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ITST 306

Marco Del Rosario


DEFINING USER EXPERIENCE AND USER INFERFACE
What is User Experience (UX)?
 How people feel when they use a product or
service.
 Naked experience of a product.
 How a product functions.
 UX practitioners are interested in the
relationship between human users and
computers and computer-based products.
 UX stands for user experience or user
experience design. UX Process
 Also abbreviated as: UXD, UED or XD.
 Enhancing user satisfaction with:
1. increased usability
2. accessibility
3. pleasure provided in the interaction
 Merger of user’s:
1. needs
2. business vision
3. technological feasibility
 Results - set of low-resolution wireframes (a
basic visual guide for how a product will 1. Discover
function)  starts with discovery — interviewing
potential customers to understand
What is a UX Designer?
what the target audience needs.
 someone who investigates and analyzes how  talking to stakeholders to understand
users feel about the products he or she offers their goals and competitive analysis.
them.  all about WHY.
 apply this knowledge to product development  During discovery you will validate your
in order to ensure that the user has the best problem.
possible experience with a product.  identify your end users
 Conducts:  determine project goals.
1. research 2. Ideate
2. analyze their findings  ideation — using a variety of tools to
3. inform other members of the imagine a solution that solves the user
development team of their findings problem, while aligning with the
4. monitor development projects to company goals within technological
ensure those findings are implemented possibility.
5. and more.  you will organize your discovery,
explore options, and develop
Where Can UX Design be Found?
wireframes and prototypes.
 in a variety of project environments  the process of finding out HOW.
1. Complex Projects  implement a variety of tools to figure
2. Startups out how to solve the user problems.
3. Projects with decent budgets  This process is very much like a funnel
4. Long projects  solution is very wide at the beginning
 the goal of the process is to quickly
envision and test products with target
customers in order to pivot and define.

3. Validate (Test, Prototype)


 with validation — the testing of
wireframes and prototypes to iterate on
the interface until it’s intuitive and
delightful.
 you will validate your ideas, learn, and
plan for the next iteration.
 Validation is when we finally know UI Process
WHAT we’re building.  Key phases:
 designers will create wireframes or 1. design
prototypes, and test them with users 2. testing
during a process called usability testing  Precedes the development of the product's
to evaluate how an actual user will functional elements.
react to the product.  The creation of the finished interface.
 We observes, asks open-ended  Focus is on the visual and emotional feel of the
questions and iterates on the product.
wireframes based on this feedback.  Establishes:
 Validation testing - giving those 1. layout
wireframes or prototypes to real users. 2. color
 tracking actual interaction with the 3. typography
prototype. 4. interactivity
What is User Interface (UI)?  Visually communicate the flow of the screens in
an intuitive manner.
 Stands for User Interface or User Interface  Must balance technical functionality and visual
Design. elements.
 Sometimes known as user interface  Create a system that is not only operational but
engineering. also usable and adaptable to changing user
 The design of user interfaces for machines: needs.
1. Looks
2. Feels
 Not how it functions. 1. Design
 Process of making the user's interaction as - this puts your ideas to the test. During design
simple and efficient as possible, in terms of you will commit to internally validated ideas
accomplishing their goals. (known as user- and test those ideas with users. After you
centered design). complete the design process, you will likely
 Merger of user’s bring what you’ve learned back to step 2
1. Needs (ideation) and repeat this step again. This can
2. Visual design happen multiple times.
 Results - set of high-resolution wireframes (a
visual representation of a product). 2. Validate (Test, Prototype)
- test to validate your design ideas. During
testing you will test your ideas with users.
After you complete the testing process, you will
likely bring what you’ve learned back to step 1
(design) and repeat this step again. This can
happen multiple times.
How Do UI and UX Fit Together?
 UX Design and UI Design are flexible and there - Credibility relates to the ability of the user to trust in
is no “right” way of bringing them together for the product that you’ve provided—not just that it does
one project. the job it is supposed to do, but also that it will last for a
reasonable amount of time and that the information
provided with it is accurate and fit-for-purpose.
5. Desirable
- Desirability is conveyed in design through branding,
image, identity, aesthetics, and emotional design. The
more desirable a product is, the more likely it is that the
user who has it will brag about it and create desire in
 Typically, a project will need UX Design first and other users.
then UI Design. 6. Accessible
 either process may be used alone to improve
either UX or UI. - Accessibility is about providing an experience which
can be accessed by users with a full range of abilities—
The 7 Factors that Influence User Experience this includes those who are disabled in some respect,
1. Useful such as the hearing, vision, motion, or learning
2. Usable impaired.
3. Findable 7. Valuable
4. Credible
5. Desirable - Finally, the product must deliver value. It must deliver
6. Accessible value to the business which creates it and to the user
7. Valuable who buys or uses it. Without value, it is likely that any
initial success of a product will eventually corrode as the
1. Useful realities of natural economics start to undermine it.
- If a product isn’t useful to someone, why would you INTRODUCTION TO DESIGN THINKING
want to bring it to market? If it has no purpose, it is
unlikely to be able to compete for attention alongside a UX and UI are driven by Design Thinking, which refers to
market full of purposeful and useful products. It’s worth creative strategies designers use during the process of
noting that ‘useful’ is in the eye of the beholder, and designing. This approach is also useful to resolve issues
things can be deemed ‘useful’ if they deliver non- outside of professional design practice, such as in
practical benefits such as fun or aesthetic appeal. business, social, or personal contexts.

2. Usable What is Design Thinking?

- Usability is concerned with enabling users to achieve  iterative process in which we seek to
their end objective with a product effectively and understand the user, challenge assumptions,
efficiently. A computer game which requires three sets and redefine problems in an attempt to identify
of control pads is unlikely to be usable as people, for the alternative strategies and solutions that might
time being at least, only tend to have two hands. not be instantly apparent with our initial level of
understanding.
3. Findable  about believing we can make a difference and
- Findable refers to the idea that the product must be having an intentional process in order to get to
easy to find, and in the instance of digital and new, relevant solutions that create positive
information products, the content within them must be impact.
easy to find, too. The reason is quite simple: if you  Human-Centered – solving problems through a
cannot find the content you want in a website, you’re perspective and emotions of a human being.
going to stop browsing it.  Collaborative – solving problems through
collaboration and exchanging ideas and
thoughts with others.
4. Credible  Optimistic – solving problems with an optimistic
mindset to carry through repetitive experiments
but still have a hope or aim to get a positive 1. List Possible topics - Finding opportunities for design
results. often comes from noticing problems. An experienced
 Experimental – solving problems through a trial Design Thinker maintains a mindset which instinctively
and error, experimenting various ways to reframes problems into opportunities.
achieve a more efficient process to solve the
2. Frame the Problem - Rewrite the problem
problem.
statements into “how might we” questions in order to
What is Design Process? frame the problem as a possibility.
The design process is what puts Design Thinking into 3. Keep it Simple - Describe your challenge simply and
action. It’s a structured approach to generating and optimistically. Make it broad enough to allow you to
evolving ideas. It has five phases that help navigate the discover areas of unexpected value and narrow enough
development from identifying a design challenge to to make the topic manageable.
finding and building a solution.
4. Sketch out end Goals - Define your goals for
Design Thinking’s Phases undertaking this design challenge. Be honest about
determining a realistic scope of your project both
1. Empathize – with your users. regarding time and output. What will you work to
2. Define – your users’ needs, their problem, and your produce? Where do you expect to get at the end of this
insights. process?

3. Ideate – by challenging assumptions and creating 5. Define Measures of success - What else are you
ideas for innovative solutions. working toward? What will make this work successful?
What are the measures of success?
4. Prototype – to start creating solution.
6. Establish Constraints - It is crucial to define
5. Test – solutions. constraints and get specific on the problem or question
you are trying to address. Does it need to fit into a
certain timeframe? Can it be integrated with an existing
Design Thinking is an Iterative and Non-linear Process structure or initiative? Make a list of the constraints you
need to manage.
7. Write a brief - A clearly defined challenge will guide
your questions and help you stay on track throughout
the process.

 is an iterative and non-linear process.


 continuously use their results to review,
question, and improve their initial assumptions,
understandings, and results.
 Iterative - continuously improving the result.
 Non-linear – the process is not a straight line it
can go to any stages depending on the
situation.

Define a Challenge

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