Introduction to Design Topics Human Behavior UX Design Testing - - PowerPoint PPT Presentation

introduction to design
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Introduction to Design Topics Human Behavior UX Design Testing - - PowerPoint PPT Presentation

Introduction to Design Topics Human Behavior UX Design Testing and Feedback Tools Human Behavior Human Behavior We conserve brainpower We dont read, we scan We satisfice We muddle our way through We hate


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Introduction to Design

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Topics

■ Human Behavior ■ UX Design ■ Testing and Feedback ■ Tools

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Human Behavior

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Human Behavior

■ We conserve brainpower ■ We don’t read, we scan ■ We satisfice ■ We muddle our way through ■ We hate wasting time ■ We never give anything our full attention

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We conserve brainpower

“Don’t make me think”

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We don’t read, we scan

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We satisfice

Once we find something that works, we usually don’t try to

  • ptimize
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We muddle

We probe around until we get the result we want. We don’t have to understand something as long as it works.

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We hate wasting time

We react to the tiniest delays and setbacks. If something wastes our time, we’ll keep an eye out for another solution

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We never give full attention

We’re always instinctively keeping an eye out for danger or

  • pportunity.

The modern world constantly preys on our senses for attention. Nobody is going to give your app their full attention. They’ll give it partial attention for tiny interrupted windows of time.

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UX Design

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UX Design ■ Design isn’t the surface layer ■ Empathize ■ Use familiar patterns ■ Simplify ■ Iterate

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What makes a good UX

It’s not the surface layer.

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Empathize

People have a hard time articulating their motivations and behaviors. Most people don’t empathize. They project themselves. Cultivate empathy through immersion.

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Use familiar patterns

Gestalt principles Reference Apple HIG and Material Design Avoid “dark patterns” Don’t invent new UI components

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Use familiar patterns

Gestalt Principles

  • Proximity
  • Similarity
  • Continuity - eye follows a perceived path
  • Closure - brain fills in what’s missing
  • Figure/ground
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From: The Non-Designer's Design Book

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From: The Non-Designer's Design Book

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Use familiar patterns

Apple HIG (https://developer.apple.com/design/human-interface-guidelines/)

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Use familiar patterns

Material Design (https://material.io/design/)

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Use familiar patterns

“Laws of UX” (https://lawsofux.com/)

  • Pretty is perceived as more usable
  • Productivity soars when interactions are <400ms
  • Bigger and closer target, faster to click
  • Time increases exponentially with choice complexity
  • People spend most of their time in other tools
  • People assume visual grouping is meaningful
  • People judge experiences based on peak and end
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Use familiar patterns

“Humane By Design” (https://humanebydesign.com/)

  • Empowering
  • Finite
  • Inclusive
  • Respectful
  • Thoughtful
  • Transparent
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Use familiar patterns

Avoid “dark” patterns (https://www.darkpatterns.org/types-of-dark-pattern)

  • Automatic opt-in
  • Confirm-shaming
  • Roach motel
  • Etc
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Use familiar patterns

Don’t invent new UI components. Use the classic elements as much as possible.

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Simplify

Be concise. Remove embellishments. Don’t show off.

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Iterate

Build, Measure, Learn

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Testing and Feedback

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Testing and Feedback ■ Prototype ■ Test on your friends ■ Ask “how would you…” ■ Don’t give away the answers ■ Tweak instead of starting over

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Prototype

High fidelity vs low fidelity Whiteboards Paper prototypes Clickable prototypes Semi-functional prototypes

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Test, Ask Questions

“What do you think this does?” “If you wanted to accomplish X, what would you do first?” Where is X? “Where did you expect it to be?” “What would you call that?” “What was the most confusing part?”

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Prototyping helps you spot your own mistakes before bias and numbness sets in

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Tweak instead of starting over

Be “scientific” Don’t change all the variables at once Be willing to change anything Try the simplest thing that can possibly work

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Tools

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Tools

■ Invision Freehand ■ Figma ■ Noun Project ■ UI Kits

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Freehand

Whiteboard on steroids Infinite canvas, infinite zoom Approachable Collaborate remotely Annotate screenshots

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Figma

Create clickable prototypes Components and styles Collaborate remotely Share prototypes Get feedback

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Icons

Material icons https://material.io/resources/icons/ Noun project https://thenounproject.com/

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UI Kits

Figma Freebies https://www.figmafreebies.com/ Figma Material Design Kit https://www.figma.com/resources/assets/material-

design-themeing-ui-kit/

Setproduct https://setproduct.com/

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Review

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Human Behavior

Scan, Satisfice, Muddle

UX Design

Empathize, follow patterns, iterate

Testing and Feedback

Prototype, listen, tweak

Tools

Freehand, Figma, Kits

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