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MULTIDIMENSIONAL INTERACTION DESIGN Methods of evolving the user experience

Useful interactions

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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

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Dimensions in user experience

behavioral/attitudinal quantitative/qualitative innovative/adapted/traditional exploratory/generative/evaluative participatory/observational/self-

reporting/expert review/design process

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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.

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Wayfinding

Having the intuitive ability to traverse the system without contextual understanding would be the ideal state to design the systems navigation.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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

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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

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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

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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

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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)

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Design Anthropology

“Design Anthropology has a direct correlation and basis for understanding the genesis of your design and how it is

evolving”

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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

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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

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Taxonomy

Taxonomies are collections of facets, which are created by organizing concepts into

categories.

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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

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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

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Card sorting

Card sorting is one of the best ways to identify categories by having

controlled tests with groups of users to create categories.

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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.”

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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

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Thank you

Raymond A. Monaco

armadadigital.com

[email protected]

702-858-4479