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Understanding User Experience Design

The document outlines the definition and components of User Experience (UX), emphasizing the importance of usability, usefulness, emotional impact, and meaningfulness in creating a fulfilling user interaction. It discusses various types of interactions, including localized, activity-based, and system-spanning interactions, as well as the UX design lifecycle and its activities. Additionally, it highlights the significance of context and ecology in shaping user experiences and the need for a structured process in UX design.

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0% found this document useful (0 votes)
118 views106 pages

Understanding User Experience Design

The document outlines the definition and components of User Experience (UX), emphasizing the importance of usability, usefulness, emotional impact, and meaningfulness in creating a fulfilling user interaction. It discusses various types of interactions, including localized, activity-based, and system-spanning interactions, as well as the UX design lifecycle and its activities. Additionally, it highlights the significance of context and ecology in shaping user experiences and the need for a structured process in UX design.

Uploaded by

DOPE TECH
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

UX Design

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Definition of UX
• User experience is the totality of the effects felt by the user before,
during, and after interaction with a product or system in an ecology
• Job of UX designers is to design that interaction to create a user
experience that is productive, fulfilling, satisfying, and even joyful.
• Key characteristics of a user experience reflected in the definition
above are:
1. It is a result of interaction, whether direct or indirect.
2. It is about the totality of the effects.
3. It is felt internally by a user.
4. It includes usage context and ecology

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Interaction, direct or indirect
• Interaction between a human and a designed artifact can be direct
(e.g., operating on a device and getting feedback) or indirect (e.g.,
feeling the effect of seeing and thinking about an artifact).

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Totality of effects
• That totality of effects of interaction includes:
1. The influence of usability, usefulness, and emotional impact during physical
interaction.
2. The full unfolding of effects over time

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• As an example of effects felt over time, consider a potential user
researching a product or system, seeing advertising and reviews, and
anticipating ownership.
• Once the product is bought, the effects include product packaging
and the “out of the box” experience; seeing, touching, and thinking
about the product; admiring the product, using it, and retaining and
savoring (or not) the pleasure of usage.
• the user experience can include the individual’s feeling about the
company that produced the product or system and its reputation and
branding, as well as the pride of ownership and how the product has
acquired meaning in the user’s lifestyle

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


User experience is felt internally by the user
• Clearly, it is the user who has the experience. Therefore, user
experiences from interaction under the same conditions can vary
across individual users.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Context and ecology are crucial to user
experience
• An ecology is the complete usage context including all parts of the
world the user comes in contact with related to the interaction.
• The user can be part of multiple ecologies (e.g., work versus home).
Within an ecology, there could be multiple specific usage contexts
(e.g., stressful work conditions or pleasurable play conditions). And
each such context affects the user experience

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


THE COMPONENTS OF UX
1. Usability.
2. Usefulness
3. Emotional impact
4. Meaningfulness.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Usability
• Ease of use
• User performance and productivity
• Efficiency
• Error avoidance
• Learnability
• Retainability (ease of remembering)

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• As the field has focused on more glamorous parts of the user
experience, sometimes the foundational component, usability, has
been forgotten.
• the so-called flat design style popular these days looks and feels
visually attractive but lacks an important affordance that reveals
which elements on the screen are clickable and which are not.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Usefulness
• Usefulness is utility
• Usefulness is about the power and functionality of the backend
software that gives you the ability to get work (or play) done. It’s the
real underlying reason for a product or system

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Emotional Satisfaction
• Emotional impact can be experienced in many ways, including
• how users feel emotionally about an interaction including user satisfaction.
o Joy of usage
o Pleasure
o Excitement
o Fun
o Curiosity.
o Aesthetics
o Novelty.
o Surprise
o Delight
o Play

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Emotional Satisfaction
oExploration
oCoolness
oAppeal
oA sense of identity
oHappiness
oEnthusiasm
oEnticement
oEngagement
oPride of ownership
oAffinity, attractiveness, identifying with a product
o“Wow” in UX design.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Meaningfulness
• While usability, and often even emotional impact, is usually about a
single usage occurrence, meaningfulness is about how a product or
artifact becomes meaningful in the life of a user
• A personal relationship that develops and endures over time between
human users and a product that has become a part of the user’s
lifestyle

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


WHAT UX IS NOT
• Not Dummy Proofing or User Friendliness
• Usability and UX are not dummy proofing or idiot proofing
• Users are not looking for amiability; they need an efficient, effective, safe, and
maybe aesthetic and fun tool that helps them reach their goals.
• Not Just About Dressing Things Up in a Pretty Skin
• Design is the fundamental soul of a man-made creation that ends up
expressing itself in successive outer layers of the product or service –Steve
• Kolko : “Design doesn’t just make things beautiful, it makes them work”
• UX design as a “spread-on” layer -after the product is developed, you can
spread this nice thin layer of UX all over the top of it
• Not Just a Diagnostic View
• usually at the end of the project, at which time they were expected to
perform “usability testing.” This led many to think of “doing usability” as
equivalent to usability testing
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Example: The Black & Decker Snakelight

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


KINDS OF INTERACTION AND UX
• Not all interaction is for a particular task between a user and a GUI for
something like adding an item to a calendar
• Some interactions continue through lots of different states in time
and space and through different environments.
• different kinds of interaction that we can correlate with different
kinds of user experiences.
1. Localized interaction.
2. Activity-based interaction.
3. System-spanning interaction

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Localized interaction
• Localized interaction is localized with respect to both time and
system.
• It is simple interaction with a single “product,” one device in the
user’s ecology surrounding the user.
• It’s task-oriented, bounded, and limited, and it occurs in a very short
time within one interaction environment and with one single goal
• using your laptop to check your email or using an ATM to make a
withdrawal of cash.
• Therefore, design is focused on interaction.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Activity-Based Interaction
• Norman introduced activity-based design as a way to describe
interactions that go beyond simple tasks.
• An activity is one or more task thread(s), a set of (or possibly
sequences of) multiple, overlapping, and related tasks.
• It can involve:
1. Interaction with one device to do a set of related tasks.
2. Interaction across devices in the user’s ecology.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Interaction with one device to do a set of
related tasks.
• Interaction with one device to do a set of related tasks.
• searching for a compact digital camera online. You might follow links to
reviews, decide on one, and put it in the “cart” and then follow links to
other, similar products. You can also follow other links to accessories you
might want (e.g., SD memory card, camera case, wrist strap, USB cable for
downloading), and so on.
• Even though this involves multiple different tasks, users think of it as doing
one activity.
• Norman describes “mobile phones that combine appointment books,
diaries, and calendars, note-taking facilities, text messaging, and cameras”
as devices to support communication activities.
• This one single device integrates several tasks:

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


System-Spanning Interaction
• Interaction across devices in the user’s ecology.
• System-spanning interaction is a kind of activity-based interaction,
often involving multiple parties in multiple work/play roles, multiple
devices, and multiple locations

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Example: Power Lines Are Down Here is an example of a transaction
with a relatively simple goal of getting electric power service restored
to a user who finds the power is out in his house

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• you can see an ecology involved in one user activity that includes the
user as customer, the power company, its customer service, customer
accounts, the power company’s central database, a work order
queue, a work order, power company field technicians, and the power
lines. The ecology of this activity also includes the telephone system,
the neighbor on his phone, a text message, the technician’s portable
tablet, the technician’s crew, and a fleet of power company trucks

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Dagstuhl Framework of Interaction and
UX
• Participants in the Dagstuhl seminar have modeled the kinds of UX in
terms of the scope of time.
• Starting with the earliest, they feature:
1. Before usage: Anticipated UX.
2. During usage: Momentary UX, one-off encounters.
3. After usage: Episodic UX, now and then periods of usage
interspersed with nonusage.
4. Over time: Cumulative UX, views of a system as a whole after
having used it for a while

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• These different kinds of UX, depending on time spans, overlap and
confirm our definition of the totality of effects
• Anticipated UX includes feelings engendered by researching a
product, reading reviews, and so on.
• Their momentary, episodic, and cumulative UX intersect in various
ways with our localized, activity-based, system-spanning, and long-
term interaction.
• Their cumulative UX placed importance on user opinions of systems
that they use frequently, such as a laptop, desktop PC, an operating
system, or a word processor.
• Our long-term interaction overlaps and extends beyond their
cumulative UX.
• If the cumulative UX is positive, we call it meaningfulness

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• UX design, usually represented as a prototype.
• These designs will be realized in software by developers, software
engineers, and programmers, using a corresponding software
engineering lifecycle

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


What Do You Get by Having a Process?
• Process is a guiding structure.
• helps both novices and experts deal with the complex details of a project.
• systematic approach
• Process offers reliability and consistency
• offers a way to use basically the same approach from project to project and
from one team member to another
• Process provides scaffolding for learning.
• provides a fabric on which you can build a knowledge base of what you have
learned, applying organizational memory from similar previous efforts to
incorporate lessons learned in the past
• Process provides a shared conception of what you are doing.
• A documented process lets everyone know how a product or system
(software plus UX) is being developed.
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
THE BASIC PROCESS COMPONENTS FOR UX
• UX Design Lifecycle
• UX Lifecycle Activities
• UX Design Lifecycle Process
• The Wheel: A Model of the UX Lifecycle
• Lifecycle Subactivities
• UX Methods
• UX Techniques

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


UX Design Lifecycle
• It’s a cycle of the life of a UX design, from inception to deployment
and beyond.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


UX Lifecycle Activities
• Lifecycle activities are the high-level things you do during a lifecycle
oUnderstand Needs (of users)
oDesign Solutions
oPrototype Candidates (for promising designs)
oEvaluate UX

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


UX Design Lifecycle Process
• A UX lifecycle process is a
representation of how you put
the lifecycle activities together
in a sequence over time and
how the lifecycle activities
connected in the flow of the
process, usually represented in
the form of a flow chart
diagram

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Wheel: A Model of the UX Lifecycle
• If we expand this abstract cycle a bit to include feedback and
iteration, we get a kind of UX lifecycle template, which we call “the
Wheel.”
• it goes around in circles, and with each rotation it brings you closer to
your destination.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Lifecycle Subactivities
• Lifecycle subactivities are the things you do during a single lifecycle
activity
• Example: subactivities for the Understand Needs lifecycle activity
include
 Data elicitation
 Data analysis
 Data modelling
 Requirements extraction.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


UX Methods
• a method is a way one can carry out the whole or part of a given
lifecycle activity or subactivity.
• An example of a method for the Understand Needs lifecycle activity is
Usage Research

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


UX Techniques
• a UX technique is a specific detailed practice you can use to perform a
step within an activity, subactivity, or method
• Examples of UX techniques for the data elicitation activity within the
usage research UX method are
 User interviews
 Observation of users at work

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


A Hierarchy of Terms
• Process, or UX lifecycle process.
• UX lifecycle activities and subactivities.
• UX methods.
• UX techniques

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
• Waterfall life cycle - One of the earliest formal software engineering
lifecycle processes; an ordered linear sequence of lifecycle activities,
each of which flowed into the next like a set of cascading tiers of a
waterfall.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


THE FUNDAMENTAL UX LIFECYCLE ACTIVITIES
 Understand Needs- to understand users, work practice, usage, the
subject-matter domain, and, ultimately, needs for the design.
 Design Solutions, to create designs as solutions.
 Prototype Candidates (of promising solutions) to realize and envision
promising design candidates.
 Evaluate UX, to verify and refine designs with respect to the user
experience they afford.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Understand Needs UX Lifecycle Activity
• The Understand Needs lifecycle activity is used to understand the
business domain, users, work practice, usage, and the overall subject-
matter domain.
• The most popular method is some variation of usage research

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Understand Needs UX Lifecycle Activity
• Data elicitation: Interview and observe users at work and gather data
about work practice, users, usage, and needs.
• Data analysis : Distill and organize usage research data.
• Data modeling : Create representations of user characteristics,
information flow, tasks, and work environments
• Requirements extraction: Codify needs and requirements.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• The data elicitation subactivity of the
Understand Needs lifecycle activity.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Design Solutions UX Lifecycle Activity
• Generative design: Ideation and sketching to create design ideas ,
low-fidelity prototyping, and critiquing for design exploration
• Conceptual design: Creating mental models, system models,
storyboards, low fidelity prototypes of conceptual design candidates
• Intermediate design: Developing ecological, interaction, emotional
design plans for most promising candidates, creating illustrated
scenarios, wireframes, medium fidelity mockups of design
forerunners, and identifying design tradeoffs to compare design
candidates
• Design production: Specifying detailed design plans for
implementation of the emerging design choice
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
The Prototype Candidates UX Lifecycle Activi
• prototyping is a full-fledged lifecycle activity to realize and envision
promising design candidates.
• The main subactivity is to create representations of design to required
fidelity in the form of:
 Paper prototypes.
 Wireframes and wireflows.
 Click-through wireframe prototypes.
 Physical prototypes.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Prototypes are made at many different levels of fidelity,
 including low fidelity (especially paper prototypes such as printouts of
static wireframes, for design exploration and early design reviews),
 medium fidelity (such as click-through wireframe prototypes), and
 high fidelity (programmed functional prototypes), and
 “visual comps” for pixel-perfect look and feel.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Evaluate UX Lifecycle Activity
• verifying and refining the UX design to ensure we are getting the
design right.
• Subactivities and possible alternative methods for the Evaluate UX
activity to assess, verify, and refine designs might include:
 Collect evaluation data: Evaluate designs with empirical or analytic
methods to simulate or understand actual usage and produce
evaluation data.
 Analyze evaluation data (for identifying critical incidents, root
causes).
 Propose redesign solutions.
 Report results.
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
• Methods abound for doing the activities and subactivities of UX
evaluation. From lightweight and rapid to thorough and laborious,
from full empirical studies to quick and dirty inspections, depending
on the design situation
• Inspection-An analytical evaluation method in which a UX expert
evaluates an interaction design by looking at it or trying it out,
sometimes in the context of a set of abstracted design guidelines.
Expert evaluators are both participant surrogates and observers,
asking themselves questions about what would cause users problems
and giving an expert opinion predicting UX problems

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


UX DESIGN TECHNIQUES AS LIFE SKILLS
• Observation • Brainstorming
• Abstraction • Sketching
• Note taking • Framing and Reframing
• Data organization • Reasoning and Deduction
• Modeling • Prototyping and Envisioning
• Storytelling • Critical Thinking
• Immersion • Iteration

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Observation
• Observation is the practice of witnessing an ongoing activity with the
objective of understanding underlying phenomenon.
• Things to look for include exceptions, surprises, generalities, patterns,
workflows, sequencing, what works and what doesn’t, problems and
barriers, and how people react to problems (or if they do).
• Observation provides the inputs for reasoning and deduction, but the
ability to observe effectively can be elusive.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Abstraction
• Abstraction is the practice of removing detail irrelevant to a given
objective.
• The result is a clearer picture of what is important without the
distraction of extraneous matter.
• Abstraction also entails the ability to generalize from an example.
• You have to be able to comprehend and extract the essence of a
particular observed incident or phenomenon as an instance of a more
general case or principle

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• User A: I would like to have a fan in the kitchen to clear any cooking
smells.
• User B: I like to open my windows to the study and let in fresh air.
• User C: I do a lot of gluing in my workshop and need to have large
windows and doors so the chemical smells don’t overwhelm me.

• All these specific instances can be abstracted under a generic idea of


ventilation for the house that will lead to a design that solves all the
individual problems in the list

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Note taking
• Note taking is the practice of efficiently capturing descriptions of
observations.
• It includes a set of techniques for qualitative data collection.
• Techniques for note taking include making hand written notes, typing notes
on a laptop, recording the essence on audio, or recording on video.
• To be efficient, you must apply abstraction during note taking to capture
the essential points while keeping the verbiage to a minimum.
• Notes can include sketches and/or models, analogies, or any other
descriptive mechanism, bringing additional techniques into the mix.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Data organization
• Data organization is the practice of sorting data by category to make raw data
understandable.
• Techniques for data organization include:
 Card sorting.
 Affinity diagrams.
 Mind-mapping: “A mind map is a diagram used to visually organize information. A
mind map is often created around a single concept, drawn as an image in the
center of a blank landscape page, to which associated representations of ideas
such as images, words and parts of words are added. Major ideas are connected
directly to the central concept, and other ideas branch out from those.”
 Concept mapping: “A concept map or conceptual diagram is a diagram that
depicts suggested relationships between concepts. It is a graphical tool that
instructional designers, engineers, technical writers, and others use to organize
and structure knowledge.”
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Modeling
• practice of representing complex and abstract phenomenon along
particular dimensions to simplify and aid understanding.
• way to explain or categorize aspects of the problem space.
• specific kind of abstraction, usually to identify and represent objects,
relationships, actions, operations, variables, and dependencies.
• Modeling is a way to organize and present information for deeper
understanding.
• It’s a way to draw generalizations and relationships from raw data.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Storytelling
• Storytelling is the practice of using narrative to explain aspects of a
phenomenon or design with the objective of immersing the audience
in the phenomenon.
• Storytelling is a technique often used in the field of advertising.
• It can be more compelling to tell stories of people who use a product
and who get pleasure and/or utility from it in their lives, than just to
list advantages of the product.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Immersion
• Immersion is a form of deep thought and analysis of the problem at
hand—to “live” within the context of a problem and to make
connections among the different aspects of it.
• Immersion is about surrounding yourself in your UX work area with
the artifacts of creative design (posters, notes, sketches, photos,
diagrams, quotations, goal statements) as in a war room.
• You close yourself off from outside distractions and everything you
see acts as a kind of cognitive scaffolding and a catalyst that helps
spawn design ideas

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Brainstorming
• Brainstorming is the practice of interactive group discussion for exploring
different ideas, problems, and solutions:
 Must be done as a group activity. Each person’s inputs and discussion
stimulates, triggers thoughts, and inspires the others.
 Is a major skill in the Design Solutions lifecycle activity to highlight different
perspectives and generate different framings of a phenomenon or a
problem.
 Can be used in the Evaluate UX lifecycle activity to create solutions to
identified UX problems.
 Can be used in any situation where the problem is open ended. For
example, who are potential users of this system? Where can we find
participants for evaluation?

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Sketching
• Sketching in UX is the practice of drawing simple pictures and
diagrams depicting the essence of problems and solutions.
• It is a way to externalize analysis and exploration of objects, their
relationships, and an emerging understanding of the problems and
solutions.
• it is not about art or aesthetics. It’s about communication of ideas
• A sketch is a kind of prototype. It uses an abstract representation,
highlighting the salient features to aid visualization.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Framing and reframing
• Framing and reframing comprise the practice of posing a problem
within a particular perspective.
• Framing builds a perspective that structures the problem and
highlights the aspects you will explore.
• A framing is a pattern or a particular theme from which we view
everything as we are in the process of finding solutions.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Reasoning and Deduction
• Reasoning and deduction is a long-standing practice of applying logic
to process observed facts, fit them together, and arrive at a logical
conclusion.
• The observations are the predicates of the logic and the conclusions
are deductions.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prototyping and Envisioning
• Prototyping is the practice of producing or building a model or
mockup of a design that can be manipulated and used at some level
to manifest or simulate a user experience, which can be evaluated

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Critical thinking
• Critical thinking is the practice of “objective analysis of facts to form a
judgment. The subject is complex, and there are several different
definitions which generally include the rational, skeptical, unbiased
analysis or evaluation of factual evidence.”
• Critical thinking is the essential core of UX evaluation for testing,
reviewing, diagnosing, verifying, or validating a candidate design
solution.
• This kind of evaluation requires skills for observation, abstraction,
data collection, note taking, and reasoning and deduction, plus the
ability to make judgements, rankings, and ratings.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Iteration
• Iteration is the practice of repeating a cycle of analysis, design,
prototyping, and evaluation to refine an understanding of a concept
or to improve a design as a problem solution.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• When used in UX design or as life skills, these techniques are usually
combined within methods.
• For example, a police detective must combine skills to solve crimes,
including observation, note taking, storytelling, immersion,
brainstorming, sketching, framing, and reasoning and deduction

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


CHOOSING UX PROCESSES,
METHODS, AND TECHNIQUES

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The UX Lifecycle Process Choice
• The UX lifecycle process choice is made at the highest level.
• The way things have worked out in the world has had a large
influence on that choice.
• The software engineering (SE) world has adopted an agile lifecycle
process almost universally
• an agile UX process is one in which you manage change during the
process by delivering UX designs in small chunks.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Agile Lifecycle Process A small-scope lifecycle process (UX or SE) in
which all lifecycle activities are performed for one feature of the
product or system, and then the lifecycle is repeated for the next
feature.
• An agile process is driven by needs formulated as user stories of
capabilities instead of abstract system requirements
• and is characterized by small and fast deliveries of releases to get
early usage-based feedback

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


The Idea of Appropriating Methods and Technique

• Design situations: Dependencies that govern lifecycle activity,


method, and technique choices
• describe a design situation as the circumstances under which a design
method will be applied and appropriated
• “Design situation” includes the target product or system and the
project and all of its context, including the type of product or system,
the client, the users, the market, the subject-matter domain and its
complexity plus the designer’s familiarity with it, and the project team
and their capabilities, skills, and experience.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Choosing methods and techniques
• Early method and technique choices constrain later ones.
• Earlier choices of methods and techniques can constrain later choices
by suggesting, eliminating, or dictating appropriate methods and
techniques for subsequent choices.
• For example, methods and techniques used for data analysis in a
given situation will depend on what kind of data you have, and how
the data were collected.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Mapping project parameters to lifecycle
activity, method, and technique choices

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
6D UX PROCESS

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


6D Process
• It is a structured set of activities that the designer needs to follow during
the process of design.
• The Steps in the 6D process help identify user needs, their expectations
and their pain points and thereby come up with solutions that fit their
needs.
• These facts helps us create a product which gives the best experience to
the user.
• The 6D model is distributed in three major spaces -
• 1- Design Strategy Space
• 2- Design solution space
• 3- Design delivery space
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
• Design Strategy Space
• The design strategy space dwells into the strategy of the digital
product and helps to determine the what, how and why of the
product.
• The design strategy phase helps in defining the exact problem for
which the digital product and strategy may be the solution.
• The design strategy helps to define the usefulness and effectiveness,
the constraints that the design strategy may have like technology and
business and the end goal that the product aims to achieve.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Design Solution Space
• The design solution space aims to promote the strategy decided in
the earlier phase through defining the exact solution that will work
for the design problem
• Design Delivery Space
• The design delivery space helps in implementing the design solution
through visual design.
• The design delivery takes into consideration the different technology
platforms the solutions needs to be created on, the different
resolution and screen sizes for the digital product.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Discover
• Discover the design problem and the scope of the digital product that
needs to be solved through design.
• To incorporate business goals and technology constraints in the design
problem.
• Includes-
• Blueprint Analysis
• Stakeholder Interview
• Metric Analysis
• User Research
• Competitive Analysis

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Define
• Define the design problem using mental models.
• Define the context of the user.
• Includes-
• User Profile
• User Persona
• User Need
• User Scenario
• Task Analysis
• Story Board

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Dream
• Create design differentiators that can be used as a user retention
strategy.
• Enable solutions like gamification and features that create return
users
• Includes-
• Ideation Workshops
• Customer Journey Map
• Design Thinking

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Design
• Create the interaction design of the digital product
• Create efficiencies in the digital processes
• Create usefulness, effectiveness and learnability of the digital product
• Digital product to have characteristics of simplicity and remember the
ability
• Includes-
• Prototype
• Information Architecture
• Wireframes

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Develop
• Create visual designs that are clear, concise and consistent.
• Each call to action, content and screens of the digital product to be
user-friendly and legible.
• Includes-
• Sketches
• Content Mapping
• Visual Design

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Deliver
• Create design documentation for the engineers and product
managers to code the digital product
• Includes-
• Design Delivery Tools

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Agile Lifecycle Process
• An agile lifecycle process (UX or SE) is small-scope approach in which
all lifecycle activities are performed for one feature of the product or
system and then the lifecycle is repeated for the next feature.
• In the waterfall process, you do each lifecycle activity for the entire
product or system. In an agile lifecycle process, you do all the lifecycle
activities for one feature of the product or system and then repeat
the lifecycle for the next feature.
• Agile processes are generally fast, very iterative, and responsive to
change.
• “agile” means nimble or responsive to change.
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Agile Lifecycle Process
• Agile processes address:
• Prerequisite 1 (In a successful project, the scope needs to be small so the
time it takes to deliver a release is limited) by delivering the first chunk
relatively quickly because it takes less time to implement.
• Prerequisite 2 (In a successful project, the gap between reality (true
requirements) and the designer’s understanding of the same needs to
remain small)
• Prerequisite 3 (Feedback from actual usage is the only way to know real
requirements) by delivering a small chunk that customers can use, thereby
bridging the gap between perceived needs and real needs.
• Prerequisite 4 (In a successful project, feedback about requirements must
be communicated effectively) by:
• Formulating the needs as user stories of capabilities instead of abstract system
requirements.
• Making the stories about small manageable features instead of the whole system.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Funnel Model of Agile UX
• the funnel model of agile UX, a way of envisioning UX design activities
before syncing with agile SE sprints (for overall conceptual design in
the early funnel) and after syncing with SE (for individual feature
design in the late funnel).

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Funnel Model of Agile UX
• The funnel model of agile UX has two major parts: the early funnel on
the left and the late funnel on the right
• The vertical dimension of the diagram is scope. A larger funnel
diameter (taller in the vertical dimension) at any point on the funnel
represents a larger scope
• And a small diameter means smaller scope at that point
• the scope of the early funnel is larger than the scope of the late
funnel

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Funnel Model of Agile UX
Speed and rigor in the funnel model
• The horizontal dimension of the diagram is time, representing how
long activities in the funnel take to play out
• The stripes or segments depicted on the funnel visually represent
iterations or sprints and the length of a segment represents the
duration in time of that sprint and, by implication, the speed of
methods and techniques that have to be used in a given iteration.
• Longer sprints usually correspond with higher rigor, which will need
methods and techniques that are more thorough and meticulous for
that iteration
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
• The late funnel, or the “spout” on the right side, is where the agile UX
and agile SE processes are working in synchronism.
• Here, the goal of both the UX and SE sides is typically described in
terms of small chunks within a small scope (represented by the small
diameter of the funnel spout) delivered within a relatively small time
increment (narrow sprint duration stripe).
• The UX team provides a design chunk, which the SE team implements
along with its design of the corresponding functionality in a sequence
of sprints

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki
Funnel Model of Agile UX
Early Funnel Activities
• An overview, a skeleton on which to put the features.
• A solid coherent conceptual design to guide the design for the
features.
• An initial top-down design.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Example: Developing a New Smartphone Design From Scratch
• Suppose your project is to create a brand new smartphone to compete with the current
market leaders.
• It has been decided that this entails an entirely new and innovative conceptual design—a
design that is better, and more exciting to consumers, than existing options offered in the
market.
• This case might require a significant large-scope effort in the early funnel to create a full
conceptual design, to set the overall ecology of the smartphone, and to create a cohesive
design upfront.
• It’s just not possible to design a phone operating system or a brand new consumer-facing
application without beginning with a large-scope design on the UX side.
• Beyond the point where you have established a consistent conceptual design, the
project can then adopt the usual small scope in the late funnel to deliver the UX design.
• even after the UX and SE roles end up in lockstep in the late funnel as they release
chunks of the smartphone operating system, end users may not see those chunks. This is
a case where the learn through-frequent-customer-releases method doesn’t necessarily
work because you cannot release a new smartphone to end users in chunks

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


SHIFTING PARADIGMS IN HCI AND UX
• A paradigm is a model, pattern, template, or intellectual perception
or view guiding a way of thinking and doing.
• Historically, with respect to a field of thought and work, thought of as
coming in waves over time

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


SHIFTING PARADIGMS IN HCI AND UX
• three major intellectual waves that have formed the field of HCI:
• Engineering
• Human information-processing model
• Phenomenology

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Engineering—human factors engineering and usability engineering:
To optimize the match between human and machine.
• The metaphor of interaction is about a match of human and machine.
• The engineering focus is on functionality, reliability, user
performance, and avoiding errors

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Human information-processing model and cognitive science: This
wave emphasized models of the relationship of the human mind to
computers and theories of what is happening in the human mind
during and with respect to interaction.
• It is about models of how information is sensed, accessed, and
transformed in the human mind and, in turn, how those models
reflect requirements for the computer side of the information
processing.
• The metaphor of interaction is “human minds are like information
processors.”

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki


• Phenomenology: This wave focuses on the experiential quality of
interaction.
• It is about social and cultural aspects of interaction, interaction
involving our whole bodies and spirits.
• The metaphor of interaction is about making meaning and how users
experience meaning within an artifact and its use.

Prof. Jincy Kuriakose, Dept. of IT, GEC Idukki

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