'UX'에 해당되는 글 3건
- 2017.12.29
- 2017.12.28
- 2017.12.28
Copyright
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 5~10챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.
Content
1. UX Core Concepts and Terminology
The UX Process
1. Company and industry research
2. User research
3. Information architecture
4. Wireframing
5. Visual design
6. Usability testing
The UX Process : Company and Industry Research
Brand
Represents the intellectual and emotional associations that people make with a company, product, or person. Brand is something that actually lies within each of us. Brand is not just a logo or a color scheme, it's what people think and feel when they hear a company name or see their products.
"A positive user experience has a direct correlation to positive brand perception." - Steve Baty
Questions to Help with Brand Identity
What is your business about?
Who are your customers?
What problem do you solve?
Is there a unique story behind your business?
What are five adjectives or phrases that describe your desired brand?
Culture
The beliefs and behaviors that determine how a company's employees and management interact and handle business transactions, Often implied, not expressly defined.
Questions to Help with Culture
How do employees act at work?
What are common behaviors(both good and bad)?
What does this job/company mean to employees?
Would employees go somewhere else if they could?
Reputation
Collective judgments of a company based on assessments of financial, social and environmental impacts.
"It takes 20 years to build a reputation and 5 minutes to ruin it. If you think about that, you'll do things differently." - Warren Buffet
10 Components of Company Reputation
Ethical, Employees/workplace, Financial performance, Leadership, Management
Social responsibility, Customer focus, Quality, Reliability, Emotional appeal
Industry News
Resource : MarketWatch, Bloomberg, IndustryWeek
Competitors
How is our competitors and what are thy doing right now?
Questions to Ask about Competitors
Who are our three main competitors(direct or indirect)?
How do we set ourselves apart form our competitors?
What do we like and dislike about their brand and experience?
How Business Is Run
The UX Process : User Research (critical!)
User Research
Focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies.
User Research Methods
Interviews(asking), Contextual interview(observing), Persona, Focus groups, Surveys, Card sorting, Wireframes, Prototyping, Usability Testing, A/B Testing
User Research is critical
Reason 1. Keeps you from building the wrong product
Reason 2. Removes assumptions from the design process
Reason 3. Users will appreciate for Research, and be able to use it
The UX Process : Information Architecture
Information Architecture
The structural design of shared information environments; the art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability.
Five Activities of Defining Information Architecture
1. Inventory all the content
2. Conduct a content audit
Analyse the existing content and ask:
Can we remove or consolidate?
What content is good and working well?
What is missing?
3. Design the new architecture
4. Test the new architecture with users
5. Iterate
The UX Process : Wireframing
Wireframe
A visualization tool for presenting proposed functions, structure and content of a web pare or website.
Benefits of Low-Fidelity Wireframing
Get your ideas down
Solidify a rough concept
Quick, easy, cheap
Benefits of High-Fidelity Wireframing
Add more detail and substance
More realistic
Can be used to build an actual visual design
Easier for clients to grasp what the end product will look like
Action Callouts
User Flow
Popular Tools for Digital Wireframing
Balsamiq, InVision, Omnigraffle, Patternry, Sketch, Axure, UXPin
General Rules for Creating Wireframes
Keep them practical and usable
- Don't be too worried about tidiness and perfection
Iterate, iterate, iterate
- Don't be afraid to throw things away and start over
The UX Process : Visual Design
Visual Design
Focuses on the aesthetics of a site and its related materials by strategically implementing images, colors, fonts, and other elements
Elements of Visual Design
Line
used to connect two points, to divide sections of page, to create texture, and provide direction on a page
Shape
used to group information or call attention to certain elements on a page, or to compose other objects
Color
differentiate items, create depth, add emphasis or organize related content. It can also be used to affect mood
Texture
Texture is how a surface feels or is perceived to feel based on a digital representation. You can use this in visual design to add interest or attract attention to a particular element
Typography
Fonts
Principles of Design (see link also)
Alignment, Contrast, Visual Hierarchy, Proximity, Layouts, Whitespace, Consistency
The UX Process : Usability Testing
Usability Testing
A technique used in user-centered interaction design to evaluate a product by testing it on users
Benefits of Usability Testing
Determine if users can successfully complete tasks, and how long it takes to complete them
Measure satisfaction with the site
Identify changes necessary to improve satisfaction
Analyze performance of the system
Questions
How wold you rate the overall user experience of the system? - 6.2
How intuitive/helpful is the navigation? - 4.4
How easy is the text to read (style and size)? - 8.1
eye-tracking results
Conducting Usability Testing
1. Create test plan (step-by-step instructions of what users to do, e.g., Find nutritional information for the bacon breakfast sandwich)
2. Set up environment (lab, eye tracking, mirror, desktop sharing, or get results from users later)
3. Identify users (3~10 users)
4. Conduct tests (get step-by-step thinking of user)
5. Summarize results
Heuristic
A rule of thumb, simplification, or educated guess that reduces or limits the search for solutions in domains that are difficult and poorly under stood.
10 Usability Heuristics for User Interface Design
1. Visibility of system status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. e.g., Logged in Name, Progress view
2. 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. e.g., Decline X, Nope O
3. 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 and extended dialogue. Support undo and redo. e.g., Back button, Ctrl + z, Home>South Pacific>New Zealand> Wanaka (buttons to go back to each stage)
4. Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
5. Error prevention
Even better than 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. e.g., warning sign, 자동 문자열 검색 리스트
6. 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 form one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. e.g., preview of a font list font, VS IntelliSense
7. Flexibility and efficiency of use
Accelerators(unseen by the novice user) may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. e.g., keyboard shortcuts, save billing information,
8. 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.
9. Help users recognize, diagnose, and recover form errors
Error messages should be expressed in plain language(no codes), precisely indicate the problem, and constructively suggest a solution.
10, 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, list concrete steps to be carried out, and not be too large. e.g., Card Security Code with Question mark, Explanation of why Free trial need credit card
The UX Process : Iterate, Iterate, Iterate!!
Summary (생략)
Course Summary (생략)
Additional Tips and Resources
Phrases to live by - "Will this benefit the user?", "Let's ask our users"
Make friends with people on UX team OR become the UX team-of-one
Modify the process to work for your situation
Resource
Creating User Experiences: Fundamental Design Principles - Billy Hollis, Pluralsight
Hacking the User Experience / UX for Developers - Keith Harvey, Pluralsight
User Experience Tips and Tricks for Developers - Amber Israelsen, Pluralsight
출처
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 5~10챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.
(UX Basic) Roles in User Experience (0) | 2017.12.28 |
---|---|
(UX Basic) UX Core Concepts and Terminology (0) | 2017.12.28 |
(Design Basic) The Fundamental Gestalt Principles - Understanding Perception (0) | 2017.12.25 |
(Design Basic) Color (0) | 2017.12.25 |
(Design Basic) Typography (0) | 2017.12.25 |
Copyright
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 네번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.
Content
1. UX Core Concepts and Terminology
Common Roles in UX
User Researcher : Champion for the user
Responsibilities
Conduct user interviews, Research market data, Gather findings, Design studies, Conduct usability and A/B testing
Deliverables
User personas, Usability test result, Investigative user studies, Interview results
Tools
Microphones, Cameras, Documents, Paper
"Based on our research, a typical user will...."
Information Architect : The navigator and organizer
Responsibilities
Conduct a content inventory, Card sorting, Create navigation and hierarchy(including labels), Data modeling, Create a sitemap
Deliverables
Content inventory, Card sorting results, Wireframes, Labeling system, Sitemap
Tools
Paper/whiteboard, Omnigraffle, Axure, MindManager, XMind, Treejack, OptimalSort
"Our content should be organized in a way that helps the user to..."
Interaction Designer : The animator
Responsibilities
Create storyboards, Create wireframes and prototypes of key interactions
Deliverables
Wireframes, Prototypes
Tools
Paper/whiteboard, Balsamiq, InVision, Omnigraffle, Patternry, Sketch, Axure, UXPin
"The Button should change to dart gray for 500 milliseconds when the user clicks it..."
Visual/Graphic Designer : Pixel pusher
Responsibilities
Create icons, controls and visual elements for UI, Utilize different kinds of typography, Create and apply styles, Create and enforce brand principles
Deliverables
Mockups, Style guide, Graphic files(PNGs, JPGs, etc)
Tools
Front/Back-End Developer : Coder
Responsibilities
Write code to turn the graphic designer's static design into a working, interactive experience
Deliverables
Working, functional code (e.g., web pages)
Tools
HTML, CSS, JavaScript
Project Manager : Holds it all together
Responsibilities
Oversee team and project from start to finish, Communicate with business stakeholders, Translate between business and UX team, Manage resources, budget and risks
Deliverables
Final product, Project plan, Status updates, Various
Tools
"That new feature will extend the delivery deadline by two weeks..."
Summary (생략)
출처
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 네번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.
(UX Basic) The UX Process (0) | 2017.12.29 |
---|---|
(UX Basic) UX Core Concepts and Terminology (0) | 2017.12.28 |
(Design Basic) The Fundamental Gestalt Principles - Understanding Perception (0) | 2017.12.25 |
(Design Basic) Color (0) | 2017.12.25 |
(Design Basic) Typography (0) | 2017.12.25 |
Copyright
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.
Content
1. UX Core Concepts and Terminology
Outline
User Experience
The UX Umbrella
Useful
Usable
User interface
Graphic/visual design
User research
Human-computer interaction(HCI)
Interaction design
Content strategy
Information architecture
Usability testing
User Experience
Encompasses all aspects of the end user's interaction with the company, its services, and its products
UX는 기술, 디자인, 사업모델 모두에 포함되는 영역이다.
The UX Umbrella
Visual Design
Information Architecture
Interaction Design
Usability
User Research
Content Strategy
So What Makes a Great User Experience?
Value (Is it useful?)
Usability (Is it easy to use?)
Adoptability (Is is easy to start using?)
Desirability (Is it fun and engaging?)
Useful : A useful feature or tool allows users to "do things"; it fulfills a need.
Usable : A measure of how easy or hard it is to do something.
User Interface(UI)
The means by which a user and computer system interact, in particular the use of input devices and software.
Pages, menus, images, icons, buttons, mouse, touch screen etc
Visual/Graphic Design
Focuses on the aesthetics of a site and its related materials by strategically implementing images, colors, fonts, and other elements.
User Research
Focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies.
Human-Computer Interaction (HCI)
The study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.
Interaction Design
The practice of designing interactive digital products, environments, systems, and services; behavior is the primary focus.
Interaction with the Interface
What can a user do to interact with the interface (e.g., mouse, finger, stylus)?
What commands con the user issue (e.g., keyboard shortcuts)?
Behavior Clues
How does the appearance change to give the user a clue about its behavior (e.g., color, shape, size)?
How do you let users know something is about to happen (e.g., labels, instructions)?
Error Messages
How do you prevent errors? (e.g., gray out a button)
Is an error happens, how does the user know what happened and how to recover?
System Feedback
What sort of feedback should the user get when they take some action (e.g., confirmation message)?
How fast should the feedback be?
Content Strategy
The planning, development, and management of content - written or in other media.
Information Architecture
The structural design of shared information environments; the art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability.
Card Sorting
1. Gather all information as a card
2. Categorize
3. Confirm Labels
Usability Testing
A technique used in user-centered interaction design to evaluate a product by testing it on users.
Summary (생략)
출처
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.
(UX Basic) The UX Process (0) | 2017.12.29 |
---|---|
(UX Basic) Roles in User Experience (0) | 2017.12.28 |
(Design Basic) The Fundamental Gestalt Principles - Understanding Perception (0) | 2017.12.25 |
(Design Basic) Color (0) | 2017.12.25 |
(Design Basic) Typography (0) | 2017.12.25 |