UX Bootcamp - Human Centered Design

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human centered design BIH UI/UX BOOTCAMP / Microsoft Innovation Center @ Botswana Innovation Hub / bihux.tumblr.com


Human centered design

Human centered design is design around the users needs and constraints. Using an understanding of cognitive psychology and interaction paradigms in your design, will help your interfaces communicate better with your user.


Engineering

Creativity

The engineering aspect of User Experience is how we engineer experiences and digital products to make sense to a human being.

The crea;ve side of UX allows you as a product designer to think outside of the box to solve problems for users. Visual design can also be crea;ve to a@ract users and build a product.

Empathy The engineering aspect of User Experience is how we engineer experiences and digital products to make sense to a human being.


Ask yourself, who is your user?

How does your user typically solve problems?

What kinds of products and ideas does your user respond to?

What is the problem for your user? What’s the best way to solve the problem for your user?


How does your user experience your solution?

How will the user learn to use your solution?

How will the user use your solution over time?

How will they find your solution? How will your solution affect your user?


how people learn


Human memory is limited. Research shows that people can remember about 3-4 items at a time.


Don’t make people remember things going from one page to the next


People recognize symbols


People process information best in bite sized chunks.


People have to use info to make it stick.


how people think


People construct mental models


Anticipate mistakes and attempt to prevent them. Make it easy to undo.


People are emotional beings.


THEME TITLE

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UX WORKSHOP

We are affected by pictures, especially pictures of people

DSEF


We are affected by stories


Stress impairs working memory.


Most people will spend several seconds on a webpage to figure out if it’s what they want


People are better at processing images than words.


Culture affects the way people think.


how people work


Hick’s Law :

The time it takes for a person to make a decision as a result of the possible choices he or she has: increasing the number of choices will increase the decision time logarithmically.


People make mistakes


There must be a motivation to do something. There must be the ability to do it. There must be a well placed trigger.


The greater the effort to accomplish a task, the less likely a task will be accomplished successfully.


Mapping


Mapping

http://mccrindle.com/images/portfolio/lego-‐bricks-‐large.jpg


Affordances

http://1000awesomethings.files.wordpress.com/2010/09/what-‐do-‐you-‐do.jpg


Affordances

http://mccrindle.com/images/portfolio/lego-‐bricks-‐large.jpg


Progressive Disclosure

Vanseodesign


Feedback

Vanseodesign


You can modify a user’s behavior by rewarding desirable behaviors and ignoring or punishing bad behaviors


To create a positive UX, match the conceptual model of the task to what the user’s mental model is.


If you introduce a new mental model you should teach it to your users.

Clear


Only provide the information needed at the moment.


Bu#ons Bu#on normal

Bu#on

Bu#on

Focus

Hover

Bu#on

Bu#on

On tap

disabled


Get a user to commit to a small action before you try to get them to commit to a large action


UI should engage the user but not distract them when they are paying attention to something.


Present only the minimum amount of data required for the task at hand Mailchimp


Make things look clickable


It’s harder for a user to recall an action than it is to choose an option.

Mailchimp


Provide defaults.

Expedia


Things that are close together are believed to ‘go’ together

Jetblue


Group things so the user can find something more easily



Poor Example


Highlighted Tabs


Picture Gallery


Sign Up


Maintain the focus of a user’s attention by reducing clutter/ confusion.


Text Box Selected State


Default Text

Starbucks Signups


Clickable Items


Status


Pricing Comparison


Pricing Comparison


Description Tooltips


First Time Experience/Walk Through


First Time Experience/Walk Through


Zero-Content Experience


Zero-Content Experience


Process / Steps in Progress


Data Visualization


First Time Experience


Quick Stats


Placeholder Icons


Animation


Icon States


404 Page



Pivot Content/Gallery


Tooltips


Process / Steps in Progress


Simple Entry Points


Highlighting Buttons


Buttons: Flat vs. Skeumorphic


Indicating Progress/Status


Big Numbers


Loading Indicators


Button States


Usability

There are recommended sizes for buttons so that they are easy to tap. Minimum

Target  Size

7mm

9 Â mm


accessibility




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