-Or-

Congratulations, you're a designer now!

My plan...

Half teaching, half activities

Practice drawing and discussing UX

Alternate: practice interviews and data synthesis

Thoughts?

So what the bloody hell even is UX, anyway!?

Two design disciplines

UX = User Experience

UI = User Interface

Important

UX != UI

Other terms you might hear

  • Interaction / Interactive Designer
  • CX = Customer Experience
  • Service Design
  • Human-Centered Design
  • Design Thinking
  • Others?

A dirty secret...

UX (user experience) as a discipline is messy, imperfect, filled with overlapping methodologies. It's an umbrella term that's so broad it can feel meaningless. It sometimes lacks internal consistency. It's a work in progress. It's immature and it needs to get better.

But...

This isn't an exuse to dismiss UX

All of the javascript

Why should I care about UX?

Your ability to practice introspection and empathy and then use your learning in each to develop the other, in other words, your ability to practice inpathy, shifts your mindset around how you interact with others.

-Aimee Gonzalez-Cameron

UX has 2 major domains

UX Research

UX Design

1. UX Research

Qualitative vs Quantitative data

Learn...

About the user

Can they use the thing?

Do they want to use the thing?

Learn about the user

User interviews

Card sorting

Diary studies

Co-design workshops

Ethnographic studies

Quantitative surveys

Can they use the thing?

Usability testing

(Remote, in-person, in a lab)

Guerilla testing

A/B Testing

Eye tracking

Do they want to use the thing?

Product-market fit

Gateway test

A/B Testing

Activity time!

UX Chinese Whispers

UX Chinese Whispers

Break up into 3-4 groups and make a circle

We'll give you a user problem

First person: The problem is xxx

Second person: The solution is yyy

Third person: The problem is zzz

And so on...

"meta-solutions"

The space of possible solutions to any given user problem is infinite

More resources

So we have data, now what?

Synthesis

Affinity mapping

Sharing themes and insights

Quantitative metrics

UX artefacts to communicate learnings

UX Artefacts

Affinity Mapping

User Personas

Customer Journey Mapping

Empathy Mapping

Diary Study

Further reading

Guide to UXR

Just Enough Research

Affinity Mapping Tips & Tricks

Lean User Research

Lean UX Hypothesis Statement

Validating Product Ideas through Lean User Research

2. UX Design

UX Design considers

Cognitive load (how many nodes?)

Mental map (how to get around)

User empathy (emotions and needs)

Business needs (how can we succeed?)

UX Design decides

Which components go on the screen

Accessibility (supporting users of all kinds)

How to name & label elements on the screen

Visual hierarchy and relationships

User flows (multi-step processes)

UX Design produces

Accessibility audits

Site map

User-centered labels

User Stories

User Flows

Moodboards & Storyboards

Wireframes

Prototypes

Moodboards

Storyboards

Wireframes

Activity time!

Let's practice do some drawing warm-ups

Activity time!

How to draw toast

Two kinds of designers

Why can it be so hard to talk to designers about design?

Let's apply some user empathy

  • feedback withough context
  • back seat designing
  • git-blame or competetive work cultures
  • focus on aesthetics or trends over strategy

If developers got feedback like designers...

That's an interesting name for your class...
Hey - FYI I think I saw some similar code at company XX the other day. You might want to fix that...
I'm not a programmer, but, that function looks awfully complex... Shouldn't it be simpler!?

So how do we do it better?

Focus on...

Design strategy

Asking for context

For example

I had some responses to your design, but I'm not sure I have all the most recent context. Could you give me a quick update before I offer any feedback?

For example

I'm concerned this design will be hard to use for our target audience because the added complexity increases cognitive load...

For example

Can we chat about hierarchy of information on this view? I think the visual prominence given to XX element is unnecessary given our strategy of getting users to focus on YY.

Good words are good...

Words plus images are better

Words are poor abstractions for interfaces

Pop up

Activity time!

Let's practice some UX design

You're working for a startup called Nuzzl. Nuzzl is a home automation smartphone app that coordinates your smart pet devices.
Your users have a problem: They don't know when to top up the food and water in their Nuzzl-connected iOT food-dispensers for their pets. An additional problem is that sometimes the pets dirty the water in the water bowls and they need to be manually rinsed. Let's brainstorm some ways to help users.

Think about user context. When can they top up the food? Where will they be? What sorts of reminders might be useful?

5 minutes for note-taking

10 minutes for rough solution sketches

8 minutes for Crazy-8s

10 minutes to refine a solution idea

Aesthetic preference
-vs-
Design strategy

We try not to get them mixed up

Activity time!

Let's practice design critique!

Given this door handle...

Which is the more strategic design feedback?

A) Users may not see this on a black wall

B) It just doesn't 'pop' enough

Given this checkout flow...

Which is the more strategic design feedback?

A) I don't like the use of turquoise in this page.

B) The color use on buttons confuses hierarchy. Primary CTA should be stronger than Secondary.

Let's go back to our sketches!

Practice strategic design critique

Reflection time

Take a few minutes to jot down what you've learned, what you already knew, what you might want to explore further.

Further reading

Laws of UX

Good UI

User Experience Design Process

The Design of Everyday Things

Don't Make Me Think, Revisited

UX Checklist

UX Design Methods and Deliverables

Smashing Magazine UX Overview

Thanks!!

Get the slides
http://summerscope.github.io/slides/ux-for-developers/

Find me
@summerscope