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UX Guidelines

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Khomeini ..

on 20 October 2015

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Transcript of UX Guidelines

UX Designer has to
Focus on user:

Who are they? What do they need? What is their problem? How can we solve the problem?
Have good eyes to see and to solve a problem from different perspectives
Rely on data:
A
ccurate and can be accounted for
Keeping things simple:
E
ffective and efficient
Never settle:
R
echeck and revise

UX Design Tasks
UCD (User-Centered Design)
Evaluation of a Current System
Holistically pick apart a system then report problems and solutions based on your findings
Thank you!
UX Guidelines
Welcome to UX island
5 Quality Components to define Usability
Learnability:

How easy is it for users to accomplish basic tasks the first time they encounter the design?
Efficiency:

Once users have learned the design, how quickly can they perform tasks?
Memorability:

When users return to the design after a period of not using it, how easily can they re-establish proficiency?
Errors:

How many errors do users make, how severe are these errors and how easily can they recover from the errors?

UX has to be meaningful and valuable
a.
Useful:
O
riginal and fulfill the need
b.
Usable:
E
asy to use
c.
Desirable:
E
voke emotion and appreciation through image, identity, brand, and other design elements
d.
Findable:
N
avigable and locatable content on both on-site and off-site
e.
Accessible:
C
ontent is accessible even to people with disabilities
http://www.ziliun.com/what-we-learn5-hal-penting-yang-harus-dikuasai-ux-designer/
strategic
phase
production
phase
conceptual
phase
development
phase
f.
Credible:

Build trust, and encourage users
A/B Testing
Create a study to compare two different versions of the same interface or view within an app or website and determine the effectiveness of the designs in terms of business goals (e.g. sign-ups) or the quality of the experience.
User Surveys
Gain insight into current or new systems, recording the user’s subjective experience in order to improve the overall system experience.
Wireframes
Create prototype application and website layouts, helping to test the user experience at an early point within the project timeline
User Flows
Design what journey the user takes through the system when completing tasks and transactions
User Personas
Help us to understand the user, their voice, emotions and needs

Context:

Understanding the context and the requirements
Specification:

Understanding the user and the organizational requirements
Design:

Creation of designs and prototypes
Evaluation:

Carrying out user-based assessment of the site



4 Core Phases of UCD
Focuses on placing the users of a system at the center of its design and development decisions. We have to gather information from large groups of users to have range of expectations, experiences, and abilities all of need to be taken into account when designing an app or website
A focus group is a gathering of a specific group of users and participants to share thoughts, feelings, attitudes and ideas on a subject or project.
Focus Groups
Have a more open type of discussion with the group rather than a questionnaire . To get the most from the combination of the ideas discussed try not to have biased questions so the answers and the data collected will be more genuine.



Usability Testing
Evaluate the work through the eyes of the users in real-time. By allowing a small sample of intended customers to attend a session and perform a series of tasks we will learn the effectiveness of our work
Investigate the most effective UCD for a project.
Some of the techniques are:
Card Sorting
Create a pack of index cards and write a statement on each one of them which relates to a page of the site. The goal is to go through the unsorted pack of cards and to collect them into groups and to name those groups.

The results can then be analyzed to see how different participants order the cards according to the instructions given.

Generally you will use this method to understand the information architecture of a site and to understand which categories are good to use.
Participatory Design
Involve the participants in the decision-making processes. Usually participatory design is run in-house between teams to allow each member to contribute to the creative effort.

An example would be a workshop between developers and designers to work on a prototype together. Having said that, projects which only utilise participatory design are very rare.
Questionnaires
These are tools used to collect specific data from a pre-defined set of questions. They are usually used to generate statistical data.

A survey, can be classified as a means to collect information. Questionnaires are used to help a design team without access to users on-site, or teams who needs to collect information from a larger sample size which will be very difficult to reach via direct contact.

Use SurveyMonkey, PopSurvey and Google Surveys to collect this type of data.
Interviews
We can dig in and find out an incredible amount of information from each participant and able to listen and catch the participant’s unique point of view. It also gives you an opportunity to address any misunderstandings and to ask more relevant questions.

The interview output is a qualitative type of data. We should seek this type of method early on, especially during the design process in order to gain a more detailed understanding of the specific requirements needed.
Visibility of System Status
The system should always keep users informed about what is going on, through appropriate feedback within a reasonable time.

Eg. Alerts are used to constantly let users know the changes their actions are causing. Deleting, saving etc. A good example is the ‘All changes saved in Drive’ message on Google drive.
Match Between System And The Real World
The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

Eg. “If a user wants to send an email he/she just has to look for that little envelope symbol.”
The Common Principles For Interaction Design
User Control And Freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue.

Eg. Support undo and redo, even when warned, users can make poor decisions, especially in software as service apps where users do repetitive tasks over and over again. Give your users the option to undo those hasty mistakes.
Consistency And Standards
Users should not have to wonder whether different words, situations, or actions mean the same thing, therefore follow platform conventions.

Eg. Using the same naming conventions and colours for key elements within the system is crucial. ‘Learnability’, a key quality component in usability, is referring to this exactly. Changing the position of something in the menu or the way it is called will not result in an easy-to-use system. It will confuse your users.
Error Prevention
Prevention is always better than cure. Even better than a good error message is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

Eg. When a user deletes an object, the system should alert them; maybe even warn them before they delete, with an option to cancel.
Help And Documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task and with listed concrete steps to be carried out. It should not be too large.

Recognition Rather Than Recall
Minimize the user's memory load. By making objects, actions and options visible. The user should not have to remember information from one part of the dialogue to another.

Instructions for use of the system should be visible or easily retrievable whenever appropriate.

Eg. Make sure to carry important information between views, do not expect your user to remember details between page refreshes or Ajax calls.
Flexibility And Efficiency of Use
Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user so that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

Eg. Allow power users in the system to go at a faster pace with shortcut keys and back doors to pages and content.
Aesthetic And Minimalist Design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

Simple uncluttered design nearly always results in a better UX.
Help Users Recognize, Diagnose, And Recover From Errors
Error messages should be expressed in plain language. Precisely indicate the problem and constructively suggest a solution.
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