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UX Design 2020 For Beginners To Pro A No-Fluff Beginners Guide
UX Design 2020 For Beginners To Pro A No-Fluff Beginners Guide
Carl Jones
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Copyright©2020 Carl Jones
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We are far from the aesthetic design of William Morris and the design thus
slips substantially from all material to encompass more and more intangible
aspects, of the order of lived experience, even if, in the end, all experience is
concentrated at a time. where another in a tangible element.
We understand that design is an approach to innovation, the search for
solutions. Herbert Simon, a pioneer in the science of design, had written in
1969 in The Artificial Sciences that design was a problem-solving process.
We can see how the fields of intervention of design have evolved, while the
fundamentals of design remain unchanged:
Questioning based on the "real" needs of the people concerned
Search for innovative and relevant solutions
Form at the service of substance
And a strong ability to collaborate with other disciplines (human sciences,
new technologies to offer the most relevant solutions possible).
B. User Research
The UX Research (or user research) brings together different methods aimed
at studying the uses and needs of users. The UX researcher uses many
methods - observation, interviews, tests - to understand, evaluate, and
improve the user experience of products and services.
UX RESEARCH, A DEFINITION
The UX Research (or search user) designates the methods used to understand
the expectations of users of a product or service. UX research - user
experience research in English - is part of the design process (UX Design). It
is a way to collect qualitative and quantitative data to determine user needs.
Many techniques, stemming from cognitive sciences and humanities, make it
possible to obtain its information. The results of the investigations feed the
team's thinking and future choices, in interaction design and interface design.
User research can be performed:
At the start of a web project (analysis phase)
When designing the interface
Before delivery (ergonomic evaluation phase)
Quite often, UX Research refers to user testing, that is, the evaluation of sites
and mobile applications tested with representative users. In reality, these
usability tests are one method of UX Research among others.
WHY DO USER RESEARCH?
The quality of the user experience of the product indeed stems from the
identification of the expectations and needs of end-users. User research is
needed to identify the socio-economic factors behind each person's behavior,
and discover:
● The use of the product in a real context
● The mental model of the targeted user
● Existing frustrations and problems
● Solutions offered by the competition
In addition to offering a better user experience, UX Research benefits
companies because it allows:
● Check the relevance of an idea before implementing it (saving time and
money)
● Reduce the production phase (especially application development)
● Fix bugs or issues early enough
● Understand the users' point of view and therefore reduce cognitive
biases
● Retain customers or users by involving them in the design process
● Encourage anticipation of future uses by users
User research, therefore, has an impact on the entire UX process. Many
methods and methodological tools can be mobilized. Raphaël Yharrassarry
has produced a UX mapping which gives a good overview. This is a very
valuable representation for understanding the role of each method in the
progress of a project.
This will make it possible to dedicate an evolving article on the methods of
Research UX and not to overload this article which is not intended to list
them.
● Horizontal: the progress of a project from discovery to production.
● Discovered > Concept > Organization > Design > Production
● Vertical: an axis that goes from the most pragmatic to the most
scientific (without opposing them).
● Existing and deliverable > Methodology > Knowledge
Rich Fulcher, UX Head of Material Design at Google, believes UX Research
gives meaning to human-machine interaction. Richard Fulcher also highlights
common misunderstandings about this UX research:
● "It is only to validate the usability, the ergonomics of the interface"
● “UX Research is therefore practiced at the end of the project”
● “It's just a marketing study”
On the contrary, the diversity of research methods facilitates the work of the
entire team (sponsor, designers, project managers, developers, etc.). From
ethnographic study to user testing, research participates in the design:
observe, interpret, organize, improve.
Obtaining usable data is based on two essential factors:
● The search for representative users of the product target
● Analysis and synthesis of results to draw the right conclusions
In the UX conference in Las Vegas on this, Jakob Nielsen distinguishes the
reliability of a study ( reliability ) and validity ( validity ). The first
corresponds to the probability of obtaining the same result if the search was
carried out a second time. Deliverables are reliable when the data is not a
matter of chance. As for the second, the question is whether the conclusions
of the study can be used in practice.
Nielsen advises choosing a heterogeneous group of participants and testing
multiple tasks and methods. The error would be to observe several users
performing a single task only once.
WHAT IS THE ROLE OF ACADEMIC RESEARCH OR
SCIENTIFIC RESEARCH IN UX?
The primary research will focus on the direct sources that can be collected
from users and stakeholders. We use methods such as observation,
interviews, focus groups, etc.
The secondary research carries on for its analysis of the existing. It is about
exploiting the resources already available. We explore information published
internally on users, surveys, reports, or documents of all kinds. We conduct
external studies such as the benchmark for example. We also draw on the
scientific literature on the subject, exploit academic research on UX, or focus
on the theme of digital product or service. In UX design, academic research
(also known as scientific research or documentary research ) should occupy a
leading role. The fact is that it does not always have the place it deserves,
because it is not easily accessible, known, or valued. Some UX Designers, for
lack of knowledge or lack of time, do not always take the step to consult this
resource, however very useful. Documentary research can consist of books,
scientific articles, scientific journals, reports from institutions (private or
public), but also resources from blogs, videos, conferences, forums,
databases, etc. Sometimes, it can be feedback from design projects that have
been carried out previously. A source is all the more precious as it is rare!
Academic research is therefore very useful for learning about the project to
better understand the problem. Here are some examples of what successful
academic research can do:
● Feedback from UX professionals.
● The results of scientific research relating to the problems to be solved
within the framework of the design project.
● An overview of previously chosen methods to deal with a similar
difficulty.
● Relevant information about existing users or customers (age, interests,
market research, previous user research, etc.)
It is sometimes difficult to carry out this theoretical research, for lack of
access to good scientific sources. Catherine Lallemand, on her UXmind site,
offers a list of generic scientific journals to consult:
● International Journal of Human-Computer Interaction
● International Journal of Human-Computer Studies
● Human-Computer Interaction
● Computers in Human Behavior
● International Journal of Mobile Human-Computer Interaction
● Behavior & Information Technology
● Interacting with Computers
● International Journal of Design (open access)
● Design studies
As well as a list of databases for very precise searches:
● ACM Digital Library
● Science Direct
● SpringerLink
● Wiley Online Library
● Taylor & Francis Online
● EBSCO
● Oxford University Press
● Researchgate
● Academia
SORTING CARDS
The card sorting (or card sorting) technique is used in the design or redesign
of the website. This method involves letting users organize the content of the
site. Thus, the tree structure of the site will correspond to the perception and
mental models of the users. Card sorting can be individual (a single
participant) or collective (in a group).
We present a paper map for each page of the site. On each of the cards, a title
summarizes the main information on the page. These few words must be
general so as not to induce an obvious grouping. After having classified the
main sections, other sorts will allow you to structure the internal content of
the section. In a way, the participant is the information architect.
USER TESTS
Unlike user interviews, user testing results in objective data. The observation
relates to the actions, the manipulations, and not to the comments of the
users. The tests are led by a specialist in web ergonomics, in the laboratory, at
the user's premises, or in his work environment. Panelists are recorded as
they perform tasks. The ergonomist observes the difficulties encountered and
the problems to be solved to make the interfaces functional. The test protocol
must be rigorous to make the results generalizable.
The usability tests can be carried out at the start of the project as part of an
interface design or redesign (website, software, application, etc.). Practiced
on an intermediate model, the tests allow feedback and iteration accordingly
to improve the interface. At the end of the project, you should always plan a
usability test with a functional prototype or a sufficiently completed model.
We can then ensure that all the requirements (navigation, functionalities, etc.)
have been taken into account. Finally, a test report, analyzed with the project
team, makes it possible to implement practical solutions.
In summary, the toolbox of the UX researcher is rich in methods and
techniques to always know more about the user at each stage of the project. It
will be understood that user research is not limited to an upstream
investigation to lead to downstream deliverables. Research is a permanent
process that is enriched by all the data available or is extracted throughout the
life of the project. In a way, there is no end to user research. New methods
are regularly emerging, adding to the existing corpus or replacing old
methods that fall into disuse or whose limits render them obsolete. User
research, from this point of view, is anything but a closed “science”, frozen in
on itself.
Finally, you will need to define the participants you want to invite to your
session. This is one of the most important activities in your preparation.
Indeed, the relevance of the solutions you will produce depends above all on
the skills and points of view that will be brought together in the design teams.
A tip: If you are unable to define your format, first list the profile of the
participants whose teams you want to be composed.
If you are going to work mainly with beneficiaries of your solution, for
example, public agents using a business application, give priority to the UX
session.
If you have a lot of high-level expert profiles in your participants, choose a
prospective session that will allow you to identify strategic opportunities.
If you only have users, do a test session, to observe the main irritants that
your users experience
Design with users
Working directly with the end beneficiaries of your solution will bring you
many benefits.
Here's How.
Identify the users you need to understand your challenge and find high
impact solutions.
Ask yourself these questions:
● Who are the users of my solution?
● Are there any experts I can rely on?
● On the contrary, are there users with a fresh outlook on my challenge?
● Who has the most difficulty about the situation I am trying to respond
to?
Question your challenge and your objectives to allow a complete
understanding of your users.
Ask yourself these questions:
● Is the challenge I pose easy to understand for my users?
● Are we going to be able to inspire them if they ever have difficulty
coming up with ideas?
● Are we going to be able to come up with very high impact ideas?
Depending on your objectives, identify user profiles who can act as
facilitators within the different teams, to help them find original ideas. In the
same way, if a solution already exists elsewhere, these specialists will tell
you, which will allow the different groups to learn from it. The facilitators are
users with specific skills (geeks, technical and business experts, graphic
designers, coders, data scientists, journalists, designers).
Give birth to new ideas
Designing solutions and coming up with ideas can be difficult. This tool will
allow you to bring out new ideas by decontextualizing your design problem.
This method is above all based on the objectives of reformulating the
questions you ask yourself, the design being above all a way of asking the
right questions, and then observing the different angles to understand how to
break down a complex problem.
Note that you can use this tool in addition to the “animate a creativity
session” tool if you are designing innovative solutions with users or any other
group of participants.
To generate ideas, find a challenge to solve and analyze it
First of all, find a challenge to solve. Your challenge is the problem/need you
need to solve. A good challenge is a challenge posed in the form of a problem
of the type "How to do for ..." (for example: How to simplify the route of my
users ...), which fits into an identified context (... to the reception of my
regional prefecture within the framework of the new generation prefecture
plan). Once the challenge is well defined, identify the 5 main problems that
this problem poses.
For each problem, there is a solution. Each problem you have identified
corresponds to a solution. If you can't find a solution, reformulate your
challenge. For this, take inspiration from a few creativity techniques. You can
for example reverse the problem, project yourself into the future, or even
from the tracks that you will find in an already existing device. These
techniques are made to inspire you by leaving a preconceived framework and
by freeing yourself from too operational problems.
So, to let creativity speak, you must make sure to give free rein to all ideas,
even the most original. Identify levers on which you can learn another
method to find solutions: identify some levers that will bring a more
innovative and even disruptive character to your ideas. The levers bring
together all the components that will help you design your project.
To do this, do not hesitate to identify, for example, digital levers, good
practices that you could adapt to your project, or the skills of partners with
whom you would not have thought of associating at first glance.
Practice the paradoxical approach: How would we do if we did exactly the
opposite?
In the event of a blockage, one method of finding inspiration is the
paradoxical approach or reasoning through the absurd, also called inversion.
This method allows you to put the fundamental objectives of your
brainstorming session into perspective. And finally, what would malfunction
if you reverse your problem?
As part of a digital training session, a paradoxical approach to the question
"How to develop digital technology within the Departmental Council?
"Would take the form of the question" What if ... we never used digital? ".
This technique is a good approach to come up with ideas you might not have
thought of and jumpstart group dynamics.
Wireframing: Lead a creativity session: from problem to solution
As we said in the “Prepare a creativity session”, the design (or co-design)
session, more commonly known as a wireframing, is a method for designing
solutions with all the necessary stakeholders. To their implementation and
involving above all the users, final beneficiaries of your solution. In this
context, the objective of the course of your session is to manage to define the
problem collectively with the participants of each team, then to propose a
relevant and feasible solution. To do this, you will need to organize your
session according to the funnel principle.
1. Break down your theme into design challenges
Your session has a general theme. As you may have seen during the
preparation of your creativity session, this theme can be broken down into
several “design challenges”. This activity may have been completed by you
or maybe performed by each team as the session progresses. If the general
theme of the session is, for example, social inclusion, it can be broken down
into several operational challenges (ex: How to improve the employment
integration of people with disabilities; how to give to people without shelter a
way to integrate into the life of the city; how to rethink the appropriation of
social innovations by the elderly; etc).
[
Prototype a solution:
A prototype of a solution is different from a pilot. Prototyping is a step in the
design of your solution. The quality of a prototype is measured by the lessons
learned from it rather than by the success of the solution with its audience.
Even a prototype that leads you to abandon your solution is successful: it
saves you from unnecessarily investing resources in the implementation of a
bad solution.
Determine what you want to learn:
Before building a prototype, think about what you want to learn from it. On
what assumptions is your idea for a solution built? Your prototype will
support them, correct them, or even invalidate them. What are the unknowns
of your solution? What aspects of your solution idea need to be shared,
deepened, discussed? Depending on the level of maturity of your solution,
prototypes can answer several questions:
• At the simple concept stage: do we all share the same understanding of the
solution? How can this idea be enriched? What problems does it raise?
• As soon as the concept is proven: does the solution effectively meet the
needs or expectations of the users for whom it is intended? Are they receptive
to the solution? What do users like or disapprove of?
• With the stakeholders of your solution, a prototype can help answer the
following questions: what are the conditions to meet for the solution to be
implemented? What organizational changes need to be made to implement
the solution?
Pre-configure the prototypes to be designed:
Gather the main contributors to the solution design phase and share the list of
questions you have developed. Supplement it with their feedback. For each
question, determine which form of the prototype would be most likely to
provide answers. Depending on the maturity of your solution and what you
want to test, several forms of prototyping are available to you. Whether you
are looking to test the concept of your solution, its physical form, or its
functioning, your solution can for example materialize in the poster, role
play, graphic representation, physical or digital model, simulator, etc ...
Determine what are the priority issues for the development of the solution
and the prototypes to be developed.
This action plan must be developed and shared with the entire project team so
that it is feasible and respected by everyone. Set up a weekly time with the
entire project team and devote it exclusively to monitoring achievements.
Share the achievements of the past week, identify the actions at risk, and
agree on the corrective measures to initiate, collectively develop the action
plan for the coming week.
Scale your solution
As soon as the system demonstrates convincing results within its initial scope
of implementation, it is time to roll it out on a larger scale. You will have to
mobilize resources again, convince, adapt your system, and manage the
expansion of its scope. The scaling up of your solution can borrow different
models depending on the nature of the project:
• Increase the number of beneficiaries of your device by widening its
distribution, diversifying its offer or merging it with others,
• Duplicating identically your solution to other geographic areas or other
services by implementing it,
• Disseminate the approach you have taken and its results to other
stakeholders so that your counterparts can be inspired by it, take it up for all
or part, and reproduce it.
In this article, we will see each of these principles, with some concrete
examples.
Similarity
Similar items are related
The law of similarity is visible in Van Gogh's painting “The Starry Night”.
Indeed, we distinguish the stars in the night with the help of two
characteristics that make them contrast with the rest of the canvas:
● The circular orbs that we perceive as stars are all yellow,
● These shapes are made up of small touches of paintings drawn in a
circle.
The viewer of the work understands implicitly that each of these elements,
with these two characteristics, represents the same thing, a star. It also
indicates that they are separated from the blue sky around them.
What are the similarities here?
Each option is represented by an icon accompanied by a label,
Each group of icon/label has the same size and they are positioned the same
way,
The icons are distributed evenly in space, with equal treatment.
What does this mean for the blog post creation process?
The user deduces that each of these icons leads to a similar objective: to
create a blog post,
He knows where the interface elements are when he wants to create a new
note.
Fencing
Objects that appear in a space bounded by a fence are seen as grouped and
therefore connected. These fences bring affordance, that is to say, that they
allow the user to group them mentally and interpret the information in the
right way.
Continuity
The look creates a continuity between the similar elements, to form a single
object.
Below is the interface of Google Maps, when looking for a walking route.
Rather than a series of blue dots, the mind groups them to perceive a single
line.
It is also understood that the route follows the course of this “line”. Yet
nowhere is it explained that this broken line represents a route. A small icon
representing a pedestrian and the blue dots are enough to express the idea of
movement.
The timeline of the new version of Deezer represents another application of
the principle of continuity.
The gray line that spans the entire width represents the duration of the title.
As the title plays, the color of the line changes.
The second color is perceived as a second line. When this second line
increases its size, the user perceives the advancement of time. He did not
imagine that the second line could go beyond the first. By implication, when
the second line has reached the end of the first, the track will be finished.
The interface does not need to give more indication (for example an arrow
which could indicate the duration), because the action, that is to say, the
animation and the interactions when the track is played is enough to indicate
to the user when the track has started and when it will end.
Negative spaces
When an object is partially hidden, the mind perceives the object as a whole
and the missing part is mentally replaced.
Let's take a look at the notification icon on the Twitter interface. When the
user receives a notification, a rounded square containing a number is placed
over the icon.
However, the icon remains visible enough for the brain to interpret it like a
bell.
Proximity
When elements are close, they are perceived as parts of a group.
On twitter again, the profile cards clearly show this rule of proximity.
The avatar, name, and cover photo are arranged next to each other. This
indicates that this information should be read together, as it is related.
The metrics associated with the twitter account (number of tweets,
followings, and followers) are located a few pixels below. The line on this
screenshot indicates the negative space separating the two groups and
creating separation.
The elements that make it possible to interact are presented largely below the
content itself. Likewise, each object with which the user can interact is
spaced from its neighbors so that the user can easily associate the numbers
with each action.
About white space
White space is a synonym of negative space. In many cases (not always),
white space is used as a kind of fence (see above). It is an invisible border
that defines an area of proximity, giving meaning to a layout, without adding
lines and other separating elements that could weigh down the graphic
design.
It is the same principle that makes us group telephone numbers in pairs: it is
easier to distinguish and remember numbers when they are separated by
negative spaces. For example, +33123456789 is much more opaque than +33
1 23 45 67 89!
"Figure-background"
The perception of depth which dissociates elements from the foreground and
the background.
Pop-in is the most obvious demonstration of this principle.
In the example above, the Dailymotion site displays a pop-in that uses these
clues to indicate the plan:
The content of the site, in the background, is clouded.
The block that appears is superimposed on the content.
The figure-ground relation makes it possible to understand this interaction.
The pop-in window is seen as the foreground and the rest of the site is in the
background. The visitor understands that he has not changed pages because
the background is still visible, but he also sees that the context of the
interaction has changed: he must interact with what is presented to him in the
foreground.
About visual sobriety
Note the minimum visual elements on this Dailymotion interface. No border
is necessary to dissociate the interior from the exterior of the pop-in, only a
slight shadow. When it comes to creating something uncluttered, the right
question to ask yourself is: "What is the minimum detail that must be added
to create the necessary visual impact?" "
Among Dieter Rams' principles for good design, the last is to do "as little
design as possible". Understanding how the principles of Gestalt work allows
you to understand the maximum while showing the minimum.
What to remember
An interface is more than a cluster of isolated interactions: the human mind
constantly seeks to relate each small interaction to constitute a single task.
If that is not possible, then it creates confusion. Each step must be linked to a
goal.
The principles discussed in this article help to create intuitive interfaces,
identify problems, and find solutions in an existing interface.
Visual Design Tool kit
The essential equipment of the graphic designer
Beyond his know-how, a professional graphic designer first of all needs
essential equipment to do quality work. What does a creative person need to
give free rein to his imagination? What are the tools to use for print and / or
for the web? Let us try to clear up these gray areas.
1. The choice of screen
Choosing a suitable screen is essential for any graphic designer who respects
himself, and this is also the case in all graphic arts professions (video editor,
web designer, computer graphics designer, model maker, etc.). The most
recommended screen in the visual arts is called an “IPS screen” but also
“retina”. It is found in all products of the Apple range.
But if you are not connected to a Mac (I reassure you, me either), do not rush
right away on the new computer of the brand with the apple. There are also
professional screens that are very (if not better) suited to your profession.
This is the case with the Benq or Eizo brand, which are ideal for validating
PDF proof and for a BÀT for example.
I also recommend a second or even a third monitor for your computer. This
allows you to work on several things at the same time and it increases
comfort. I assure you, it changes your life! But given the high price of IPS
screens, you can settle for one and use normal screens for non-graphic arts
activities (checking your emails, watching your Facebook feed, etc.)
To go further: the choice of screen is also made by its color profile. A lambda
monitor is displayed in sRGB. The problem is that in printing, for example,
the colors visible on the sRGB screen are not the same as what is capable of
printing the press. There are also many shades of green lost on an sRGB
screen (the greens are less saturated and the cyans are much less varied).
What solves this problem is Adobe RGB, which covers even more colors in
the visible spectrum. (See diagram below). To cover as many colors as
possible, the Adobe RGB profile is an additional criterion for choosing a
screen.
2. The Pantone color chart
A Pantone color chart can intervene when creating a visual identity. Indeed,
this is when you present all the colors to your client who wants to create a
new logo. This guarantees a professional quality visual identity because a
graphic charter is based on the uniformity of colors and locations, whether in
print, web, video, etc.
With Pantone color, you are sure to always get the same color on paper as on
screen. The only thing that will qualify will be the paper (coated or
uncoated). With the Pantone color chart, we can also almost guarantee 100%
non-reproducible colors in CMYK, which means that the color of the logo is
not easily accessible and makes its identity unique.
The Pantone color chart is also widely used in packaging because the
machines have more than 4 printing units (CMYK + Pantone colors or
varnish for example). Again, Pantone colors deliver authentic, high-quality
colors.
For print designers: you can also choose in advance from a catalog the paper
that best suits the product to be produced.
3. Software
You guessed it: what would a graphic designer be without his software? I
wonder ... Even if he doesn't have to have them all. Only software related to
its activity will be used. For example, we will not ask a model maker to have
After Effects, which would be of little use to him.
Here are some essential software depending on the activities of each.
For the print:
● Adobe Indesign, layout software.
● Adobe Photoshop, for photo/color editing.
● Adobe Illustrator, for vector elements such as logos.
● Adobe Acrobat Pro, for color preflight before printing.
[
UX DESIGN JOBS
What Does a UX Designer Do?
The UX designer creates and designs quality website platform content for
businesses. His work has multiple approaches combining many parameters to
achieve customer satisfaction. It identifies the user's need, identifies the target
of the requested content, defines and detects the problems that may arise. It
must characterize as closely as possible the marketing and visual objectives
of the project. For this creation process, the UX designer has important steps
to take into account: technical data, the research, and the exploration phase
(identity, forms, uses, functions), and the creation phase (ideation, visual
design, and graphic). The multiplicity of supports to be supported is a new
challenge for the UX designer. Indeed, the finished product must be pleasant
to use, visualize, and understand, whether on computers, tablets, or
smartphones. It's a real creative challenge, both visually and ergonomically.
His work must be beautiful, practical, and easy to use. It is essential that the
end-user feels safe on the platform, but also that he is attracted by the visual,
the concept, and that he wants to come back. The designer UX is above all a
creator of emotion.
The Discipline of UX Design
To implement UX Design on a website it is necessary to follow some basic
principles and consider certain disciplines. These are the most important.
1 . Information Architecture (AI):
This is an element of web design that is responsible for meeting the needs of
the visitor. It is about connecting users with content in a simple way,
organizing, classifying, and hierarchizing information so that it is easy to
locate.
2. Usability:
It focuses on the ease of use of a website or application. The design must
meet the needs of users to ensure the correct experience. To know how good
the usability of a site is, you can use various techniques such as conducting
surveys or focus groups.
3. Visual design:
This is an element that determines the usability of the web. The visual aspect
and graphic elements such as images, fonts, colors, and icons are used to
attract the attention of users and make their browsing experience more
pleasant and positive.
4. Interaction Design:
This deals with specific interactions between users and a screen. The Visual
Design responds to the user objectives supported in the Interaction Design to
communicate the brand using graphics, images, fonts, color, icons, etc.
Interaction design also uses prototyping to define specific behaviors and
functions for different components. For example; In a mobile app design,
does the login page appear "at a slow pace", or does it slide to the right? This
kind of transition should be explored in an interactive concept so that the
final product is implemented as exactly as possible to the designer's intention.
5. Prototyped
To guarantee a good web design, prototyping is usually used. It is a
preliminary version that is used to test how the design is going and if it suits
the project's purposes. It is a very useful element that gives an idea about the
functionality of the design before applying it.
If you take these elements into account when making UX Design, you can get
a competitive website that offers the benefits you are looking for.
Remember that when developing or redesigning a website, the main focus
should be users, since it is they who will enhance your business. Create a
friendly environment with content adapted to your language, adapt to your
reality, and create a unique experience. This added value will be significant to
make your first purchase, recommend you, and maintain your loyalty to your
brand.
Common Tools
Most companies, start-ups in the lead, have started their UX (r) evolution: the
value of user experience is finally recognized and it takes an increasingly
strong position in the design of a website or an application. Design thinking,
lean startup, and other agile methodologies constantly push us to review our
project workflow to innovate by seeking usability and performance.
In order not to be left behind by the competition, a real race to assimilate new
tools and uses is developing within agencies and companies. They must
therefore regularly question their choices. The Ux design department of the
Limpide agency ( ux.limpide.fr ) is no exception to this trend.
In this ferocious jungle, there is a horde of new UX tools, often of high
quality, which all offer more or less the same thing. Only testing everything
takes time and can sometimes be very very expensive, so how do you sort it
out?
Don't panic, here is the best of the best.
UX strategy / ideation tools
- Realtime board
A Realtime board is a collaborative whiteboard tool that allows you to
successfully conduct your workshops. It works with large workspaces that
allow you to load your presentation templates: documents, images, icons.
You can also use well-known template libraries such as canvas, personas, and
user stories.
Conclusion
UX design understands the end-user by building empathy through research
and user experience. It also includes the objectives of the brand, through
knowledge of the value for the business. Just as understanding, technology is
critical to the user as they can use and make the most of it, it is also important
for the business to focus on knowing its users and customers.
This action generates a valued relationship, making the experience more
efficient and effective, to make it make sense for its end users. The UX is
fundamental for the value chain of a product or the journey of a user; it
ensures that at each stage the demands and solutions provide benefits for the
business and users, accompanying them at each stage of entry and exit.
A good UX design creates a positive website and experience for users by
understanding and meeting their needs.
But it is not only the functionality, which makes the user feel positive when
using the product or service but also because it makes them feel: reliable,
generating conversations, encouraging, with personality, utilitarian (easy and
fast to use), and with sharable content. All the products or services that are
successful in digital channels is because they have UX in their soul and they
also have one or more of the characteristics that we mentioned in the previous
paragraph.
As you already read, entering the world of Ux Design requires many skills,
but that does not mean that it is limited to just a few. With the knowledge you
already have, it is enough to follow the path of learning until you have
enough experience. After all, the User Experience has an intuitive base that,
if you are a good observer, you can develop.
1. Always learn
You can have UX learning in 2 ways: with courses or self-taught research.
Whichever path you choose, the important thing is to keep learning, as UX is
applied with the combination of different (multidisciplinary) knowledge that
requires you to go in one direction.
2. Be empathetic
If you can put yourself in someone else's shoes and understand how a person
can feel in the face of some complication, you already have part of the way.
If this is not your case, you can give up the desire to be a UX Designer or go
back to the first point "Always Learn" and give yourself the task of
developing empathy. It is not impossible, you just have to put aside the ego
and focus more on your surroundings.
3. Know the tools
Once you've learned about discipline, take time to master the tools that will
make your UX Designer job easier like Sketch.
4. Gain experience
Do not wait to be hired by a large company to start having UX projects in
your portfolio. With great power comes great responsibility, and with the
skills you acquire, the only person responsible for giving life to your career
will be you. Start small, create projects for friends, family, or yourself. Make
them as if it were a work intended for a mass audience and place the sketch in
your portfolio, along with the steps and methodology used.
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