lectures.alex.balgavy.eu

Lecture notes from university.
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      1 %template math
      2 == User experience (UX) elements ==
      3 * form: graphic design, product design
      4 * content: information architecture, audio-visual, text
      5 * behaviour: interaction design observation
      6 
      7 UX deliverables:
      8 * analysis & research: personas, qualitative user research/reports, user stories, competitive analysis, scorecards
      9 * design: functional specs, flow diagrams, UI specs
     10 * prototypes: clickable prototypes, mockups
     11 * visual design: polished design & layout, icons & graphic things
     12 * technical communications: web content, help, guides, videos, localization
     13 
     14 Terms of interaction:
     15 * domain: area of work under study (like graphic design)
     16 * goal: what you want to achieve
     17 * task: how you go about doing it, in terms of operations/actions
     18 
     19 gulf of execution: user's formulation of actions ≠ actions allowed by the system
     20 gulf of evaluation: user's expectation of changed system state ≠ actual presentation of that state
     21 
     22 human errors:
     23 * slip: incorrect action (need better interface design)
     24 * mistake: may not have the right goal (need better understanding of system)
     25 
     26 goals:
     27 * efficiency/productivity? effective learning?
     28 * usability goals: meeting specific usability criteria
     29     * effectiveness
     30     * efficiency (minimal steps, simple)
     31     * safety (does the system prevent users from fuckin up?)
     32     * learnability: people are impatient, manuals are tedious, nobody wants to fuckin do it. they should be able to learn the system in under 10 minutes.
     33     * utility: the extent to which system provides functionality that user needs
     34     * memorability: meaningful icons, command names, menus, so that the user can remember shit without always having to go back to the manual
     35 * user experience goalz: develop the quality of the user experience (a e s t h e t i c, games)
     36     * design isn't just about efficiency and productivity
     37     * the point is, do you feel nice and warm inside while using the system?
     38