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This is a presentaiton we give to clients to explain the deliverables and bring clients to a strong understanding of the UX capability.
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MULTIDIMENSIONALINTERACTION
DESIGN
Methods of evolving the user experience
Dimensions in user experience
behavioral/attitudinal quantitative/qualitative innovative/adapted/traditional exploratory/generative/evaluative participatory/observational/self-
reporting/expert review/design process
Learnability
Structuring a context for the system that will make the features learnable by nature is the goal of successful systems.
Using messaging in an informal gestural way to guide users and usher them is a natural way to build learnable trust with them.
Wayfinding
Having the intuitive ability to traverse the system without contextual understanding would be the ideal state to design the systems navigation.
Findability
Layering in smart findability options and bringing a understandable taxonomy will help improve the systems overall usefulness.
Using tagging and semantic meta data will improve the findable elements for users of the system.
Usefulness
Clearly the system has to be able to support useful interactions between users and their data.
This means that there needs to be a tangible and measure benefit as a system output to the user.
Aesthetic
The design aesthetic is a very subjective matter. Lets see if we can quantify its relativeness.
The best design is something that serves the user and helps to build a relationship between the visual display and the users data.
Responsiveness
The perception of how good a system is or how well it functions is a product of how responsive the system is generally.
Consider the weight of a user interface and its interactions. Design lightweight user interfaces that are relatively flat for good experiences.
Efficacy
Having an application that uses well will lead to effective interactions between the user and their objective
Time to complete a transaction and the amount of clicks to complete tasks will be paramount in judging the efficiency of a system.
Simplicity
There is a lot to be said for a simple to use application. There is a loss of cognitive ability once a developer and business requirements seep into a state of feature glut.
The target and goal should be to make an application approachable and understandable for a user to interact with.
Forgiveness
Provide an Undo command. Confirm commands for risky actions or
commands that have unintended consequences
Whenever practical, allow users to correct mistakes easily.
Have clear physical separation between frequently used commands and destructive commands.
Behavioral Patterns
Layering patterns for a multidimensional in-depth understanding of users.
Preference partitioning Behavioral relationships to content
functionality Predictive trending patterns Action origins and predictive matching
Demographics Segmenting the user base and their specific
and unique criteria Sorting users based upon income, location,
age, Sex and predictive patterns Overlaying multiple data sources for a more
compelling picture of the users based upon imperial data collected from transactions
Relating a multidimensional view with combined data to build a compelling picture of the end user of the system
Psychographic
Understanding why users click and how they react to elements within the system
Documenting the cognitive reactions to users trying to reach an objective within the system context
Leverage a psychographic profile/persona for optimal system and user interactions
Build a catalogue of the psychographic triggers of why users do certain actions
Psychographic Considerations
People Don't Want to Work or Think More Than They Have To
People Have Limitations People Make Mistakes Human Memory Is Complicated People are Social Attention People Crave Information Unconscious Processing People Create Mental Models Visual System
Ethnographic Building a contextual understanding on the
racial biases and preferences on system usage
Establish a baseline understanding of how ethnic biases affect the users of our system
Understand the ethnographic focal point and narrative that is contextual to our users
Construct observational methods that enhance the discovery of relative pertinent findings
Web Analytics Measuring the users response to design
implementations Multivariate A/B testing Click tracking User path analysis Bounce rates Geographic user segmentation Origin analysis (referring source) Content popularity (understanding what
content/functions are popular)
Design Anthropology
“Design Anthropology has a direct correlation and basis for understanding the genesis of your design and how it is
evolving”
Design Anthropology
The six methods in applying a design anthropology. Finding out and learning
○ Learning about previous products, contextual boundaries and providing insights to the current state of the products.
Giving Strategic Direction○ Strategic and Analytics tasks that help identify, plan, set, review, analyze and
give a project direction. Developing Concepts
○ Developing Relevant, innovative ideas and concepts, creating solutions. Selecting the Best
○ Selecting ideas and combining concepts, evaluate results and solutions. Enabling understanding
○ Making concepts tangible, showing future possibilities and giving overviews. Make it happen
○ Implementation and delivery providing guidelines and plans
Interaction Development
Before thinking outside the box you must understand the box.
Designing the interaction between human and computer can be complex or simple depending on the approach.These are the prefer methods to understand
how the interactions are established and what the touch points are.○ Task flows○ Swim lane Diagrams
Taxonomy
Taxonomies are collections of facets, which are created by organizing concepts into
categories.
TaxonomyConsiderations for Implementation and execution of an applied Taxonomy structure.
*Taxonomy isn't navigation it “Categorization and Classification of information”
Strategy: User Centered vs. Business Centered Size: Scalable vs. Finite Coverage: Comprehensive vs. Section Specific Application: Cross Channel vs. Web Centered Time Sensitivity: Aspirational vs. Current Metaphor: Uniform/Exact vs. Mixed Approach Language Conventions: SEO Preferential vs. Natural Language
vs. Branding vs. Authoritative Structure: Polyhierarchical vs. Mutually Exclusive
Taxonomy Governance Governance Plan Ensures the Taxonomy remains useful as business needs, content,
vendor input, or user expectations change or scale. • How it’s used • Who uses it • Why & When it might be updated • How it’s updated • Who updates it • Version tracking & archival considerations
Card sorting
Card sorting is one of the best ways to identify categories by having
controlled tests with groups of users to create categories.
Folksonomy Folksonomy solves the The Frustration with
Taxonomies Folksonomies: A New Approach (User Centric
Approach) Folksonomies Address Taxonomy Difficulties Applying Folksonomies in Other Areas is Untested
We’re Optimistic about Folksonomies
“At this point, folksonomies are more of an interesting technology than a tried-and-true design tool.”
The Future of User Interaction Semantic taxonomy. Semantic folksonomy. Applied historical machine learning. Artificial Intelligence, correlating web
artifact relationships. RDF/OWL web-objects that are
contextually self-aware
Thank you
Raymond A. Monaco
armadadigital.com
702-858-4479