


essential for cross platform design
Example
Summary
 For improving customer’s experience
 Personas and Journey Maps can remove the barrier
between stakeholders’ vision and customers’ needs
 Get aligned on who and what you are designing for

 Solidify project objectives


Conceptual Designs with Storyboard
User Experience
Questions
 You will prepare to create an app making users
happy quickly? Or;

 You will do something that can help people but


processing the tasks with painful?
Seeks for solution
 Review the studies in personas and customer
journey map

 Go broad and brainstorm possible solutions

 Do NOT think technically infeasible or too


expensive in this stage

 Think: Try starting sentences with “Wouldn’t it be


cool if insert persona name here could just…?”
Storyboarding
 Offer a quick way to get feedback

 Artistic skill is NOT required, you can use comics


found on the web (e.g.: [Link]

 Use storyboards when you want to keep


discussions focused on people and their goals,
compared to flow diagrams
Test early and often
 Validate these storyboards with your users

 Take pens and paper to these session and let


participants sketch too
Conceptual Designs
 You may have finalize your design with the
mental model

 Now should give the user through the interface of


the product by conceptual model
Conceptual Design based on
mental models
 If the product’s conceptual model doesn’t match the
user’s mental model, then the user will find the product
hard to learn and use.

 If the designers of the conceptual model didn’t take the


user’s mental model into account then it is highly likely
that the product will be hard to learn and use.

 If there are multiple user groups (people who have used a


Kindle before, people who have never read books
electronically, etc.) and the conceptual model is
designed to match just one mental model, then the other
users will find the device hard to learn and use.
Conceptual Design based on
mental models
 If the conceptual model was not really designed, but is just a
reflection of the underlying hardware or software or
database, then the conceptual model will not match the
user’s mental model very well, and the users will find the
device hard to learn and use.

 Sometimes you know that the mental model of one or more


user groups will not fit the conceptual model, and you want
to change the user’s mental model so that it matches the
conceptual model you have designed. For example, you
know that people who have only read real, physical books
will not have an accurate mental model of reading books on
the iPad. You can use a short training video to change their
mental model before the iPad even arrives at their door. In
fact, the main purpose of training should be to adjust a user’s
mental model to fit the conceptual model of the product.
Draw from experience
 Understand the design patterns and flows in
different industry

 Make sure to look outside your industry for


inspiration

 You may try Zaki Warfel’s 6-8-5 system to define 6-


8 concepts in 5 minutes, then narrow it down to
2-3 concepts for testing
Prototype and test
You can stay low fidelity with paper prototypes, or
use a tool like Balsamiq Mockups to create a digital
version. The conceptual designs should focus on
flow, not on specific UI controls. You can use the
design scenario from your winning storyboard as a
script for testing out the concepts
App Map (Alpha)
 Once you get a solid concept designed, you
can start the app map. This is another dirty
deliverable, “not because it is imprecise or lacks
details, but because it can change”, Chris
Farnum at IA Summit 2011.

 This map will help prioritize UI design and


development efforts since it highlights the
screens for the most important flows

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