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Cognitive Science Perspective on
User eXperience
1
Presented by: Hamed Abdi
ignore
—Frank Chimero (Design Director)
2
logicalthink act
—Paul Boag (UX Consultant & Expert)
3
Foundations of WorkShop
• Context Strategy
• Research Method
• User Interface (UI)
• User Experience (UX)
• Interaction Design (Ixd)
• Accessibility & Usability
• Customer Journey Mapping
• Natural User Interface (NUI)
• Information Architecture (IA)
• User Centered Design (UCD)
• Brain-Computer Interface (BCI)
• Search Engine Optimization (SEO)
• Human-Computer Interaction (HCI)
4
UX
5
User Experience Design Process
UI
6
Google Newsstand
UI
7
Filter Menu
UI
8
City intro
UI
9
Weather App
UI
10
Menu
AntiDesign
11
Brutalism
12
Craigslist
• Users: 60 Million users
• Monthly Pageviews: 50 Billion
• Monthly Ads posted: 80 Million ads
• Revenue (2016): $690 Million
• Estimated value: $3 Billion
IxD
13
The Social Swipe
CS
14
Context Strategy
• Personal
• Environmental
• Social & Cultural
• Technological
• Temporal
• Business
CJM
15
Customer Journey Map
Customer journey maps combine two powerful instruments (storytelling and visualization) in order to helpteams understand and address customer needs.
Goals of customer journey maps:
• Creating empathy
• Driving conversation and engagement
• Building consensus
• Revealing opportunities
Maps
16
UX Mapping
• Empathy mapping
• Customer journey mapping
• Experience mapping
• Service blueprinting
CJM
17
Customer Journey Map
The framework:
1. Persona
2. Scenario
3. Phases of the journey
4. Actions
5. Thoughts
6. Emotional experience
7. Opportunities
8. Internal ownership
IA
18
Information Architecture
Five components of information architecture:
• Structure types: Hierarchy, linear, and web
• Organization schemes: Topic, task, format, audience, alphabet, time, geographical, attributes, tags,and popularity
• Label names: Being specific vs. concise
• Search: Designing search for content to be found
• Logic: Taxonomy and metadata, when and why they're needed
IA
19
Information Architecture
Designing information architecture:
• Mental models and scenarios
• Domain modeling and task flow sketching
• Card sorting method
Evaluating information architecture:
• Identifying issues and potential solutions
• Measuring baseline performance
• Testing structure, schemes, and labels
IA
20
Information Architecture
vs.
vs.
vs.
Research Methods
QualitativeQuantitative
Research Methods
Research Methods
• Qual data offer a direct assessment of the usability of a system: researchers will observeparticipants struggle with specific UI elements and infer which aspects of the design areproblematic and which work well.
• Quant data offer an indirect assessment of the usability of a design. They can be based onusers’ performance on a given task (e.g., task-completion times, success rates, number oferrors) or can reflect participants’ perception of usability (e.g., satisfaction ratings).
Research Method
24
Qualitative Research Quantitative Research
Questions answered Why? How many and how much?
Goals
Both formative and summative:
• inform design decisions
• identify usability issues and find solutions
for them
Mostly summative:
• evaluate the usability of an existing site
• track usability over time
• compare site with competitors
• compute ROI
When it is usedAnytime: during redesign, or when you
have a final working product
When you have a working product (either at
the beginning or end of a design cycle)
Outcome
Findings based on the researcher’s
impressions, interpretations, and prior
knowledge
Statistically meaningful results that are likely
to be replicated in a different study
Methodology
• Few participants
• Flexible study conditions that can be
adjusted according to the team’s needs
• Many participants
• Well-defined, strictly controlled study
conditions
Quantifying User Research
Research Method
25
Usa
bil
ity T
est
ing •Sample Sizes
•Representativeness
and Randomness
•Data Collection
•Completion Rates
•Usability Problems
•Task Time
•Errors
•Satisfaction Ratings
•Combined Scores
A/B
Test
ing •Clicks, Page Views,
and Conversion
Rates
Su
rvey D
ata •Rating Scales
•Net Promoter
Scores
•Comments and
Open-ended Data
Req
uir
em
en
ts G
ath
eri
ng •UI Behavior Matrix
Research Method
26
Research Method
27
Project Stages
Discover
Fie
ld s
tud
y
Dia
ry s
tud
y
Use
r in
terv
iew
Sta
keh
old
er
inte
rvie
w
Req
uir
em
en
ts &
co
nst
rain
ts g
ath
eri
ng
Explore
Co
mp
eti
tive a
naly
sis
Desi
gn
revie
w
Pers
on
a b
uild
ing
Task
an
aly
sis
Jou
rney m
ap
pin
g
Pro
toty
pe f
eed
back
& t
est
ing
(cl
ickab
le
or
pap
er
pro
toty
pes)
Wri
te u
ser
sto
ries
Card
so
rtin
g
Test
Qu
alita
tive
usa
bilit
y t
est
ing
(in
-pers
on
or
rem
ote
)
Ben
chm
ark
test
ing
Acc
ess
ibilit
y e
valu
ati
on
Listen
Su
rvey
An
aly
tics
revie
w
Searc
h-l
og
an
aly
sis
Usa
bilit
y-b
ug
revie
w
Fre
qu
en
tly-a
sked
-qu
est
ion
s (F
AQ
)
revie
w
Research Method
28
Most Common UX Methods
1. Usability-Lab Studies: participants are brought into a lab, one-on-one with a researcher, and givena set of scenarios that lead to tasks and usage of specific interest within a product or service.
2. Ethnographic Field Studies: researchers meet with and study participants in their naturalenvironment, where they would most likely encounter the product or service in question.
3. Participatory Design: participants are given design elements or creative materials in order toconstruct their ideal experience in a concrete way that expresses what matters to them most and why.
4. Focus Groups: groups of 3–12 participants are lead through a discussion about a set of topics, givingverbal and written feedback through discussion and exercises.
5. Interviews: a researcher meets with participants one-on-one to discuss in depth what the participantthinks about the topic in question.
Research Method
29
Most Common UX Methods
6. Eyetracking: an eyetracking device is configured to precisely measure where participants look asthey perform tasks or interact naturally with websites, applications, physical products, or environments.
7. Usability Benchmarking: tightly scripted usability studies are performed with several participants,using precise and predetermined measures of performance.
8. Moderated Remote Usability Studies: usability studies conducted remotely with the use of toolssuch as screen-sharing software and remote control capabilities.
9. Unmoderated Remote Panel Studies: a panel of trained participants who have video recordingand data collection software installed on their own personal devices uses a website or product whilethinking aloud, having their experience recorded for immediate playback and analysis by the researcheror company.
Research Method
30
Most Common UX Methods
10. Concept Testing: a researcher shares an approximation of a product or service that captures the keyessence (the value proposition) of a new concept or product in order to determine if it meets the needsof the target audience; it can be done one-on-one or with larger numbers of participants, and either inperson or online.
11. Diary/Camera Studies: participants are given a mechanism (diary or camera) to record and describeaspects of their lives that are relevant to a product or service, or simply core to the target audience;diary studies are typically longitudinal and can only be done for data that is easily recorded byparticipants.
12. Customer Feedback: open-ended and/or close-ended information provided by a self-selectedsample of users, often through a feedback link, button, form, or email.
13. Desirability Studies: participants are offered different visual-design alternatives and are expected toassociate each alternative with a set of attributes selected from a closed list; these studies can be bothqualitative and quantitative.
Research Method
31
Most Common UX Methods
14. Card Sorting: a quantitative or qualitative method that asks users to organize items into groups andassign categories to each group. This method helps create or refine the information architecture of asite by exposing users’ mental models.
15. Clickstream Analysis: analyzing the record of screens or pages that users clicks on and sees, asthey use a site or software product; it requires the site to be instrumented properly or the application tohave telemetry data collection enabled.
16. A/B Testing (also known as “multivariate testing,” “live testing,” or “bucket testing”): amethod of scientifically testing different designs on a site by randomly assigning groups of users tointeract with each of the different designs and measuring the effect of these assignments on userbehavior.
17. Email Surveys: a survey in which participants are recruited from an email message.
Research Method
32
Most Common UX Methods
18. Unmoderated UX Studies: a quantitative or qualitative and automated method that uses aspecialized research tool to captures participant behaviors (through software installed on participantcomputers/browsers) and attitudes (through embedded survey questions), usually by giving participantsgoals or scenarios to accomplish with a site or prototype.
19. True-Intent Studies: a method that asks random site visitors what their goal or intention is uponentering the site, measures their subsequent behavior, and asks whether they were successful inachieving their goal upon exiting the site.
20. Intercept Surveys: a survey that is triggered during the use of a site or application.
Research Method
33
Research Method
34
Research Methods
The primary measures of standardized questionnaire quality are reliability (consistency of measurement) and validity (measurement of the intended attribute)
Standardized Usability Questionnaires
Research Method
36
Poststudy
Questionnaires
•QUIS
• SUMI
• PSSUQ
• SUS
Post-Task
Questionnaires
• ASQ
• SEQ
• SMEQ
• ER
•UME
Questionnaires for
Assessing Perceived
Usability of Websites
•WAMMI
• SUPR-Q
•UPWQ
• ISQ
• CBP
•WIS
Other Questionnaires
of Interest
• CSUQ
•USE
•UMUX
•HQ
• ACSI
•NPS
• CxPi
• TAM
Research Method
37
ethical
UXPA (User Experience Professionals Association) Ethical Principles:• Act in the best interest of everyone
• Be honest with everyone
• Do no harm and if possible provide benefits
• Act with integrity
• Avoid conflicts of interest
• Respect privacy, confidentiality, and anonymity
• Provide all resultant data
https://uxpa.org/resources/uxpa-code-professional-conduct
FACT
Measuring Tools
accurate worthexpert
—Grace Hopper (Computer Scientist)
40
UX Tools
41
UX Tools For UX Designers
A/B
or
Sp
lit
Testi
ng
Accessib
ilit
y T
esti
ng
Desig
n P
roto
typ
ing
Evalu
ati
ng
Desig
n
Evalu
ati
ng
In
form
ati
on
A
rch
ite
ctu
re
Heatm
ap
s,
Mo
use-t
rackin
g o
r S
yn
theti
c E
ye
-tra
ckin
g
Mo
bile A
pp
Testi
ng
To
ols
Pro
cess A
ids
Rem
ote
Researc
h
Researc
h N
ote
takin
g
Scre
en
Cap
ture
Sketc
hin
g &
Vis
ual T
hin
kin
g
Su
rve
yin
g U
se
rs
Usab
ilit
y T
esti
ng
Web
An
aly
tics
Wir
efr
am
ing
& D
iag
ram
min
g
UX Tools
42
UX Tools
43
UX Tools
44
Eye tracking is the process of measuring either the point of gaze
(where one is looking) or the motion of an eye relative to the
head.
The most commonly visualizations methods are:
• Animated representations of a point on the interface
• Static representations of the saccade path
• Heat maps
• Blind zones maps, or focus maps
UX Tools
45
UX Tools
46
UX Tools
47
Engagement
• Number of Fixation
• Total dwell time
• Percentage of time on an area
Processing
• Fixation
• Duration
Findability
• Time to first fixation
• Number of fixations
• Prior to first fixation
Processing Order
• Gaze path
Comprehension
• Repeat fixations
Workload/Excitement
• Pupil dilation
UX Tools
48
UX Tools
49
UX Tools
50
UX Tools
51
UX Tools
52
UX Tools
53
UX Tools
54
“
55
“Design is not just what it looks like and feels like. Design is how it works.”
Cognitive Science
56
simplesimple
—Marvin Minsky (Cognitive Scientist)
57
usebrain visual system memory Emotion
Question
Imaging
59
Types of NeuroImaging
Neuron
60
Structure of Neuron
Brain
61
HindBrain (Reptilian):
• Common to all animals
• Basic function (heart rate, breathing, body
temperature)
MidBrain (Mammalian):
• Limbic system
• Emotional functions (fear, happy, sad, …)
• Risk and reward
ForeBrain (Neocortex):
• Higher cognitive function
• Problem solving
• Social cognition
• Language and abstract thought
Brain Structure
62
63
Brain Structure
Cortex
64
Homunculus
Senses
65
Eye
66
Rods & Cones
Rods & Cones
67
Some fact
Vision
68
Visual Perception
Visual perception is the end product of vision” It can
be described as the way the brain interprets what
the eyes see.
Perceptual Processing Categories:
• Visual Discrimination: ability to be aware of the
distinctive features of forms including shape,
orientation, size, and color.
• Visual Figure Ground: ability to distinguish an
object from irrelevant background information.
• Visual Closure: ability to recognize a complete
feature from fragmented information.
Vision
69
Two visual systems
Vision
70
Visual perception Process
• Bottom-up:
• Low level features
• Patterns
• Objects
• Top-down:
• Task or goal Oriented
• Holistic
Gestalt
71
Gestalt
72
Gestalt
73
Gestalt laws
• Law of Proximity
• Law of Similarity
• Law of Figure and Ground
• Law of Continuity
• Law of Closure
• Law of Simplicity
Gestalt
74
Law of Proximity
Elements that are placed close to each other will often be perceived as one group.
Gestalt
75
Law of Similarity
Objects that look alike, with similar components or attributes, are more likely to be organized together.
Gestalt
76
Law of Continuity
Objects will be grouped as a whole if they are co-linear, or follow a direction
Gestalt
77
Law of Figure and Ground
Viewers will perceive an object (figure) and a surface (ground) even in shapes are grouped together.
Gestalt
78
Law of Closure
In perception there is the tendency to complete unfinished objects. We tend to ignore gaps and complete
contour lines.
Gestalt
79
Law of Pragnanz or Simplicity
Figures are seen as their simple elements instead of complicated shapes.
Vision
80
Visual Attention
Illusions
81
Illusions
82
Functional
83
Memory
84
Emotion
85
laziness predict
minimal effort do lots of things
—Greg Madison (VR designer at Google Labs)
87
Social Device
88
Designing experiences for nearby device ecosystems
Data
89
Exploring what data means for the people living
MemoryDialogue
90
Exploring artefact-based memory sharing
Medical
91
Touchless Interaction in Medical Settings
Display
92
Seamlessly integrated displays shaped around us
Display
93
NUX/NUI
94
Voice Interaction
NUX/NUI
95
GUX/GUI
96
Motion sensing and gesture
recognition as part of NUX/NUI
interactions introduce new
approaches to interactive user
experience in the areas that
require audience attraction and
involvement, such as education,
entertainment, public relations,
and marketing.
Presentations, training sessions,
and promotional events can
become highly interactive and
engaging with NUX/NUI applied.
Wearable
97
IoT
98
VR/AR
99
Cyborg
100
predict create
—Abraham Lincoln (Cognitive Scientist)
101
Thank you for Attention!