ISYS6308 User Experience Design

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ISYS6308

User Experience Design


UX Design Methodology
UX Design Methodology
week 01
Overview
This session explains the IMPORTANCE of UX design, and process design NEEDS. To
ensure that the UX design it RIGHT and PROPER in the sense approved by the users
of the prototype method is applied for this purpose. Many METHODS can be used in
the DEVELOPMENT of UX, ranging from conventional namely WATER FALL to AGILE
is now suitable for the growing needs of users.
Objectives Design
Design Methodology
Methodology

o LO2 - Explain the benefit good UX and


methods to plan, analysis, design and
build UX
• Objectives
1. Explain criteria of GOOD UX
design, and why it is needed.
2. Explain steps to PROCESS of
UX design
3. Explain the benefit of
PROTOTYPING and the steps of
prototyping
4. Explain the PROJECTS
APPROACH to UX development
Learnability
Memorability
Reduced error
Efficiency
Satisfaction

GOOD DESIGN UX

Gunung Kelimutu , gunung berapi di Pulau Flores Provinsi NTT, Indonesia


Good Design UX
– LEARNABILITY :
a measure of the degree to
1. Learnability which a user interface can be
learned quickly and
2. Memorability effectively.
3. Reduced Error
4. Efficiency » How easy is it for users
to accomplish basic
5. Satisfaction tasks the first time they
encounter the design.
Good Design UX – MEMORABILITY :
the quality or state of being
easy to remember or worth
1. Learnability remembering.
2. Memorability
3. Reduced Error » When users return to the
4. Efficiency design after a period of
not using it, how easily
5. Satisfaction
can they reestablish
proficiency
Good Design UX
– REDUCED ERROR :
the state or condition of
1. Learnability
being wrong in conduct or
2. Memorability judgment
3. Reduced Error
4. Efficiency » How many errors do
users make, how severe
5. Satisfaction
are these errors, and
how easily can they
recover from the errors.
Good Design UX

– EFFICIENCY :
1. Learnability A system should be easy to
2. Memorability learn and the user should be
able to carry out basic tasks
3. Reduced Error after a short period of time.
4. Efficiency
5. Satisfaction » Once users have learned
the design, how quickly
can they perform tasks?.
Good Design UX

1. Learnability – SATISFACTION :
fulfillment of one's wishes,
2. Memorability expectations, or needs, or
3. Reduced Error the pleasure derived from
this.
4. Efficiency
5. Satisfaction » How pleasant is it to use
the design?
P – PREPARE. Understanding your industry and your
competitors and how they do business in order to be as
The PURITE informed as possible prior to beginning requirements
gathering.
Process
U – UNDERSTAND. We work closely with your subject matter
experts and/or users to define the requirements for building
the project correctly.
– Is an in-house methodology R – RENDER. Through the Render phase we create and
for ensuring success across the develop all the pieces of the project/product. Any
development phase requires a lot of heads-down, focused
board for all initiatives. By work effort but also timely, open communication with your
utilizing PURITE, stand for : team(s).

» P – PREPARE. I – ITERATE. The Iterate phase is repeated throughout the


entire lifecycle of the project. Often requires creating multiple
» U – UNDERSTAND. iterations in rapid timelines. This requires direct and timely
involvement from you and your dedicated resources. The end
» R – RENDER. result is the product you’ve specified—and helped to create.

T – TEST. We test every project throughout the course of our


» I – ITERATE. Render phase;

» T – TEST. testing helps ensure that the project phases have deliver UX
that has been rigorously evaluated from multiple levels and
» E – ENABLE. satisfy the business.

E – ENABLE. Upon successful completion of the five previous


phases and your signed approval, we will enable the solution
and take it live and we regularly communicate with our
clients.
– Because people tend to think of
UX Prototyping simulations as almost finished
Basic products, there's a tendency to
expect prototypes to have a
certain degree of fidelity to the
finished design. 
• Prototypes are
simulations, models, » In reality, prototypes can
if you will, of how have any type of fidelity
the finished product you need. From paper
sketches to fully realized
will work.  designs.
» They can simulate your
entire application or a
single use interaction. It
– They let you experience how
simulates some aspect of
the application flows, how
its interactions work, and test
how the application is
the usability and feasibility of intended to work
Prototype goals

• The most obvious goal of a prototype is to :


• PHYSICALLY REFINE the design of a site or
application. Regardless of whether or not your prototype is
examining a specific part of an application or the entire
thing.  
• This allows you to TRY NEW IDEAS, to receive inspiration
from user feedback, and implement new ideas all in a
controlled environment.
• Prototypes allow designers TO EXPERIMENT with ideas
without worrying about technical restraints.
• Allow designers to let their IMAGINATIONS run wild and
focus on the best user experience possible.
• Allows designers and developers to understand the other
ONE'S PERSPECTIVE a little better
• Ability to SELL an IDEA, or a product
• Prototypes let us TEST and find out what works or not.
• They are a great way to involve the end users and LEARN
from them.
• Prototyping even increases COMMUNICATION among
team member
UX Process

• UX process can be as
PLAN the overall strategy
detailed as above or DEFINE the detailed project requirements
as simple as the DEVELOP, test, refine, and launch the work
product
following:
EXTEND the project by recommending
» PLAN, enhancements and improvements based on
information learned during development,
» DEFINE, testing, and post-launch
» DEVELOP,
» EXTEND
Business STRATEGY
User REQUIREMENT
Interview
Observation
Surveys DESIGN
ANALYSIS Workflow
DEVELOPMENT
Persona Wireframe
Visual design
Scenario Prototype
Development
Syntesis Testing LAUNCING

UX DEVELOPMENT PROCESS

Ditemukan di bt-images.net
UXD process …
UXD process

http://uxmastery.com/resources/process/
UX process
» Strategy
o Strategy is important from the outset because it articulates the brand, guiding
principles, and long-term vision of an organisation.
» Research
o ften referred to as the DISCOVERY phase, the Research phase is probably the most
variable between projects.
» Analysis
o he aim of the Analysis phase is to draw insights from data collected during the
Research phase.
» Design
o The Design phase of a UX project is COLLABORATIVE (involving input and ideas
from different people) and ITERATIVE (meaning that it cycles back upon itself to
validate ideas and assumptions).
» Production
o the Production phase is where the high-fidelity design is fleshed out, content and
digital assets are created, and a high-fidelity version of the product is validated with
stakeholders and end-users through user testing sessions
http://uxmastery.com/resources/process/
Project Approach to
UX Development

– most approaches involve the PLAN the overall strategy, approach, and
same steps: team structure
» PLAN DEFINE the project requirements
DESIGN interaction and visual concepts and
» DEFINE evolve them into detailed specifications
» DESIGN DEVELOP, test, and refine the solution
DEPLOY the solution via messaging, training,
» DEVELOP and a planned launch
» DEPLOY EXTEND the project by making
recommendations for improvements
» EXTEND
PLAN
PLAN
Water fall

• A waterfall approach DEFINE


DEFINE
involves treating the
steps of a project as DESIGN
DESIGN
separate, distinct
phases, where
DEVELOP
approval of one phase
is needed before the
next phase begins DEPLOY
DEPLOY

EXTEND
EXTEND
PLAN
PLAN
Agile Approach

DEFINE
DESAIN
DEVELOP
• schedule using an DEPLOY

agile or rapid DEFINE

development DESAIN
DEVELOP
DEPLOY
approach generally
has a greater focus on DEFINE
DESAIN
DEVELOP
rapid collaboration DEPLOY

and a reduced focus


on detailed DEPLOY
DEPLOY
RELEASE
RELEASE
documentation and
formal sign-off. EXTEND
EXTEND
8 Benefits of Agile
Software
Development

• Agile is a powerful tool for software


development, not only providing
benefits to the development team, but
also providing a number of important
business benefits to the client. Agile
helps project teams deal with many of
the most common project pitfalls (such
as cost, schedule predictability and
scope creep) in a more controlled
manner. By reorganizing and re-
envisioning the activities involved in 
custom software development, Agile
achieves those same objectives in a
leaner and more business-focused way

Ditemukan di seguetech.com
PLAN
PLAN
Modified Approach

DEFINE
DEFINE
• Many projects try to follow an
approach that marries elements of DESIGN
DESIGN
waterfall and agile approaches, with
enough structure and documentation to DEVELOP
reduce the risks posed by distributed
DEPLOY
DEPLOY
teams and turnover of team members,
BETA
BETA
but enough collaboration and iteration
to respond to changes in a relatively. DEFINE
DESAIN
This may also include an early release DEVELOP

(such as a beta release to a particular


user group) with a shorter iteration DEPLOY
DEPLOY
cycle. Feedback from that release can RELEASE
RELEASE
then be incorporated before the full
deployment of the new site. EXTEND
EXTEND
Objectives UX
design project • The objectives should be in
line with the strategic
• Goals/objectives initiatives within the
company, An objective has
answer the quetions : the following characteristics:
• Why is the UXD – EASY to UNDERSTAND. Avoid insider
terminology
project important to the – Distinct. Avoid VAGUE STATEMENTS;
company?  what the instead, use wording that seems like
it will be useful when you’re
business value prioritizing requirements
• How will stakeholders – MEASURABLE. Make concrete
statements that you can set an
determine if the project independent measurement against
was a success?  to determine your success

measures
Project Objectives

• Examples Project Objectives


• INCREASE the revenue from online
sales by 10 percent
• INCREASE the revenue from online Each of these can be MEASURED and
advertising by 20 percent affected by your project. They can also
• INCREASE the number of current and map closely to the designs and the
potential customers in our customer features offered.
database to at least 10,000
• Deliver HIGHLY RATED and highly
referenced content to our primary
users (note that this one requires some
work to decide how to measure
“highly rated” and “highly
referenced,” but the elements are there
to build from)
How Does the Approach Affect Me?

o Knowing your approach helps you understand a number of


things
o WHAT QUESTIONS you should be asking, and when
o Expectations on how project team members will
COLLABORATE and how close that collaboration will
be
o The level of detail needed in your DOCUMENTATION
and the level of formality
o Important milestones that involve APPROVAL FROM
STAKEHOLDERS and deployment to different groups
o Reference
Russ Unger and Carolyn Chandler. (2012). A Project Guide to UX Design: for User Experience
Designers in the Field or in The Making, 2th Edition, New Riders City, Berkeley, CA, ISBN:
978-0-321-81538-5
Jesmond Alen and James Chudley, (2012), Smashing UX Design : Foundations for Designing
Online User Experiences, John Wiley & Sons Ltd., West Sussex, PO19 8SQ.
Ezra Schwartz and Elizabeth Srail (2014), Prototyping Essentials with Axure , 2 th Edition, Packt
Publishing, Birmingham, ISBN- 978-1-84969-832-0.
The definition of User Experience, http://www.nngroup.com/articles/definition-user-experience/
CUBI: A User Experience Model for Project Success, http://uxmag.com/articles/cubi-a-user-
experience-model-for-project-success
Business Requirements Analysis, http://www.mindtools.com/pages/article/newPPM_77.htm

TERIMA KASIH

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