This document provides an overview of user experience (UX) design for software engineers. It discusses UX psychology and how people see, remember, and think. It also covers identifying users through personas, understanding user goals and business goals. The document explains user stories and examples. It then discusses wireframing as the blueprint for design, prototyping, visual design mockups, and principles for better software. It emphasizes that UX design focuses on the human-centered approach.
28. Usergoals
Users always want something, because they are people, and people always
want something.
Businessgoals
Every organization has a reason for creating a site or app in the first place.
Typically it’s money, but it might be brand awareness, or getting new
members for a community, etc.
The real test of a UX designer is how well you can align
those goals so the business benefits when the user
reaches their goal.
29. Youtube
YouTube makes money via ads, and users want to find good videos. Therefore,
putting ads in the videos (or on the same page) makes sense. But more than that,
making it easy to search for videos and find similar videos will get users to watch
more, which makes YouTube more money.
31. ● Before developing an application, you must identify your users and
determine their needs
● User experience goal : design role-based user interfaces
● Maintaining work context, showing the most important information
first, reducing clicks, streamlining processes etc.
● Applications consists of business functions, who associates with
business functions?
Whyidentifyuser?
32. Fictional characters : characters based on actual observed behaviors of real users
Howcanweidentifyusers?
33. A persona is a representation of a user, typically based off user research
and incorporating user goals, needs, and interests.
Introducingpersonas
Alan Cooper “Father of Visual Basic”
36. WhatArePersonasUsedFor?
● Defining a specific user's goals and needs
● Giving design teams a focus with a common understanding
● Identifying opportunities and product gaps to drive strategy
● Concentrating on designing for a manageable target who represents a larger group
● Replacing the need to canvass an entire user community, significantly reducing time and
cost needed to obtain user requirements
● Helping designers empathize with users to understand behaviors, motivations and
expectations
38. As a [user role] I want to [goal] so I can [reason]
E.g. As a registered user I want to log in so I can access
subscriber-only content
● Who [user role]
● What [goal]
● Why [reason]
Userstories...
44. o Structure - How will the pieces to be put together?
o Content – What will be displayed?
o Informational hierarchy – How is this information organized and
displayed?
o Functionality – How will this interface work?
o Behavior – How does it interact with the user? And how does it
behave?
Thingstoconsider
45. Tools&Technique
o Sketching
o Black & Whiteboarding
o Paper prototyping (Paper Cutouts)
o Stenciling
o Balsamiq/ Axure/ Pencil/ Adobe Experience Design CC
54. Principles for Better Software
1. Design from the outside in
2. Make time for research
3. Keep your hands off the keyboard
4. Try many things. Keep none of them
5. Test designs on people
6. When all else fails, code
7. Details - make or break it
Source:http://devproconnections.com/development/ux-manifesto-7-principles-better-software
55.
56. Why for Software Engineers
o you are nothing like your target user
o We are developing software for humans
o technical skills help in getting up-to-speed on deeply technical
applications
o your job is not to optimize the developer’s productivity, but rather to
optimize the end-user experience
57. Everyone is a UX Engineer
Shift your mindset to focus on
Human-centered solutions
59. Resources
o 100 Things Every Designer Needs to Know about
People - https://www.amazon.com/Things-Designer-People-Voices-Matter/dp/0321767535
o Emotional Design: Why We Love (or Hate) Everyday
Things - https://www.amazon.com/Emotional-Design-Love-Everyday-Things/dp/0465051367