Crash Course - Handout
Crash Course - Handout
Crash Course - Handout
2020.2
Table of Contents
Introduction......................................................................................................................................... 3
ROI for User-Centered Design.......................................................................................................... 3
Defining Usability............................................................................................................................... 3
What UX People Do.......................................................................................................................... 4
User-Centered Design Process......................................................................................................... 4
User-Centered Design Principles....................................................................................................... 6
The VIMM Model............................................................................................................................... 6
User Research..................................................................................................................................... 7
Usability Testing................................................................................................................................ 7
Early Prototype Testing..................................................................................................................... 7
Advanced Prototype Test.................................................................................................................. 8
The User’s Mental Model................................................................................................................... 9
Design Best Practices....................................................................................................................... 10
Designing for Visual Attention......................................................................................................... 10
Layout.............................................................................................................................................. 10
Using Color...................................................................................................................................... 11
Graphics & Typography................................................................................................................... 12
Editorial Style.................................................................................................................................. 13
UI Controls for Interaction................................................................................................................ 14
Questions Interaction Designers Should Ask..................................................................................14
Beyond Usability............................................................................................................................... 15
User Experience.............................................................................................................................. 15
Digital Strategy................................................................................................................................ 16
Institutionalization............................................................................................................................ 16
Crash Course in Usability Beyond Usability
Introduction
ROI for User-Centered Design
ROI makes a business case for your projects. The best way to work with ROI for usability is to decide
ahead of time which metrics make the most sense for your project and your organization. There is no one
fixed formula that works for all projects. Since every product is different, think about what would have the
most impact for you. The following is a list of possible ROI measurements which can be applied in
different circumstances.
Defining Usability
"Usability” refers to the extent to which a product can be used by specified users to achieve specified
goals with effectiveness, efficiency and satisfaction in a specified context of use (ISO 9241-210).
What UX People Do
The UCD process is always iterative, with feedback at all levels from foundational understanding of users
(user centered analysis) through structural and detailed design.
Many organizations are working out the relationship between the iteration expected in an Agile software
development process and that encountereed in UCD. Agile minimizes software development risk by
developing software in short time boxes (sprints) of 1-4 weeks.
From a UCD point of view, the activities of UX design strategy, foundational user research, task analysis,
and high level structural design primarily happen before the design enters the Agile sprint cycles.
Detailed design iteration is best suited to focused Agile sprints.
VIMM stands for Visual, Intellect, Memory, and Motor. With the help of these principles, one can optimize
visual comprehension, simplify decision making, and minimize the memory load, movement time, and
interactions for designing usable interfaces
User Research
Usability Testing
Usability testing is the process of having potential users experience your Web site, software, or product in
an observable environment. It is a performance-based evaluation and it is an ongoing process. The
purpose of usability testing is to provide feedback and enable design improvements.
Check to see if the design works (whether the global design or specific elements of a design)
Diagnose a problem
Evaluate new features (Can users get to the new feature? Can they use the feature? How does
the new feature interact with the existing interface?)
Verify that design goals are met
Usability testing provides feedback directly from the users. It provides data, not opinions, for design
decisions. It avoids rework and creates a positive return on investment.
An Early Prototype test uses paper prototypes or low fidelity (wireframe) prototypes. This is the most cost-
effective usability test. It builds a strong foundation for the detailed design.
The user’s mental model is the conceptual representation that the user has of how the Web site or
application works.
Various visual attributes control focus. Occulometer studies show that people’s eyes tend to move from:
The term “Gestalt” refers to the human perceptual process that allows people to interpret stimuli
“holistically.” People group elements in a specific way based on gestalt principles:
Layout
Grid systems serve as the organizational containers for the overall design. Grid layouts serve as the basis
for design templates and standards. By imposing structure, grid systems may constrain design flexibility.
Using Color
Editorial Style
There are many UI Controls. Most all of them are a version of the typical building blocks of UI controls,
seen here:
The most important thing about selecting controls is to consider what type of control is really best for the
task your user is doing.
Beyond Usability
User Experience
User Experience design goes beyond just usability. We also need Persuasion, Emotion, and Trust (PET):
It includes designing for trust and connecting with people emotionally in order to persuade them to use
the site/application to meet business goals
Digital Strategy
User Experience also includes analysing the impact of trends and lifestyle changes on users to develop
appropriate positioning and design of new products and services across multiple channels.
Institutionalization
Institutionalization of usability is a must if you want to move your organization beyond an ad-hoc user-
centered design approach to a sustained and managed user experience (UX) practice.