lectures.alex.balgavy.eu

Lecture notes from university.
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user-experience-elements.md (1944B)


      1 +++
      2 title = 'User experience (UX) elements'
      3 +++
      4 
      5 ## User experience (UX) elements
      6 * form: graphic design, product design
      7 * content: information architecture, audio-visual, text
      8 * behaviour: interaction design observation
      9 
     10 UX deliverables:
     11 * analysis & research: personas, qualitative user research/reports, user stories, competitive analysis, scorecards
     12 * design: functional specs, flow diagrams, UI specs
     13 * prototypes: clickable prototypes, mockups
     14 * visual design: polished design & layout, icons & graphic things
     15 * technical communications: web content, help, guides, videos, localization
     16 
     17 Terms of interaction:
     18 * domain: area of work under study (like graphic design)
     19 * goal: what you want to achieve
     20 * task: how you go about doing it, in terms of operations/actions
     21 
     22 gulf of execution: user's formulation of actions ≠ actions allowed by the system
     23 gulf of evaluation: user's expectation of changed system state ≠ actual presentation of that state
     24 
     25 human errors:
     26 * slip: incorrect action (need better interface design)
     27 * mistake: may not have the right goal (need better understanding of system)
     28 
     29 goals:
     30 * efficiency/productivity? effective learning?
     31 * usability goals: meeting specific usability criteria
     32     * effectiveness
     33     * efficiency (minimal steps, simple)
     34     * safety (does the system prevent users from fuckin up?)
     35     * 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.
     36     * utility: the extent to which system provides functionality that user needs
     37     * memorability: meaningful icons, command names, menus, so that the user can remember shit without always having to go back to the manual
     38 * user experience goalz: develop the quality of the user experience (a e s t h e t i c, games)
     39     * design isn't just about efficiency and productivity
     40     * the point is, do you feel nice and warm inside while using the system?
     41