Wireframing and Prototyping Programmes
Sketch, Adobe Xd, Figma
User Experience Design
> Empathy + Iteration
> What, When, Where, Why, How, Who
> Everything affecting a user's interaction with that product
> Must constantly question things, as this shapes the design
> Takes the user's needs into account at every stage
UX
USABILITY (user accomplish goal) + UX (experience is enjoyable and intuitive)
UI
Tools and interactivity of product
Based on Maslow's hierarchy of needs
> Bottom layers needed before approaching top layers
Useful > Is it solving a problem?
Accessible > Can people with disabilities access it?
Findable > Can you find that product off the website itself?
CASE STUDY
Craiglist
> Not user friendly, not appealing design
> Could not find what was asked, bad findability, bad location changing
> Top people working on just the bar on this website, why?
> Top panel provides initial response from user, first engagement, first accessibility to the solution to their problem eg. a booking
> Would not want to dedicate my time to this area within UX design
> Need to understand all areas but not be an expert
IMPLEMENTING DESING PROCESS
Empathise: Research, focus groups, survey, observation, interviews etc.
How to produce questions:
> Open-ended questions, how are they currently doing things
> Focus on specific instances (ask about a time they used a product, narrows it down to help user picture experience)
> Avoid leading questions in initial round of research and get a broader picture, have user highlight what comes up organically
We believe urban professionals need a better way to find nearby laundromats, their prices and busy times because of lack of cataloguing system.
Sketch out 8 ideas onto paper of ways to solve this problem
eg. app sketches or different ways to provide laundry service
> Feedback is central: Web user may be done on paper to physically see how different sections would work and follow on from each other
With ideate sketches, favourite idea can be developed using either:
SCREEN INTERFACE or
STORYBOARD
Starts with user and their problem, shows your product and solution, presents user happy by end
Feedback
> Uses paper to accommodate unforeseen circumstances
> give user open-ended task
> ask user what they expect to happen when interacting
> test interactions without coding and design by producing sketches through hand or digital means eg. drawn buttons to see if user recognises buttons and clickable
Squint at the screen and see what stands out the most, is this what you want for the hierarchy?
> Users should always understand what they can do on a page, where they can go, and where they came from
REFLECTION
> Valuable understanding around UX and how this can be used within design, problem solving and various outputs eg. app or web design
> Also interesting examples on feedback on each stage for designing and how to approach users and focus groups, how to create questions etc.
> Don't want to place my focus within this industry, but will continue to expand general knowledge of all areas that can enable me greater knowledge around design industry and how things work together
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