UX Primer Desiree McCrorey Primer Outline What’s UX, UI, UCD UCD Methods Deliverables What is UX (User Experience) Design activities that try to keep users from experiencing… UCD (User Centered Design) “Satisfy the Cat” Guiding principles Design early and often Prioritize user requirements Build what users need disguised as what they wanted Remember We are not the user Learn as much as possible about the real users Collaborate with product team people early and often Find ways to exploit users’ own motivations Test early and often, with real users when possible Satisfy the Cat - User vs Customer Needs, wants, goals are often different, but both should be satisfied The larger organization, the larger the gap Satisfy the Cat http://www.youtube.com/watch?v=dln9xDsmCoY unsatisfied satisfied UCD Method: Iterative Design Process Client Needs, Current Usage, Complementary and Competitive Products Identify, Analyze Modify Define Collect feedback Design Test UX/UI Requirements (Personas, Tasks, Goals, Objectives) Mockups, Sketches, Storyboards, Wireframes, Interactive Prototypes Usability Tests (formal & informal) Ideal process UX as a whole -Designed - tested, validated with users User stories Project lifecycle Confidential ? UX as a whole -Designed - tested, validated with users User stories Project lifecycle Confidential UCD Method: Iterative UI Design Funnel conservative conservative moderate Final design blend radical radical Iteration 1 Low fidelity sketches, wireframes Iteration next Iteration final Wireframes Interactive models Overarching UI Design Phase Product Lifecycle Multiple Design/Development Sprints Level of Effort Design & UA Test Development QA Design Sprint Development/QA Sprint sprint sprint sprint sprint Product lifecycle sprint sprint Deliverable: Example Use Case Use Case: Go to ATM to get cash Essential steps Product / platform specific steps 1. User goes to a facility with ATM 2. User puts ATM card info into machine 3. User enters PIN 4. User specifies amount of cash to withdraw 5. ATM accepts transaction request 6. ATM issues transaction receipt, user’s ATM card, and requested amount of cash 1. 2. 3. 4. Use Case Types • • Essential – platform/system independent flow use case Product-specific (BCPS) use case Also note each use case can have alternatives (flow variations). User goes to Wells Fargo ATM System flashes ATM card slot green lit frame User pushes Wells Fargo ATM debit card into ATM machine card slot System validates card, retains card and displays on-screen instructions to prompt user to enter PIN 5. User enters ATM card PIN using ATM physical keyboard and presses keyboard or on-screen OK button 6. System authenticates and presents account management options (add, withdraw, transfer funds, update info, etc.) 7. User taps on-screen “Withdraw” button 8. System presents withdraw funds options (from checking, savings, other accounts) and shows amounts available for withdrawal per account 9. User taps on-screen “Checking Account” 10. System presents most popular withdrawal amounts on-screen ($100, $200, $300) and option to enter other amounts 11. User taps on-screen $200 12. System presents on-screen transaction receipt options 13. User taps “printed receipt” option 14. System spools out printed receipt 15. System pushes out ATM card 16. System waits for card to be removed 17. When removed, system issues requested amount in cash 18. System resets for next transaction Deliverable: BCPS Wireframe – Home (use case based) Deliverable: More BCPS Wireframes (use case based) “conservative” “stylized” Deliverable: BCPS ‘Roughs’ “conservative” (use case based) BCPS Rubric Results Report 1 Bart Simpson Y BettySue Jones Y Carol Treen Y 2 3 4 5 Y Y Y Y Y Dan Tan David Kirkland Y Y Y Y Y Y 6 7 8 9 10 11 12 Score Y Y Y Y 8 Acceleration Y Y 5 Enrichment 1 Scaffolding 3 Scaffolding 8 Acceleration 1 Scaffolding Y 6 Enrichment Y 2 Scaffolding Y 3 Scaffolding 4 Enrichment 3 Scaffolding 7 Acceleration 9 Acceleration 6 Enrichment Y Y Y Y Y Gorje Paulsen Harry Smith Y Howard Hughes Y Hubbert Smalls Y Y Y Y Madeline Hines Y Y Y Y Y Oscar Neilson Y Y Y Y Peter Piper Y Y Y Y Y Y Y 7 9 10 Rachel Ward 8 Y Y Katie House Question Totals Y 1 Y Y Y Y Y Y Y Y 6 7 Y 1 Y 0 9 Y 3 Y 4 Group Deliverable BCPS ‘concepts’ (use case based) Grade 2, Unit 1 Diagnostic Rubric Transfer Goal(s): Students will be able to use their knowledge of reading strategies (e.g., monitoring comprehension, visualizing, making connections, summarizing, asking questions) to independently read a variety of texts. Grade 2 Learning Targets Above Grade 2 Learning Target A student at this level - Notes from the diagnostic event to inform instruction A student at this level - Unit Essential Question 1: What risks are worth taking? Can sequence events and identify main Can sequence events and describe main character(s) character(s) in a story with minimal teacher in a story independently. prompting or scaffolding. Classroom Roster Drag image to cell if child succeeds 8 “stylized” Can identify main problem and story lesson(s) with minimal teacher prompting and scaffolding. Can describe main problem(s) and story lesson(s) independently. Unit Essential Question 2: What does a good reader do? Can describe one strategy used during reading Can describe multiple strategies and/or approaches (e.g. Visualizing). taken during reading (e.g. Visualizing, making connections, retelling). Unit Essential Question 3: What is a complete thought? Can express self primarily in phrases but is able Can express self in complete sentences that may be to write complete sentences at times. simple and compound in structure. S E A Deliverable: BCPS Interactive prototypes (use case based) • Interactive versions of UI designs • Varying levels of graphic treatment/fidelity • Mimic the intended functionality of the final product • Vital to verify fundamental usability • Used to help product team stay on same page • Used to test with users Deliverable: UI Design Specification UI Design Specification ideally contains • User types, goals, task groups, tasks of each group group, platforms, and other info essential to scope the task • Key task requirements (min. set of capabilities that must be provided) • Essential use cases (steps taken regardless of system, products, tools) • Product-specific use cases (specific steps taken using BCPS) • Preliminary visuals (sketches, wireframes, modified screen shots, mockups) and descriptions that correlate to the task flows • Final visuals (representative of final look and feel), descriptions, interaction rules that correlate to the task flow • Library of controls, behaviors, formats, etc. • UX goals • Meets primary functional requirements • Considered easy to learn and use by user population Design Elements Index Navigational structure Information/content architecture content organization, hierarchy, tables, grids, information density, grouping and containment Interactive Elements dialogs, feedback, buttons, checkboxes/radio buttons, accumulators, dropdown lists, highlights, toggles, scrollbars, breadcrumbs, trees, links, popovers, tooltips, menus, page controls, progress indicators, wizards, etc., settings Secondaries and Dialogs Status, error, settings, tooltips, pop-ups, pop-overs, pop-ins Typography font sizes, emphases, style, line spacing, alignments Visual Properties depth of field, colors, separators, texture, gravity, reflection, fonts, icons, symbols, graphics, labels, branding, metaphors, graphs, charts, grids, selected/selectable property, disabled property, animations, light & shadow Language Elements voice, lexicon, abbreviations, capitalization, error & help text, status Page Elements header, masthead, footer, logo placement, titles, status/message placements, search, account access, help, metaphors, forms, Primary Page Layouts alignment, scale, white space, relationship harmony, hierarchy, proportions, position, balance Account Security Protocols/Procedures Login/logout, security questions, account recovery Design Behaviors Index Create Delete Save Selection Feedback Errors Wizards Undo Cancel Drag & Drop