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You Don’t Know C.R.A.P. about UX & UI

Teaching UX to Your Team

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I updated my slidedeck from my Skillshare class so that I could teach the course internally at Group Commerce. If you would like to teach UX within your company, try to use examples with which your coworkers are familiar. This way, stepping into the shoes of the users and evaluating their needs based on the product, is not so difficult.

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Page 1: Teaching UX to Your Team

You Don’t Know

C.R.A.P. about UX &

UI

Page 2: Teaching UX to Your Team

Who are you?

Why are you here?

What do you think UX is?

How can it help you with what you do?

Page 3: Teaching UX to Your Team

Lets Play a Game!

Page 4: Teaching UX to Your Team

What is User Experience?

All aspect’s of user’s interaction with the company, its services and its products. Not only in relationship to software.

Meet the needs of the customer.

Make the products enjoyable.

Go beyond what the customer says they want.

User Experience

MarketingBrandingQuality of Service

*Nielsen-Norman Group

Page 5: Teaching UX to Your Team

Gulf of Evaluation

We want a small gulf!

The common goal of all products

*Norman, D. The Gulf of Evaluation

Page 6: Teaching UX to Your Team

Small Gulf of Evaluation

Page 7: Teaching UX to Your Team

Training is not an excuse for poor

design

Page 8: Teaching UX to Your Team
Page 9: Teaching UX to Your Team

User Centered Design• User Research: Sychronous / Asynchronous, Time Sensitive• Design: Low / High Fidelity &/or Interactive• Evaluation: Remote or Onsite, Unmoderated or Not

Page 10: Teaching UX to Your Team

The user is always right

…but they rarely know what they want

…and they hardly ever know what they need

Page 11: Teaching UX to Your Team

Personas

When to use: The end-users’ goals are unclear, the team isn’t sure how to prioritize features

Why: Identify your most important

customers Identify user goals and

objectives. Capture use cases for the

product Develop an idea for the

market Have a common “person” to

point to

Tool to Try: Usersbox.com

Page 12: Teaching UX to Your Team

Personas:

Who are the primary users? In & Out of GC

What about the secondary users?

…and tertiary?

What matters for the business?

Page 13: Teaching UX to Your Team

Task Analysis

When to use: At the beginning of every design cycle.

How to use: Break a goal into specific tasks. These tasks may be referred to as

requirements Assign a priority to these

requirements based on user research and business needs. Low, Medium, High or N/A

Page 14: Teaching UX to Your Team

Task AnalysisLets Try an Example

Page 15: Teaching UX to Your Team

Visual Design in UI Design

Contrast: If they’re not the same, make them different

Repetition: Repeat colors, shapes, fonts & sizes. Reuse patterns.

Alignment: Line things up. Make it clean.

Proximity: Group LIKE things. Put similar information close together. Organize & De-Clutter

Page 16: Teaching UX to Your Team

Point out C.R.A.P. in Google Search

Page 17: Teaching UX to Your Team

Design Exercise

Re-organize a flier

Page 18: Teaching UX to Your Team

Click icon to add picture

Page 19: Teaching UX to Your Team

Are we ready to sketch?

Page 20: Teaching UX to Your Team

Metaphors and UI Patterns

Map to some facet of the real world task

Direct engagement & manipulation

Lots of resources out there: UI-Patterns.com Yahoo! Design Pattern Library Book: Designing Interfaces by

Jenifer Tidwell Site:

http://designinginterfaces.com/firstedition/

Page 21: Teaching UX to Your Team

Example Metaphor

Page 22: Teaching UX to Your Team

Usability Testing

Page 23: Teaching UX to Your Team

Is this familiar?

Page 24: Teaching UX to Your Team

Why we test:

VCR Buttons to Control a Printer Tabs of Arbitrary Groups

Samples from Interface Hall of Shame

Page 25: Teaching UX to Your Team

Usability Testing

Test if a page becomes more usable because of the layout.

What does the layout communicate?

Guidelines: Test the interface, not the user Give clear scenarios and tasks to

accomplish

Quick & Dirty: Not much time, Grab a co-worker

Formal: Determine time requirements for task completion, compare two designs on measurable aspects Requires Experiment Design