Killer UX Design
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Today, technology is used to shift, sway and change attitudes and behavior. This creates amazing opportunities and challenges for designers. If we want to create products and services that have the power to educate people so they may live better lives, or help to reduce the time people take to do certain tasks, we first need an understanding of how these people think and work - what makes them "tick"
The premise of this book is the need to understand how people "behave"; their habits, motivators and drivers, as a critical way to better understand what a great customer experience for your audience looks like, facilitating better design decisions. The book will lead you from understanding behavior, to extracting customer insights that can launch you into the design of something that makes a difference to people's lives - all presented in a fun, practical and non-academic way.
products or design features. Allowing proper time for analysis and synthesis of your research is the significant step between research and design, and this is what we’ll cover in this chapter: the insights phase, illustrated in Figure 4.1. Figure 4.1. Insight phase: Making sense of your findings We will focus on three critical elements: extracting information from data and transforming it, creating opportunities from insights, and benefiting from behavior design. We will discuss that gray
workaround by customers formed the basis of one of our design sessions, which looked to resolve this issue for banking customers. Identifying Unexpected Opportunities Opportunities are the changes we can envisage based on what we’ve heard or seen in our research efforts. These are the stories about the way people live or work, and the gaps we see between the present and the future state that will make their lives easier. Quite often the nature of research is to uncover elements that
sketches on a canvas that can be placed on walls and moved around. Larger sticky-notes or index cards work well, as do A4 or A3 pages stuck on butchers paper. Stop refining when you feel that the big-picture framework is sound; then you can move down to the page-level interactions. Ideas Generation The whole point of sketching is to generate several possible approaches to solving your design problem, as illustrated in Figure 5.7. For example, how would the home screen of your product
and testing a working model of our designs. When you try something new in your designs, think carefully about how you’ll assist users to construct a clear mental model of it. Using Metaphor to Communicate Intent Consider the rise of tasks we might perform in the offline world being digitized so that we may do them, in a metaphorical sense, online, such as Pinterest. Pinterest is a digital version of the popular offline activity of creating mood boards or inspiration boards out of bits
mainly because the app’s premise was focused around books; there was no real central area that a newsfeed of comments or updates could logically sit. Figure 8.10 shows the limits of positioning news content in our existing designs. Figure 8.10. Laying out the grid for Cook We tried placing comments on the bench top, and then investigated a newsfeed of sorts within an “activity” book. Eventually we settled for updates listed at the front of each person’s book (the first few pages) before