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Beyond UX

About designing and developing amazing user-experiences through application of multi-disciplinary and transtheoretical approaches
by

Matthew Hodgson

on 24 February 2017

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Transcript of Beyond UX

How could I get beyond UX to the heart of the project's needs?
Beyond UX
Design or development? Destiny or death?
In most people's vocabularies,
means veneer. But to me, nothing could be further from the meaning of .

is the fundamental of a human-made creation that ends up expressing itself in successive outer layers of the product.
DESIGN
DESIGN
DESIGN
SOUL
- Steve Jobs
I knew what UX means to me.

And I'm sure you know what UX means to you.

But what is *it* really???
Past
Future
Complements the Elements of User Experience.
Reminds us to consider the pragmatic, objective, architectural components from Strategy to Scope
Enforces the core of UX is value
Present
Some have also gone further in recognition of the psychological influencers by including hedonistic factors to make sure we remember that people must *feel* something when they use the products we design.

Anyone who has done industrial design or social psychology will recognise these.
Love your products*
UX Honeycomb Model
Elements of User-Experience
- Hassenzahl's "Model of User Experience"
An eco-system approach
A multidisciplinary approach
"I want to be an Astronaut"
* Just don't *love* your products
Looking to the past for an answer
UX in 1991
messaging
aesthetics
trust
joy/desire
anticipation
trust
anticipation
joy
anticipation
trust
anticipation
trust
anticipation
trust
trust
joy
trust
trust
UX within the design
How do we give our products a
that yearns to be
SOUL
EXPERIENCED?
What is UX?
The Project
User Experience
UX
User Experience
User Experience
UX
User Experience
ux
User Experience
User Experience
User Experience
User Experience
User Experience
User Experience
ux
ux
User Experience
What does this guy mean by UX?
experience as design?
experience as good technology?
The Solution Lead
Back to my roots
Client wanted:
The site to be like the NASA site
People to get as emotional about his site as they would about NASA's site
Strategy
What is the environment like?
What are the users' needs
What's the technology platform
Business constraints
Scope
Content needs
Functional requirements
System base behaviour
Development needs
Structure
Structure of content
Site map
Taxonomy
Skeleton
UI Layout
Wireframes
Blueprints for functions' placement
Surface
Vis design

(... is there more to this?)
Surface
Skeleton
Structure
Scope
Strategy
Recipes for UX
Photoshop is still my design canvas for visual experience
Relying on the
visual aesthetic
wasn't enough to discuss UX with the Solution Lead & the Client
psychological
components
pragmatic, functional components
The client couldn't have the
user experience he wanted 'designed'
No mechanism to influence knowledge of the site in users' networks
No "desire" in the content
No motivation for conversion
No positive emotional outcomes to relate to networks
All hygeine factors:
Keep me safe
Keep industry in check
UX as a smoke screen for Solution Lead:
No concrete vision
No understanding of the context of use
No concrete way to realise ideas
Concepts too high-level to engage others
No holistic view > design + build
FIN
the
of UX
Retrospective
Matthew Hodgson
matthew.hodgson@zenexmachina.com
+61 404 00 66 95
@magia3e

www.zenexmachina.com

blog: zenagile.wordpress.com
www.axure.com
I saw that the UX required:
design + development > UX blueprint, not *the* UX
UX really means
design + dev
Because UX is:
Personal + subjective

We can only take account of the variables:
Collaboratively

Truly awesome UX:
Comes from building a soul
How people use the soul?
How people experience the soul?

... that's up to them
How to build a UX soul?
The soul's ingredients
what we can architect
the rest of the user-experience is what the user brings
I needed a recipe for UX
UX
UI
Same cereal.
Different context. Different UX?
Same cereal.
Same locale. Different UX?
by Jesse James Garrett
Its good UX recipe for:
Functional breakdown
Elements of design - service, product or technology development

Key limitations:
Wasn't going to tell me how to make a great User Experience, or whether to focus on design or development components as the key enablers for UX
by Peter Morville
credibility/
in a specific context
We can only design so much to create an experience
Users do their part as well
Creating frameworks for users to bring their context
Putting science back into our design & development to provide an objective value proposition
Doing "Big D" design
The consequence of this shift in thinking?
More psych in my design please!
"Big D" design isn't a monster to control
Its not "design by committee"
UX requirements:
UR_UX_32.00. Limited Choice (Persuasion) – Simplicity of the visual aesthetic is required of the surface design to reduce the cognitive load on users and reduce the apparent number of choices available so that they are more likely to make a choice of what elements to interact with.
UR_UX_IA_34.00. Uniform Connectedness (Attention/Comprehension) – Specific elements are connected by uniform visual properties so that they are perceived by users as being more related than elements that are not connected. This requirement assists in providing inferred context.
UR_UX_IA_35.00. Chunking (Memory/Comprehension) – Elements in the wireframes have been grouped into familiar, manageable units so that they are more easily understood and easier to interact with. This requirement assists in providing inferred context.
UR_UX_IA_36.00. Proximity (Attention/Comprehension) – Various elements within the wireframes are closer to one another so that they are perceived to be more related than other items on the page. This requirement assists in providing inferred context.

You can get these from: www.getmentalnotes.com
These perspectives reinforce that:
A user’s experience isn’t just about content
or visual design
or a subjective experience based solely on 'usefulness' or 'desire'
Building souls into products is a about integrating reinforcing loops into our own processes that goes beyond just creating a desire to use a product or service.

It's outcomes predict whether someone is likely to re-engage with your design again, or whether they will tell everyone in their social circles powered by Twitter, Google+ and Facebook, that it’s crap and not to bother.

It means, moreover, that unless you have a multi-disciplinary perspective in your Teams’ skill set (likely powered by Agile methods) you’re going to be unlikely to adequately produce the base requirements expected by modern users of their experience.

If you work with designers + developers, though (not one proceeding the other), you already have the recipe for archetecting awesome experiences for users to own.
It's about transendence
More than the sum of its parts
See also: The New New Product Development Game
- Harvard Business Review, 1986
Creating a soul?
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