├── .gitattributes
├── README.md
├── UMI-Intro-to-User-Experience
├── Course-Documents
│ ├── Interview-Matt-Martin.txt
│ ├── L01-What-Is-User-Experience.pdf
│ ├── L02-The-UX-Process.pdf
│ ├── L03-Components-of-UX.pdf
│ ├── L04-Basic-Methods-of-UX-Research.pdf
│ ├── L05-User-Testing-Part-01.pdf
│ ├── L06-User-Testing-Part-02.pdf
│ ├── L07-User-Testing-Part-03.pdf
│ ├── L08-UX-Design-Overview.pdf
│ ├── L09-Prototypes.pdf
│ ├── L10-Sketching.pdf
│ ├── L11-A-Brief-Incomplete-History-of-UX.pdf
│ └── L12-Course-Summary.pdf
└── Notes.md
├── UMI-Principles-of-Designing-for-Humans
├── Course-Documents
│ ├── L01-Visual-Perception-Part-1.pdf
│ ├── L02-Visual-Perception-Part-2.pdf
│ ├── L03-Memory-Part-1.pdf
│ ├── L04-Memory-Part-2.pdf
│ ├── L05-Seven-Stages-of-Action.pdf
│ ├── L06-Gulfs-of-Execution-and-Evaluation.pdf
│ ├── L07-Design-Principles.pdf
│ ├── L08-Heuristics-for-Design.pdf
│ ├── L09-Heuristic1-Visibility-of-System-Status.pdf
│ ├── L10-Heuristic2-Match-Between-System-and-Real-World.pdf
│ ├── L11-Heuristic3-User-Control-and-Freedom.pdf
│ ├── L12-Heuristic4-Consistency-and-Standards.pdf
│ ├── L13-Heuristic5-Error-Prevention.pdf
│ ├── L14-Heuristic6-Recognition-Over-Recall.pdf
│ ├── L15-Heuristic7-Flexibility-and-Efficiency-of-Use.pdf
│ ├── L16-Heuristic8-Aesthetic-and-Minimalist-Design.pdf
│ ├── L17-Heuristic9-Error-Recovery.pdf
│ ├── L18-Heuristic10-Help-and-Documentation.pdf
│ ├── L19-Heuristic-Evaluation.pdf
│ └── L20-Course-Wrap-up.pdf
└── Notes.md
├── UMI-UX-Design-From-Concept-to-Wireframe
├── Course-Documents
│ ├── L01-What-is-Design.pdf
│ ├── L02-Design-Process-An-Overview.pdf
│ ├── L03-Framing-Design-Problems.pdf
│ ├── L04-Formative-Research.pdf
│ ├── L05-Introduction-to-Ideation.pdf
│ ├── L06-Sketching.pdf
│ ├── L07-Brainstorming.pdf
│ ├── L08-Personas.pdf
│ ├── L09-Scenarios.pdf
│ ├── L10-Storyboards.pdf
│ ├── L11-Design-Rationale.pdf
│ ├── design-customer-experience-process.png
│ ├── design-in-nutshell.png
│ ├── design-thinking-101.png
│ ├── design-thinking-process.jpeg
│ ├── general-product-design-process.png
│ └── sketching-vs-prototype.png
└── Notes.md
├── UMI-UX-Design-From-Wireframe-to-Prototype
├── Course-Documents
│ ├── L01-Course-Introduction.pdf
│ ├── L02-Elements-of-User-Interaction-Data-Input.pdf
│ ├── L03-Elements-of-User-Interaction-Output-State-Mode.pdf
│ ├── L04-Introduction-to-Prototyping.pdf
│ └── L05-Wireframes.pdf
└── Notes.md
├── UMI-Understanding-User-Needs
├── Course-Documents
│ ├── L01-Introduction-to-User-Needs-Assessment.pdf
│ ├── L02-Overview-of-Qualitative-Research.pdf
│ ├── L03-User-Needs-Assessment-Mini-Project.pdf
│ ├── L04-Semi-Structured-Interviews.pdf
│ ├── L05-Components-of-an-Interview-Protocol.pdf
│ ├── L06-Good-Practices-for-Interview-Protocols.pdf
│ ├── L07-Tips-For-Interviewing.pdf
│ ├── L08-Observing-Users.pdf
│ ├── L09-Extracting-Data-From-Interview.pdf
│ ├── L10-Analyzing-Qualitative-Data.pdf
│ ├── L11-Affinity-Walls.pdf
│ ├── L12-Variations-on-User-Needs-Assessments.pdf
│ └── L13-Conclusion.pdf
└── Notes.md
├── Udemy-DESIGN-RULES
└── Notes.md
├── Udemy-UX-Design-Fundamentals
└── Notes.md
├── Udemy-UX-Web-Design-Master-Course
└── Notes.md
├── assets
├── CIRCLES-method-product-design-framework.png
├── How-To-Write-A-Good-PRD.pdf
├── IDF-Achievements-Templates.pdf
├── Product-Vision-Workshop-Template.pdf
├── UX-Laws-infographic.png
├── ask-right-questions.png
├── dschool_bootleg_deck_2018_final_sm.pdf
├── facebook-pm-interview-cheat-sheet.jpg
├── highlight-important-data.png
├── product-manager-cheat-sheet.jpg
├── the-basics-of-ux-design.pdf
└── three-legged-stool.png
└── cm-docs
└── template.md
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1 | Hi, I'm here today with Matt Martin, experienced architect at Ithaka.
2 | And we're gonna talk about user experience and the user experience field,
3 | with a focus on user experience design, and
4 | what designers contribute to the field of user experience.
5 | So, welcome, and thank you very much for being here.
6 | >> Thank you.
7 | >> So, tell me a little bit about what you're doing at Ithaca right now.
8 | >> Okay.
9 | So, I work on a team with software engineers, quality insurance engineers,
10 | a product manager, and a visual designer, and then myself.
11 | And what I try to do is I setup enough strategy, enough design work
12 | collaboratively with my team, to kinda get that work ready for development.
13 | So, I would say I spent half of my days in meetings, and
14 | half of my days doing design, and it's very collaborative.
15 | So, there is gonna be some times where I'm heads down work doing some designs, or
16 | doing some research.
17 | But then there'll be a lot of times where I'm brainstorming strategy with
18 | my product manager, or working with a user
19 | researcher to make sure that we're gonna set up the right type of user testing.
20 | And then my visual designer, who I collaborate a lot with, is in New York.
21 | So, we'll sometimes do some screen sharing,
22 | where we'll collaborate on a design.
23 | Or I'll just start sketching on a whiteboard, and I'll take pictures of it,
24 | and send it to her.
25 | And say okay, I just created this really quickly.
26 | Can you bring back something to me?
27 | And then we'll kind of collaborate that way.
28 | So, it's like, we have these pods of teams that, like I said, are blinded.
29 | And then some other times, I'll meet with whole UX department.
30 | The other designers, to find out, hey, what are you working on?
31 | And how is it going to influence what I'm doing?
32 | Sometimes I'm doing parts of the site.
33 | Or some of our products that do touch each other.
34 | And sometimes, I'm kinda on my own.
35 | Or it's a product that's not touching other things.
36 | So.
37 | >> Could you give us an example of maybe a project that you've worked on,
38 | and try and take us through how it started, and how it progressed through
39 | the different stages until it became however it ended up?
40 | >> Okay.
41 | So, we needed to do a redesign of the strategy in research, arm of ethical.
42 | So, they had a website that was aging but
43 | not only that, their business model and some of the programs are changed.
44 | So, we needed to do a refresh on the website to kind represent
45 | that new program that they were trying to focus on, and also,
46 | to do a better job of having that website reflect their business objectives.
47 | So. >> Could you maybe just say real
48 | quick what the strategy and research?
49 | >> Yes. >> The strategy and research.
50 | Well, who are the users, and what are they trying to do with this website?
51 | >> So primarily, what the strategy and
52 | research arm does is they work with libraries and higher education,
53 | and they deal with the administrators and librarians to basically get
54 | technology and libraries kinda ready for the future.
55 | >> Okay. >> How does technology influence that?
56 | And one of their programs that they started to promote, and
57 | that started new just last year is called Educational Transformation, which is how
58 | about how is education being transformed, and how can institutions go along with it?
59 | So they do a lot of consulting.
60 | >> Okay.
61 | >> They write a lot of papers, case studies, reports, issue briefs.
62 | And librarians try to get all of that research, cuz they give it away for free.
63 | >> Okay.
64 | In the hopes to sell some of their products, they do survey,
65 | they do site consulting and stuff like that.
66 | >> I see.
67 | >> So, what was happening was is the website was, had a lot of information
68 | there, and have all reports, but wasn't as easy to go from one report to another, and
69 | there wasn't really a way for the products and the reports to kinda intermingle.
70 | >> Okay. >> And so,
71 | it was our goal to figure out, okay, where is the business going?
72 | How is the site working and not working?
73 | And how can we make it work better?
74 | So, what I did was is I interviewed all the directors, and
75 | all the program directors, and the marketing directing there at the S+R,
76 | was what it was called- >> Okay.
77 | >> Ithaka S+R.
78 | >> Okay.
79 | >> Strategy and research, and
80 | I did that with the user researcher, our product manager, and an engineer.
81 | >> Mm-hm.
82 | >> So, while we were doing that, we were taking notes.
83 | And trying to figure out, okay, so this is how they look at their business.
84 | This is how they look at their user.
85 | So, we had a pretty good idea of what to do next.
86 | And next was, let's find out what we're dealing with, and
87 | did the content inventory of the whole site.
88 | We started to look at the analytics of the site to find out how traffic was getting
89 | there, and what was happening, why they were there, and
90 | they where the users were leaving.
91 | >> Mm-hm.
92 | >> Next.
93 | I did a comparative analysis, so I'm looking at all the different
94 | competition that they have throughout the landscape.
95 | >> Mm-hm. >> Inside their industry and
96 | outside their industry, just to see how it happens,
97 | how the branding happens, how the interaction design works.
98 | So, what people are gonna expect when they go to the site.
99 | So that we're not doing anything that's too different, or something that we
100 | can make sure falls in people's expectations when visiting the site.
101 | So once we did all that, in kind of concurrently,
102 | we had the developers starting working on a framework.
103 | So, me and the designer can start thinking ahead, and
104 | we knew that we're gonna have to feed the developers the real full site.
105 | But in the meantime, we wanted to have them just develop a slice of the site.
106 | So, a working version of every single section, but
107 | it didn't go deep with just one kind of like layer.
108 | >> So this would be software, and you are thinking of just having the different
109 | components kinda of in place, so that as you're doing the design, you
110 | could actually have framework to sort of testing out and seeing how it will work.
111 | >> Exactly.
112 | That way there was a foundation there, we can see if things were working,
113 | and we could find out early on that hey, this really doesn't work.
114 | But what we did is, once we started developing,
115 | we could see that it could scale too.
116 | So, while the developers were doing that, I went back to the stakeholders and
117 | said okay, you have a lot of categories here.
118 | You don't have much consistency on topics in the way you organize your research.
119 | So, I set up a workshop to really work on their vocabulary in taxonomy,
120 | just the raw materials of the research.
121 | So that we could develop a good information architecture of the site and
122 | do positive search.
123 | That made sense not only to them, but to the people that they're reaching out to.
124 | >> Mm-hm.
125 | >> Once we did that taxonomy exercise,
126 | we didn't put it in the site until we did a card sorting task with actual users.
127 | >> Mm-hm.
128 | >> So, what that is we put it online, all these different topics and
129 | categories, and had actual librarians come to this program or
130 | site to organize how they saw those topics and categories.
131 | Once we had that data back, then we can tell developers okay, now we figured out
132 | how this is supposed to be chugged and categorize so they can start building it.
133 | In that way, it was scalable and we were able to make sure that
134 | throughout the the whole process, we're getting some input from our users.
135 | So, once we had that slice,
136 | we were able to start filling in the rest of the site.
137 | And we, one of the things, not only did we wanna get librarians and
138 | other visitors to download their reports, but we also wanted people to sign up so
139 | that they would get news of hey, the new report is coming out.
140 | So, we experimented with different placement of where that sign up would be,
141 | and once we found the best place for it.
142 | Based on a smaller set, then it's been released.
143 | Now we've gotten I think, they're,
144 | it's gone up at least 20% as far as the last time I checked.
145 | Because that was.
146 | >> The number of sign ups has gone up by 20% since the previous version.
147 | >> Exactly.
148 | Yep. So it has been a success, and
149 | it really shows just by moving something on a page can really have a huge affect on
150 | the design.
151 | And the sign up rate was amazing.
152 | >> Well let me ask you a couple more question about that.
153 | So, there were a lot of different activities happening at the same time.
154 | >> Yes. >> You had Software development happening.
155 | A number of different research activities.
156 | What kind of things were going on with trying to figure out.
157 | You know what the site was gonna look like, how things were gonna be laid out,
158 | what was connected to.
159 | What kind of things were you doing,
160 | in parallel to kind of work out the design of this Cybertough.
161 | >> So I'm trying to break down the navigation in it to two different.
162 | I guess categories, one was the persistent navigation which is what
163 | you usually see at the top of every page.
164 | It's the global navigation, the big buckets.
165 | But what I spent a lot of time on with the stakeholders,
166 | was the contextual navigation.
167 | How is each object related to one another?
168 | So an object could be an article,
169 | another object could be an event that they're hosting.
170 | And another object could be,
171 | the person that's either writing the paper, or putting on the event.
172 | So that way, I had all these modules that could be interrelated so
173 | that when you're on a page, and you're on an article,
174 | you know who wrote it, and if there's an event coming up.
175 | And they also can point to this article relates to this product that they had,
176 | or this kind of consulting practice that they do.
177 | So that way, no matter when you're on the site,
178 | you're always going to another related event or even another related article.
179 | So you're kinda, instead of just going there, grabbing a paper and leaving,
180 | I set it up so you could explore.
181 | So you don't have to go up to the main navigation as an escape hatch, or
182 | to do the exploration.
183 | It's more in context exploration if you will.
184 | So I spent a lot of time doing that, to make sure that people were staying on
185 | the site, and learning as much as they can and.
186 | Satisfying the user's needs of getting those papers.
187 | But also, trying to help the business objective of,
188 | hey let's get these people working with us and partnering with us.
189 | Does that make sense?
190 | >> It makes sense and so were you doing this through?
191 | I'm just trying to envision like how this happens, right?
192 | So are you sketching?
193 | Are you making mark ups and a graphics program,
194 | are you building interactive versions of it, and how are you working through this?
195 | Right, It's a complicated thing you're trying to do here,
196 | with this contextual navigation.
197 | So how do you kinda go from,
198 | I think this will be a cool idea to this is the right way to do it.
199 | >> Well, I got a big piece of foam core.
200 | >> Okay. >> And I got a bunch of sticky notes.
201 | And what I did was, and the reason I put it on foam core is, I wanted to work
202 | collaboratively with one of the developers to say, okay, this is what I'm thinking.
203 | And then I also wanted to work with a stakeholder that was living in,
204 | she was either in New York at the time or the Carolinas at the time.
205 | So what we did is we put one computer on the board, and
206 | we moved sticky notes around.
207 | Like I kind of seeded it and say, hey this is how I'm envisioning it.
208 | But since she's the marketing director, she's responsible for
209 | a lot of the content, a lot of the editorial work flow.
210 | All the research goes through her, and then gets populated on the site.
211 | So she really had,
212 | she was a subject matter expert on what's happening in the organization, so.
213 | And then I've got the developer there just watching and seeing this,
214 | because he's starting to estimate how much is this development time it's gonna be.
215 | The platform we're putting it on, I think we started with a WordPress site,
216 | wanted to make sure that was feasible.
217 | So that way, because it was sticky notes, it was never set in stone, and
218 | no one thought, it's in a spreadsheet, it's locked in no, it's not locked in.
219 | Let's do a collaborative exercise where we're moving sticky notes around.
220 | That was mobile, so I could move it to a different office,
221 | I could take a picture of it and send it to other people to kinda get.
222 | >> Mobile, because you could just take the foam core and.
223 | >> Yeah. Exactly.
224 | I can move it around and then, once I had those modules and
225 | objects kind of figured out.
226 | >> Mm-hm.
227 | >> I then went into a wire framing vector based OmniGraffle.
228 | >> Okay. >> And
229 | started laying out how these things would look on a page.
230 | But also how they would interact, and how they were sewn together.
231 | >> Mm-hm.
232 | >> And once I had that, I made it a clickable prototype.
233 | Not for users.
234 | I mean, that would've been great if we had that kind of resource and timing.
235 | But we felt we did a good enough job in the strategy phase.
236 | We felt this was good, was really just to show the stakeholders hey,
237 | this is how we're now envisioning your site.
238 | So they kinda had a preview, before we got into look and feel.
239 | Cuz at the same time, our visual designer was,
240 | hired a photographer to get some shots so that it wasn't stock photography.
241 | It was something that was more in line with their brand.
242 | Cuz she also wanted to kinda re-invision the brand.
243 | So she was trying to, she was thinking about different concepts of color and
244 | how that color would work on the site without taking.
245 | Taking too attention away from the articles.
246 | So kind of like, i'm doing the interaction design,
247 | while she's kinda doing the visual and emotional design at the same time.
248 | And so, and we're collaborating to say okay this is what i'm thinking here, and
249 | she's saying "okay this is what i'm thinking here.".
250 | And then we're presenting that you know, what was really great is In previous
251 | engagements, when I wasn't inside and I was at agencies.
252 | It was, like, we saw the client every once in a while.
253 | And we'd have these big deliverable dates.
254 | Where here, we said we want to meet with you at least every other week.
255 | >> Mm-hm. >> To show you our progress.
256 | We're never going to be.
257 | These are never done states.
258 | We're not having you sign off on it.
259 | >> Okay. >> We just
260 | want to show you what we're working on.
261 | >> Mm-hm. >> And have you collaborate with us.
262 | >> Mm-hm.
263 | And I felt that was a really successful way to do it but not,
264 | I think that's a best case scenario.
265 | You don't always have these high level directors of
266 | companies >> Right.
267 | >> that you can talk to twice a week.
268 | >> Right, right.
269 | >> Or I'm sorry, every other week.
270 | >> Right, right, right.
271 | So, but that's very interesting.
272 | So you're thinking very much about creating these artifacts that will,
273 | facilitate certain types of communication, right?
274 | >> Yes. >> Communication was a subject matter
275 | expert, trying to make sure that you get it right.
276 | Communication with the stakeholder to show progress, and
277 | also thinking about what kind of communication you wanna have.
278 | So it tells like you separate out conversations about the interaction
279 | design, from conversations about the look and feel, and the typography, and
280 | the specific images, and the colors and things like that.
281 | So that you can have these, kind of focused conversations.
282 | >> That's exactly right.
283 | I'd try to make sure that I wasn't painting us in any kind of corner,
284 | and allowing the stakeholders to have their say.
285 | >> Mm-hm. But at the same time,
286 | not having people get hung up on, you know,
287 | I don't really like the font or the colors that are happening here.
288 | And they're not paying attention to the interaction design or
289 | some of the content strategy.
290 | So we really did have to divorce certain things, and present certain kinda,
291 | slowly reveal things to people so we could get the right conversation, or
292 | the right kind of feedback.
293 | >> Mm-hm.
294 | So, and sometimes a sticky note, and some crude drawings are just enough.
295 | Just to set the direction.
296 | >> To keep it focused on that particular topic right there.
297 | and not get distracted by these other things.
298 | So it sounds like this story has a happy ending.
299 | You talked about the product that sounds like was released.
300 | You have some data that it's been successful in some ways,
301 | and so congratulations on that.
302 | >> Thank you.
303 | Yes.
304 | >> Excellent.
305 | So I know that before joining Ithaca, how long have you been at Ithaca?
306 | >> Three and a half years.
307 | >> About three and a half years.
308 | But I know from talking to you previously that
309 | You've done a bunch of other things as well.
310 | So I think it would be great to just hear about
311 | what your career has been like and how you got where you are right now.
312 | >> Okay, well I guess we can go back just before I went to graduate school.
313 | I was a photographer and I was in a research hospital.
314 | And we had a lab that was half chemical processes and
315 | half digital processes cuz this was the 1900s.
316 | So 1990s we were still doing a lot with film and chemicals.
317 | But I saw that the digital mediums and computers and especially with
318 | the beginning of the internet or the web photography was changing really fast.
319 | And it was becoming more digital.
320 | That's when I decided to go to graduate school for
321 | human computer interaction at the School for Information.
322 | So while I was there during the summer I got
323 | an internship at an agency actually doing what they called usability engineering,
324 | which was user research and doing design work.
325 | And I worked with visual designers and frontend developers.
326 | This was the year 2000.
327 | So during that time the dot com bubble burst.
328 | So the internship that I was hoping was gonna lead into full time employment
329 | was gone.
330 | So once I graduated from the School of Information I
331 | went to Wayne State University to become a digital librarian.
332 | So at my time at Wayne State it was a wonderful time.
333 | Because we had a grant called the 21st Century Librarian.
334 | So we had money to do special projects and fund graduate students to do the work.
335 | And some of that work was working with the Detroit News Photo Morgue.
336 | So we had images going back from the 1800s up until about 1980 for
337 | digitizing all of those images and associating metadata with those and
338 | then bringing them online for access.
339 | The other fun project was working for the Detroit Historical Museum and
340 | looking at their toy collection, primarily toys from the early 1900s that were
341 | wind-up toys and putting those online just to show people how they work.
342 | We actually got a lot of traffic from industrial designers that saw that and
343 | kinda used that as inspiration for their work.
344 | >> Interesting.
345 | >> While I was a digital librarian I wasn't really doing too much UX work.
346 | I was mainly working with professors or different libraries or
347 | different archives and my graduate students, which was a blast.
348 | But I also really liked to do design, user experienced design.
349 | So I did some freelance for some agencies.
350 | And then one day one of the agencies that I did work for
351 | offered me fulltime employment.
352 | So I started to go down that road.
353 | It was a very large agency.
354 | So it was cool because it was a print agency that was trying to figure out how
355 | to do digital.
356 | So I felt it was a cool kinda time of flux.
357 | But as things progressed I realized that I don't wanna be at a huge agency,
358 | especially an old-school agency.
359 | I wanna be at more of a startup feel.
360 | >> And an agency just to be clear is a company that does projects for
361 | external clients.
362 | So you might have a retailer one day and
363 | a manufacturer the next day and a taxi company the other day.
364 | And you're doing different, I'm making this up.
365 | But you're getting to do a lot of different types
366 | of projects and design work.
367 | >> Absolutely, and that's what was so
368 | fun is I usually had two concurrent projects happening.
369 | One would be for a wireless cell phone company and
370 | trying to figure out how they're gonna sell those products.
371 | And then the other thing might be doing a pitch for some kind of weird branding
372 | thing that we're gonna do like in the physical space and
373 | how does that physical space relate to something that's gonna be on the web.
374 | So it was always one thing was inspiring the other.
375 | And it was always really fast design work.
376 | Worked with a lot of cool people.
377 | But I'm not gonna say it wasn't stressful.
378 | It was a lot of work all the time.
379 | Especially at a big agency you always have these huge clients, the government.
380 | We've got the Navy, the United States Postal Service and then healthcare.
381 | We worked in a lot of different verticals.
382 | So financial services, healthcare, e-commerce.
383 | So you never know where you're gonna be.
384 | But you learn a ton all at once.
385 | But like I said I wanted to into some smaller agency that was more of a startup
386 | and found one where it was they really understood digital.
387 | They actually just were only digital.
388 | They had never done print or anything like that.
389 | But while I was there that's where I really got my e-commerce chops.
390 | Because we had a user research team and a user experience design team.
391 | So what would happen is we had our own usability lab in house.
392 | So when people were going through the e-commerce experience, shopping and then
393 | going through the shopping cart we were able to optimize every step of the way.
394 | And while we were studying and testing that we could between participants,
395 | between users, we could actually change the interface and tweak it so
396 | that we could really start dialing it in and get some of those gotchas out
397 | right away and then start to validate that design as we went through.
398 | >> Okay, so very tight integration between research and design.
399 | >> Yes, though they were, we had separatism.
400 | Cuz before I was like I was my own researcher.
401 | Or I wouldn't be able to do the recruiting.
402 | I would farm that out.
403 | But I would be running my tests.
404 | I would be creating the test, etc., which could have some
405 | ethical implications as far as am I objective when I'm testing my own designs.
406 | So it was good to have some of that was, okay.
407 | I'm not, I have no skin in this game.
408 | I'm just gonna test it for you.
409 | So that was pretty cool.
410 | And where I'm at now we have a user research team that goes out there,
411 | does observations, does ethnographic research.
412 | But also we have a usability lab here at Ithaca.
413 | So we kinda keep it separate, yet we're tightly integrated.
414 | I meet with them probably every other week so
415 | that they stay ahead of my recruiting needs or testing, design needs.
416 | >> So I'm gonna ask you for one parting thought, which is for
417 | folks that are just starting out, maybe just looking at UX or something that
418 | thinking about getting into, maybe thinking about moving towards a career.
419 | Do you have any advice?
420 | Absolutely, look at everything in your environment.
421 | And try to think about why it's there and its purpose.
422 | So I have a child.
423 | And it's great to look at his toys to think about, okay.
424 | What is its purpose?
425 | Does it communicate that purpose and do I like it?
426 | And so it really helps you influence of how you can think of an experience.
427 | Like this glass for instance.
428 | It has a purpose of it has to be a vessel to carry some water.
429 | But there a lot of things you can do to it.
430 | You can add color to it.
431 | You can have different shapes.
432 | But for instance it's not a bigger vessel.
433 | Because you gotta hold it with your hand.
434 | So it's think about that when you're thinking about your phone.
435 | You have to use it with your hand.
436 | And there's a certain amount of interaction with it and experience.
437 | So anyone that's thinking about getting into experience design or
438 | something like that it's fun to just critique things around you.
439 | Because then you can start thinking critically about design and
440 | why people create things.
441 | >> [SOUND] >> And then it really helps you influence.
442 | When you're in the digital realm you can do anything you want when you're not in
443 | the physical realm.
444 | So I like to juxtapose those things together.
445 | >> Excellent, yeah.
446 | So taking a designer eye view of the world
447 | is something that you can just do throughout you entire life.
448 | >> Right, exactly.
449 | And try to focus on the positive things and the things that make you feel good.
450 | Cuz a lot of times I could critic a ton of things that make me frustrated.
451 | And a lot of times that's what a lot of users feel that too.
452 | It's I'm so frustrated and we gotta make this better.
453 | >> So find some positive examples too.
454 | >> Exactly, exactly. >> Excellent, okay.
455 | Well, thank you very much.
456 | This has been great.
457 | And I really appreciate you taking your time to chat with us.
458 | >> Absolutely, thank you.
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui)
2 |
3 |
4 | # Introduction to User Experience
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](https://github.com/coolinmc6/design-ux-ui/tree/master/UMI-Intro-to-User-Experience/Course-Documents)
9 | - [Course Summary and Key Take-aways](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#course-summary-and-key-take-aways)
10 | + [Basic Summary](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#basic-summary)
11 | + [Most Interesting Parts](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#most-interesting-parts)
12 | - [Part 1: What is UX? What are UX Research and Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#part-1-what-is-ux-what-are-ux-research-and-design)
13 | + [Lecture 1: What is User Experience](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l1-what-is-user-experience)
14 | + [Lecture 2: The UX Process](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l2-the-ux-process)
15 | + [Lecture 3: Components of UX](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l3-components-of-ux)
16 | - [Part 2: UX Research Overview - Part 1](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#part-2-ux-research-overview---part-1)
17 | + [Lecture 4: Basic Methods of UX Research](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l4-basic-methods-of-ux-research)
18 | + [Lecture 5: User Testing, Part 1](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l5-user-testing-part-1)
19 | + [Lecture 6: User Testing, Part 2](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l6-user-testing-part-2)
20 | + [Lecture 7: User Testing, Part 3](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l7-user-testing-part-3)
21 | - [Part 3: UX Research Overview - Part 2](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#part-3-ux-research-overview---part-2)
22 | + [Script for Micro-Usability Test Plan](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#script-for-micro-usability-test-plan)
23 | - [Part 4: UX Design Overview - Part 1](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#part-4-ux-design-overview---part-1)
24 | + [Lecture 8: UX Design Overview](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-8-ux-design-overview)
25 | + [Lecture 9: Prototypes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-9-prototypes)
26 | + [Lecture 10: Sketching](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-10-sketching)
27 | - [Part 5: UX Design Overview - Part 2](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#part-5-ux-design-overview---part-2)
28 | + [Lecture 11: A Brief Incomplete History of UX](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-11-a-brief-incomplete-history-of-ux)
29 | + [Lecture 12: Course Summary](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-12-course-summary)
30 |
31 |
32 | ## Course Summary and Key Take-aways
33 |
34 | ### Basic Summary
35 |
36 | - *User experience* can be a difficult concept to understand because it's easy to have a feel for what makes *good UX* (i.e. useful, helpful, easy to learn, fun, etc.) and what makes *bad UX* (i.e. stressful, confusing, ugly, etc.)
37 | - But getting UX correct is hard
38 | - User experience generally defined is **the experience people have when they interact with your**
39 | **product**
40 | - This broad definition covers many areas BESIDES just using the product (i.e. acquiring the product, learning it, fixing the product, etc.)
41 | - One of the key take-aways of the course is that you can make UX easier if you do these four things:
42 | + 1. Follow an **iterative**, prototyping process
43 | + 2. Apply **user-centered** research and design methods
44 | + 3. **Understand** a bit about human behavior
45 | + 4. Apply **common sense**
46 | - For the first one, understanding that you must **iterate** is important. The general UX Process is:
47 | - Assess (what should I build?) then...
48 | - Design (what should it look like/how should it function?), then...
49 | - Build (build it and test it with users)
50 | - Understanding user-centered research and design methods can be further broken down into two parts:
51 | - *UX Research*: Interviews, Observations, Surveys, User Testing, Inspection Methods
52 | - *UX Design*: Personas/Scenarios/User Stories, Sketching and Ideation, Storyboarding, Mapping and Navigation Design, Comparative Research, Prototyping
53 | - There are certain things about how people work that are 'known' and can be learned:
54 | - What can people perceived? How they extract information from visual stimuli?
55 | - How do people do things?
56 | - How does emotion play a role?
57 |
58 | [back to top](#top)
59 |
60 | ### Most Interesting Parts
61 |
62 | - Understanding the [Components of UX](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l3-components-of-ux) provides a good baseline but feels very intuitive. The benefit to this list of items is that I won't have to derive it; to just get started, go through those four components (value, usability, desirability, and adoptability) and see how my product does in each one of those.
63 | + CM: I believe there are some questions for each component in the [course documents](https://github.com/coolinmc6/design-ux-ui/tree/master/UMI-Intro-to-User-Experience/Course-Documents)
64 | - The [Basic Methods of UX Research](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l4-basic-methods-of-ux-research) include Ask, Observe, and Inspect. This is a super-broad classification that, again, feels very intuitive. All three make sense but I can probably build my knowledge of each one (i.e. best practices for each)
65 | - The "Ask" category of research feels most basic but there are probably some best practices with surveys that I could easily learn and build upon
66 | - The "Observe" category of research involves the two main areas that I was most interested in before doing this class: User Testing (which is covered [here](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l5-user-testing-part-1), [here](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l6-user-testing-part-2), [here](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#l7-user-testing-part-3), and [here](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#script-for-micro-usability-test-plan)) and User Analytics which we didn't really touch
67 | + I must come back to this because the user testing parts have great info on how to do user tests, how to set it up and talk to users ("we are testing the system, not you"), close-ended vs. open-ended tasks, writing up a task list for participants, and the debrief.
68 | + I should spend just one hour and just get down on paper a basic "process" for how I would write up a task list, gather and talk to test users, talk to the users and administer the test, and then debrief. Even if it's just like 5-10 bullets for each, just to get a "process" down
69 | - The [UX Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-8-ux-design-overview) section starts with a few definitions of the word "design" that are clearly trying to get us to think of design beyond just what it looks like but rather **how it works**
70 | - The UX Design process is also pretty familiar because I've ready many blog posts, articles, books on these things but it's good to see a list and breakdown by "step" in the [process](#design-process)
71 | - The discussion of [Prototypes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-9-prototypes) and [Sketching](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lecture-10-sketching) are good but also very intuitive. The most interesting part was the ["lateral thinking"](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Intro-to-User-Experience/Notes.md#lateral-thinking) suggestion during the Generation phase in sketching.
72 |
73 | [back to top](#top)
74 |
75 | ### Learning Objectives
76 |
77 | - Learn about the skills needed for UX research and design
78 | - Understand how UX researchers discover and assess user needs and assess possible designs
79 | - Learn how to conduct a micro-usability test
80 | - Understand how UX designers use sketching and prototyping to develop design concepts
81 | - Understand how to incorporate a user-centered focus into the design process
82 |
83 | [back to top](#top)
84 |
85 | ## Part 1: What is UX? What are UX Research and Design?
86 |
87 | ### L1: What is User Experience?
88 |
89 | - What is Good UX?
90 | + usefule
91 | + helpful
92 | + easy to learn
93 | + accessible
94 | + attractive
95 | + fun
96 | + connected
97 | + delightful
98 | - What is a Bad UX?
99 | + Stressful
100 | + Confusing
101 | + Ugly
102 | + Distracting
103 | + Inefficient
104 | + Tedious
105 | + Condescending
106 | + Inconsiderate
107 | + Frustrating
108 | - Why does it matter?
109 | + A successful experience is the overlap of "what users want to do" and "what you want your users to do"
110 | - The Whole User Experience
111 | + UX = the experience people have when they interact with your product
112 | * using the product
113 | * choosing the product
114 | * acquiring the product
115 | * learning how to use the product
116 | * fixing the product
117 | * upgrading the product
118 | * etc.
119 | - Why is UX hard?
120 | + You are not the user?
121 | * you don't represent ALL users
122 | + Computers are *weird*
123 | * translating what is easy for computers into something that is easy for humans
124 | + Software is (usually) complex
125 | - How to Make UX Easy
126 | + Follow an interative prototyping process
127 | + Apply user-centered research and design methods
128 | + Understand a bit about human behavior
129 | + Apply common sense
130 |
131 | [back to top](#top)
132 |
133 | ### L2: The UX Process
134 |
135 | - How to Make UX Easy
136 | + Follow an interative prototyping process
137 | + Apply user-centered research and design methods
138 | + Understand a bit about human behavior
139 | + Apply common sense
140 | - Fail Fast
141 | + you won't get it right
142 | + get it wrong quickly and as often as possilbe
143 | + Assess => Design => Build => Assess (again) and so on
144 | * circular
145 | - the "Spiral Model"
146 | - UX Research in the "Assess" phase
147 | - UX Design in the "Design" phase
148 | * Key Methods: UX Research
149 | - Interviews
150 | - Observations
151 | - Surveys
152 | - User Testing
153 | - Inspection Methods
154 | * Key Methods: UX Design
155 | - Personas, Scenarios, User Stories
156 | - Sketching and Ideation
157 | - Storyboarding
158 | - Mapping and Navigation Design
159 | - Comparative Research
160 | - Lo-, Mid-, and Hi-Fidelity Prototyping
161 | * Understand How People Work
162 | - What can people perceive?
163 | + how do they extract information from visual stimuli
164 | - How do people do things?
165 | - How does emotion play a role?
166 | * Common Sense
167 |
168 | [back to top](#top)
169 |
170 | ### L3: Components of UX
171 |
172 | - Good and Bad UX
173 | - Components of UX
174 | + Value, Usability, Adoptability, Desirability
175 | + Value
176 | + Usability
177 | * can users do what they need to do?
178 | + Desirability
179 | * Is it fun, attractive and pleasant to use?
180 | + Adoptability
181 | * How easy is it to start using the device?
182 | * example: DuoLingo => start learning right away.
183 | - Assessing UX: Questions
184 | + Value
185 | * What do users need?
186 | * Does this design fulfill the need?
187 | + Usability
188 | * How do they do it now?
189 | - UX is not just about usability, attractiveness, etc.
190 | - Let the process be your guide; ask questions and iterate
191 | - **Homework:**
192 | + Discuss 1 example of good UX and 1 example of bad UX. Answer these questions:
193 | + What was your goal of using the interface?
194 | + What action did you intend to perform?
195 | + What features of the interface made it easy or difficult to perform the action?
196 | + How would you make it better if it was a bad design?
197 |
198 |
199 | [back to top](#top)
200 |
201 | ## Part 2: UX Research Overview - Part 1
202 |
203 | ### L4: Basic Methods of UX Research
204 |
205 | - Three basic methods of UX Research
206 | + Ask
207 | + Observe
208 | + Inspect
209 | - Ask
210 | + interviews
211 | + surveys
212 | * questions distributed to focus groups, diary studies, experience sampling
213 | - Observe
214 | + Ethnographic obsesrvations
215 | + User testing
216 | * ask them to perform specific tasks to see how they use the product
217 | + Usage Analytics
218 | * analyze large scale traces of system usage
219 | - Inspection Methods
220 | + guideline-based
221 | + Walkthroughs
222 | + Comparative Analysis
223 | - Combo: Watch and Ask
224 | + User testing
225 | + Contextual Interviews
226 | * ask questions while observing "natural" activities
227 | - When to use What?
228 | + Ask when:
229 | * observation is infeasible (infrequent, long, private)
230 | * values and motivations are key
231 | * (Surveys) Large numbers and high certainty are needed
232 | + Observer when:
233 | * Self-report will miss information (memory, tacit knowledge)
234 | * Process and communication are important
235 | * (Analytics) Large numbres and high certainty are needed
236 | + Inspect when:
237 | * you have a product to inspect
238 |
239 | [back to top](#top)
240 |
241 | ### L5: User Testing, Part 1
242 |
243 | - What is User Testing
244 | + Watch representative users try to accomplish importants tasks using a product
245 | + AKA "usability testing"
246 | - Why User Testing?
247 | + You learn a LOT from watching people use a system
248 | * What works and what doesn't
249 | * Why things work and don't
250 | * User needs you missed
251 | + Why not just use your own experience?
252 | * You know too much about the sytem, AND...
253 | * You know too little the users and their thinking
254 | - Basic Idea
255 | + Find potential users
256 | + Ask them to do some stuff
257 | + Observe
258 | + Ask some questions (debrief)
259 | + Write down what you learned
260 | - Potential Users
261 | + People who fall within the target audience
262 | * attitudes
263 | * behaviors
264 | * characteristics
265 | + NOT current users
266 | * OK if current users of the system but not for selected tasks
267 | - Tasks (what you ask them to do)
268 | + i.e. for Amazon
269 | * buy a coffee maker
270 | * write a book review
271 | - Choosing tasks
272 | + pick taks that most users need to do
273 | + Close-ended tasks
274 | * have a clear end point
275 | * have a verifiable outcome
276 | * Often has an expected path
277 | + Open-ended Tasks
278 | * Allow user to judge when complete
279 | * May not be verifiable
280 | * Allow following alternate paths
281 | * Examples:
282 | - find some books that you might like to read on vacation
283 | - CM: find some skills that you'd like to learn
284 | + Which are Better?
285 | * Close-Ended
286 | - less natural
287 | - control for motivation
288 | - control for interpretation
289 | - Assess for success
290 | * Open-Ended
291 | - More natural
292 | - varying motivation
293 | - Varying interpretation
294 | - Success is unknown
295 | * You can use both!!
296 | * Maybe use close-ended tasks initially to see that people can use it
297 | + Task Sets
298 | * Progress from easier to harder
299 | * Cover a range of critical task types (browse, search, buy)
300 | * Can include open and close-ended tasks
301 | * be careful to avoid "ordering effects"
302 | - if your tasks are set in a sequential or quasi-sequential order, they'd have help doing something that they normally wouldn't have
303 |
304 | [back to top](#top)
305 |
306 | ### L6: User Testing, Part 2
307 |
308 | - Task Wording
309 | + don't lead the witness
310 | * Not good: "Put three books in your shopping cart and buy them using standard shipping"
311 | * Better: "Choose three books and buy them"
312 | + Avoid ambiguity
313 | * Not good: "Use a list to find a gift for your 10-year old nephew"
314 | * Better: "A friend told you about Amazon's list feature. Use an Amazon list"
315 | + Include context and motivation
316 | * Not good: "Buy a book and have it shipped by Monday"
317 | * Better: "Colleagues from Japan are coming into town and you need a book on Japanese business practices by Monday to brush up on business etiquette"
318 | + Pilot Test
319 | * it's very hard to get right on the first try
320 | * Try the tasks out
321 | - Yourself!!
322 | - with a friend or two
323 | - Think Aloud
324 | + participants to say (out loud) what they are thinking
325 | + Thinking includes
326 | * looking for something
327 | * Reading text (have them read aloud)
328 | * Hypothesizing about how the system might work
329 | * Interpreting system options
330 | * Interpreting system feedback
331 | * Explaining decisions
332 | * Feeling frustrated, happy
333 | + Advantages
334 | * hear how the user thinks about the task
335 | * learn what the user actually sees and notices
336 | * hear how the user interprets options, feedback
337 | + Disadvantages
338 | * timing will not be realistic
339 | * attention to detail will not be quite realistic
340 | * need to determine "rules of engagement" for questions, mistakes, etc.
341 | - are you not going to act like a normal person and just NOT answer them? State that up front
342 |
343 | [back to top](#top)
344 |
345 | ### L7: User Testing, Part 3
346 |
347 | - Debrief (after tasks)
348 | + Review problems, get more information
349 | + Ask about usefulness, value
350 | + Ask about perceived usability, aesthetics, credibility
351 | + compare to known alternatives
352 | - Making Sense of the Test
353 | + Capture "critical incidents"
354 | * errors
355 | * expressions of frustration
356 | * breakdowns
357 | - something took a really long time but should've been quick
358 | - roundabout processes
359 | * pleasant surprises
360 | + Assess success/failure
361 | * usually a spectrum
362 | + Capture overall reaction & reaction to specific aspects
363 | + Link incidents, success/failure, and subjective reaction
364 | - Learning from the Test
365 | + Quick! Write it down!
366 | + Critical Incidents and WHY they happened
367 | * mental model mismatches
368 | * misinterpretations
369 | * invalid assumptions made by the system
370 | * missing user needs
371 | * too little flexibility
372 | * too little guidance
373 | + Here are some more high-level questions for them?
374 | * What is your overall impression of *the product*?
375 | * Do you think that *the product* would be useful for you, personally? Why or why not?
376 | * If no: who do you think it would be useful for? Why?
377 | * What do you like best about *the product*?
378 | * What do you think needs to be improved?
379 | + Follow-up with some questions about the specific product that is relevant to THEM as a person. Here is an example of some of those questions using Doodle as the product:
380 | * How often do you schedule meetings with other people?
381 | * How do you usually go about scheduling such meetings?
382 | * Have you ever used any sites or apps that you think are similar to Doodle? Which ones, and how much experience have you had with them?
383 | * How many hours per week would you estimate that you spend online?
384 | + Problems => Severity: impact on...
385 | * success/failure
386 | - did the problems affect the success or failure of the task? Some problems are show-stoppers and others are not
387 | * subjective experience
388 | - how did they problems affect their experience? Did it completely ruin it?
389 | * product goals
390 | - did they use the product in a different way than you expected?
391 | + Other UX factors
392 | * usefulness
393 | * desirability
394 | * credibility
395 | + Wrap up your de-brief with a summary of the following items:
396 | * Participants: who they were / kind of users they were
397 | * Basic Results: how well did the test go, did they succeed? Did all participants succeed? Any partial or complete failures?
398 | * Findings and Recommendations:
399 | - report major problems and try to diagnose the causes
400 | - Focus on the few significant observations, not a long list of minor things
401 | - What worked well? What didn't? What were the most confusing / frustrating parts?
402 | - Support findings with your EVIDENCE
403 | - One Other VERY IMPORTANT Thing
404 | + participation is voluntary
405 | + participants can stop at any time
406 | + you are testing the system, not the participant
407 | + you need to let the participants know this
408 | * make them feel comfortable! The system is being tested, which means that they're struggles are really the struggles of the system
409 | - What's "Micro" About This?
410 | + relaxed recruiting
411 | * people close enough to target audience to be able to imagine
412 | * A.K.A. "Hallway" usability test
413 | + Fewer tasks
414 | * < 30 minutes rather than 60-90 minutes
415 | + Little or no data collection
416 | * no recording
417 | * no questionnaires
418 | * no logging
419 | + Off-the-cuff analysis
420 |
421 | - For the assignment, I need to prepare two test scripts (or one script with two versions):
422 | + Moderator Script - one for MY reference with the tasks, my notes and tips, etc.
423 | + Participant Script - this contains ONLY the tasks to be shared with the participant
424 | - Make sure the assignments are timed; you don't have to rush through them
425 | - Debrief
426 | + write down your notes about their performance
427 |
428 |
429 |
430 | [back to top](#top)
431 |
432 | ## Part 3: UX Research Overview - Part 2
433 |
434 | ### Script for Micro-Usability Test Plan
435 |
436 | #### Preamble
437 | Hi, my name is Stanley,
438 |
439 |
440 | Thank you so much for coming. How are you today? Today we’d like you to help us understand how well the site Cars.com help people explore and find cars they want. So, we’d like you to do a couple of tasks using the site and collect your feedback. Specifically we’d like to know what you think about the site, and what works and doesn’t work for you. Your feedback will help us learn how we can improve the site.
441 |
442 |
443 | Before we start, here are several things I’d like you to know. First of all, we’re testing the site but not you. There’s nothing you can do wrong. So don’t worry about making any mistakes. If you cannot get something to work, or you think there’s anything broken or wrong or weird or confusing, it is not your fault but the system’s fault. Please let us know exactly what you think about the site. You can be honest. You won’t hurt anyone’s feelings if you say something bad about it. This is actually why we are bringing you here today to let us know which part of the site doesn’t do a good job.
444 |
445 |
446 | I’ll tell you what tasks to do using the site. After you start, please try to focus on the tasks, but I may ask you a few questions during test. You can also ask me questions, but I may not be able to answer all of them, because we’re trying to observe what people do when there’s no one sitting next to them. But I’ll try to answer questions you still have when we are done.
447 |
448 |
449 | As we go along, I’m going to ask you to think aloud, which means that you speak all of your thoughts while you’re using the site, for example: what you’re looking at, what you’re trying to do, what you’re doing and thinking, why you’re doing and thinking that way. If you can’t find a way to complete a task and you think you’re stuck, let me know and you can move on to the next one. For each task you’re asked to do, tell me “I’m done” when you think you are done.
450 |
451 |
452 | **Do you have any questions for me before we begin?**
453 |
454 | #### Pre-Test Questions
455 |
456 | Before we look at the site, I’d like to ask you just a few quick questions.
457 |
458 | 1. First, what’s your occupation?
459 |
460 | 2. Roughly how many hours a week would you say you spend using the Internet, including email and messaging?
461 |
462 | 3. How often do you shop online, and what types of products do you purchase online?
463 |
464 | 4. Can you tell us a couple of your favorite sites for shopping?
465 |
466 | **Now I’m going to ask your experience of purchasing vehicles.**
467 |
468 | 1. How many vehicles have you owned
469 |
470 | 2. How many times have you purchased vehicles online?
471 |
472 | 3. What factors do you consider when you buy a vehicle?
473 |
474 | **Follow up: which factor is most important to you?**
475 |
476 | 1. How far are you willing to travel to a dealer to buy a automobile?
477 |
478 |
479 | **Read Description (20 seconds)**
480 |
481 | Now I’m going to ask you to do some specific tasks. I’ll read each one out loud and here’s a printed copy for your reference.
482 |
483 | And again, it’d be much helpful if you can think out loud as you go along.
484 |
485 | #### Task 1: (10 minutes)
486 |
487 | A family member of yours asks if you can find a car for her using Cars.com because she has been very busy recently. She wants to buy a used Honda Civic that:
488 |
489 | - Is not older than 3 years
490 | - Uses automatic transmission
491 | - Is under $20,000 US dollars
492 | - Is either grey, white, or black.
493 | - She also doesn’t want to travel too far away from home, and she wants the car to be as cheap as possible.
494 |
495 | **Find two cars based on her preference.**
496 |
497 | Great thanks, here’s the the second thing I’d like you to do
498 |
499 | #### Task 2: (10 minutes)
500 |
501 | You are in the market for a new car. You have saved $4000 for a down payment and have determined that you can afford a monthly payment of at most $400 towards a five-year car loan. Figure out the maximum price you can afford for a new car.
502 |
503 | #### Task 3: (15 minutes)
504 |
505 | You want to buy a new car using Cars.com that fits into your budget (as determined in the previous task). Use Cars.com to find a car for yourself, using using your own criteria, such as price, appearance, and engine. Find at least two cars that you’re interested in and put them in your list so that you can compare them later.
506 |
507 | #### Task 4 (optional)
508 |
509 | You have saved two cars, and now you want to compare the cars. Choose one you like the most. and plan your visit to the dealer(s) on this weekend that sells the car. In addition, find out what other cars are also available at the dealers.
510 |
511 | #### Debriefing (1-2 minutes)
512 | That was great. Thank you for the feedback, We have learned so much from you. Now I’m going to wrap up with a couple of questions”
513 |
514 | 1. Which part of the site did you find difficult or easy to use for the tasks?
515 |
516 | 2. Is there anything on the interface that didn't make sense to you, or is confusing to you?
517 |
518 | 3. I noticed that you… (fill in with questions around what you noticed about their actions)
519 |
520 | 4. What were you thinking when you… (fill in with questions around what)
521 |
522 | **Do you have any final comments or questions?**
523 |
524 | ..
525 |
526 | OK Thank you so much again for your time and participation. If you have any other thoughts or ideas coming up, please let me know.
527 |
528 | ### Interview with UX Researcher Lija Hogan
529 |
530 | - watched
531 |
532 | [back to top](#top)
533 |
534 | ## Part 4: UX Design Overview - Part 1
535 |
536 | ### Lecture 8: UX Design Overview
537 |
538 | - What is Design?
539 | + it's not just what it looks like; design is how it works
540 | + Design is a plan for arranging elements in such a way to best accomplish a particular purpose
541 | - What is design?
542 | + a plan
543 | + arranging elements
544 | + a purpose
545 | + what it looks like / feels like
546 | - What is design?
547 | + Design is *solving problems*
548 | + Design is as much a matter of finding problems as solving them
549 | - The Design Process
550 | + Understand the problem
551 | + Generate Possible Solutions
552 | + Analyze and Select
553 | + Embody the solutions (i.e. build a prototype)
554 | + Assess (find new problems)
555 | - 50 Problems in 50 Days
556 | + [http://50problems50days.com/](http://50problems50days.com/)
557 | - What is special about UX Design?
558 | + Experiences are interactive
559 | * time-based
560 | * action-response rules
561 | * Action: command options (things that users can do)
562 | * Response: information presentation
563 | * Complex system behavior (focus on usability)
564 | + Context is Critical
565 | * other interactions
566 | - The UX Design Process
567 |
568 | |Step|Actions|
569 | |:---:|:---:|
570 | |Understand the problem|Study users: tasks and context|
571 | |Generate Possible Solutions|Sketch, storyboard, wireframe|
572 | |Analyze and Select|Apply UX criteria|
573 | |Embody the solutions|build prototype|
574 | |Assess (find new problems)|Apply UX research methods|
575 |
576 | - ...and Repeat!
577 |
578 | [back to top](#top)
579 |
580 | ### Lecture 9: Prototypes
581 |
582 | - A prototype is...
583 | + a representation of a design made before the final solution exists
584 | - Why prototype?
585 | + Reification => make our ideas concrete
586 | + Reflection
587 | + Communication
588 | + Assessment
589 | - Prototypes have many forms
590 | + a "representation of a design" can mean many things
591 | + lower-fidelity prototypes are obviously cheaper; start lo-fi and work up
592 | - Lo-fi Prototypes
593 | + Address
594 | * functionality
595 | * basic organization
596 | * task flow and converage
597 | + Ignore
598 | * graphics
599 | * programming
600 | * real data
601 | - Mid-fi Prototypes
602 | + Address
603 | * all the same as Lo-fi plus...
604 | * layout
605 | * interactivity
606 | * navigation
607 | + Ignore
608 | * graphics
609 | * programming
610 | * real data
611 | - Hi-fi Prototypes
612 | + Address
613 | * Mid and Lo-fiedlity plus...
614 | * graphic design
615 | * interaction details
616 | * realistic data
617 | + Ignore
618 | * backend programming
619 | * complete functional coverage
620 | - Economic principle of prototyping
621 | + the best prototype is th eone that, in the simplest and most efficient way, makes the possiblities of a design idea visible and measureable
622 | - Premature Commitment
623 | + Looking to avoid investing resources (time, money) in a dead end
624 | + Problems
625 | * waste money and effort
626 | * exhause project resources/timeline, stuck with a bad design
627 | * cognitive and emotional commitments hard to undo
628 | - Lo-fi prototyping maximizes the number of times you get to refine your design before going to production
629 | - Lo-fi prototypes are not precious so people are more likely to give honest feedback
630 |
631 |
632 | [back to top](#top)
633 |
634 | ### Lecture 10: Sketching
635 |
636 | - Qualities of a sketch
637 | + quick
638 | + timely
639 | + inexpensive
640 | + disposable
641 | + plentiful
642 | + minimal detail
643 | + allow ambiguity
644 | - Sketching is not just making sketches; it's about discussing the sketches as well
645 | - Why sketch?
646 | + Reflect on those sketches
647 | + Explore
648 | + Communicate quickly
649 | - How to sketch
650 | + Use pencil and paper (whiteboard OK)
651 | + Go fast
652 | + Don't perfect
653 | + Make lots of them
654 | + You do NOT have to be "good at drawing"
655 | - What to sketch
656 | + The problem
657 | * How would someone experience this problem?
658 | + The solution
659 | * What would it look like for the problem to be solved?
660 | * How would a system help solve the problem?
661 | - Read about Bill Buxton on sketching
662 | - Opposing Processes in Design
663 | - Phases of Generation and Convergence
664 | - Generation: Create a LOT of sketches
665 | + Quantity over quality
666 | + Build, don't critique
667 | + Apply "lateral thinking"
668 | * the solving of problems by an indirect and creative approach, typically through viewing the problem in a new and unusual light.
669 | * Is a technique of problem solving by approaching problems indirectly at diverse angles instead of concentrating on one approach at length.
670 | * Idea generation and problem solving technique in which new concepts are created by looking at things in novel ways
671 | * Edward de Bono - lateral thinking
672 | - Convergence
673 | + Synthesize
674 | * bring those ideas together; distill
675 | + Apply criteria
676 | + Critique
677 | + Eliminate some ideas, promote others
678 | - Sketchers' Block: Ideation
679 | + Don't stop
680 | + Brainstorm to get ideas
681 | + Matrix techniques => Morphological Analysis
682 | - Ideation Technique: the Worst Idea
683 | + use when stuck
684 | + think of the worst ideas you can for solving the problem
685 | + use these for inspiration
686 | - Go sketch
687 | + quick
688 | + imperfect
689 | + Quanity > Quality
690 | + Generate rathern than convergence
691 | + Lateral thinking
692 |
693 | [back to top](#top)
694 |
695 | ## Part 5: UX Design Overview - Part 2
696 |
697 | ### Interview: UX Designer Matt Martin
698 |
699 |
700 |
701 | ### Lecture 11: A Brief Incomplete History of UX
702 |
703 | - Human Computer Interaction,
704 | - The Birth of HCI (Human Computer Interaction): Early 80's
705 | + computer use by non-programmers
706 | + graphical user interface (GUI)
707 | + 1982 - First CHI Conference in Gaithersburg, MD (907 attendees)
708 | * CHI = pronounced "kai"
709 | - 1980's Practice: Usability and UI Design
710 | + to learn the practice:
711 | * attend CHI
712 | * do one of a few random classes around the country (CS and psych)
713 | + Books:
714 | * User Centered System
715 | * Psychology of Everyday Things
716 | - the Design of Everyday Things
717 | - Usability as a Software Engineering Issue
718 | + Usability Testing
719 | * often performed at the end of development to validate the product
720 | + UI Design
721 | * putting a "pretty face" on software whose functionality was pretty much already setup
722 | - The Internet Changes Everything
723 | + 1988 - WWW "invented" by Tim Berners-Lee
724 | * specification to allow pages to be linked together
725 | + 1991 - The first web page
726 | + 1993 - Mosaic web browser released
727 | + 1995 - Internet commerce allowed
728 | * Amazon.com was released
729 | + 1997 - 2000 - the dot com bubble
730 | + Suddenly a LOT more people were dealing with this stuff
731 | * more companies
732 | * more end users
733 | * ALL doing more stuff
734 | - Mow everyone is paying attention
735 | + 10's of thousands of jobs
736 | + 1000's of new "web designers"
737 | + UI Design and Usability engineering not enough
738 | - Hello, Interaction Design
739 | + Bill Verplank
740 | + Bill Moggridge
741 | + both were industrial designers by trade
742 | + Captured the shift
743 | * beyond user interface design
744 | * beyond usability engineering
745 | * beyond human-computer interaction
746 | * beyond graphical/industrial design
747 | * beyond software engineering
748 | - 2000's: From Sites to Apps to Services
749 | + Computing as a way of life, not a special activity
750 | + Computing as part of an ongoing relationship with customers
751 | + Merging of usability and interaction design with:
752 | * marketing and branding
753 | * market research
754 | * product strategy
755 | * physical design
756 | + Recognition of User Experience as a central concern for products, brands and enterprises
757 | - User Experience Today
758 | + Now seen as strategically important
759 | + common set of concerns and basic approaches
760 | + Increasing Specialization
761 |
762 |
763 |
764 |
765 | UX Research |
766 | UX Design |
767 |
768 |
769 |
770 |
771 | Qualitative UX Research |
772 | Visual Design |
773 |
774 |
775 | Quantitative UX Research |
776 | Interaction Design |
777 |
778 |
779 | |
780 | Information Architecture |
781 |
782 |
783 | Project Management |
784 |
785 |
786 | UX Strategy |
787 |
788 |
789 |
790 |
791 | - In a nutshell
792 | + the history of UX is the history of user-centered design
793 | + terminology changes but the focus remains and evolves
794 | + specialization is common but the big picture is essential
795 | + UX is increasingly important to business and everything we do
796 |
797 | [back to top](#top)
798 |
799 | ### Lecture 12: Course Summary
800 |
801 | - Course Summary
802 | + UX is important
803 | + UX doesn't come easu
804 | - How to make UX easy
805 | + follow an iterative prototyping process
806 | + apply user-centered research and design methods
807 | + understand ab it about human behavior
808 | + apply common sense
809 | - What Next?
810 | + Deeper into UX Research
811 | * undestanding user needs
812 | * formal user testing
813 | * inspection methods
814 | * large-scale methods
815 | - web analytics, A/B testing
816 | + Deeper into UX Design
817 | * building prototypes
818 | * representing users and tasks
819 | * specifying system behavior
820 | + Putting it all together
821 | * Combining UX Research and UX Design in a single project
822 | - The MicroMasters
823 | + 1 - Introduction to User Experience (this course)
824 | + 2 - Understanding User Needs
825 | + 3 - Principles of Designing for Humans
826 | + 4 - Evaluating Designs with Users
827 | + 5 - UX Design: From Concept to Wireframe
828 | + 6 - UX Design: From Wireframe to Prototype
829 | + 7 - UX Research Surveys
830 | + 8 - UX Research at Scale: Analytics and Online Experiments
831 | + 9 - UX Capstone
832 |
833 |
834 | [back to top](#top)
835 |
836 |
837 |
838 |
839 |
840 |
841 |
842 |
843 |
844 |
845 |
846 |
847 |
848 |
849 |
850 |
851 |
852 |
853 |
854 |
855 |
856 |
857 |
858 |
859 |
860 |
861 |
862 |
863 |
864 |
865 |
866 |
867 |
868 |
869 |
870 |
871 |
872 |
873 |
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui)
2 |
3 |
4 | # Principles of Designing for Humans
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](https://github.com/coolinmc6/design-ux-ui/tree/master/UMI-Principles-of-Designing-for-Humans/Course-Documents)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Recommended Resources](#recommended-resources)
12 | - [How do People Perceive Information?](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#how-do-people-perceive-information)
13 | + [Visual Perception - Part 1](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l1-visual-perception-part-1)
14 | + [Visual Perception - Part 2](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l2-visual-perception-part-2)
15 | + [Memory - Part 1](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l3-memory-part-1)
16 | + [Section Summary and Quiz](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#section-summary-and-quiz)
17 | - [How Do People Act in the World?](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#how-do-people-act-in-the-world)
18 | + [Seven Stages of Action](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l5-seven-stages-of-action)
19 | + [Gulfs of Execution and Evaluation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l6-gulfs-of-execution-and-evaluation)
20 | + [Design Principles](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l7-design-principles)
21 | - [Design Heuristics](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#design-heuristics)
22 | + [Heuristics for Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l8-heuristics-for-design)
23 | + [Heuristic #1: Visibility of System Status](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l9-heuristic-1-visibility-of-system-status)
24 | + [Heuristic #2: Match Between System and Real World](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l10-heuristic-2-match-between-system-and-real-world)
25 | + [Heuristic #3: User Control and Freedom](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l11-heuristic-3-user-control-and-freedom)
26 | + [Heuristic #4: Consistency and Standards](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l12-heuristic-4-consistency-and-standards)
27 | + [Heuristic #5: Error Prevention](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l13-heuristic-5-error-prevention)
28 | + [Heuristic #6: Recognition Over Recall](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l14-heuristic-6-recognition-over-recall)
29 | + [Heuristic #7: Flexibility and Efficency of Use](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l15-heuristic-7-flexibility-and-efficency-of-use)
30 | + [Heuristic #8: Aesthetic and Minimalist Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l16-heuristic-8-aesthetic-and-minimalist-design)
31 | + [Heuristic #9: Error Recovery](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l17-heuristic-9-error-recovery)
32 | + [Heuristic #10: Help and Documentation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l18-heuristic-10-help-and-documentation)
33 | - [Heuristic Evaluation and Course Wrap-up](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#heuristic-evaluation-and-course-wrap-up)
34 | + [Heuristic Evaluation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l19-heuristic-evaluation)
35 | + [Course Wrap-up](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l20-course-wrap-up--next-steps)
36 |
37 | ## Course Summary and Key Take-aways
38 |
39 | ### Course Summary
40 |
41 | - The course opens with some information about how humans perceive information and then with how we remember / learn something. This is important because we have our five senses (sight, hearing, touch, smell, taste) but with a website, understanding how we visually perceive something is incredibly important because **most information is conveyed visually**.
42 | - There are [three stages of perception](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l2-visual-perception-part-2):
43 | + Features (colors, shapes, lines)
44 | + Patterns
45 | + Gestalt Principles (interpreting those patterns as objects)
46 | * The Gestalt Princples are also known as the [principles of grouping](https://en.wikipedia.org/wiki/Principles_of_grouping) or *Gestalt laws of grouping*
47 | * Here is a good intro article I should take a look at to understand how to use the Gestalt principles:
48 | * [https://www.usertesting.com/blog/gestalt-principles/](https://www.usertesting.com/blog/gestalt-principles/)
49 | * [https://uxplanet.org/gestalt-theory-for-ux-design-principle-of-proximity-e56b136d52d1](https://uxplanet.org/gestalt-theory-for-ux-design-principle-of-proximity-e56b136d52d1)
50 | - A good foundation for understanding the journey from your senses to memory:
51 | 1. Sensory Register => requires your attention; only a small amount of what **could** be perceived is actually perceived
52 | 2. Perception => that which is perceived is available for thought, but only **briefly**
53 | 3. Short-term Memory => your short-term memory can only hold 7 +/- 2 items and not everything is committed to long-term memory
54 | 4. Long-term Memory => to learn something (i.e. commit to long-term memory), it must be associated with what you already know OR repeated
55 | - Transferring this knowledge to user experience, there are a couple key points we should remember:
56 | + avoid asking users to memorize stuff
57 | * provide menu options and autocomplete
58 | + leverage consistency, standards and best practices from other areas that you **know** they will be know
59 | * i.e. Google Sheets/Docs/etc. has same menu bar (mostly) across all apps
60 | + use metaphors to help their understanding (i.e. a shopping cart, trash can, etc.)
61 | - The [Seven Stages of Action](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l5-seven-stages-of-action) is an interesting framework for understanding how people do things
62 | - There are a list of [Design Principles](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l7-design-principles) worth looking over. It would probably be useful to go through these again but the [Heuristics for Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l8-heuristics-for-design) should be my immediate focus. **I really think that learning these and understanding examples of each would provide a good foundation to understanding how effective an app works**.
63 | - Here are the 10 Heuristics:
64 | 1. [Visibility of system status](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l9-heuristic-1-visibility-of-system-status)
65 | 1. [match between system and the real world](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l10-heuristic-2-match-between-system-and-real-world)
66 | 1. [User control and freedom](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l11-heuristic-3-user-control-and-freedom)
67 | 1. [Consistency and standards](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l12-heuristic-4-consistency-and-standards)
68 | 1. [Error prevention](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l13-heuristic-5-error-prevention)
69 | 1. [Recognition rather than recall](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l14-heuristic-6-recognition-over-recall)
70 | 1. [Flexibility and efficiency of use](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l15-heuristic-7-flexibility-and-efficency-of-use)
71 | 1. [Aesthetic and minimalist design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l16-heuristic-8-aesthetic-and-minimalist-design)
72 | 1. [Help users recognize, diagnose and recover from errors](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l17-heuristic-9-error-recovery)
73 | 1. [Help and documentation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l18-heuristic-10-help-and-documentation)
74 | - Lastly, the course ends with an example [Heuristic Evaluation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Principles-of-Designing-for-Humans/Notes.md#l19-heuristic-evaluation) that would provide a quick and easy way to evaluate an app or website.
75 |
76 | ### Recommended Resources
77 |
78 | - Don Norman: The Design of Everyday Things
79 | - Jeff Johnson: Designing with the Mind in Mind
80 | - Steve Krug: Don't Make Me Think
81 | - Observing the User Experience
82 | - Don Norman: Emotional Design
83 | - Adny Polaine: Service Design: From Insight to Inspiration
84 |
85 | [back to top](#top)
86 |
87 | ## How do People Perceive Information?
88 |
89 | ### L1: Visual Perception, Part 1
90 |
91 | - Principles
92 | + make important info & actions visible
93 | + Leverage "the read"
94 | * i.e. the F-shape pattern
95 | + When evaluating, ask yourself, "did they see it?"
96 |
97 | ### L2: Visual Perception, Part 2
98 |
99 | - Three stages
100 | + features (colors, shapes, lines)
101 | + patterns
102 | + interpret those patterns as objects
103 | - Feature Detection
104 | + Color => we see this instantly
105 | + Value => light to dark
106 | + Angles =>
107 | + Slope
108 | + Length
109 | + Tectures => smooth, bumpy, etc.
110 | + Motion
111 | + Feature detection happens very quickly
112 | + Allows "pop-out" of certain distinc colors, shapes, etc.
113 | + Supports subsequent stages:
114 | * patterns and objects
115 | - First Stage: Feature Detection
116 | - Second Stage: Patterns
117 | - Pattern Identification: Gestalt Principles
118 | + Proximity
119 | + Closure and continuation
120 | * think of the incomplete circle
121 | + symmetry
122 | + similarity
123 | + common area
124 | * objects within a closed area
125 | + common fate
126 | - Principles
127 | + Use "pop out" (primitive features) to attract attention
128 | + Use Gestalt principles to associate like items
129 | + Use Gestalt principles to organize for skippability
130 | - Zappos page:
131 | + boots are photographed in the same orientation to make it easy to compare
132 | + breaks the similarity to allow people to navigate around the page and focus on the things they want to focus on
133 | -
134 |
135 | [back to top](#top)
136 |
137 | ### L3: Memory, Part 1
138 |
139 | - From the senses to memory:
140 | + Sensory Register => Perception => Short-term Memory => Long-term Memory
141 | + Sensory Register
142 | * requires attention
143 | * a small amount of what is available is actually perceived
144 | + Perception
145 | * whatever is perceived is avaiable for thought - but only briefly
146 | + Short term memory
147 | * relatively to small amount of information is "learned" (committed from short-term to long-term memory)
148 | + focusing on short-term memory in this lecture
149 | - Short-term Memory
150 | + limited capacity
151 | * the "magic number" 7 +/- 2 items (Miller's Law)
152 | * Maybe more like 4 +/- 1
153 | + Information that is not retained is lost
154 | * "Retained" means "committed to long-term memory"
155 | - Principles
156 | + Keep lists of options short
157 | + Give users tools for reducing options
158 | + Don't expect users to remember stuff
159 |
160 | [back to top](#top)
161 |
162 | ### L4: Memory, Part 2
163 |
164 | - Long Term Memory
165 | + anything remembered for more than a few seconds
166 | + must be "copied" from short-term to long-term
167 | - Transfer to Long-Term Memory
168 | + Association
169 | * associated with something that you already know
170 | + Repetition
171 | - Memorization
172 | + "Elaborative rehearsal"
173 | * expending effort to commit something to long-term memory
174 | - Associative vs. Elaborative
175 | + Which is easier for a user? **Associative**
176 | + Which is most likely to be remembered? **Associative**
177 | - Likelihood of Remembering
178 | + Strength of association
179 | + Recency
180 | + Frequency
181 | - Principles
182 | + Learning will work better if learner can fit into a schema
183 | * use metaphors
184 | * leverage standards and consistency
185 | * Avoid asking users to memorize stuff
186 | + Prefer recognition over recall
187 | - Leverage Consistency and Standards
188 | + Think of Google Docs, Google Sheets, and Microsoft Word => they all have common / similar menu structures
189 | - Avoid asking users to memorize stuff
190 | + complicated password requirements
191 | - Prioritize recognition over recall
192 | + provide menu options (i.e. autocomplete options when searching)
193 |
194 | ### Section Summary and Quiz
195 |
196 | - Human visual processing:
197 | + primitive visual features (color, contrast, angle, length, and slope of lines, texture, motion)
198 | + gestalt principles for pattern-forming (proximity, closure and continuation, symmetry, similarity, common fate, common area)
199 | - Memory
200 | - characteristics of short-term memory (size and duration)
201 | - characteristics of long-term memory (association, schema, recall, elaborative rehearsal)
202 | * Quiz Answers:
203 | - The “central vision” portion of the human field of view, in which people can read text and recognize details in images, is approximately 5 degrees
204 | - Primitive visual features include:
205 | + angle of intersection
206 | + shade / contrast
207 | + motion
208 | - NOT included:
209 | + proximity
210 | - **schema**: a collection of associated concepts in long-term memory
211 |
212 | [back to top](#top)
213 |
214 | ## How Do People Act in the World?
215 |
216 | ### L5: Seven Stages of Action
217 |
218 | - Don Norman's "Design of Everyday Things"
219 | - Seven stages of action
220 | + Forming the goal
221 | + Forming the intention
222 | + Selects the action
223 | + executing the action
224 | + perceiving the state of the world (post action)
225 | + interpret the state of the world
226 | + evaluating the outcome
227 | + (implied 8th step: update their goal => did their action change what they wanted it to do)
228 |
229 | [back to top](#top)
230 |
231 | ### L6: Gulfs of Execution and Evaluation
232 |
233 | - Gulfs of Execution are on the left side of the Seven states of action
234 | + forming the intention
235 | + selecting the action
236 | + executing the action
237 | - Gulfs of Execution
238 | + perceiving the state of the world
239 | + interpret state of the world
240 | + evaluating the outcome
241 | - Gulf of Execution: Bridging
242 | + think of the push bar on a door
243 | + bad example: wordy signs on a door indicate which side of the door to push
244 | - Briding the Gulfs
245 | + Understand
246 | * users' goals
247 | * how they think about accomplishing them
248 | + Make sure likely actions are:
249 | * visible when needed
250 | * make sense
251 | + Make sure the results of actions
252 | * are visible
253 | * make sense
254 |
255 | [back to top](#top)
256 |
257 | ### L7: Design Principles
258 |
259 | - Discoverability
260 | + Discoverability is how we bridge the Gulfs of Execution and Evaluation
261 | + Users need to be able to discover
262 | * what a system can do
263 | * how to operate it
264 | + Execution: users can figure out what actions are possible
265 | + Evaluation: users can discover whether actions were successful
266 | - Supporting Discoverability
267 | + Affordances
268 | + Signifiers
269 | + Feedback
270 | + Constraints
271 | + Conceptual Models
272 | - Affordances
273 | + an "affordance" is a feature of an object or environment that indicates the possibility of action
274 | + think of a doorknob
275 | + or a button
276 | * Signifier
277 | - An indication of "what" action will occur and, in many cases, where the action can occur
278 | - think of a sign
279 | + i.e. two buttons, one green, one red; green says "start", red says "stop"
280 | + or a walking path in a field
281 | * Affordances and Signifiers: Great Together
282 | - Affordances if done well, can communicate intuitively
283 | - Signifiers are often necessary when many actions are possible
284 | - Conventions and standards can reduce need for affordance
285 | * Feedback
286 | - users need to know that the system recieved their input
287 | - users need to know what the system did with their input
288 | * Constraints
289 | - Unavailable actions should be disabled
290 | - Limit the total number of options will make selection easier
291 | * Conceptual Models
292 | - conceptual models support *simulation of future actions*
293 | + anticipate what will happen for things they haven't done yet
294 | - appropriate use of affordances, signifiers, feedback and constrains leads to formation of *accurate conceptual models*
295 | * Support Formation of Conceptual Models
296 | - the originals:
297 | + Affordances
298 | * Signifiers
299 | * Feedback
300 | * Constraints
301 | * Conceptual Models
302 | + new ones:
303 | * Consistency
304 | * Metaphors
305 | - Metaphors
306 | + folder or file => represents documents
307 | + trash carn => delete a file or folder, etc.
308 | + shopping cart =>
309 |
310 | ### Section Wrap-up Notes
311 |
312 | - **Affordance**: A feature of an environment or system that, by its shape and appearance, suggests to a person that a particular action could be taken
313 | - **Signifier**: A feature of an environment or system that communicates through verbiage or imagery what will happen if an action is taken
314 |
315 | [back to top](#top)
316 |
317 | ## Design Heuristics
318 |
319 | ### L8: Heuristics for Design
320 |
321 | - From Knowledge to GUidelines
322 | + Important to understand
323 | * how people perceive
324 | * how people remember
325 | * how people act to pursue goals
326 | + How can system designs use this knowledge to improve UX?
327 | * A: "Guidelines"
328 | - Example page of guidelines for government web pages: [https://webstandards.hhs.gov/guidelines/](https://webstandards.hhs.gov/guidelines/)
329 | + one drawback to the above usability guidelines is that they aren't applicable to every site or scenario
330 | + another is that super-detailed guidelines
331 | - Guidelines
332 | + There are many out there
333 | + you could any set
334 | + Choosing guidelines:
335 | * are they well-supported and focused on user experience?
336 | * Do they cover all the important best practices?
337 | * Do they apply to your platform/situation?
338 | * Are they easy to use?
339 | - Jakob Nielsen's 10 Heuristics
340 | + "Heuristic" means "rule of thumb"
341 | * slightly more general than a "guideline"
342 | + Derived from a sustematic review of usability problems
343 | + intended to be a small, complete and usable set
344 | + able to be taught in a few hours
345 | + well-supported by theories of perception and cognition
346 | - 10 Heuristics
347 | 1. Visibility of system status
348 | 2. match between system and the real world
349 | 3. User control and freedom
350 | 4. Consistency and standards
351 | 5. Error prevention
352 | 6. Recognition rather than recall
353 | 7. Flexibility and efficiency of use
354 | 8. Aesthetic and minimalist design
355 | 9. Help users recognize, diagnose and recover from errors
356 | 10. Help and documentation
357 |
358 | [back to top](#top)
359 |
360 | ### L9: Heuristic #1: Visibility of System Status
361 |
362 | - Visibility of System Status
363 | + the system should always keep users informed about what is going on, through appropriate feedback within a reasonable time
364 | + Why?
365 | * knowing what actions are available bridges the Gulf of Execution
366 | * Knowing how the system responded bridges the Gulf of Evaluation
367 | * Echoes Norman's principles of Feedback and Constraints
368 | + It manifests in a number of ways throughout the system:
369 | * Feedback
370 | * General Availability
371 | + Feedback
372 | * simple things like underlining a link when you hover over it
373 | * If you mark conversations as "read" in Gmail, you get a little message that says that
374 | * Available actions: if you can't do a certain action but the button is there, the button is disabled
375 | + General Availability
376 | * is it busy or loading? Show a loading image
377 | * Show a progress bar if you need more time
378 | * How users react to delay:
379 | - Less than 100 milliseconds: "instantaneous"
380 | - Up to 1.0 second: tolerable but delay is noticeable
381 | - Up to 10 seconds: annoying, but willing to wait if it's worth it
382 | - More than 10 seconds: focus lost, users will move on to something else
383 | * Guidelines
384 | - strive for less than 100 ms
385 | - up to 1 second, no indicator needed
386 | - 1- 10 seconds, use a wait cursor
387 | - Over 10 seconds, complete in background
388 |
389 |
390 | [back to top](#top)
391 |
392 | ### L10: Heuristic #2: Match Between System and Real World
393 |
394 | - 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.
395 | - Why?
396 | + Take advantage of users' existing *schema*
397 | + Leverage perceived affordances and signifiers that suggest actions
398 | + Reduce difficulty of forming effective conceptual models
399 | - Language
400 | - Order of operations
401 | + create document -> write something -> save doc -> give it a name -> choose folder
402 | - Metaphor
403 | + shopping cart
404 | + file
405 | - The systems we create should match the real world as best as we can so that users can understand and use it effectively
406 |
407 |
408 | [back to top](#top)
409 |
410 | ### L11: Heuristic #3: User Control and Freedom
411 |
412 | - 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 an extended dialogue. Support undo and redo
413 | - Why?
414 | + mistakes are inevitable
415 | + Support the 7 stages of action by allowing reformulated goals
416 | + Users employ trial and error to learn a new system
417 | - Emergency exits:
418 | + "Stop Installation"
419 | + "undo" or "redo" buttons
420 | - Users need the freedom to make mistakes and recover from their mistakes
421 |
422 | [back to top](#top)
423 |
424 | ### L12: Heuristic #4: Consistency and Standards
425 |
426 | - Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
427 | - Why?
428 | + Leverage users' schemas => allow them to use patterns of information/systems and apply that to your system
429 | + present a coherent conceptual model
430 | - Consistency of language, layout, and behavior
431 | + "Search" vs. "Submit query"
432 | + "Save" vs. "Commit"
433 | + "Create" vs. "New..."
434 | + Example: Amazon
435 | * different items are presented in similar ways: main picture, price on the right, description below, etc.
436 | + Consistency across products
437 | * Think Google Docs Suite
438 | - Platform Standards
439 | + think of how poor FlatPak's website was (navigation in particular)
440 |
441 |
442 | [back to top](#top)
443 |
444 | ### L13: Heuristic #5: Error Prevention
445 |
446 | - Even better than good error messages 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.
447 | - Why?
448 | + mistakes are common
449 | + people don't see or read everything on the screen
450 | + people make mistakes when typing, clicking, etc.
451 | - Provide constraints
452 | + ex: enter a birthdate (if you don't state the format, you could get a lot of errors)
453 | + ex: live error messages as they are typing
454 | - Confirmation of Risky Actions
455 | + "Are you sure you want to permanently delete these items?"
456 | + prevent errors that are likely to occur
457 |
458 |
459 | [back to top](#top)
460 |
461 | ### L14: Heuristic #6: Recognition Over Recall
462 |
463 | - Minimize the user's memory load by making objects, actions and options visible. The user should not have to remember information from one part of the dialogue to another. Instruction for use of the system should be visible or easily retrievable whenever appropriate.
464 | - A familiar stimulus triggers retrieval from long-term memory
465 | - Recall forces users to:
466 | + recreate chain of associations themselves, or
467 | + forcefully learn through elaborative rehearsal
468 | - Recall will fail unless remembered actions are
469 | + frequent
470 | + Recent
471 | + Strongly associated
472 | - Direct Manipulation
473 | + direct manipulation shows all options that we'd want to do (i.e. animate an item in a powerpoint slide)
474 | - Where does recall come up?
475 | + textual commands like in a terminal window
476 | + passwords
477 | + speech UI's
478 | * Siri gives a list of things that you can ask it / "her"
479 |
480 | [back to top](#top)
481 |
482 | ### L15: Heuristic #7: Flexibility and Efficency of Use
483 |
484 | - 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.
485 | - Why?
486 | + recall is bad for new/infrequent users but can be **fast** for experts
487 | + Different users have different goals, allow them to customize
488 | * but don't force them to!
489 | - Accelerators (i.e. keyboard shortcuts)
490 | - Shortcuts and Bookmarks => browsers do this often
491 |
492 | [back to top](#top)
493 |
494 | ### L16: Heuristic #8: Aesthetic and Minimalist Design
495 |
496 | - Dialogues should not contain information that 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.
497 | - Why?
498 | + visual clutter makes it harder to find and focus on desired actions
499 | + Good use of color, shape, motion, and gestalt principles guide the eye
500 | + The more there is to see, the less of it users will actually see
501 | - Google: nothing but a search bar
502 | - Use Gestalt principles for non-linear reading
503 |
504 | [back to top](#top)
505 |
506 | ### L17: Heuristic #9: Error Recovery
507 |
508 | - Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
509 | - Why?
510 | + #9 - is a special case of 1, 2, 3 and 5
511 | + #1 - Give Feedback
512 | + #2 - Speak the users' language
513 | + #3 - Allow users to undo and escape mistakes
514 | + #5 - Prevent and detect errors
515 |
516 | [back to top](#top)
517 |
518 | ### L18: Heuristic #10: Help and Documentation
519 |
520 | - 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.
521 | - Why?
522 | + Your UI may not be as self-explanatory as you thought
523 | + Structure to support Gulf of Execution
524 | * easy to search
525 | * contain list of actions
526 | * focused on user's tasks
527 | - Contextual Help
528 | + help that is specific to the task they are trying to perform
529 |
530 | ### Random Items
531 |
532 | - Look at [http://www.webpagesthatsuck.com/](http://www.webpagesthatsuck.com/); there are some great examples of bad websites
533 |
534 | [back to top](#top)
535 |
536 |
537 | ## Heuristic Evaluation and Course Wrap-up
538 |
539 | ### L19: Heuristic Evaluation
540 |
541 | - a Heuristic Evaluation is designed to be a quick way to look at your user experience
542 | - It is an "inspection" method where you do a systematic "close read" of your user interface and then apply the heuristics to find and explain problems
543 | - Here is the basic methodology (very intuitive / not groundbreaking):
544 | + choose a set of screens/interactions for focus
545 | + step through, applying heuristics to find potential problems
546 | + Write down all violations, big and small
547 | + assess the severity of each problem
548 | + create prioritized list of problems to fix
549 | - Problem Severity:
550 | + 1 = cosmetic, no real usability impact
551 | + 2 = minor problem, fix if there is time
552 | + 3 = major problem, important to fix
553 | + 4 = catstophe, MUST fix
554 | - In the example, they list a few key parts:
555 | + Finding / Violation: what is the problem that you see
556 | + Severity: 1 - 4
557 | + Heuristic Violated: Visibility of system status
558 | + Recommendation
559 | - Prioritizing
560 | + Highlight the top 5-10 problems
561 | + Ranked in decreasing order of severity
562 | + Use heuristics to explain WHY they matter
563 | - he recommends getting multiple evaluators; each additional evaluator up to around 5 adds meaningful insight into the app and can find more "true" problems
564 | - heuristic evaluation is cheap and fast; doesn't "use up" potential users
565 | - user testing is more realistic, finds more problems, and allows you to assess other UX qualities besides just usability
566 | - CM:
567 | + if I were to do this myself, I'd need to have the 10 Heuristics on a single piece of paper with:
568 | * the general definition
569 | * key bullets breaking that down
570 | * examples of common items that violate this heuristic
571 | + After creating the rubric, I could create a spreadsheet as he has in the example with four main boxes:
572 | * Description of the issue
573 | * System Location
574 | * Heuristics Violated
575 | * Severity
576 |
577 | [back to top](#top)
578 |
579 | ### L20: Course Wrap-Up & Next Steps
580 |
581 | - If UX has four components, this course has focused on the "Usability" component
582 | + the other three are "Value", "Adoptability", "Desirability"
583 | - Books:
584 | - Don Norman: The Design of Everyday Things
585 | - Jeff Johnson: Designing with the Mind in Mind
586 | - Steve Krug: Don't Make Me Think
587 | * Value: Understanding User Needs
588 | - no magic solutions
589 | - UX research methods
590 | - Book:
591 | + Observing the User Experience
592 | * Desirability
593 | - Emotion Design
594 | - Book:
595 | + Don Normal: Emotional Design
596 | - Three levels of emotional response
597 | + visceral - fast, primitve
598 | + behavioral - based on use
599 | + reflective - based on associations
600 | + Aesthetics and Experience
601 | * Experience is an "inseparable, meaningful whole"
602 | * experience becomes relevant through remembered stories
603 | * there's more to experience than product features
604 | * recommended article
605 | - [User Experience and Experience Design](https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/user-experience-and-experience-design)
606 | + Designing Relationships: Service Design
607 | * Book:
608 | - Service Design
609 | * products vs relationships
610 | * the "customer journey"
611 | * multiple "touchpoints"
612 | + Adopability
613 | * accessibility => how easy it for everyone to use
614 | - big area, worthy of its own course
615 | - even the subfield of web accessibility is big and evolving.
616 | - [World Wide Access: Accessible Web Design](http://www.washington.edu/doit/videos/index.php?vid=35)
617 | + Designing for Humans
618 | * understand perception and cofnition
619 | * understand design principles for usable systems
620 |
621 |
622 | [back to top](#top)
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui)
2 |
3 |
4 | # UX Design: From Concept to Wireframe
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](https://github.com/coolinmc6/design-ux-ui/tree/master/UMI-UX-Design-From-Concept-to-Wireframe/Course-Documents)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Most Interesting Parts](#my-key-takeaways)
12 | - [Course Syllabus and Learning Objectives](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#course-syllabus-and-learning-objectives)
13 | - [Introduction to the Design Process](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#introduction-to-the-design-process)
14 | + [What is Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l1-what-is-design)
15 | + [Design Process - An Overview](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l2-design-process---an-overview)
16 | + [Framing Design Problems](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l3-framing-design-problems)
17 | + [Formative Research](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l4-formative-research)
18 | - [Ideation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#ideation)
19 | + [Introduction to Ideation](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l5-introdution-to-ideation)
20 | + [Sketching](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l6-sketching)
21 | + [Brainstorming](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l7-brainstorming)
22 | - [Design Constraints and Making Choices](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#design-constraints-and-making-choices)
23 | + [Personas](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l8-personas)
24 | + [Scenarios](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l9-scenarios)
25 | + [Storyboards](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l10-storyboards)
26 | + [Design Rationale](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l11-design-rationale)
27 |
28 | ## Course Summary and Key Take-aways
29 |
30 | ### Course Summary
31 |
32 | - The course opens with several definitions of design highlighting one of biggest misconceptions about design that it is NOT just what it looks like. There are several [design quotes](#design-quotes) worth taking a look at
33 | - There are three main parts of designing anything that you must understand:
34 | + Purpose: what is the function of the object?
35 | + Context: in what situations will it be used?
36 | + Constraints: what determines how this thing can be made and used?
37 | - I also really like the [core design skills](#core-design-skills) as a good framework for what a designer should be able to do
38 | + **TASK:** create a toolkit around these skills. What tools have I learned (i.e. brainstorming, sketching, etc.) that can help in each of these? Lecture 2 has a great breakdown of those items [here](#design-in-a-nutshell)
39 | - Lecture 2 shows all those items (pretty much as I want it per the task above) and reiterates a lesson I've heard in all of these lectures is that **design is iterative**. It is messy and ambiguous and you have to get used to that
40 | - [Framing Design Problems](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l3-framing-design-problems)
41 | + a design frame is what the designer considers important and will focus on when doing the work / solving the design problem
42 | + There are two main items that must be kept in mind:
43 | * **Scope**: How big is the problem you are focusing?
44 | - is this a complete change of the previous "system" or are you fixing one aspect?
45 | * **Design Space**: What can vary in how you are thinking about the problem?
46 | - what are the variables that can change per type of user or solution?
47 | - [Formative Research](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l4-formative-research) discusses how to research. It's another good list of **all** the methods used to learn about user needs, both formal and informal.
48 | - The [Ideation](#l5-introdution-to-ideation) lecture had a good explanation and introduction to the main methods of coming up with ideas. The notes on [sketching](#l6-sketching) were good and probably something I should do more but I really liked seeing IDEO's [Rules for Brainstorming](#rules-for-brainstorming) and should keep them in mind for this toolkit
49 | - I've read about [Personas](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Concept-to-Wireframe/Notes.md#l8-personas) and I would probably benefit from re-reading my notes on this. They make sense on paper but would like to do more with them.
50 | - [Scenarios](#l9-scenarios) and [Storyboards](#l10-storyboards) are different means to the same end. Storyboards provide a bit more physical context and might paint a fuller picture but it sounds like only one or the other is employed in the design process, not both.
51 |
52 | [back to top](#top)
53 |
54 |
55 | ## Course Syllabus and Learning Objectives
56 |
57 | - By the end of this course, learners will be able to:
58 | + Explain how designers approach complex problems
59 | + Describe the iterative nature of the design process and its main components
60 | + Recognize the central role of ideation and gain experience in sketching
61 | + Create personas, scenarios, and storyboards
62 | + Evaluate systematically tradeoffs of alternative ways you can design a component of a system
63 | - Design is a skill not just "knowledge"; you get better at design **by designing**.
64 |
65 | ## Introduction to the Design Process
66 |
67 | ### L1: What is Design?
68 |
69 | - Wicked problems...
70 | + are ill-defined / underspecified
71 | + don't have a right or wrong solution
72 | + are context-dependent
73 | + Don't have a clear test for solutions
74 | - "Design is how it works" - Steve Jobs
75 | - "Design is a plan for arranging elements in such a way as to best accomplish a particular purpose." - Charles Eames
76 | - **Purpose:** what is the function of this object?
77 | - "...every design problems begins with an effort to achieve fitness between two entities: the form in question and its context" - Christopher Alexander
78 | - **Context:** in what situations does this thing intend to be used?
79 | - **Constraints:** what determines how this thing can be made and used?
80 | - Design is about creating things that fulfill their purpose well while adhering to constraints
81 | - Core design skills
82 | + to frame, or reframe, the problem and the objective
83 | + to create and envision alternatives
84 | + to select from those alternatives
85 | * articulate trade-offs of other solutions, etc.
86 | + to visualize and prototype the intended solution
87 | + to synthesize a solution that brings all those together
88 | - **Interaction design** applies design skills to the creation of interfaces for computational artifacts
89 |
90 | [back to top](#top)
91 |
92 | ### L2: Design Process - An Overview
93 |
94 | - Design is not just creative genius; design is a process
95 | - Design Process (In a Nutshell)
96 |
97 |
98 |
99 | 
100 |
101 | - Design is an iterative process and it is messy! Get comfortable with ambiguity
102 |
103 | [back to top](#top)
104 |
105 | ### L3: Framing Design Problems
106 |
107 | - **goal:** formulate the problem and understand important constraints a solution needs to satisfy
108 | - A frame is an active perspective that both describes and perpetually changes the situation
109 | - Frame describes aspects of the design problem the designer considers to be important and will focus on
110 | + you are trying to learn what's in and what's out
111 | + Weight Loss App example
112 | * which will behaviors will target?
113 | * Who is the population?
114 | * Would this be time-limited or ongoing?
115 | - **Scope**: How big is the problem you are trying to focus on?
116 | + Weight Loss App
117 | * Affect all behaviors?
118 | * Comprehensive weight loss support or just one part of it?
119 | - **Design Space**: what can vary in how you are thinking about the problem?
120 | + More narrowly defined:
121 |
122 | > the **Design Space** is the range of alternative ways that a design solution can work. **Design space** refers to the dimensions on which a design solution can vary: size, complexity, intended population, etc.
123 |
124 |
125 | - Designers use the notion of the design space to articulate classes of design solutions they should consider and the tradeoffs they should analyze.
126 | + Weight Loss App:
127 | * population
128 | * level of motivational readiness
129 | * weight-loss behaviors
130 | * situations where the system is used
131 | * types of technology
132 | - No design problem exists fully formed. A key job a designer is to specify the exact problem that needs to be solved
133 | - Problem framing is an **iterative process**
134 | - project timeline changes, budget gets cut, designer's understanding of the problem changes
135 |
136 |
137 | [back to top](#top)
138 |
139 | ### L4: Formative Research
140 |
141 | - **Goals:**
142 | + understand the existing context and domain
143 | + identify targets for design improvements
144 | - Methods: formal and informal
145 | + Formal Methods
146 | * interviews
147 | * surveys
148 | * participatory design grouops
149 | * systematic observations
150 | * shadowing
151 | * task analytsis
152 | * process mapping
153 | * etc.
154 | + Formal Methods are:
155 | * effective and data-rich
156 | * slow
157 | + Informal Methods
158 | * informal observations
159 | * targeted conversations with key stakeholders
160 | * Foraging on information about the domain
161 | * Asking social network for bug lists
162 | + Informal methods
163 | * tend to be quick, cheap, but you can miss important aspects of the problem (unless you are very good)
164 | - Whichever trajectory
165 | + collect a lot of stuff
166 | + put your materials together
167 | + immerse yourself in them
168 | - Finding Inspiration
169 | + "Nothing is original. Steal from anywhere that resonates with inspiration or fuels your imagination."
170 | + take notes and sketch
171 | - Bug List
172 | + find examples of other technologies that address your problem
173 | + Try them
174 | + Compile list of frictions and frustrations that you discover in those tools
175 | + Come up with ways of addressing those limitations
176 | - Other Sources of Inspiration
177 | + Tech that solves a related problem
178 | + Non-tech solutions for your problem
179 | + Your population's context, habits, culture, infrastructure
180 | + Elegant artefacts and processes
181 | + Anything else that strikes your fancy!
182 |
183 | [back to top](#top)
184 |
185 | ### Quiz 1:
186 |
187 | - Design is "compromise":
188 | + The issue is not that designers do low-quality work. It’s that most real-world design problems are complex enough that they often involve conflicting constraints — constraints that pull the design solution in different directions. A designer has to balance those conflicting demands, and this balancing usually means that some aspects of the design end up being done in a way that the designer wouldn’t have chosen if the constraints were not present.
189 |
190 |
191 | [back to top](#top)
192 |
193 | ## Ideation
194 |
195 | ### L5: Introdution to Ideation
196 |
197 | - **Goal:** Generate a lot of concepts from which you can generate a high-quality solution
198 | + large body of evidence showing that you if you start with a large set of different ideas, the final product is better
199 | - Basic Rules of Ideation
200 | + Make ideas cheap!
201 | * generate ideas as quickly as possible which ALLOWS us to quickly throw them away as well
202 | * fill in just enough details to get a sense of the idea
203 | + Generate both variations of an idea and very different ideas
204 | + Don't worry about idea quality or feasibility
205 | - **Ideation Outcome:** dozens or even hundreds of ideas
206 | - Tools for Ideation
207 | + sketching
208 | + Brainstorming
209 | + Mindmapping
210 | * concept is put in center of sheet
211 | + Timed idea generation (generate as many ideas as possible)
212 | + Generate a minimum of X ideas (i.e. 40)
213 | + The goal of this is to visualize and think about the problem in many different ways and you can use a number of tools to do that
214 |
215 | [back to top](#top)
216 |
217 | ### L6: Sketching
218 |
219 | - "Sketching is not only the archetypal activity of design. It has been thus for centuries."
220 | - Sketching is about generating and communicating ideas
221 | - Sketch Attributes
222 | + **quick**
223 | + timely
224 | + **inexpensive**
225 | + disposable
226 | + plentiful
227 | + clear vocabulary
228 | + distinct gesture
229 | + **minimal details**
230 | + appropriate level of refinement
231 | + suggest and explore
232 | + ambiguity
233 | - Sketches don't have to be beautiful to be useful
234 | - Sketch vs. Prototype Summary:
235 |
236 | 
237 |
238 | - There are many different types of sketches
239 | + some are just for communicating sketch
240 | + **thinking sketches generate large numbers of ideas**
241 | + technical sketches are used in engineering
242 | + Presentation sketches have more polish
243 | + Emotive sketch are designed to be later stages of design
244 | - Recommends getting a design notebook
245 |
246 | [back to top](#top)
247 |
248 | ### L7: Brainstorming
249 |
250 | - IDEO Rules for Brainstorming
251 | + Have a clear problem statement
252 | + Have clear rules (i.e. go for quantity)
253 | + Number the ideas
254 | + Build on ideas
255 | + Make ideas visible
256 | + Get physical (sketch, mind-map, make, act out)
257 | - Traps to Avoid
258 | + criticizing ideas;
259 | + Rule: don't criticize ideas, every idea is valid
260 | + Taking turns (or trying to make the process less messy)
261 | * Rule: let it be a bit chaotic, have people jump in when they have an idea
262 | + Getting sucked into developing an idea in depth
263 | * Rule: don't go too far down one idea
264 | + Going too far on tangent
265 | * Rule: don't go off-topic / off-scope
266 | + Stopping to do research
267 | * Rule: keep going for more ideas
268 | - How to Keep Moving
269 | + Brainstorm solutions to pain points
270 | + Determine steps in process, brainstorm on those
271 | + Identify loci for innovation
272 | + Identify solutions for different users
273 | + Have a facilitator
274 | - Brainstorming Facilitator
275 | + Make sure people don't go on excessive tangents
276 | + Notice when session participants feel stuck or have hit a dead end, redirect session by bringing up a new topic
277 | + To keep in check the critiquing of ideas
278 | + Prevent participants from diving too deeply into the ideas
279 | - Rapid Brainstorming with Structure Example
280 | + I. Brainstorm a list of 10 objects associated with snow and cold weather
281 | * write these objects along the top of a large piece of paper
282 | + II. Brainstorm 10 controls or techniques for controlling those objects
283 | * Write these objects along the left side of the paper
284 | + Populate as much of the matrix as you can in 10 minutes
285 | + Don't worry about whether the idea is good or not
286 | - Reward yourself after brainstorming; it's very hard
287 |
288 | [back to top](#top)
289 |
290 | ## Design Constraints and Making Choices
291 |
292 | ### L8: Personas
293 |
294 | - The purpose of personas is to build concrete image of users that designers can design toward
295 | - They are based on all the research, skecthing, conversations, etc.
296 | - Personas are fictional characters that represent key types of technology's intended users that were discovered through formative work.
297 | - Key Characteristics of Personas
298 | + Based on data
299 | * they are based on formative research
300 | + Embody goals, traits, behaviors and context that could influence if and how the technology is used
301 | + Represent distinct classes of intended users
302 | - Persona Example
303 | + Picture
304 | + Demographics: age, occupation, location, life stage (married? children?)
305 | + Goals and Motivators
306 | + goals related to technology and motivators the could be leveraged or act as barriers
307 | * career-oriented? being a parent? novelty (unique about her), etc.
308 | + Behaviors and Constraints
309 | * routines an dother behaviors (e.g. work practices) that create opportunities or barriers for technology
310 | * weather? access to technology? personal traits (i.e. need structure / routine), hectic schedule?
311 | + Context
312 | * living and working environments and other aspects of physical and social context that may affect technology use
313 | - You would be constantly checking your design ideas to ask: would this work for this Mary? Would this work for John?
314 | - Benefits of Personas
315 | + personalize and summarize a lot of data
316 | + Provide a mental shortcut for design considerations
317 | + Allow discussion of and agreement on who intended users are
318 | + Easy to understand by non-designers
319 | + Help check tendencies to design for oneself or the "elastic user"
320 | - Some final considerations
321 | + personas should feel "real" - they should accurately summarize available data
322 | + They should focus on common rather than idiosyncratic traits/characteristics
323 | + Content should be relevant
324 | * family situation might not be relevant for design of a workplace technology
325 |
326 | [back to top](#top)
327 |
328 | ### L9: Scenarios
329 |
330 | - Scenarios are short stories about specific users who are using technology being designed to accomplish specific goals in a specific context
331 | - Scenarios bridge findings about user needs and ideas about how a technology may support those needs
332 | - Why use scenarios?
333 | + support reflection during the design process
334 | + open-ended and easily revised
335 | + anchor design discussion
336 | - Elements of a Scenario:
337 | + **Setting**: situation (state of the system, context of use) in which activity occurs
338 | + **Agent**(s): people performing the activity described in the scenario
339 | + **Goals**: objectives agents are trying to accomplish
340 | + **Actions**: activities that agents do to accomplish their goals
341 | + **Events**: things that happen to users while doing the activities in the scenario
342 | - Types of Scenarios
343 | + problem scenarios: describe features of the current situation
344 | * the users' current problem and what they are trying to accomplish
345 | + goal or task-based scenarios: what the user wants to do
346 | + activity scenarios: transformt he current practice into new design features
347 | + full scale task scenarios: steps to accomplish a task
348 | + information scenarios: how users perceive, interpret and make sense of information
349 | + interaction scenarios: physical actions and system responses that respond to users' tasks
350 | + When to use
351 | * problem scenarios are typically done first to understand the problem they are trying to sovle
352 | - Some final considerations
353 | + you don't need to be a great writer; provide enough detail to understand the scenario
354 | + scenarios should be quick; more rough scenarios
355 | + scenarios are process artifacts. Do only as much as is helpful
356 | + scenarios can help uncover unwanted technology effects
357 |
358 |
359 | [back to top](#top)
360 |
361 | ### L10: Storyboards
362 |
363 | - A storyboard is a series of sketches that visually conveys how a user engages in an activity that involves the technology that is being developed.
364 | - Why storyboards (if you have scenarios)?
365 | + they help you think more deeply about:
366 | * environments where the system is used
367 | * physical constraints
368 | * user's motivation and emotion
369 | * relationships among multiple people
370 | - Elements of a Storyboard
371 | + Zoom: how wide/narrow is the focus of the frame?
372 | + Angle: from whose point of view is the content in the frame? User's? Observer's?
373 | + Detail: what is the frame focused on?
374 | + Emotion: what emotion is the user expressing?
375 | + Setting: Where does the action take place?
376 | - Storyboarding considerations
377 | + How many panels are needed?
378 | + What interactions will be represented?
379 | + How will time be represented?
380 | + How will the user ("character") fit?
381 | + What text will be used?
382 | - Some final thoughts
383 | + You don't need to be a great artist to draw useful storboards
384 | + storyboarding quickly allows you create more storyboards
385 | + storyboards most helpful for conveying physical environment, emotion, and relationships
386 | + Play to your strengths - often either a scenario OR a storyboard will work
387 |
388 | [back to top](#top)
389 |
390 | ### L11: Design Rationale
391 |
392 | - Design rationale is articulation and analysis of tradeoffs of different alternatives to guide design
393 | - Goals: to understand the design options, their pros and cons, and to make principled decisions about which design options to pursue
394 | - Questions, Options, Criteria
395 | + A feature is represented by multiple possible options which answer a particular question
396 | + Criteria help articulate their tradeoffs and guide the choice of which option(s) to go with
397 | - Questions:
398 | + provide structure to the design space
399 | + Help uncover and define alternatives
400 | - Options
401 | + Different potential design answers to the same question
402 | * e.g. How should consumed food be entered into the food log?
403 | - Criteria
404 | + Required and desirable properties the design should satisfy
405 | + Differ in importance and generality
406 | + Help determine reasons for decisions
407 | - Sources of Criteria
408 | + Formative work with target users
409 | + Usability broadly construed
410 | * integration with daily routines, privacy, social acceptability, user expectations, etc.
411 | + Previous studies
412 | + Behaviorial studies
413 | + Requirements from other parts of the design
414 | - Things to Consider
415 | + There might not be one clear answer
416 | + It's important to know the most important criteria
417 | + A design decision can affect many other aspects of the project
418 | + Empirical data (from surveys, focus groups, small studies) can inform design decisions
419 | - SUmmary
420 | + deciding which option to pursue is a key design activity
421 | + design decisions need to be intentional and reasoned
422 | + QOC (Question-Option-Criteria) enables designers to make decisions in a systematic way
423 |
424 | [back to top](#top)
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui)
2 |
3 |
4 | # UX Design: From Wireframe to Prototype
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](https://github.com/coolinmc6/design-ux-ui/tree/master/UMI-UX-Design-From-Wireframe-to-Prototype/Course-Documents)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Most Interesting Parts](#my-key-takeaways)
12 | - [Course Syllabus](#course-syllabus-and-learning-objectives)
13 | - [Building Blocks of User Interaction](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#building-blocks-of-user-interaction)
14 | + [Course Introduction](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l1-course-introduction)
15 | + [Elements of User Interaction: Data Input](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l2-elements-of-user-interaction-data-input)
16 | + [Elements of User Interaction: Output, State, and Mode](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l3-elements-of-user-interaction-output-state-and-mode)
17 | + [Introduction to Prototyping](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l4-introduction-to-prototyping)
18 | - [Low to Hi-Fidelity Prototyping](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#low-to-hi-fidelity-prototyping)
19 | + [Wireframes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l5-wireframes)
20 | + [Low-Fidelity Interactive Prototypes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l6-low-fidelity-interactive-prototypes)
21 | + [Testing Lo-Fi Prototypes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l7-testing-lo-fi-prototypes)
22 | + [Adding Realism to Prototypes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l8-adding-realism-to-prototypes)
23 | - [Conceptual Issues in Prototyping and Design](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#conceptual-issues-in-prototyping-and-design)
24 | + [Key Design Concepts](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-UX-Design-From-Wireframe-to-Prototype/Notes.md#l9-key-design-concepts)
25 |
26 | ## Course Summary and Key Take-aways
27 |
28 | ### Course Summary
29 |
30 | ### My Key Takeaways
31 |
32 | [back to top](#top)
33 |
34 | ## Course Syllabus and Learning Objectives
35 |
36 | - Learning Objectives:
37 | + Analyze factors that influence the design of user input and feedback in an interactive system
38 | + Describe different types of prototype, and what kinds of questions each type of prototype is intended to answer
39 | + Create and evaluate low-fidelity prototypes
40 | + Recognize the importance of good choice of defaults
41 | + Reason critically about the broader impacts of the systems that they are designing
42 |
43 | [back to top](#top)
44 |
45 | ## Building Blocks of User Interaction
46 |
47 | ### L1: Course Introduction
48 |
49 | - Prototyping can be wireframes, lo-fi prototypes, mock-ups, mid-fi prototypes
50 | - Prototyping translates findings from formative work into concrete designs that can be tested, revised, and refined prior to implementation of the final system
51 |
52 | [back to top](#top)
53 |
54 | ### L2: Elements of User Interaction: Data Input
55 |
56 | - Input: data that needs to be entered into the program to enable it to perform desired tasks
57 | - Two types of input:
58 | + user-entered input
59 | * GUI elements => buttons, icons, menus, switches
60 | * Self-report data => free-text, structured forms, voice input, taking a picture
61 | + passive input
62 | * sensor readings => location, camera, microphone, accelerometer
63 | * Data from other applications => calendar, pictures, health data
64 | * Information from internet => web app data (FitBit, Yelp, etc.), Weather, RSS feeds
65 | - Input Design Considerations
66 | + what granularity of data is needed?
67 | + When / how often is the data needed?
68 | + In what state is the user when input is needed? (Driving? loud environment?)
69 | + what is the value vs. the burden of obtaining the data
70 | - Consequences of Input Design
71 | + format, granularity, and frequency of input set limits on what application can do
72 | + User experience greatly affected by input design
73 |
74 | [back to top](#top)
75 |
76 | ### L3: Elements of User Interaction: Output, State, and Mode
77 |
78 | - Output: information that the system presents to the user in order to accomplish its indended funciton
79 | - Output structure: the format in which it is presented
80 | - Output content: what information is presented
81 | - Output Structure
82 | + Modality
83 | * visual (screen-based, ambient)
84 | * Audio
85 | * Haptic
86 | + Format
87 | * Number
88 | * text
89 | * list
90 | * graph
91 | * push notification
92 | + Location
93 | * in-app
94 | * wearable
95 | * phone lock screen
96 | - Output Design Considerations
97 | + What exactly does the user need to know to perform the task?
98 | + When/how often will the user interact with the information?
99 | + In what state will the user be when presented with the information?
100 | + What is the user's current knowledge base?
101 | - State: current values of system inputs and the set of rules that determine what kind of output the system will produce
102 | - Mode: element of state, usually user-controllable, that consistently determines how information is presented
103 | + sustem-wide modes: ringer on/off, airplane mode, do not disturb, night shift
104 | - Summary
105 | + UX design involves designing inputs, outputs, and rules that translate inputs to desired outputs
106 | + Design of both inputs and outputs must consider when, where, and how user will need to interact with the system
107 | + Visibility of state help users understand why the system behaves the way it does
108 |
109 |
110 | [back to top](#top)
111 |
112 | ### L4: Introduction to Prototyping
113 |
114 | - Interaction design prototype: a representation of a design, made before the final solution exists
115 | - Why Prototype?
116 | + you often don't know exactly how the system should work
117 | + engineering and software development are expensive and time-consuming
118 | - Prototyping enables testing of and receiving feedback on:
119 | + overall design concepts
120 | + functionality of different components of a system
121 | + user interactions
122 | + layouts
123 | + fine-grain design details like fonts and color schemes
124 | - Each protoype is intended to answer one or more questions to help designers make decisions needed to advance their design
125 | - Types of Prototype
126 | + storyboard
127 | + sketch
128 | + wireframe - visual representation of individual screens of the system
129 | + interactive prototype - captures multiple states of a design, transitions among them
130 | - Prototype Fidelity
131 | + more polished prototypes make users feel like it's already set in stone and that they are commenting on smaller things like font sizes, colors, etc.
132 | - Prototyping maximizes the number of times you get to revise and refine your design before committing to code
133 |
134 | [back to top](#top)
135 |
136 | ## Low to Hi-Fidelity Prototyping
137 |
138 | ### L5: Wireframes
139 |
140 | - Wireframe: a visual representation of the screens of an interactive application that shows layout, types of information that are displayed, and elements of pointer-based navigation
141 | - Questions Wireframes can Answer
142 | + Do screens capture right chunks of system functionality?
143 | + Are the components of a wireframe the right things to have on a single screen?
144 | + Does the screen capture the right way those components should be presented to the user?
145 | + Does the overall layout of components make sense?
146 | + Do screens provide the right navigational elements?
147 | - Questions Wireframes Do Not Answer
148 | + What is the state required to generate this output?
149 | + How should content be ordered?
150 | + How does the user transition among multiple screens?
151 | + What is the right visual design for the screen?
152 | + What non-visual output is the system producing?
153 | - How to Wireframe
154 | + sketching on pen and paper
155 | + Desktop and Web Apps
156 | * Balsamiq
157 | - When to Create Wireframes?
158 | + When the designer understands a chunk of functionality and wants to get feedback
159 | + When there are several ways somethign can be presented to users and the designer needs to choose among them
160 | + When developers need to start planning system backend
161 | - Summary
162 | + wireframes are basic building blocks of UX prototypes
163 | + they can test early concepts of functionality, rpesentation of interactive components, and layout
164 | + They support gathering of feedback before full system has been thought through
165 | + They are fast to create and cheap to discard
166 | -
167 |
168 | [back to top](#top)
169 |
170 | ### L6: Low-Fidelity Interactive Prototypes
171 |
172 | [back to top](#top)
173 |
174 | ### L7: Testing Lo-fi Prototypes
175 |
176 | [back to top](#top)
177 |
178 | ### L8: Adding Realism to Prototypes
179 |
180 | [back to top](#top)
181 |
182 | ## Conceptual Issues in Prototyping and Design
183 |
184 | ### L9: Key Design Concepts
185 |
186 | [back to top](#top)
187 |
188 | ### L10: Defaults
189 |
190 | [back to top](#top)
191 |
192 | ### L11: Reflective Design
193 |
194 | [back to top](#top)
195 |
196 | ### L12: New Direction in UX Design
197 |
198 | [back to top](#top)
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/UMI-Understanding-User-Needs/Notes.md:
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui)
2 |
3 |
4 | # Understanding User Needs
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](https://github.com/coolinmc6/design-ux-ui/tree/master/UMI-Understanding-User-Needs/Course-Documents)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | - [Introduction and Qualitative Research Overview](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#introduction-and-qualitative-research-overview)
12 | + [Introduction to User Needs Assessment](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l1-introduction-to-user-needs-assessment)
13 | + [Overview of Qualitative Research](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l2-overview-of-qualitative-research)
14 | - [Interview Protocols](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#interview-protocols)
15 | + [Semi-Structured Interviews](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l4-semi-structured-interviews)
16 | + [Components of an Interview Protocol](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l5-components-of-an-interview-protocol)
17 | + [Good Practices for Interview Protocols](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l6-good-practices-for-interview-protocols)
18 | + [Interview Protocol Template](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#interview-protocol-template)
19 | - [Interviews, Observations, and Data Extraction](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#interviews-observations-and-data-extraction)
20 | + [Tips for Interviewing](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l7-tips-for-interviewing)
21 | + [Observing Users](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l8-observing-users)
22 | + [Extracting Data from Interview](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l9-extracting-data-from-interview)
23 | - [Affinity Walls and Analysis](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#affinity-walls-and-analysis)
24 | + [Analyzing Qualitative Data](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l10-analyzing-qualitative-data)
25 | + [Affinity Walls](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l11-affinity-walls)
26 |
27 | ## Course Summary and Key Take-aways
28 |
29 | ### Course Summary
30 |
31 | - There are a number of reason you'd do a user needs assessment but it's generally because you want to understand:
32 | + **why** people want to use a product/service
33 | + **how** people actually use product/service
34 | + **see** what people like/dislike about a product/service
35 | + **hear what else** people might want
36 | - User **needs** can be actual needs, wants, preferences, quirks, etc.
37 | - Qualitative research is non-numerical, direct interaction with people and context, and not designed to be considered aggregate, large-scale descriptions of user behavior
38 | - This course focused on [semi-structured interviews](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l4-semi-structured-interviews) with a good chunk feeling very intuitive.
39 | - There is a good section on [interview protocols](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l5-components-of-an-interview-protocol) but feels very intuitive. It feels like this information could be condensed into a good checklist / cheat sheet of items to do before an interview.
40 | - Some of the best tips on conducting an interview:
41 | + Ask open-ended questions to really engage the user
42 | + Don't be leading them to a certain place and don't judge! Users need to feel that the system is being tested, not their intelligence
43 | + Closed-ended questions aren't great
44 | + Overly abstract or generalized (i.e. "what do you normally do when..."); you want to be concrete
45 | + **Be Prepared.** In general, being prepared and understanding who you're interviewing and having your questions ready will go a long way (again, not rocket science but good to remember)
46 | - Post-interview, it's best to take notes immediately. The idea behind [affinity notes](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l9-extracting-data-from-interview) and the [affinity wall](https://github.com/coolinmc6/design-ux-ui/blob/master/UMI-Understanding-User-Needs/Notes.md#l11-affinity-walls) is really cool.
47 | - The short slide about qualitative data and learning was interesting:
48 | + You can condense information by clustering, sorting, finding patterns, and relating things to each other
49 | + Condensing information *is* understanding
50 | + Understanding *is* intelligence
51 |
52 | [back to top](#top)
53 |
54 | ## Introduction and Qualitative Research Overview
55 |
56 | ### L1: Introduction to User Needs Assessment
57 |
58 | - Why do a user needs assessment?
59 | + To understand why people would want to use a product or service
60 | + To learn how people actually use or don't use a product or service
61 | + To see what people like or dislike about a product or service
62 | + To hear what *else* people might want from a product or service
63 | - When to do a user needs assessment?
64 | + Before an design phase
65 | * before designing something new
66 | * before a re-design
67 | + Any time questions or problems arise?
68 | * What causes users to want our service?
69 | * Why don't customers go beyond the home page?
70 | * What frustrates users of our product?
71 | * How could we improve the client's experience?
72 | - "Needs" are not always urgent
73 | + Origin of "needs assessment"
74 | * 1960's
75 | * Roger Kaufman
76 | + In UX, "needs" = needs, wants, preferences, quirks
77 | * often focused on a product or service
78 | * pros and cons to taking a broader view
79 | - Course Focus: Qualitative Research
80 | + Methodologies taught in this course:
81 | * Interviews
82 | * Observations
83 | * Affinity diagrams
84 | + Strengths of qualitative research:
85 | * in-depth
86 | * broad range
87 | * hypothesis generation
88 | * causal explanations
89 | - What this Course Does NOT Cover
90 | + Other methodologies like:
91 | * work models
92 | * personals
93 | * market research
94 | * surveys
95 | * log analysis
96 | * document analysis
97 |
98 | ### L2: Overview of Qualitative Research
99 |
100 | - Quantitative research helps to understand...
101 | + overall trends
102 | + existing product or service
103 | + issues you can anticipate
104 | - It is less useful for...
105 | + detailed understanding
106 | + new possibilities
107 | + unanticipated
108 | - Qualitative Research
109 | + Characterized by...
110 | * non-numerical data
111 | * direct interaction with people and contexts
112 | * richness and detail
113 | + Strengths of qualitative research
114 | * in-depth
115 | * broad range
116 | * hypothesis generation
117 | * causal explanations
118 | - Qualitative Vs. Quantitative:
119 | + Qualitative research generates hypotheses that can be verified with quantitative research.
120 | + Qualitative research offers potential explanations for outcomes from quantitative research.
121 | + Qualitative research tends to provide close-up, in-depth description while quantitative research tends to provide aggregate, large-scale description.
122 | - Data gathering:
123 | + **interviews**
124 | + **field oservations**
125 | + participant observations
126 | + focus groups
127 | - Data analysis
128 | + Coding
129 | + content analytsis
130 | + **thematic analysis**
131 | + **recursive abstraction**
132 | **bold:** focus for this course
133 |
134 | - Quatitative Research Caveats
135 | + not best for questions such as:
136 | * What proportion of users do X?
137 | * Would usage increase if we did Y instead of Z
138 | * Does program V cause effect W?
139 | + Weaknesses
140 | * no numerical data or analysis
141 | * relative comparisons
142 | + Qualitative Research => you are trying to get the rich detail of particular uses
143 |
144 | ### L3: User Needs Assessment: Mini-Project
145 |
146 | - I won't be doing this
147 |
148 |
149 |
150 | [back to top](#top)
151 |
152 | ## Interview Protocols
153 |
154 | ### L4: Semi-Structured Interviews
155 |
156 | - Types of Interviews
157 | + Group vs. **Individual**
158 | + Remote vs **In-person**
159 | + Degree of structure
160 | * structured
161 | * **semi-structured**
162 | * unstructured
163 | - Semi-structured -> balancing what you know about the project but more free-form conversation
164 | + balance between:
165 | * researcher's interests and focus
166 | * open, free-form discussion
167 | + There is often a script or interview protocol
168 | + conversational style
169 | + expect to go OFF-script
170 | - Interviews for Needs Assessment
171 | + Who
172 | * user / potential user
173 | * "typical" member of the group
174 | + Where
175 | * where the participant normally uses product or service (or might do so)
176 | * where participant feels comfortable
177 | + When
178 | * scheduled in advance
179 | * mutually convenient time
180 | * when participant normally uses the product or service
181 |
182 | [back to top](#top)
183 |
184 | ### L5: Components of an Interview Protocol
185 |
186 | - Components of an Interview Protocol
187 | + Overarching question
188 | + Introduction
189 | + Main Interview*
190 | * background / warm-up questions
191 | * core questions
192 | + Observation*
193 | * think-aloud protocol
194 | * observation questions
195 | + Conclusion
196 | + * => one set for every type of interview participant
197 | - Overarching Question
198 | + this is the big question you are trying to answer
199 | + keep it in mind throughout protocol development and actual interview
200 | + you will not necessarily ask the interview participant this question directly
201 | - Introduction
202 | + script for you to explain process to interview participant:
203 | * self-intro
204 | * goals of interview
205 | * duration
206 | * overview of components
207 | * confidentiality
208 | * voluntary
209 | * permissions => if necessary (waiver, release, audio recording release, etc.)
210 | - Main Interview
211 | + Background / warm-up questions
212 | * short
213 | * simple
214 | * close-ended
215 | + Core questions
216 | * open-ended
217 | * conversational
218 | * focused on overarching question
219 | - Observation
220 | + Think-aloud protocol
221 | * encourage participant to verbally explain what they are thinking and doing
222 | * awkward at first but it gets easier
223 | + Observation questions
224 | * prompts to perform tasks
225 | * questions you can anticipate
226 | * focused on overarching questions
227 | - Conclusion
228 | + script for the end of the interview and observation:
229 | * "anything you'd like to add?"
230 | * Thank you
231 | * Follow-up plans
232 | - additional questions
233 | - report back
234 | * Your contact information
235 | * "Any questions?"
236 | * Thank you, again!
237 | - Note
238 | + these are guidlines; no hard rules
239 | + most important: interview ethics
240 | + second most important: is your key question being answered?
241 |
242 | [back to top](#top)
243 |
244 | ### L6: Good Practices for Interview Protocols
245 |
246 | - Interviewing as Science and Art
247 | + Preparation
248 | * interview participant background
249 | * topic background
250 | * interview protocol
251 | * overarching question
252 | + Improvisation
253 | * rapport with interview participant
254 | * attention to the unexpected
255 | * unscripted questions
256 | * focus on overarching question
257 | - Good Questions
258 | + Open-ended
259 | * why did you...
260 | * How did you go about...
261 | * Can you tell me about...
262 | * Why do you think that is?
263 | * How did you handle that situation?
264 | + ask questions in which you really engage the user to tell you as much as they can about the situation
265 | + specific, concrete
266 | * "tell me about the last time that you did..."
267 | + Non-leading, judgment free
268 | * what option do you prefer?
269 | * What do you think was the reason for that?
270 | * How did you try to address the problem?
271 | + Not So Good Questions
272 | + Closed-ended
273 | * Do you like X?
274 | * How many times a week do you?
275 | * What is your favorite...?
276 | * sometimes they are appropriate but they shouldn't dominate the protocol
277 | + Abstract, generalized
278 | * what do you normally do when...?
279 | * what is the typical way in which?
280 | * Thesea ren't good because humans aren't good at accurately describing what they do or have done.
281 | + Leading, judgmental
282 | * Do you prefer X over Y?
283 | * Was it because of a bad process that the task was difficult?
284 | * Why didn't you use a feature Z?
285 | - Organization and Flow
286 | + Cluster related questions together
287 | + Within each cluster, arrange them in a meaningful order:
288 | * chronological
289 | * narrative
290 | * broad to narrow, or narrow to broad
291 | + Arrange clusters in a meaningful order
292 | + Save any sensitive questions for the end
293 | - Follow-up Questions
294 | + Under each core question, add follow-up questions
295 | * use bulleted list
296 | + Follow-up question types:
297 | * Generic: "Why?" "How did that happen?" "Tell me more."
298 | * Prompts for specific issues: "Did you think about X? or Y?"
299 | * Repetition: "Could you tell me about another time..."
300 | + Think through the order of these, as well
301 | + You may not ask all of these follow-ups
302 | - Final thoughts
303 | + goal of protocol
304 | * preparation
305 | * guide during interview
306 | + Memorize the overall flow of the protocol
307 | + You will not read protocol questions one after the other
308 |
309 | [back to top](#top)
310 |
311 | ### Interview Protocol Template
312 |
313 | This interview protocol was developed for a 15-minute interview with a user of GPS mapping applications, seeking to understand unusual or unexpected things about their usage habits.
314 |
315 | #### Protocol
316 | ##### [Overarching Question]
317 |
318 | What unusual or unexpected uses of GPS does the participant make when navigating from one place to another, especially in the context of informing new or improved GPS features?
319 |
320 | ##### [Introduction]
321 |
322 | Hi, my name is Kentaro Toyama, and I’m here to understand better how you use GPS technology, particularly for navigating from one point to another. This interview will take about 10-15 minutes, during which time we’ll go through some questions. Throughout, I’d like you to treat me as if you’re describing the situation to someone who isn’t familiar with GPS devices. I’m here to learn from you.
323 |
324 | A couple of things before we start. To the extent possible, I will take your comments to be confidential. My research team and I will aggregate all the comments from several interviews we’re conducting so that your comments are not easily traced to you. If we quote you in our final report, we will do so without identifying your name or specific role. If there’s anything you really don’t want on the record, even if it’s anonymized, please let me know that, too. Also, this interview is entirely voluntary on your part – if for any reason you want to stop, please let me know. We can end the interview at that point with no repercussions for you of any kind. I can also throw out anything you’ve told me until that point.
325 |
326 | Do you have any questions for me? All right, then, let’s proceed.
327 |
328 | ##### [Once the interview gets underway…]
329 |
330 | Oh, and by the way, do you mind if I take an audio recording? This is just so that I don’t miss anything – no one other than the research team will have access to the recording. Thanks.
331 |
332 | ##### [Warm up]
333 |
334 | How often do you use GPS for navigating?
335 |
336 | In general, are you happy with GPS technologies?
337 |
338 | ##### [Recent use of GPS]
339 |
340 | I’d like you to think back to the most recent time when you used a GPS to navigate from one place to another. Can you tell me a bit about that trip?
341 |
342 | ##### [Follow up, if they don’t include in their response]
343 |
344 | 1. When did the trip take place? From where to where did you go? Roughly how long was the trip?
345 | 1. When exactly did you turn the GPS on?
346 | 1. How did you input the destination location? [E.g., by address, by landmark, etc.]
347 | 1. Did you have to interact with the GPS once you set the destination, and if so, when and why?
348 | 1. Did you have other passengers, and did any help with navigation?
349 | 1. Do you remember turning the GPS off, and if so when was that?
350 | 1. Did anything unusual happen on that trip?
351 | 1. Would you say that that was a typical trip? If not, what was unusual about it?
352 |
353 | [Repeat above, for other trips, if fruitful.]
354 |
355 | ##### [Unusual trip – if nothing interesting comes up above]
356 |
357 | Now, I’d like you to think about a recent trip that was unusual or uncommon for you. For example, if you were on vacation, or in an accident, or part of a group of drivers going to the same location, and so on.
358 |
359 | - Can you think of anything like that?
360 | - What made the trip unusual?
361 | - Did you use a GPS device? And if so, did the unusual nature of the trip change how you used the GPS?
362 | - Who was in the car with you, and did they help with navigation?
363 |
364 | ##### [Other questions]
365 |
366 | One of the things I’m most interested in are situations under which the GPS is used in an unusual way. Can you think of any instances when you used the GPS in a way that isn’t typical?
367 |
368 | - [Use follow-up questions from above.]
369 | - Is there anything else that might be relevant – unusual uses of GPS, for example?
370 |
371 | ##### [Conclusion]
372 |
373 | Thank you – those are all the questions I have for you. If anything else occurs to you after I leave, please don’t hesitate to let me know by email. I may be in touch with you again to ask a few follow-up questions. If you’d like, I can send a version of the report that we’ll write based on this interview. Do you have any questions? Thanks again!
374 |
375 |
376 | [back to top](#top)
377 |
378 | ## Interviews, Observations, and Data Extraction
379 |
380 | ### Sample Interview
381 |
382 |
383 | [back to top](#top)
384 |
385 | ### L7: Tips for Interviewing
386 |
387 | - Memorize the overflow / prep for the interview
388 | + participant background
389 | + interview protocol
390 | - Rapport with Interview
391 | + make them feel comfortable
392 | + do not jump right in
393 | + start with small talk
394 | + Adopt a Learning Mindset
395 | * they are the expert
396 | * Observe
397 | * Adapt
398 | * Listen
399 | * **They** are the expert in their experience; you need to understand what they do and how they have tried to solve the problem
400 | + Follow Interesting Threads
401 | * Advanced prep pays off but willing to abandon the script if needed
402 | * Ask follow-up questions until satisfied
403 | * Listen for unexpected but relevant things
404 | - improvise unscripted follow-up questions
405 | + Note-taking
406 | * take notes with pen and paper; devices can create a barrier
407 | * print a list of questions with gaps for your notes
408 | + Write down:
409 | * key points in short phrases
410 | * things that audio recording can't capture (like facial expressions, physical context)
411 | * Follow-up questions
412 | + Practice Interviewing
413 | * maintain conversational tone
414 | * keep overarching question in mind
415 | * Be curious!
416 |
417 | [back to top](#top)
418 |
419 | ### L8: Observing Users
420 |
421 | - Observation Review
422 | + think aloud protocol
423 | + observation questions
424 | - Observation starts even before the interview
425 | - Observation Tips
426 | + Ask participant to perform relevant tasks
427 | + Think Aloud Protocol
428 | * what are you doing onw? why are you doing that?
429 | + Take good notes on think aloud protocol
430 | * what are the unexpected things?
431 | - pauses
432 | - missteps / multiple steps
433 | - detours
434 | - intentional detours
435 | * Ask questions if you don't understand the motivation for something
436 | - Similar to interviews
437 | + maintain conversational tone
438 | + keep overarching question in mind
439 | + be curious
440 | + practice it
441 |
442 |
443 | [back to top](#top)
444 |
445 | ### Sample Think-Aloud Protocol
446 |
447 | - watched
448 |
449 | [back to top](#top)
450 |
451 | ### L9: Extracting Data from Interview
452 |
453 | - From Notes to Qualitative Data
454 | + As soon as possible after an interview, write down affinity notes
455 | * an affinity note is:
456 | - a sticky note
457 | - a participant code (type and number: C01, G04, M02)
458 | - statement or question
459 | - from notes or audio recordings and relevant to the user needs assessment
460 | + Include....
461 | * factural statement
462 | * participant quotes
463 | * observations, as statements
464 | * interpretations
465 | * Questions
466 | + Tips:
467 | * make each note understandable on its own
468 | * be concrete but concise
469 | * one affinity note per minute of interview
470 | + Interpretations
471 | * repeating themes
472 | * contradictions or conflicts
473 | * key findings
474 | * root issues
475 | * anything else
476 | + Good Quotes:
477 | * unexpected
478 | * representative
479 | +
480 |
481 | [back to top](#top)
482 |
483 |
484 | ## Affinity Walls and Analysis
485 |
486 | ### L10: Analyzing Qualitative Data
487 |
488 | - The **Secret** to intelligence
489 | + By clustering, sorting, finding patterns, and relating things to each other, you can condense information
490 | - condensing is understanding
491 | - understanding is intelligence!
492 |
493 | [back to top](#top)
494 |
495 | ### L11: Affinity Walls
496 |
497 | - Affinity Wall Guidelines
498 | + at first, make clusters quickly
499 | + move notes around as you see new patterns
500 | + don't get too attached to clusters
501 | + Aim for clusters of 3-7 notes
502 | * break up if more than 7 notes
503 | * merge if less than 3 notes
504 | + Writing the next-level notes is the crux:
505 | * summarize the knowledge in the cluster
506 | * summary should be a full sentence and make sense on its own
507 | * balance abstraction and precision
508 | + Stop creating level when summaries become uninformative
509 |
510 |
511 | [back to top](#top)
512 |
513 |
514 | ### L12: Variations on User Needs Assessments
515 |
516 | - watched
517 |
518 | ### Conclusion
519 |
520 | - watched
521 |
522 |
523 | [back to top](#top)
524 |
525 |
526 |
527 |
528 |
529 |
530 |
531 |
532 |
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/Udemy-DESIGN-RULES/Notes.md:
--------------------------------------------------------------------------------
1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui) - [Udemy Courses List](https://github.com/coolinmc6/design-ux-ui#udemy-courses)
2 |
3 |
4 | # Design Rules
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](#)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Most Interesting Parts](#my-key-takeaways)
12 | - [Course Syllabus](#course-syllabus-and-learning-objectives)
13 |
14 | ## Course Summary and Key Take-aways
15 |
16 | ### Course Summary
17 |
18 | **UI Design Mantras**
19 |
20 | - UI Design Mantra #1: Design is Design is Design
21 | - UI Design Mantra #2: Stop Solving Other People's Problems
22 | - UI Design Mantra #3: Form Doesn't (and Shouldn't) Follow Function
23 | - UI Design Mantra #4: Force Evolves Form
24 | - UI Design Mantra #5: On Small Screens, Less is More
25 | - UI Design Mantra #6: Balance creates visual order and signals relationships
26 | - UI Design Mantra #7: Visual rhythm speeds comprehension and use.
27 | - UI Design Mantra #8: Good design is held together by harmony.
28 | - UI Design Mantra #9: Dominance directs user focus.
29 | - UI Design Mantra #10: Align everything with everything else.
30 | - UI Design Mantra #11: Group and organize related content with proximity.
31 | - UI Design Mantra #12: Use color to communicate and influence interaction.
32 | - UI Design Mantra #13: Choose color based on associations, emotions, and brand.
33 | - UI Design Mantra #14: Contrast always wins.
34 | -
35 | - UI Design Mantra #16: Icons must be recognizable and memorable.
36 | - UI Design Mantra #17: Context of use dictates visual form.
37 |
38 |
39 | ### My Key Takeaways
40 |
41 | [back to top](#top)
42 |
43 | ## Course Syllabus and Learning Objectives
44 |
45 | [back to top](#top)
46 |
47 | ## Ground Rules: What You Need to Know Upfront
48 |
49 | ### Design is Design is Design
50 |
51 | - "If you can design one thing, you can design *everything*." - Massimo Vignelli
52 | - design is **solving problems**. Not drawing pictures
53 | - Design is a problem-solving discipline
54 | + does the design serve the purpose of its existence?
55 | + how should it be perceived (and received) by the viewer/audience
56 | + what does that matter to anyone?
57 | - "If you don't have a good solution, yo don't have a good problem."
58 | + what is it supposed to do?
59 | + You need to properly define the problem
60 | - The principles of **good graphic design** are the same principles that dictate **good UI design**
61 | - nothing in UI design should be arbitrary or "just because it looks cool"
62 | - design is design is design.
63 | - It doesn't matter, they're all the same; you are always starting by figuring out what people are trying to accomplish
64 | * **UI Design Mantra #1: Design is Design is Design**
65 |
66 | [back to top](#top)
67 |
68 | ### Stop Solving Other People's Problems
69 |
70 | - don't look at themes
71 | + themes look nice - but they offer no explanation of what, how and why
72 | * they don't tell us anything about the problems they were solving to create them
73 | - Do you start the design process by looking at the work of other designers
74 | + don't look for inspiration
75 | * you will only find someone else's solution to someone else's problem
76 | * the problem you have to solve belongs exclusively to you, your client and your users
77 | * "Do not seek to follow in the footsteps of the wise. Seek what they sought.
78 | + Don't look at trends
79 | * flat design has become a widespread trend
80 | - designers are adopting th elook without considering whether it's appropriate for the situation or whether people understand what they see
81 | - flat design without visual affordances makes it difficult for the user to understand what they're seeing is interactive
82 | + Design vs decoration
83 | * designer = things hard about the appropriateness of the visual decisions they make, and those decisions are informed by research, investigation and fact
84 | - context of use
85 | * decorator = relies on his/her instincts as to what looks good and what doesn't. Most designers who've never learned the timeless principles of design are in this category
86 | + **UI Design Mantra #2: Stop Solving Other People's Problems**
87 |
88 | [back to top](#top)
89 |
90 | ### Form Doesn't (and Shouldn't) Follow Function?
91 |
92 | - On the surface, "form follows function" seems to make a lot of sense
93 | - In terms of UI design, it's applied like this:
94 | + "gather" the product's requirements from the client, then
95 | + Determine the aesthetics of the UI based on those requirements
96 | + it's not that simple
97 | - "Form follows function" has been:
98 | + co-opted
99 | + misinterpreted
100 | + misapplied
101 | - In order to understand it, understand how it came to be:
102 | + Louis Sullivan start it all in 1986
103 | + Sullivan was a rebel, bucking the forms of buildings still based on ancient Greek and Roman architecture
104 | + Believed new form for buildings was needed
105 | + Frank Lloyd Wright: form and function should be one
106 | + Guggenheim museum is a spiral so that people could easily see the art
107 | + Adolf Loos was againsg ornamentation
108 | + Walt Gropius founded bauhaus: architecture beigns where the engineering ends
109 | * Bauhaus was a school of multidisciplinary design
110 | * Form had to reflect the function of the product
111 | * Bauhaus was the foundation for modern graphic design
112 | - connection between color and shape
113 | - clean, powerful typography
114 | - spatial relationships and integration of shape, colo, and typography
115 | - core principles of visual design such as harmony, balance, rhythm, proportion, symmetry and synthesis
116 | + modern graphic design is the foundation of US Design
117 | + Universal Principles of Design = get this book!
118 | - **UI Design Mantra #3: Form Doesn't (and Shouldn't) Follow Function**
119 |
120 | [back to top](#top)
121 |
122 | ### Balancing Form and Function: Prescription vs. Description
123 |
124 | - the thing that will make you a great designer is your understanding of the "why" you are making the visual decisions you make
125 | - Description
126 | + beauty results from purity of function (not ornamentation)
127 | + this derives from the believe that form follows function in nature
128 | - Prescription
129 | + aesthetic considerations should be secondary to functional considerations
130 | + **This is the one that's gotten us into so much trouble**
131 | - Description
132 | + Nature => variations in form allow some species to succeed, survive and flourish
133 | + Product Design => variations in form of products compete for sales
134 | - Prescription
135 | + Dogma => prioritize functionality over all other design considerations
136 | * insist aesthetic considerations in design should be secondary to functional considerations
137 | + Product Design => designers and developer are led to ask a very wrong question: what elements here don't specifically serve a function - and should be removed?
138 | - Logically....
139 | - if the form of a design was ruled solely by its function, then every functional item would have one and only one design solution
140 | - every element would ultimately have the same design
141 |
142 | [back to top](#top)
143 |
144 | ### Why Form Follows Function is NOT a UI Design Prescription
145 |
146 | - Reality Check #1 - Users are most often frustrated and confused when confronted with visual form that strictly reflects technical function
147 | - Design according to implementation
148 | + Implementation Model (reflects technology) vs. Mental Model (user's understanding)
149 | - Do you really need to know the mechanics of how something works in order to use it?
150 | + Answer: **NO**
151 | - As users, we don't care how it works
152 | + our focus is on the experience
153 | + we have a mental model that predicts the experience and tells us what we can expect
154 | + When the UI sticks close to our mental model, it's easier
155 | - Reality Check #2: Form should be determined by success criteria - not by function or personal aesthetic preferences
156 | + be interested in outcomes, not features
157 | + Form follows function only works in situations where something only has one function
158 | + convenience trumps best practice all the time
159 | - What visually communicates value?
160 | - Reality Check #3: Function is onlly a single, isolated aspect of what drives and influences form
161 |
162 | [back to top](#top)
163 |
164 | ### Every Force Evloves Form (So Don't Follow the Prescription)
165 |
166 | - Every force evolves a form
167 | - what really drives form?
168 | + audience needs
169 | + client desires
170 | + ethical obligations
171 | + aesthetic inclinations
172 | + technology constraints
173 | + cultural presuppositions
174 | + functional requirements
175 | + material properties
176 | + available time
177 | + available budget
178 | + available resources
179 | - The form of a digital product is a balance between:
180 | + UI design
181 | + information architecture
182 | + front-end HTML/CSS
183 | + middle tier logic
184 | + backend data structures
185 | + programming and processes
186 | - Don't use form follows function as a prescription
187 | + focus on the relative importance of form and function
188 | - Allow the **description** of "form follows function" to guide your efforts
189 | - **UI Design Mantra #4: Force Evolves Form**
190 |
191 | [back to top](#top)
192 |
193 | ### Less is More: Small Screens, Big Challenges
194 |
195 | - research has shows that visual complexity can obstruct a user's perception within 50 milliseconds of exposure
196 | - if it looks too complex we assume it's hard to user (or at least time-consuming)
197 | - but this isn't about simplicity for simplicity's sake
198 | - but don't get too far
199 | + common UI elements: buttons, menus, common actions, are a very significant part of what makes a site or app useful
200 | - Hiding elements can be costly
201 | + icons without labels are worse than labels alone
202 | - Expecting users to discover interactions through trial and error is a recipe for disaster
203 |
204 | [back to top](#top)
205 |
206 | ### Five Rules for Effective UI Design on Small Screens
207 |
208 | - #1. Focus on context of use
209 | + when are people using the app/site?
210 | + are they stressed? bored? busy? lost?
211 | + the available features and functions - and the way they work - should fit the situation
212 | - #2. Simplify, simplify, simplify
213 | + each screen should contain one primary action
214 | + every screen should provide something useful, meaningful, and valuable
215 | + abandon the idea that the number of screen (or steps) matters. It doesn't
216 | - #3. Design for thumbs?
217 | + most people rely on one or both thumbs to interact on phones
218 | - #4. Design for fat fingers
219 | + minimum 48px in diameter
220 | + anything smaller makes it hard to tap easily and accurately
221 | + provide ample space between targets so users don't accidentally tap the wrong target
222 | - #5. Minimize the need to type
223 | + it's a slow, error-prone process
224 | + keep forms short and simple
225 | + use auto-complete and personalized data where possible
226 | - **UI Design Mantra #5: On Small Screens, Less is More**
227 |
228 | [back to top](#top)
229 |
230 | ## Organizing Visual Information
231 |
232 | ### Balance: Creating Visual Order
233 |
234 | - Balancing any layout arranging positive elements and negative elements so that no one area of the design overpowers the others (unless it's supposed to)
235 | - everything works and fits together
236 | - when a design is unbalanced, the individual elements compete with the whole
237 | - Think of the Smashing website => grouping items to remove the number of "visual elements" that a user must "digest"
238 |
239 | [back to top](#top)
240 |
241 | ### Case Studies: Improving Balance in the User Interface
242 |
243 | - Balance creates order + signals relationships
244 | + Drudge Report
245 | * making the three columns equal width
246 | * adding more space between the links
247 | * adding white space added some order
248 | * negative space can create the divider; you don't need the vertical line
249 | - In a content-heavy layout, balancing negative an dpositive space is mission-critical
250 | + htis allows the user to quickly scan, identify and group related visual elements
251 | + negative space works to signal visual hierarchy - using size, weight and alignment
252 | + its boundaires work to define and group visual information
253 | - **UI Design Mantra #6: Balance creates visual order and signals relationships**
254 |
255 | [back to top](#top)
256 |
257 | ### Rhythm: Establishing and Reinforcing Comprehension
258 |
259 | - Rhythm occurs when the intervals between elements are predictable - and similar in size, shape and length
260 | - When elements repeat at regular intervals, the visual rhythm speeds identification and the user's ability to quickly:
261 | + infer what the elements are
262 | + understand what they do
263 | + two or or more of anything implies related structure
264 | + if you create structure, you also have to control it
265 | - **UI Design Mantra #7: Visual rhythm speeds comprehension and use.**
266 |
267 | [back to top](#top)
268 |
269 | ### Harmony: Shaping the Parts Into a Whole
270 |
271 | - harmony - when visual elements are in harmony, they relate to and complement each other
272 | - harmony is a big part of what holds individual elements together visually, to form a greater, cohesive whole
273 | - Harmony comes largely from rhythm and from repetition
274 | - Repetition re-emphasizes visual elements, connecting and creating areas of attention
275 |
276 | [back to top](#top)
277 |
278 |
279 | ### Using Harmony to Create Directional Flow
280 |
281 | - Harmony is directional
282 |
283 | [back to top](#top)
284 |
285 | ### Case Study: Using Harmony for Better Form Design
286 |
287 | - First Name and Last Name are same width and their combined width is equivalent to the other inputs below it
288 | - the Submit button is a purposeful anomaly
289 | - the height of the inputs and buttons are the same
290 | - vertical distance between the input fields is the same but the Submit button has a shorter vertical distance between it and the bottom input
291 | - label and input styles repeated create **consistent visual intervals**
292 | - **UI Design Mantra #8: Good design is held together by harmony.**
293 |
294 | [back to top](#top)
295 |
296 | ### Dominance: Directing (and Maintaining) User Focus
297 |
298 | - Dominance
299 | + What's the first thing you see?
300 | + Where is your attention drawn?
301 | + Dominance is achieved by emphasizing one or more visual elements
302 | + This creates a focal point where most people will instinctively go at first glance
303 | + Dominance creates an entry point in the design; a starting point from which you can lead the viewer to other parts of the screen
304 | - Dominance enables and directs flow
305 | + from a primary dominant design, flow is achieved by creating elements with secondary and tertiary dominance; in other words: **hierarchy**
306 | + dominance relies on contrast - clear differences in the visual field
307 | + by creating a dominant element, you reveal what's most important in your design
308 | + you show people where to look first
309 |
310 | [back to top](#top)
311 |
312 | ### Using Dominance to Increase Focus - and Decrease Cognitive Effort
313 |
314 | - Dominance enables and directs flow
315 | + when there's no clear dominance between elements, they compete with each other
316 | + without a dominant element onscreen, users have to work to find their own entry point
317 | + we're write to conserve effort, which means the least amount of work may be moving on to another design/screen/site/app
318 | + something that's "too busy" lacks a dominant element
319 |
320 | [back to top](#top)
321 |
322 | ### Creating Dominance with Size, Negative Space and Contrast
323 |
324 | - more contrast = more dominance
325 | + contrast > size
326 | - more negative space = more dominance
327 | - **UI Design Mantra #9: Dominance directs user focus.**
328 |
329 | [back to top](#top)
330 |
331 | ### Alignment: Leading the Eye Across the Screen
332 |
333 | - Alignment is the most important visual design principle but is often the most borken
334 | - you don't always have to put a lines and boxes around items
335 | + get in the habit of not putting a line or a stroke between items
336 |
337 | [back to top](#top)
338 |
339 | ### Case Studies: The Power of Alignment
340 |
341 | - aligning elements that are related by context creates visual order
342 | - **UI Design Mantra #10: Align everything with everything else.**
343 |
344 | [back to top](#top)
345 |
346 | ### Proximity: Showing and Communicating Visual Relationships
347 |
348 | - Proximity is the distance between visual elements
349 | - We use it to signal relationships between those elements
350 | - elements visually close to each other are perceived as a single group, related by context of use
351 | - unrelated items are visually separated, far from each other
352 | - proximity describes relationships
353 | - proximity often beats color and contrast
354 |
355 | [back to top](#top)
356 |
357 | ### Using Proximity to Make Cofnition Faster
358 |
359 | - proximity makes cognition faster
360 | - proximity makes browsing easier
361 | - **UI Design Mantra #11: Group and organize related content with proximity.**
362 |
363 | [back to top](#top)
364 |
365 |
366 | ## Using Color and Contrast Appropriately
367 |
368 | ### Color: Getting Attention and Communicating Emotion
369 |
370 | - color matters
371 | + color gets attention
372 | + color stires emotional reponse and suggests associated meaning
373 | + to prevent confusion in meaning, color has to be used consistently
374 | + to get the desired emotional response, color has to be used appropriately
375 | + think of the red dot to highlight a particular screen
376 | - color communicates
377 | + the right colors draw the eye to the most important areas on the screen
378 | + color can maximize readability and minimize optical fatigue
379 | + color delivers symbolic meanings that support and enhance the visual experience of a design
380 | + color pleases the eye and sustains visual interest
381 |
382 | [back to top](#top)
383 |
384 |
385 | ### How Color Influences Interaction
386 |
387 | - For Twitter, notice that the back button, the hashtag, the link - they're all blue to indicate that they are taking you somewhere
388 | + the heart is red because it's a different kind of interaction
389 | - **Color creates connection, continuity**
390 | - color implies meaning
391 | + color is subjective; our perceptions and biases affect what it says (and does) to us
392 | + Some colors have universal appeal; others are specific to geography, culture and experience
393 | - color should highlight, not determine
394 | + color should never be the sole differentiator of things in the UI
395 | + it should highlight and guide
396 | + for extended screen use situations, use light, muted background color
397 | + bright, saturated color should only be used as visual accents
398 |
399 |
400 |
401 | [back to top](#top)
402 |
403 |
404 | ### A Word on Color Theory - and Using Color Correctly
405 |
406 | - color theory is useful
407 | + but it's also a real pain
408 | + you're never going to understand to have the time you need to fully understand color theory, much less apply it during a project
409 | + look up: Color Wheel and Color Theory
410 | - Are you using color correctly?
411 | + are colors used sparingly?
412 | + do your colors reinforce and interfere with hierarchy and content?
413 | + is the color scheme used consistenly?
414 | + is color use functional, or just decorative?
415 | + does functionality depend on color?
416 | * if I can't see that color properly, will it affect how I use the app
417 | + Would this be just as functional for someone who's color blind?
418 | - **UI Design Mantra #12: Use color to communicate and influence interaction.**
419 |
420 | [back to top](#top)
421 |
422 |
423 |
424 | ### How to Choose the Right Color for your UI: Common Associations
425 |
426 | - consider common associations
427 | - Black - authority and power; timeless; cool; brooding; counter culture (arts & music)
428 | - White - innocence and purity; cleanliness and sterility; surrender and peace;
429 | - Red - Alarm and urgency; attention; intensity; speed; warning of danger; love
430 | - Black, white and red are the highest degree of contrast
431 | - Pink - romance, gratitude; grace;admiration; harmony; compassion; female
432 | - Blue - peaceful, tranquil; sk; ocean; business; technology; innovation; male
433 | - Green - nature, organic; calming; refreshing; relaxing (hospital "green" rooms)
434 | - Yellow - optimism, happiness; warmth (sunlight); positivity; joy, hope;
435 | - Purple - royalty; wealth; luxury; sophistication; considered feminine and romantic
436 | - Brown - nature; Earth; home, friendship; richness; genuineness; solidity
437 |
438 |
439 | [back to top](#top)
440 |
441 |
442 | ### How to Choose the Right Color for your UI: Emotional Impact
443 |
444 | - Red
445 | + seeing red has psychological impact: it's been proven to increase blood circulation, breathing, metabolism
446 | + Red elements demand to be noticed, scream for attention
447 | + red also signifies importance and priority, like a to-do list
448 | - Blue
449 | - Blue tends to have a calming, inviting eggect, due to associations with sky and water
450 | - It also communicates trust (banks, tech)
451 | - symbolized reliability and trust
452 | - lighter blues are open and friendly; darker shades suggest security
453 | * Green
454 | - green is often associated with nature, success, growth and money
455 | - green sits right between warm and cool, making it well-balanced
456 | - it also feels fresh, new, and, in western culture, signifies all is OK
457 |
458 | [back to top](#top)
459 |
460 | ### How to Choose the Right for your UI: From the World Around You
461 |
462 | - Everything you see contains the four color variations required for good UI:
463 | + shadows
464 | + midtones
465 | + highlights
466 | + accents
467 | - CM - from the examples, the shadow, midtone and highlights (darkest to lightest) are all in the same "family" of color and then the accent is picked to call out items
468 |
469 | [back to top](#top)
470 |
471 | ### How to Choose the Right for your UI: From Brand Colors
472 |
473 | - Most organizations have a brand color scheme they'll want to start with (usually at least a logo)
474 | - most logos are too color saturated
475 | - vibrant, saturated colors cause eye strain
476 | - HSB - Hue-Saturation-Brightness
477 | - Reduce saturation to more tolerable levels (i.e. 80's/90's down to 50's)
478 | - **UI Design Mantra #13: Choose color based on associations, emotions, and brand.**
479 |
480 | [back to top](#top)
481 |
482 | ### The Power of Contrast
483 |
484 | - Contrast wins over color
485 | - Your eyes look for contrast naturally
486 |
487 | [back to top](#top)
488 |
489 | ### Using Contrast to Improve Readability, Attention and Focus
490 |
491 | - Contrast enables readbility
492 | + text is easily readable when start, complementary colors are used
493 | + a design where text is the brightest element can reduce strain by focusing attention
494 | + The fact that colors are complementary doesn't mean contrast is appropriate
495 | - Contrast draws attention
496 | + areas of highest contrast draw the user's attention
497 | + constrast should be applied according to the importance of a particular element
498 | + primary content or actions should have the most contrast
499 | - Contrast directs focus
500 | + wherever you apply the most contrast is where the user's attention will be drawn
501 | + if that element isn't the most important thing, you're directing the user's focus in the wrong place
502 | + design with contrast purposefully keeps the user's focus where it needs to be
503 | + the core content or action should have the most contrast
504 | + secondary content and actions (and everything else) should have lower contrast by degrees
505 |
506 | [back to top](#top)
507 |
508 | ### Three Essential Functions of Contrast in UI Design
509 |
510 | - Contrast performs 3 essential functions:
511 | + 1. Contrast draws the user's attention to the essential components of the interface
512 | + 2. Contrasts helps the user understand relationships between onscreen elements
513 | + 3. Contrast communicates hierarchy and signifies importance within and across multiple sets of visual information
514 | - **UI Design Mantra #14: Contrast always wins.**
515 |
516 | [back to top](#top)
517 |
518 | ### How to Determine Appropriate Color and Contrast
519 |
520 | - color and contrast depend on context
521 | - how do we tell if contrast is appropriate
522 |
523 | [back to top](#top)
524 |
525 |
526 | ## Designing with Typography and Imagery
527 |
528 | ### Typography 101: It's About Much More Than Choosing a Font!
529 |
530 | - typography has one plain duty before it and that is to convey information in writing.
531 |
532 | ### Creating Emotional Impact with Typography
533 |
534 | - Typography creates emotional impact
535 | - typography serves functional purpose
536 | - Appropriate typography choices create:
537 | + readability
538 | + accessibility
539 | + usability
540 | + visual balance
541 |
542 | ### Choosing a Font Isn't Typography: The Importance of Pattern Recognition
543 |
544 | - Choosing a font isn't typography
545 | + anyone can choose a font
546 | + not everyone knows how to treat text as visual design - utilizing size, weight, space and style combinations - to establish visual order, signal relationships and enhance understanding
547 | - pattern recognition
548 |
549 |
550 | [back to top](#top)
551 |
552 | ### The Importance of Proper Alignment
553 |
554 | - alignment
555 | - "rag-right" => not justified
556 | - center-aligned text has a different starting place for each line: paragraphs should never be center-aligned
557 | * kerning
558 | - kerning - the space between letters
559 | - kerning is critical to legibility, readability, and comprehension
560 | * leading
561 | - pronounced like the metal not like a "leader"
562 | - leading is the space between lines of text
563 | - in terms of UI design, we call it line height
564 | - increasing the leading makes text easier to scane and read, which makes comprehension a lot faster as well
565 | - it also serves to visually group text
566 |
567 | [back to top](#top)
568 |
569 | ### Seven Rules for Great Typography
570 |
571 | - 1. 2 typefaces max
572 | + that means no more than 2 font families
573 | + character widths and weights of each font should be complementary to the other
574 | + Avenir and Georgia have similar character widths; that creates visual harmony
575 | + At the same time, font pairings need to have some visual difference; otherwise, there's no reason to use the second font
576 | - 2. Limit line width
577 | + when line lengths are too wide, the eye has to work a lot hard to "track" the text - following and finding the beginning of the next line
578 | + this makes reading and comprehension much more difficult (and slower)
579 | + Limit 60 characters per line - desktop
580 | + 30-40 characters per line - mobile
581 | - 3. Choose readability
582 | + the typefaces you choose have to be readable at all sizes (headings, body, buttons, labels, data, etc.)
583 | + your typefaces should have enough height that letterforms don't degrade at small sizes
584 | - 4. Choose legibility
585 | + make sure all letterforms are clearly distinguishable in your typeface
586 | + beware of L's that look like I's
587 | + some fonts have poorly specified kerning
588 | - 5. Use space between paragraphs
589 | + visual breaks between paragaphs give the eyes a place to rest
590 | - 6. Align text elements in layout using baselines
591 | - 7. Use styles to visually differentiate content
592 | + when choosing a typeface, you want one with at least: regular, italic and bold
593 | + Use those styles in your design to differentiates between types of content
594 | + example:
595 | * heading is largest and bold
596 | * sub-head is larger than body and italicized
597 | * body is regular style and normal size
598 |
599 | [back to top](#top)
600 |
601 | ### Five Rules for Choosing Imagery
602 |
603 | - 1. Make sure it serves a purpose
604 | + and make sure you understand what that purpose is
605 | + what message will it send?
606 | + what emotions will it evoke
607 | + how will it support/reinforce the content?
608 | + how will it guide or instruct?
609 | + does it strengthen and deepen understanding, or interfere/distract from it?
610 | - 2. Focus on people (not things)
611 | + You want people to see themselves using what you're promoting
612 | + So an image of one of us using a product will always carry more resonance than an image of just that product
613 | + images of people looking away from the camera is easier for us to imagine that that is us
614 | - 3. Cropping can change meaning
615 | + How you crop an image has a dramatic impact on how it's perceived
616 | - 4. Never go for the cheap shot.
617 | + don't be sexist or objectify people
618 | + don't objectify - empower
619 | - 5. Don't forget the power of illustration
620 | + particularly when the subject is something we see a lot - and as a result are numb to
621 | + illustration can be more relevant and appropriate to its content; it can provide powerful emotion support to editorials
622 |
623 | [back to top](#top)
624 |
625 | ### Imagery DOs and DON'Ts
626 |
627 | - [https://material.io/design/communication/imagery.html#principles](https://material.io/design/communication/imagery.html#principles)
628 | - DO: Show an actual person when the reference to that person is specific
629 | - DO: Use illustration when specificity isn't possible, or doesn't apply
630 | - DO: Look for images that represent and tell realistic stories
631 | - DON'T: Use posed, staged stock images that feel faked and unemotional
632 | - DO: If you're referencing a specific produt, show *that specific product*
633 | - DON'T: default to generic, literal stock photos
634 | - DO: Use color and composition to create a focal point that communicates meaning
635 | - DON'T: make the user hunt for the hidden meaning(s) in your image
636 | - DO: Use images with only a few meaningful elements, with minimal distractions
637 | - DON'T: obscure the point of focus, which also obscures meaning and diminishes power
638 | - DO: Strive for clear visual focus, which communicates the concept at a glance
639 | - DON'T: use photos whose lack of focus makes the image meaningless
640 | - DO: Build a narrative; imply an interesting, informative story
641 | - DON'T: Use images without context; these don't convey mood, brand, and context
642 | - DO: show a product and people in the context of a real-world situation
643 | - DON'T: show a product and its user disassociated from that context; it's not interesting
644 | + think of the car seat - one has the mother with the child, the other has just the baby in the car seat looking at the camera
645 | - [https://stocksnap.io](https://stocksnap.io)
646 |
647 | [back to top](#top)
648 |
649 |
650 |
651 |
652 |
653 | ## Creating and Simplifying Visual Cues
654 |
655 | ### Working With Icons
656 |
657 | - Microsoft -> put the icon and then associated text/description
658 | - icons make excellent touch targets
659 | - icons save space
660 | - icons are quick to recognize
661 | - icons should clearly convey meaning
662 |
663 | [back to top](#top)
664 |
665 | ### Four Core Types of Icons (and How to Choose The Right Type)
666 |
667 | - Similar icons are useful for simple, easily understood actions and concepts
668 | + turn right, no smoking, hand in gears
669 | - Symbolic icons represent an action, object or concept at high abstraction
670 | + hamburger symbol, lock, printer
671 | - Example use images taht exeplify or are commonly associated with an action, object, or concept
672 | + airplane to represent an airport, scissors + dotted line for "cutting" something, mail symbol for email
673 | - Arbitrary icons bear no resemblance to the represented concept; their meaning is learned through repeated exposure
674 | + USB symbol, bluetooth, male/female
675 | - Icon choice starts with their environment
676 | + App icons should be based on Android or iOS icons
677 | + Laptop software should use Microsoft, Google Chrome
678 | + Website should be based on commonly used icons
679 | - Quick Rule of THumb
680 | + if you choose more than 15 minutes to pick an icon, you probably need a different icon
681 | - Label + icon is hard to beat
682 | + a text label goes a long way in properly setting user expectation and enabling them to predict the result of the interaction
683 | - **UI Design Mantra #16: Icons must be recognizable and memorable.**
684 |
685 | [back to top](#top)
686 |
687 | ### Five Rules for Effective Icon Design
688 |
689 | - 1. Keep visual / perceived size consistent
690 | + icons that occupy the same pixel space on the grid aren't necessarily perceived as being the same size
691 | + check optical size with shapes - look for equal visual weight
692 | + check width of rules (strokes) used in the icon
693 | * when rule width varies, icons will be perceived as different size
694 | - 2. Keep the level of detail consistent
695 | + More detailed icons will atract the user's attention first - because they appear to have more visual weight than the others
696 | - 3. Eliminate unnecessary detail
697 | + think context: what really needs to be there?
698 | * if you are working in an email app, do you really need the envelope for all icons?
699 | - 4. Don't mix and match styles
700 | + fill and non filled style; it's okay for hover/active
701 | - 5. Don't reinvent the wheel
702 | + if the concept or action depicted is common, near-unversal, stick with the established icon
703 | * anything else invites confusion
704 |
705 | [back to top](#top)
706 |
707 | ### Dealing with Data
708 |
709 | - The greatest value of a picture is when it forces us to notice what we never expected to see
710 | - the "three legged stool"
711 | + book: Designing Data Visualizations: Representing Informational Relationships
712 | + Data - Designer - Viewer
713 |
714 | 
715 |
716 | - Persuasive
717 | + Designer to Viewer
718 | + represents a specific point of view
719 | + meant to change opinion or reinforce an existing opinion
720 | + bias can be unintentional
721 | - Informative
722 | + Viewer to Data
723 | + Neutral presentation of facts
724 | + meant to educate as opposed to persuade (watch bias!)
725 | + example: Google Analytics
726 | - Visual Art
727 | + Designer to Data
728 | + Encoding takes precedence over decoding
729 | + when intentional, the intended outcome is usually just enjoyment
730 | + When unintentional, can have serious, negative consequences
731 | - Context of use dictates visual form
732 | + What does the viewer need to understand - how quickly or easily?
733 | + Example: bar chart vs. pie graph
734 | + What matters most - to us and to the viewer?
735 |
736 | 
737 |
738 | - Do the visuals accurately reflect the numbers?
739 | + bad example: 3-D bar chart vs. regular 2-D => 2-D is simple, flat and easier to read
740 | - **UI Design Mantra #17: Context of use dictates visual form.**
741 |
742 | [back to top](#top)
743 |
744 | ### Five Rules for Great Data Design
745 |
746 | - 1. Data is only useful if it can be understood
747 | + if I don't understand it, I can't act on it
748 | + If I can't act on it, it's practically worthless
749 | + Data isn't the goal - it's a tool that helps us understand and make change in the world
750 | + Data without design is noise
751 | - 2. You're designing for other people
752 | + you have to design for their identity, motivation, language, and learned social contexts (colo associations, icon recognition, reading patterns, etc.)
753 | - 3. You're designing for their context of use
754 | + what amount of infomration does the user need in order to understand or act?
755 | + what motivaitons is he/she coming to the table with?
756 | + how do those motivations influence how useful or actionable the visualization is?
757 | + How much time does he/she have to spend with this information?
758 | - 4. The usefulness of data decreases when its volume increases
759 | + the more information is any given view, the harder it is for viewers to find what they care most about
760 | - 5. The more brainpower required to decode your visualization, the less that's available for understanding it
761 |
762 | [back to top](#top)
763 |
764 | ### Simplifying Visual Information - Part 1
765 |
766 | -
767 |
768 | [back to top](#top)
769 |
770 | ### Sipmlifying Visual Information - Part 2
771 |
772 | [back to top](#top)
773 |
774 | ### Separating Context from Controls - Part 1
775 |
776 | [back to top](#top)
777 |
778 | ### Separating Context from Controls - Part 2
779 |
780 | [back to top](#top)
781 |
782 | ## Things to Remember
783 |
784 |
785 |
786 |
787 |
788 |
789 |
790 |
791 |
792 |
793 |
794 |
795 |
796 |
797 |
798 |
799 |
800 |
801 |
802 |
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/Udemy-UX-Design-Fundamentals/Notes.md:
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui) - [Udemy Courses List](https://github.com/coolinmc6/design-ux-ui#udemy-courses)
2 |
3 |
4 | # User Experience Design Fundamentals
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](#)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Most Interesting Parts](#my-key-takeaways)
12 | - [Course Syllabus](#course-syllabus-and-learning-objectives)
13 |
14 | ## Course Summary and Key Take-aways
15 |
16 | ### Course Summary
17 |
18 | ### My Key Takeaways
19 |
20 | [back to top](#top)
21 |
22 | ## Course Syllabus and Learning Objectives
23 |
24 | [back to top](#top)
25 |
26 |
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/Udemy-UX-Web-Design-Master-Course/Notes.md:
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui) - [Udemy Courses List](https://github.com/coolinmc6/design-ux-ui#udemy-courses)
2 |
3 |
4 | # UX & Web Design Master Course: Strategy, Design, Development
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](#)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Most Interesting Parts](#my-key-takeaways)
12 | - [Course Syllabus](#course-syllabus-and-learning-objectives)
13 |
14 | ## Course Summary and Key Take-aways
15 |
16 | ### Course Summary
17 |
18 | ### My Key Takeaways
19 |
20 | [back to top](#top)
21 |
22 | ## Course Syllabus and Learning Objectives
23 |
24 | [back to top](#top)
25 |
26 |
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/cm-docs/template.md:
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1 | [Design-UX-UI Home](https://github.com/coolinmc6/design-ux-ui)
2 |
3 |
4 | # Course Name
5 |
6 | ## Table of Contents
7 |
8 | - [Course Documents](#)
9 | - [Course Summary and Key Take-aways](#course-summary-and-key-take-aways)
10 | + [Basic Summary](#course-summary)
11 | + [Most Interesting Parts](#my-key-takeaways)
12 | - [Course Syllabus](#course-syllabus-and-learning-objectives)
13 |
14 | ## Course Summary and Key Take-aways
15 |
16 | ### Course Summary
17 |
18 | ### My Key Takeaways
19 |
20 | [back to top](#top)
21 |
22 | ## Course Syllabus and Learning Objectives
23 |
24 | [back to top](#top)
25 |
26 |
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