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Topic 3: Getting Started with UX

  • UX (User Experience) defined as the overall experience users have with a product or service.

  • Focus: More than aesthetics; emphasizes usability, enjoyment, and meeting user needs.

3.1 What is UX?

  • Encompasses all aspects of user interaction with a product:

    • Usability: Measurement of how easy and efficient the product is to use.

    • Accessibility: Consideration of how well the product accommodates users with disabilities.

    • Aesthetics: The visual appeal and overall design of the product.

    • Engagement: The level of interest and enjoyment during product use.

3.2 Historical Overview of the User Experience Domain

  • Evolution of UX over the last several decades:

    • 1950s: Birth of Human-Computer Interaction (HCI); visionaries like J.C.R. Licklider sought to enhance user-tech collaboration.

    • 1980s: Rise of personal computers and graphical interfaces, introducing components like menus and mouse usage.

    • 1990s: Expanding web presence necessitated intuitive designs, development of usability testing, and web standards.

    • 2000s: Growth of mobile devices targeted new design principles focusing on small screens and touch interactions.

    • 2010s: Emphasis on user-centric design principles supported by data-driven insights; UX established as a critical design discipline.

3.3 The UX Design Process

  • Iterative and user-focused methodology:

    • Empathize: Research to understand user needs and motivations.

    • Define: Articulate the key problem and goals of the design project.

    • Ideate: Brainstorm multiple creative solutions and possibilities.

    • Prototype: Create low-fidelity models to refine concepts.

    • Test: Engage with real users for usability testing to get feedback and improve the design.

4: User Research and Analysis

  • Essential for grasping user needs and challenges:

    • User Interviews: Conduct one-on-one sessions for qualitative feedback.

    • Usability Testing: Observe how users interact with the product to highlight usability challenges.

    • Surveys: Use questionnaires for quantitative insights from larger user groups.

5: Information Architecture and Interaction Design

  • Essential for navigation and interaction:

    • Sitemaps: Visual layouts of content structure.

    • Wireframes: Basic sketches of layout and info flow.

    • Prototypes: Interactive demos for testing design choices.

    • User Flows: Diagrams illustrating user tasks within the product.

6: Visual Design and Prototyping

  • Components of visual appeal and mockup development:

    • Visual Aesthetics: Design elements like typography, color palettes, and images.

    • Interactive Prototypes: Mockups that simulate the product experience for testing.

7: Usability Testing and Iteration

  • Critical feedback stage in the design process:

    • Qualitative Data: Insights from user observations and feedback.

    • Quantitative Data: Metrics such as task completion times and user satisfaction rates.

8: Common Terms in UX

  1. A/B Testing: Method to compare two design versions and identify the more effective one, varying only one element for accuracy.

  2. Beta Testing: Launching an unfinished product to a select user group to gather real-world performance feedback.

  3. Card Sorting: Technique to assess how users categorize information.

  4. Eye Tracking: Method for tracking visual attention on a website to discern design effectiveness.

  5. Gestalt Principles: Design rules explaining how users perceive grouped elements (e.g., proximity law).

  6. Usability: How effectively users can achieve goals with a product.

  7. Effectiveness: Degree to which goals are met (yes/no metrics).

  8. Efficiency: Assessment of cost vs results, factoring in user efforts.

  9. Satisfaction: Measure of how well a product meets physical, cognitive, and emotional user needs.

9: The KANO Model

  • Model illustrating customer satisfaction evolution:

    • Classifies product attributes into:

      • Threshold (must-be or basic features)

      • Performance (one-dimensional features)

      • Excitement (delightful features)

      • Rejection (reverse attributes)

10: The Tree Metaphor

  • Crown: User Experience - Differentiation and enthusiasm.

  • Trunk: Usability - Critical for utility.

  • Roots: Ergonomics - Essential for preventing long-term issues.