This document provides an overview of user experience (UX) design and the UX process. It describes the typical roles in UX including research, strategy, interaction design, visual design, and development. Research involves activities like user interviews, personas, and usability testing. Strategy focuses on analysis, journey mapping, and defining goals. Interaction design covers wireframing, prototyping, and user testing. Visual design includes style guides, mockups, and assets. The document also includes examples of personas, journey maps, wireframes, and style guides.
If you've ever wondered, what is the UX process is and what are the deliverables for User Experience design. In other words, what does UX really looks like, this deck will provide a very defined process and has actual work product to give examples.
Topic: UI/UX DESIGN IN AGILE PROCESS Why do we integrate design into our Agile process? As we all know, the Agile Manifesto is well-received and successfully adopted as it is today thanks to the 12 underpinning principles. While “good design” is one main reason that “enhances agility”, “Agile processes promote sustainable development”. At Axon Active, it’s important for us to do everything Agile and work with one another collaboratively in Collaboration Model. It gets people on the same page, makes everyone engage more with the product, encourages them to share more creative ideas, and gives them the flexibility they need to improve themselves. Indeed, Designers and Developers can collaborate more closely and effectively, and subsequently integrating design into Agile process will yield numerous benefits. For that reason, Scrum Breakfast Da Nang this October will be the very chance for you to learn: • How to successfully integrate design into Agile process in practice • How different Collaboration Model is from traditional model • The benefits of Collaboration Model when done correctly
My UX Process slides from my talk at Code On The Beach. This is a vague overlook into the user experience process of design when building digital products
It has Modern UI /UX Design Process. Like from - Hand-holding customers for every feature - Identifying the key design challenge - Stepping into the shoes of the user - Designing the Information Architecture and wireframing - Nailing the visual design
Creating great websites and applications is hard work. There are so many aspects to juggle; so much complexity to control. You have to understand the needs of your users, get buy-in from stakeholders, organize lots of content and create an intuitive interface. This is no small order. Fortunately, nForm has created a simple resource to pass on a little of what we’ve learned about planning for great design. Our User Experience Cards feature tried-and-true methods for designing better interactive products of all kinds--from online stores to corporate intranets to mobile apps. Learn about why these methods are needed, how they can help you achieve success, and how you can use the User Experience Cards to plan your own projects.
The presentation I used in the two sessions I did on introduction to UI/UX Engineering for undergraduate students in the Vavuniya Campus of the University of Jaffna and the Trincomalee Campus, Eastern University.
UX INTERVIEWS is a series of short interview sessions – with senior UX practitioners and Service Design Thinkers. Please let me know if you are free to provide your input, too. I will send you a quick survey with new questions.
The document provides an overview of the product design process from understanding the problem, ideating solutions, designing and testing, establishing visual design and style, and user testing. It emphasizes the importance of understanding users through personas and user journeys before coming up with solutions. Various tools are suggested for wireframing, prototyping, and testing designs with users. The key takeaways stress designing for user flows rather than screens, sharing ideas early for feedback, and making incremental improvements based on testing.
These slides cover basic information about UX Development and skills required for UX Developer Visit Us http://brillinfosystems.com/ui-ux-development
Slides from the Tampa UX November 2014 meetup, talking about what UX design is, and a list of items for a heuristic evaluation.
This document discusses UI/UX design services from Deorwine Infotech. UI/UX design combines structure, content, and user experience to help businesses achieve their goals. Deorwine helps startups and companies define new visions and customer experiences through UI/UX engineering. They offer services like website design, responsive design, mobile app design, and more. Deorwine is dedicated to solving UI/UX problems and creating outstanding user experiences to elevate businesses.
Presentation about product design and its role in digital product development, UI / UX design process and methodologies, examples of their applications.
The document discusses the value of user experience (UX) design and provides an overview of the UX design process. It notes that poor UX cost Expedia $12 million in lost sales in 2010. Good UX increased Macy's sales by $15 million in the first month and $300 million in the first year. The key steps of UX design include stakeholder meetings, card sorting, interviews, analysis, research through methods like contextual inquiry and surveys, solution design including personas and wireframes, and testing through paper prototypes, usability tests, and multi-variant testing. The document is authored by Sunny Kumar, UX Director at Grand Union.
This was a presentation made to Refresh Boyne in which Patrick discusses why User Experience design can fail. How not to engage with UX teams. Too often UX is done last or it's a rubber stamp step - especially around accessibility. That's when it fails. Patrick will show how to get it right.
The document discusses the process of task and feature analysis in user experience design. It explains that task analysis defines what users need to do and how they should do it. The steps are to break tasks down into detailed subtasks from the user's perspective and identify potential points of frustration. Creating a user flow diagram can reveal the hidden complexity of tasks. Feature analysis involves mapping out all user requirements and prioritizing them as essential, simple, complex, or nice to have. The document provides exercises for analyzing the tasks and user flows of booking a hotel room on different websites.
Usability has been one of the ‘non-functional’ requirements in software architecture for a long time now. However, just because you and your team can use your software with your eyes closed does not mean your users can or will. Usability is a very small subset of User Experience (UX) design and an increasing number of companies in Australia and overseas is paying more attention to this growing field. Contrary to popular belief, UX design is not a ‘black art’ that only the creative or artistic types can do. It’s not a single discipline or role that’s assigned to one person or team either. In fact, it’s an attitude that everyone involved in the project needs to acquire. Hence, it’s something that everyone needs to learn to make products that people actually want to use. This is especially true in the case of software architects who have so much say and stake on the final product. The User-Centred Design Process User-centred design (UCD) is the concept of designing and developing a system around the user to fit the user and business needs instead of the other way round. Just like everything in software development, user-centred design also has some standard processes that can be followed to ensure that the software we build meets the needs of the users and the business. We will look at what the UCD process is and how it can be integrated into our existing software development methodologies and timelines. We will present several techniques in the different stages of the process that you can use straightaway whatever phase you are in your project. UX design principles we can’t live without We will look at some of the top UX design principles that we can’t live without in our trade. These principles can (and should) be applied by anyone who is involved in software development. We will show you why these principles work and how they can help you get immediate improvements in the UX that your product offers.
To fully understand a customer, user, product or service experience, Sultan Shalakhti uses the framework of its End-to-End Experience framework. This framework includes a customer experience lifecycle and user experience lifecycle which maps the journey of an end-to-end experience – from initially learning about the product or service through all Experience Points including aware, explore, compare, purchase, out-of-box, set up, use, maintain, upgrade and recycle.
This document discusses a data-driven UX process that uses both qualitative and quantitative metrics. It presents the HEART framework for defining UX goals and metrics around Happiness, Engagement, Adoption, Retention, and Task Success. An example is provided of applying this process to an advanced search feature, where initial user interviews and testing revealed discrepancies between stated importance and actual usage. Prototypes were developed and tested, with metrics like SUS scores and error rates measured before and after to evaluate improvements. The process emphasizes continuously defining and refining goals, collecting both baseline and comparative metrics over time, and using data to inform iterative design changes.
Yann Arthus-Bertrand is a French photographer and environmentalist known for his aerial photography project "Earth from Above". He began his career taking photos of animals but became interested in aerial photography. For his photos, he uses helicopters or other aircraft to capture images from varying altitudes as low as 20 meters. To plan shoots, he works with scientists in different countries to identify important locations while obtaining necessary permits. Flights require good weather and funding. His photos are carefully logged, processed, and archived with descriptive captions to educate viewers about environmental issues.
El documento analiza la obra de varios artistas pioneros del Land art como Alan Sonfist, Mary Beth Edelson y el colectivo Platform. Sonfist propuso reconstruir el paisaje original de Nueva York antes de la colonización. Edelson cuestionó las concepciones dominantes sobre la naturaleza desde una perspectiva feminista. Platform diseñó el proyecto Still Waters para rehabilitar y crear conciencia sobre los ríos subterráneos de Londres.
The document discusses the UX design process and the tools that can be used at each stage, including concept/discover, design, prototype, validate, and deliver/deploy. For the concept/discover stage, deliverables include UX plans, information architecture diagrams, personas, and research findings. Common tools mentioned include Illustrator, InDesign, Photoshop, Muse, Edge Animate, and prototyping tools.
The document discusses designing the mobile experience from a UX/UI perspective. It covers understanding mobile users and their devices, human factors guidelines for mobile design, prototyping, sizing considerations from fingers to pixels, and navigating across different mobile platforms and screen sizes. Design principles discussed include following native platform conventions, considering touch interactions, simplifying navigation and content, and testing designs. Tools mentioned for prototyping include Balsamiq, Axure, Fireworks, and Sketch.
The document describes how a mobile app called Sprint Zone was developed to save a company millions by improving the customer experience. The app identified the top reasons for customer calls and used diagnostics, tutorials, and account management tools to address many issues proactively. Over multiple iterations, it reduced call center volumes and costs while enhancing self-service options. The design process involved mapping customer journeys, defining personas and scenarios, and improving the interface based on data and usability testing.
Presented at the User Experience Professionals Association 2015 (UXPA2015) Conference in Coronado, CA. Negotiation is the key to getting what you want and deserve. This talk provides the most influential ideas in business regarding negotiation and empowers you to be an effective negotiator. In UX we negotiate on behalf of users throughout the development life cycle. We do this as we work with team members, stakeholders and clients; and those skills are especially helpful when we make difficult-to-hear recommendations. Unfortunately, many of us are not taught skills that will help us negotiate well. This session provides the audience with tools to become effective negotiators in their personal and professional lives. Titled: If You Don't, He Will. Negotiating Your UX Career
A 10 minute presentation about user experience and usability testing that was presented at the Digital Marketing Speed Presentations hosted by SEMPO (Search Engine Marketing, in Pittsburgh, PA) MeetUp on August 12, 2014.
This document discusses Scottish artist Andy Goldsworthy and his ephemeral land artworks that incorporate natural materials like leaves, ice, and stones. As a temporary or ephemeral artist, Goldsworthy's sculptures exist only as long as the natural elements allow, using textures, lines, shapes and other elements of art to transform the landscape into artworks that eventually return to nature. The document encourages analyzing one of Goldsworthy's video clips in terms of how it employs elements of art like texture, form, and line.
Carol Smith provides the tools you need to get started doing User Experience (UX) work right away. She introduces three quick and inexpensive UX research methods that will provide you with rich information about users and designs: interviews; card sorting; and usability testing. You'll learn how this work will influence your design and ways to effectively share and communicate what has been learned to increase stakeholders understandings of customers.
This document lists key artworks by the French post-Impressionist painter Paul Cézanne from 1866 to 1905. It includes paintings such as "The Artist's Father" from 1866, "A Modern Olympia" from 1869-70, "The House of Dr. Gachet in Auvers" from 1873, and his unfinished masterpiece "The Large Bathers" from 1900-1905. The list provides information on the titles, dates, and locations of many of Cézanne's important paintings over the four decades of his career.
Presented to the IIBA (International Institute of Business Analysis) Pittsburgh, PA Chapter on February 8, 2016. Most Business Analysts have plenty of experience when it comes to mapping database fields across a system interface, but where do you put those fields in a user interface? As BAs, we're used to wearing different hats: Project Manager, Tester, Developer. But since the invention of the iPod, everyone is becoming more aware of User Experience. We've all experienced a hard-to-use website or those old green screen applications where you had the F-Key menus memorized by the end of your first month. But F-Keys and clicking through ten pages of options to get to the submit button won't cut it anymore. In this presentation Carol Smith walks us through some basics to help you create a User Experience that won't make your end users to throw up their hands in frustration. Methods such as user focused interviews, card sorts and usability testing best practices are introduced with the intent that BA's can use these tools immediately in their workplace.
Paul Cézanne was a Post-Impressionist French painter born in 1839 who came from a wealthy family. He befriended Émile Zola and Camille Pissarro, both of whom influenced his artistic development. Cézanne's work progressed from early Romantic pieces to Impressionist-style works under Pissarro's tutelage. His later pieces featuring flattened perspectives and abstracted forms helped pioneer Cubism and profoundly influenced artists like Picasso and Matisse. Cézanne is now regarded as forming the crucial bridge between Impressionism and the revolutionary new artistic movements of the early 20th century.
As products mature, the user’s needs change over time and so must the way we work. This presentation discusses various experiences working on mature software and complex Web applications and a set of best practices.
This presentation provides techniques for business analysts (BA's) to begin conducting their own usability tests. This was presented to the Pittsburgh IIBA Chapter on January 9, 2017.
The document provides guidance on creating a UX design library. It recommends assembling existing assets, analyzing what is needed, and adopting a plan to build the library. A librarian should lead the effort to build, integrate, and evolve the library over time. The library consists of patterns, components, guidelines and other materials to improve design consistency. The document outlines various approaches to planning, organizing, launching and maintaining the library.
Cards are a popular design trend for mobile interfaces that provide structure and organization for content in an intuitive way. Cards function as discrete containers that can be scrolled through or stacked to display a variety of content like text, images, and videos. They mimic physical cards and allow intuitive interactions like swiping. Cards are well-suited to different types of content and user behaviors like conversations, discovery of new content, and task management. Their flexibility makes them a timeless design pattern for mobile.
The document discusses using games to facilitate collaboration and innovation. It describes Innovation Games® as serious games used to solve business problems by having customers and internal stakeholders work together. Some key benefits mentioned are generating new ideas, understanding customer needs, prioritizing roadmaps and developing consensus. Various games are outlined that can be used for activities like envisioning products, understanding relationships, and identifying hidden problems.
The document defines and describes several basic terms used in UX design including customer personas, user journeys, user flows, prototypes, and different types of prototypes. Customer personas are representations of ideal users, user journeys map the stages a user goes through when interacting with a product, user flows show the steps a user takes to complete a task on a website or app. Prototypes are early versions of a product that are improved through iterations and come in different forms from paper prototypes to high and low fidelity digital prototypes.
Collection of my projects from my time at the university and subsequently as a user experience designer at HumanX.
This document discusses a visual and user interface designer's portfolio and work experience. It includes summaries of projects creating interfaces for financial apps and adaptive software suites. Wireframes and interaction flows are presented for a money transfer app to showcase the designer's work simplifying interfaces and improving user experiences through intuitive visual designs.
The document discusses core concepts of web design including design as problem solving, core design principles, and why studying design is important. It notes that interfaces impact user experience and outlines some principles for thinking like humans, including that people scan pages rather than read them thoroughly and satisfice rather than always making optimal choices. The document then discusses design as a planned process involving discovery, design, development, and deployment phases.
This document analyzes user testing of the Sprint website and mobile app to identify problems, create personas of typical users, and propose design solutions including wireframes and prototypes, with the goal of improving the user experience of checking out, logging in, navigating between pages, and browsing services on both platforms. User feedback found issues with checking out, logging in, layout changes between pages, and the mobile app's usability, and the redesign aims to address these concerns.
Technology Entrepreneurship Venture Lab Summer 2012 Class. Final Team Presentation developed by Aziz Ergashev, Kunal Tandon, and Adam Weiner. Presentation provides an overview of Rally, our company we're currently developing to help you plan the moments that matter with the people that matter.
This is they keynote I gave at the SG09 conference. My message of empowered innovation was well received!
The document discusses web design and core design principles: 1. The lecture discusses design as problem solving and communication, with design defined as solving problems and making sense of information. 2. Key design principles are discussed including contrast, repetition, alignment, and proximity to guide the user's eye and connect related elements. 3. Users scan pages rather than read, so design must be optimized for scanning to reduce cognitive load on users.
If you are a key leader in your business, you might wonder why creatives and developers can be so argumentative about seemingly straightforward feature requests for your site. Likewise, if you are one of the talented people doing the actual design and code work, it can often be frustrating when “suits” don’t understand the fundamentals of good user experience. It’s time for an intervention!
Aimed at the connected homes, this presentation aims to educate hackathon goers on where UX is framed within the context of product and technology and provide quicks tips and tools to get started with UX.
This document provides programming and activity ideas for makerspaces, including ideas for robotics, circuits, 3D printing, and virtual/augmented reality. It also discusses tips for organizing, marketing, planning, and surveying makerspaces. Some key programming ideas mentioned are robot obstacle courses, story-based circuit design, 3D printing community projects, and hosting hackathons or startup weekends. The document emphasizes that makerspaces should provide a safe space for failure and experimentation to spark interest in fields like engineering.
The document discusses the key aspects of user experience (UX) design. It notes that UX focuses on understanding users' needs, values, and limitations. It also states that UX defines the problem to be solved, who it needs to be solved for, and how to resolve it. The document provides tips for good UX, such as staying out of users' way, limiting distractions, and providing feedback. It contrasts UX with usability by noting UX focuses on tasks being meaningful and creating emotional connections for users, while usability focuses on making tasks easy and intuitive.
Hung Vu (Speaker) Studio archetype Atomizing design into our lives: Design is more relevant now than ever before. How to use digital perspectives, methods, and process to change enterprise mind sets to produce positive, seamless interaction with customers. Integrating design in everyday experiences in new and delightful ways to connect and make lasting business value.