Common Misconceptions in UX Design
Common Misconceptions in UX Design
Most Common
Misconceptions About
User Experience Design
Whitney Hess
[email protected]
@whitneyhess
http://whitneyhess.com
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Andrew Hinton
Senior information architect at Vanguard
Liz Danzico
Chair, MFA in Interaction Design
School of Visual Arts in NYC
Future state
Current state
Write user-centered
It stands almost complete
and finished in my mind so
requirements specifications
ABSTRACTION
that I can survey it like a fine
picture or a beautiful statue. Research user interface topics
Wolfgang Amadeus Mozart, from
Information Design, edited by Robert
Jacobson Create user interface style guides
An ounce of action is worth CONCEPTUAL Conceptual and detailed design
a ton of theory.
MODEL of user interfaces
Friedrich Engels (1820 - 1895)
CONCEPTUAL
Dilbert: Your user require- DESIGN
ments include four hundred
features. Do you realize that
no human would be able to
use a product with that level
of complexity?
Rules are sparse; we forget Feature Creep: Good point.
them. Stories, being rich in Id better add easy to use If you want to know what
details, are multiply index- to the list. happens when you throw
able...Moreover, if a rule fails,
Dilbert as quoted in Paper a stone into a pond, it is infi-
it can be reassessed only
Prototyping, Carolyn Snyder nitely better to make a trial
with great difficulty because
and film it than to attempt
rules hang in the air, unat-
to theorize about it.
tached to experience. But if Igloo: an indigenous home
the lesson attached to a spe- Ren Thom, Physicist
constructed of local building
cific story fails, the events of materials. Bavarian castle:
MOCK-UP
the story can be reassessed a home constructed to impress
to figure out why the lesson the neighbours. Space station:
failed and what other lesson a mobile home with a view.
might have been drawn.
SCENARIOS Donald C. Gause & Gerald M. Weinberg,
Tell Me a Story, Roger C. Schank
USER OF USE Exploring Requirements: Quality Before
Design
REQUIREMENTS FUTURE STATE
OF USE
time change, I could be alive Hansel and Gretel
for six hours in New York but and fastfuture anthropolo-
dead three hours in Paris. CURRENT STATE gists will find our pottery but
I could get things done, and not our e-mail.
INFORMATION
ARCHITECTURE
I could also be dead. James Gleick, Faster: the
Woody Allen (one of the greatest Acceleration of Just about
personas of the 20th century good Everything
thing he didnt take the plane to
Paris)
Technical work needs
reviewing for the same USABILITY Break it, stretch it, bend it,
crush it, crack it, fold it.
Regulations [are] written for
the obedience of fools and
reason that pencils need
erasers: to err is human. TEST Bruce Mau, Lifestyle the guidance of wise men.
Anonymous. Featured in the film
Freedman and Weinberg, Handbook
EXPERT
Reach for the Sky (UK, 1956).
of Walkthroughs, Inspections and
PERSONAS
Technical Reviews
REVIEW GRAPHIC
DESIGN STYLE
Those things that hurt,
GUIDE
TEST instruct.
hoto credits: Geert Allegaert, Joannes Vandermeulen and Karolien Taverniers - Thanks to Alain Schiffeleers and Andreea Chelaru
http://www.namahn.com/resources/poster.htm TIME
COMMUNICATION PLAN CONCEPTUAL MODEL DETAILED SPECIFICATION FIELD STUDIES INFORMATION ARCHITECTURE PERSONAS STYLE GUIDE USABILITY TEST USE CASES
A document describing the scope and the The concepts that the design must communicate A detailed specification describes the compo- Observing users in the environment in which Document describing the information architec- Personas are lively descriptions of typical users. A document describing the formal conventions A method by which users of a product are asked A use case defines a set of use-case instances
planning of the communication project: what in order for the user to understand and operate nents and behaviour of the user experience they will work with the digital product that is ture of a digital product. In some cases, the They are based on patterns and findings to be followed within a family of digital prod- to perform tasks in an effort to measure the in which each instance is a sequence of actions
is to be communicated, for whom and how; the product. The conceptual model in sufficient detail for the developer, and may being designed. information architecture specification offers gathered during field studies. Using personas ucts. Conventions can be lexical (what are the products ease-of-use, task time, and the users a system performs that yields an observable
where the challenges and opportunities lie. differs from the technical model, which is the include the design rationale. two perspectives: prevents designers from drifting towards an codes, both visual and linguistic) and syntacti- perception of the product. result of value to a particular actor, often a user.
way the developer understands the product. GRAPHIC DESIGN Users side: what the user sees the taxonomy idealized view of users that lacks nuance. cal (how the codes can be assembled to form
CONCEPTUAL DESIGN It also differs from the mental model, which is DOCUMENTATION The design of the look and feel of the digital and structuring of the information on the pages. practical wholes). USABILITY TEST PROTOCOL USER REQUIREMENTS
Dan Brown
Co-founder and principal at EightShapes
3KELETON MAKES STRUCTURE CONCRETE
7HAT COMPONENTS WILL ENABLE PEOPLE
SKELETON TO USE THE SITE
3TRUCTURE GIVES SHAPE TO SCOPE (OW
WILL THE PIECES OF THE SITE FIT TOGETHER
STRUCTURE AND BEHAVE
3COPE TRANSFORMS STRATEGY INTO
REQUIREMENTS 7HAT FEATURES WILL THE
SCOPE SITE NEED TO INCLUDE
3TRATEGY IS WHERE IT ALL BEGINS 7HAT
DO WE WANT TO GET OUT OF THE SITE
STRATEGY !BSTRACT
7HAT DO OUR USERS WANT
*ESSE *AMES 'ARRETT JJGNETELEMENTS
Bill DeRouchey
Director of interaction design at Ziba Design
David Malouf
Professor of interaction design
Savannah College of Art & Design
Russ Unger
Director of Experience Planning, DraFCB
Expensive.
Steve Baty
Principal and UX strategist, Meld Consulting
Dan Saer
Founder and principal, Kicker Studio
Easy.
Livia Labate
Principal, UX, Comcast Interactive Media
A single discipline.
Lou Rosenfeld
UX book publisher at Rosenfeld Media
A choice.
Joshua Porter
Principal at Bokardo Design
Whitney Hess
[email protected]
@whitneyhess
http://whitneyhess.com