2.1.A. User Experience (Ux) - Introduction

2.1. User Experience (UX)

Part a: Introduction

Objectives

  • User Experience (UX) definition(s)
  • Emergence
  • Modern User Experience
  • People
  • Perception
  • Cognition
  • Communication
  • Input

User Experience (UX)

  • Many definitions of UX exist.
  • The User Experience Professionals Association (UXPA) includes the following in their Usability Body of Knowledge's glossary:
    • "Every aspect of the user's interaction with a product, service or company that make up the user's perceptions of the whole.
    • User experience design as a discipline is concerned with all the elements that together make up that interface, including layout, visual design, text, brand, sound, and interaction.
    • UX works to coordinate these elements to alllow for the best possible interaction by users."

Emergence

  • Human Computer Interaction (HCI)
  • Disparate fields coalesce (Psychology, Sociology, Social Science, Computer Science)
  • Creation, Application, Testing
  • UX - Practical HCI - applied to the software engineering process. Not just an afterthought.

Importance

  • Users are NOT silent.
  • System should conform to the user, not vice-versa.
  • More holistic approach.

Modern UX

  • More than just tangible factors and functionality.
  • Moments of engagement, touchpoints
  • Measurable and intangible

People

  • Jef Raskin (1943-2005; HCI expert; Apple/Macintosh project):
    • "Humans are variously skilled and part of assuring the accessibility of technology consists of seeing that an individual's skills match up well with the requirements for operating the technology.
    • There are two components to this; training the human to accomodate the needs of the technology and designing the technology to meet the needs of the human.
    • The better we do the latter, the less we need of the former."

Perception

  • The way our senses work deeply influences the user experience
    • Vision
    • Touch
  • We need to be aware of how the technology influences the human.

Cognition

  • Attention
    • We need to keep the attention from the user in the software they are using, and make sure they are engaged.
  • Memory
    • We can't rely on memory to expect the user to be able to use the software. If the user used the application a year ago and now they're trying to use it again, they might not recall how it worked in the past. If it took them a while to learn it previously, they would have to repeat that same process again, meaning we should avoid overloading memory when possible.
    • We should emphasise repetition and familiarity. If users use the same UI everyday, users will match the elements with experiences through association. For example, Microsoft Office has the buttons generally in the same place, making it far easier for users to use them between different applications.
  • Exploration
    • Allowing the user to try out different things without running into too much trouble.

Communication

  • Explicit / Overt
  • Implicit / Covert

Input

  • Keyboard: The primary inpiut device which enables control of everything via scan codes
  • Cursive: Pen-based naturalistic input
  • Pointing: Mice and trackballs
  • Force F/B: Physical feedback
  • Speech: Speech to text recognition and control
  • Touch: Touch screens, pads, and tablets - including touch gestures -mobile devices
  • Gesure: 3D gesture recognition, (e.g: Xbox Kinect)