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Sketching and User-Centered Design Session 3 - April 17, 2014 School of Visual Concepts - UX1 http://svc-ux1.leannagingras.com

Session 1: UX Process + Interviewing

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Slides from session 1 of my User Experience class at School of Visual Concepts: Introduction to UX core principles and process, and introduction to interviewing. Learn more at http://svc-ux1.leannagingras.com/

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Page 1: Session 1: UX Process + Interviewing

Sketching and User-Centered DesignSession 3 - April 17, 2014School of Visual Concepts - UX1

http://svc-ux1.leannagingras.com

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AGENDA

Good designDesign rules of thumbSketchingCritiqueStudio

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GOOD DESIGN

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LOL j/k

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QuizUp

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Street art is beautiful & serves a civic function

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DESIGN RULES OF THUMB

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Menus: Example of organizing genre to help the user quickly zoom into what they want.

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Kickstarter has several groupings here: Information related to a featured project, kickstarter categories, and Seattle kickstarter projects.

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Pick an organization principle that makes sense for the content and context. For example, sometimes alphabetical organization makes sense and sometimes it doesn’t.

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Organizing alphabetically makes more sense for a big list of majors.

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Kickstarter is a good example of visual hierarchy that does what it should: elevate the most important elements to the user. Note that the biggest element on the page isn’t stanard: $money$

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SongCloud stream is a good example of organization and visual hierarchy. Presents it song-first and associates all of the related action s with that.

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Go where the action is: Putting this sign on top of the thermostat is more effective than putting it in the break room or kitchen.

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(Avoid dead ends...or at least give users an exit.)

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That’s a lot of stuff to present to the user all at once. Break it up into steps to make it easier.

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Filters help users arrow their choices down.

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Uber’s mobile experience also limits choices by eliminating account functionality.

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This site’s structure is broad, deep in some places, narrow in others, and has a single instance of a third level - (probably) not very good curation of choices.

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This is a more consistent and guided structure.

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A sitemap from my colleague Dan Cooney. He can’t just get rid of pages, so he will creates a hierarchy that will make it easy for the user to narrow down to what they want.

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How can we make this better?

City of Seattle

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SKETCHING

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From Bill Buxton’s “Sketching the User Experience”

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Messy, fast, not perfect.

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Example: Refining through a particular interaction

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Example: this is a later iteration of a sketch. It has just enough detail to communicate the core design idea, no more.

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Since sketches are fast, lo-fi and disposable, they’re perfect for brainstorming, capturing options, and exploring ideas without getting lost in the details.

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People generate better ideas individually, and refine ideas better collaboratively.

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example: designing a mobile menu

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I needed a responsive menu that works for a big retailer. First, I generated a bunch of ideas and patterns to make it easier to compare my options.

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I picked a couple and fleshed them out a little bit.

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I knew something similar to Option 4 - the off-canvas sliding menu - had worked for Trina Turk.

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...but I wasn’t sure how it would work for a site with two levels of hierarchy, so I sketched it out a little more and refined from there.

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how was that?

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take 5 minutes. work individually on a first pass. we’ll come back to this later...

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Sketches are for generating and working through ideas, but also for communicating ideas as a boundary object. it allows critique.

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Let’s present.

Walk through not just your final sketch, but the steps you took to get there.

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Studio

If you don’t have a project, find someone who does.Get on the same page re: project goals.Pick a key task & sketch for 5 minutes.

Then bring your ideas together & work on it together.