1. UX
    1. What
      1. UX
        1. how people feel when they use a product or service
      2. UX Designer
        1. someone who investigates and analyzes how users feel about the products he or she offers them
      3. UX design
        1. guiding product development to shape how users feel when using our products
      4. Usability
        1. 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
      5. Utility + Usability = Usefulness
    2. Why
      1. the success or failure of a development project was down to luck as much as it was down to the judgement of the design team
    3. Main
      1. user-centered design
        1. to ensure optimal UX
  2. Design Thinking
    1. What
      1. an iterative process in which we seek to understand the user, challenge assumptions, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent with our initial level of understanding
    2. Thinking outside of the box can provide an innovative solution to a sticky problem
    3. At the heart of design thinking is the intention to improve products by analysing and understanding how users interact with products and investigating the conditions in which they operate
    4. Tim Brown
      1. firmly based on generating a holistic and emphatic understanding of the problems that people face
        1. it involves ambiguous or inherently subjective concepts such as emotions, needs, motivations, and drivers of behaviors
      2. design thinking techniques and strategies of design belong at every level of business
    5. a problem-solving approach
  3. Design Thinking’s Phases
    1. five phases
      1. Empathize – with your users
      2. Define – your users’ needs, their problem, and your insights
      3. Ideate – by challenging assumptions and creating ideas for innovative solutions
      4. Prototype – to start creating solutions
      5. Test – solutions
      6. are not always sequential
        1. Iterative and Non-linear Process
          1. the design team continuously use their results to review, question, and improve their initial assumptions, understandings and results
  4. 7 Factors that Influence UX
    1. Useful
      1. If a product isn’t useful to someone, why would you want to bring it to market?
    2. Usable
      1. enabling users to achieve their end objective with a product effectively and efficiently
    3. Findable
      1. the product must be easy to find
    4. Credible
      1. the ability of the user to trust in the product
        1. users aren’t going to give you a second chance
          1. there are plenty of alternatives
    5. Desirable
      1. is conveyed in design through branding, image, identity, aesthetics, and emotional design
    6. Accessible
      1. providing an experience which can be accessed by users with a full range of abilities
    7. Valuable
      1. deliver value to the business which creates it and to the user who buys or uses it
  5. 5 Characteristics of Usable Products
    1. Effectiveness
      1. users can complete their goals with a high degree of accuracy
    2. Efficiency
      1. How fast can the user get the job done?
    3. Engagement
      1. is not only about looking nice but also about looking right.
        1. Proper layouts, readable Proper layouts, readable typography and ease of navigation all come together to deliver the right interaction
    4. Error Tolerance
      1. to minimize errors from occurring and to ensure that your users can easily recover from an error and get back to what they are doing
        1. Restricting opportunities to do the wrong thing
        2. Offering the opportunity to ‘redo’
        3. Assuming everyone is going to do things you don’t expect them to do
    5. Ease of Learning
      1. users to be able to learn their way around that product easily
        1. match a user’s existing mental models
  6. User Interviews
    1. a researcher asks questions of, and records responses from, users
    2. Typical topics covered
      1. Background (such as ethnographic data)
      2. The use of technology in general
      3. The use of the product
      4. The user’s main objectives and motivations
      5. The user’s pain points
    3. Some tips
      1. the purpose of the interview
      2. how the person’s data you collect will be used
      3. keep leading questions to a minimum
      4. keep it reasonably short
    4. How to Conduct
      1. Make your interviewees comfortable
      2. Try to keep the interview on time and heading in the right direction
      3. Try to focus on the interviewee and not on making notes
      4. Thank the interviewees at the end of the process
  7. 7 Great, Tried and Tested UX Research Techniques
    1. Card Sorting
      1. you write words or phrases on cards; then you ask the user to categorize them
    2. Expert Review
      1. a single ‘expert’ walking through a product via the User Interface (UI) and looking for issues with the design, accessibility, and usability of the product
    3. Eye Movement Tracking
      1. where your users are looking when they’re using your system
    4. Field Studies
      1. going out and observing users ‘in the wild’
    5. Usability Testing
      1. the observation of users trying to carry out tasks with a product
    6. Remote Usability Testing
      1. usability testing, but without the need to drag users into your laboratory environment
    7. User Personas
      1. fictional representation of the ideal user
  8. Interaction Design
    1. the design of the interaction between users and products
    2. create products that enable users to achieve their objective(s) in the best way possible
    3. 5 Dimensions
      1. Words
      2. Visual Representations
      3. Physical Objects or Space
      4. Time
      5. Behavior
    4. Questions
      1. What can users do with their mice, fingers, or styluses to interact with the interface directly?
      2. What about the appearance (color, shape, size, etc.) gives the user a clue about how it may function?
      3. Do error messages provide a way for the user to correct the problem or explain why the error occurred?
      4. What feedback does a user get once an action is performed?
      5. Are the interface elements a reasonable size to interact with?
      6. Are familiar or standard formats used?
  9. Mobile Web UX Design
    1. If your business isn’t mobile friendly, your business is dead
    2. Small Screens
    3. Keep Navigation Simple
    4. Keep Content to a Minimum
    5. Reduce the Inputs Required from Users
    6. Mobile Connections Are Not Stable
    7. Continuous Integrated Experiences
  10. Visualization
    1. Presentation
      1. Use a picture. It’s worth a thousand words
    2. Explorative Analysis
    3. Confirmation Analysis
  11. first described
    1. by Nobel Prize laureate Herbert Simon in The Sciences of the Artificial in 1996