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ویرایش: 2
نویسندگان: Rex Hartson and Pardha Pyla
سری:
ISBN (شابک) : 9780128053423
ناشر: Morgan Kaufmann
سال نشر: 2018
تعداد صفحات: 877
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 52 مگابایت
در صورت تبدیل فایل کتاب The UX Book به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کتاب UX نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Front-Matter_2019_The-UX-Book Front Matter Copyright_2019_The-UX-Book Copyright Dedication_2019_The-UX-Book Dedication Preface_2019_The-UX-Book Preface ``UX´´ Means User Experience Goals for This Book Usability Is Still Important But User Experience Is More Than Usability A Practical Approach Practical UX Methods From an Engineering Orientation to a Design Orientation Audiences What’s Changed Since the First Edition? New Content and Emphasis Tightened Up the Verbose Text A More Relaxed Approach to Grammar and Writing Style What We Dont Cover About the Exercises Team Projects About the Authors Acknowledgments_2019_The-UX-Book Acknowledgments Guiding-Principles-for-the-UX-Practitioner_2019_The-UX-Book Guiding Principles for the UX Practitioner Introduction_2019_The-UX-Book3 Introduction Chapter-1---What-Are-UX-and-UX-Design-_2019_The-UX-Book What Are UX and UX Design? The Expanding Concept of Interaction Definition of UX Distinction From ``UI´´ Distinction from ``HCI´´ What Does ``UX´´ Mean? The Rise of UX What Is User Experience? Interaction, direct or indirect Totality of effects User experience is felt internally by the user Context and ecology are crucial to user experience UX Design Can a User Experience Be Designed? Importance of UX Design The Components of UX An Analogy With Fine Dining Usability Usefulness Emotional Impact Why include emotional impact? Deeper emotions Joy, excitement, and fun Attractive designs somehow work better Engagement and enticement Coolness and ``wow´´ in UX design Role of branding, marketing, and corporate culture Meaningfulness What UX Is Not Not Dummy Proofing or User Friendliness Not Just About Dressing Things Up in a Pretty Skin Not Just a Diagnostic View Kinds of Interaction and UX Localized Interaction Activity-Based Interaction System-Spanning Interaction The Dagstuhl Framework of Interaction and UX Service Experience Why Should We Care? The Business Case for UX Is the Fuss Over Usability Real? No One Is Complaining and It Is Selling Like Hotcakes Cost Justification Chapter-2---The-Wheel--UX-Processes--Lifecycles--Methods--and_2019_The-UX-Bo The Wheel: UX Processes, Lifecycles, Methods, and Techniques Introduction Where Are We Heading? The Need for Process What Do You Get by Having a Process? The Basic Process Components for UX UX Design Lifecycle UX Lifecycle Activities UX Design Lifecycle Process The Wheel: A Model of the UX Lifecycle Lifecycle Subactivities UX Methods UX Techniques A Hierarchy of Terms The Fundamental UX Lifecycle Activities The Understand Needs UX Lifecycle Activity The Design Solutions UX Lifecycle Activity Interpretation of ``design´´: broad versus narrow The Prototype Candidates UX Lifecycle Activity The Evaluate UX Lifecycle Activity UX Design Techniques as Life Skills Observation Exercise 2.1: Make Some Deeper Observations Abstraction Note Taking Data/Idea Organization Modeling Storytelling Immersion Brainstorming Sketching and Drawing Framing and Reframing Reasoning and Deduction Prototyping and Envisioning Critical Thinking Iteration UX Techniques Are Used in Combination Choosing UX Processes, Methods, and Techniques The UX Lifecycle Process Choice The Idea of Appropriating Methods and Techniques Design situations: Dependencies that govern lifecycle activity, method, and technique choices Choosing methods and techniques Mapping project parameters to lifecycle activity, method, and technique choices Chapter-3---Scope--Rigor--Complexity--and-Project-Perspectiv_2019_The-UX-Boo Scope, Rigor, Complexity, and Project Perspectives Introduction Rigor and Scope: Project Parameters that Determine Process Choices Rigor in a UX Method or Process What Is Rigor? Complexity as an Influence on the Need for Rigor The system complexity space Interaction complexity Domain complexity The system complexity space quadrants Simple interaction, simple work domain Complex interaction, complex work domain Complex interaction, simple work domain Simple interaction, complex work domain Gradations within the system complexity space Domain Familiarity as an Influence on the Need for Rigor Risk Aversion Influences the Need for Rigor The risk of data loss Risks associated with legal, safety, and compliance constraints The Stage of Development within Your Project as an Influence on the Need for Rigor Project Resources: Budgets, Schedules, and/or Personnel Capabilities are Determiners of Rigor Being Rapid in Lifecycle Activities, Methods, and Techniques Not every project needs rigorous UX methods Rapid methods are a natural result Over time our need for rigor has diminished Rapidness principle: Work as rapidly as you can Scope of Delivery The Commercial Product Perspective and the Enterprise System Perspective The Commercial Product Perspective Single-user products Multiuser collaborative products The Enterprise System Perspective Chapter-4---Agile-Lifecycle-Processes-and-the-Funnel-Model-of_2019_The-UX-Bo Agile Lifecycle Processes and the Funnel Model of Agile UX Challenges in Building Systems Change Happens During a Project Evolution of project requirements and parameters External changes Two Views of These Changes Reality Designers understanding of these changes The Gap Between Views Responding to Change Closing the Gap True Usage is the Only Ascertainer of Requirements Communicating Feedback About Requirements Communication problems on the users side The Old Waterfall SE Lifecycle Process The Waterfall Process was an Early SE Attempt to Get Organized The Waterfall Process Did Have Some Feedback, But Not the Right Kind Verification and validation of phase work products But this wasnt enough Change discovered was too expensive to address Feedback was not communicated well with respect to user needs The bottom line Embracing an Agile Lifecycle Process Scope and Chunking are Key to Real Usage Feedback On the UX Side, Weve Always Had a Measure of Agility Without Chunking But SE Hasnt Had the Luxury of Making User-Facing Prototypes And SE Wasnt That Interested in Users, Anyway So Why Have we in UX Followed SE into an Agile Approach? The Funnel Model of Agile UX Why a New Model Was Needed Speed kills: Rapidness and agility are not the same The single biggest problem: UX was expected to follow the agile SE flow completely Introducing the Funnel Model of Agile UX Scope in the funnel model Speed and rigor in the funnel model Late Funnel Activities Syncing agile UX with agile SE sprints Early Funnel Activities The need to establish a conceptual design Small systems with low complexity SE needs a funnel model, too The nexus of early and late parts of the funnel Chapter-5---Prelude-to-the-Process-Chapters_2019_The-UX-Book Prelude to the Process Chapters Introduction Intertwining of Processes, Methods, and Techniques Activity Timing Can We Describe It that Way in a Book? Readers Need a ``Pure´´ Description of Each Lifecycle Activity A dedicated UX Design Studio, an Essential Tool for Teamwork Why You Need a UX Design Studio What You Need in Your UX Design Studio Dedicated Space The Virginia Tech Industrial Designs Studio: The Kiva The Project Commission: How Does a Project Start? Key UX Team Roles from the Start Usage researcher UX designer Graphic or visual designer UX analyst Product owner The Middleburg University Ticket Transaction Service and the New Ticket Kiosk System The Existing System: The Middleburg University Ticket Transaction Service (MUTTS) Organizational context of the existing system The Proposed New System: The Ticket Kiosk System Rationale The Product Concept Statement Whats in a Product Concept Statement? Introduction to Process-Related Exercises Exercise 5.1: Product Concept Statement for a Product or System of Your Choice Welcome to the Process Chapters Chapter-6---Background--Introduction_2019_The-UX-Book Background: Introduction This is a Reference Chapter Brief History and Roots of HCI and UX Frederick Winslow Taylor: Scientific Management Early Industrial and Human Factors Engineering Dreyfuss, after WW II Human Factors Meets HCI Computer Science: Hardware and Software Foundations of Human-Computer Interaction Changing Concepts of Computing and Interaction Disappearing technology Embedded, ubiquitous, and ambient interaction Situated, embodied, and tangible interaction Evolving Importance of UX Emerging desire for usability The rise of usability engineering The rise of user experience Shifting Paradigms in HCI and UX Engineering Paradigm Human Information Processing (HIP) Paradigm Phenomenological Paradigm Making meaning All three paradigms have a place in design and development Fun Interaction at Work What about Fun at Work Fun Can Make Some Work More Interesting But Fun Can Trade Off with Usability Fun Is Not Compatible with Some Work Situations Who Introduced The Waterfall Model? Silos, Walls, and Boundaries Working in Silos Throwing it Over the Wall Many Projects Collapsed Under the Weight UX Design Suffers Introduction_2019_The-UX-Book4 Usage Research Chapter-7---Usage-Research-Data-Elicitation_2019_The-UX-Book Usage Research Data Elicitation Introduction You Are Here Usage Research Isnt about Asking Users What They Want Some Basic Concepts of Usage Research Data Elicitation The Concepts of Work, Work Practice, and Work Domain Understanding Other People\'s Work Practice Protecting Your Sources Not the Same as Task Analysis or a Marketing Survey Are We Studying an Existing Product/System or a New One? Data Elicitation Goals and Our Approach Eliciting Data to Synthesize a Broad Overall Picture It Requires Real Detective Work Tactical Goals Using usage research data rather than opinion Before the Visit: Prepare for Data Elicitation Learn about the Subject Domain Learn about the Client Company/Organization Learn about the Proposed Product or System Decide on Your Data Sources Interview subject-matter experts (SMEs) Use dual experts Listen to focus groups Employ user surveys Do competitive analysis Acquire domain knowledge through education Be your own domain expert Choose Visit Parameters Data Elicitation Goals Based on Scope Organize Your Data Elicitation Team Recruit Participants Identify Settings in Which to Study Usage Establish Need to Observe Users in Their Work Context Establish Management Understanding of Need to Keep Pressure Off Interviewees and Give Them Freedom to Comment Hon ... Prepare Your Initial Questions During the Visit: Collect Usage Data Set the Stage Upfront Interviewing versus Observing: What They Say versus What They Do Hints for Successful Data Elicitation Kinds of Information to Look for Specific Information to Look for User work roles User persona information Inputs to user stories Artifacts of the work practice and how they are used Flow of information and artifacts User tasks Physical work environment Information architecture Photo ops General information to look for Shadowing and the user journey Activity-based interaction data and the broader ecology Capture the Data For High Rigor, Maintain Connections to Data Sources Writing Good Raw Data Notes Exercise 7-1: Usage Research Data Elicitation for the Product or System of Your Choice Getting the Most Out of Data Elicitation Chapter-8---Usage-Research-Data-Analysis_2019_The-UX-Book Usage Research Data Analysis Introduction You Are Here Overview of Usage Research Analysis Subactivities Distill the Essence from Your Usage Research by Synthesizing Work Activity Notes Work Activity Notes can be Handwritten or Typed into a Laptop Make Each Work Activity Note Elemental Make Each Work Activity Note Brief and Concise Make Each Work Activity Note Complete Make Each Work Activity Note Modular by Retaining Context Dont use an indefinite pronoun, such as ``this,´´ ``it,´´ ``they,´´ or ``them´´ unless its referent has already ... Additional Information to Accompany Work Activity Notes For High Rigor, Maintain Connections to Data Sources Preview of Sorting Work Activity Notes into Categories Extract Work Activity Notes that Are Inputs to User Stories or Requirements User Stories and Requirements Extracting Inputs to User Stories or Requirements Extract Notes that Are Inputs to Usage Research Models Modeling Started Back at the Project Beginning The Remaining Work Activity Notes Become Inputs to YOUR METHOD FOR ORGANIZING THE NOTES BY CATEGORY Print Work Activity Notes Exercise 8-1: Work Activity Notes for Your Product or System Organize the Work Activity Notes Card Sorting Is a Simple Technique for Data Organization For Higher Rigor in Complex Projects, Construct a WAAD Affinity Diagrams Prepare Your Work Space and Your Team Compartmentalize the WAAD, Separating it by User Work Roles The Bottom-Up Process of WAAD Building Posting work activity notes Labels for groups of notes Growing labels with growing groups Splitting large groups As you work Use Technology to Support WAAD Building Continue Organizing Groups into a Hierarchy At the End, Create ``Highlights´´ Observations from This Example Lead a Walkthrough of the WAAD to Get Feedback Exercise 8-2: WAAD Building for Your Product or System Synthesize the ``Elephant´´ that Is User Work Practice and Needs Chapter-9---Usage-Research-Data-Modeling_2019_The-UX-Book Usage Research Data Modeling Introduction You Are Here What Are Usage Research Data Models and How Are They Used Kinds of Data Models Modeling Should Already be Well Established Some General ``How to´´ Suggestions for Data Modeling How Modeling Can Overlap with Usage Research Data Elicitation and Analysis For High Rigor, Maintain Connections to Data Sources The User Work Role Model What is a User Work Role? Subroles Mediated Work Roles Exercise 9-1: Identifying User Work Roles for Your Product or System User Class Definitions Knowledge- and skills-based characteristics Physiological characteristics Exercise 9.2: User Class Definitions for Your Product or System Post the Work Role Modeling Results User Personas What Are User Personas? Extracting Data for Personas A Preview of How to Create Personas Exercise 9.3: Early Sketch of a User Persona The Flow Model What Is a Flow Model? Central Importance of the Flow Model How to Make a Flow Model Exercise 9.4: Creating a Flow Model for Your Product or System The Customer Journey Map, a Kind of Flow Model Task Structure Models-The Hierarchical Task Inventory (HTI) The Task Models Benefits of a Task Structure Model Tasks versus Functions Create an HTI Model Hierarchical Relationships Avoid Temporal Implications HTI Can Often be Decomposed by User Work Role Exercise 9.5: HTI for Your Product or System Task Sequence Models What Are Task Sequence Models? Exercise 9-6: Usage Scenarios as Simple Task-Sequence Models for Your Product or System Components of Task Sequence Models Task and step goals Task triggers Task barriers Information and other needs in tasks How to Make a Step-by-Step Task Sequence Description Beyond Linear Task Sequence Models Essential Use Case Task Sequence Models Exercise 9.7: Task Sequence Model for MUTTS Ticket Buying State Diagrams: The Next Step in Representing Task Sequencing and Navigation Artifact Model Whats in an Artifact Model? Constructing the Artifact Model Physical Work Environment Model Include Hardware Design, When Appropriate Include Environmental Factors, When Appropriate Information Architecture Model The Social Model The Social Model Captures the Culture of the Shared Workplace Simplified Approach to the Social Model Identify Active Entities Identify Kinds of Issues, Pressures, Worries, and Concerns Add Concerns and Influences to the Social Model List Exercise 9.8: A Social Model for Your Product or System Exercise 9.9: A Social Model for Smartphone Usage Hybrid Models Model Consolidation Wrap Up Barrier Summaries Across All Models Post Data Models in Your UX Design Studio Chapter-10---UX-Design-Requirements--User-Stories-and-Requir_2019_The-UX-Boo UX Design Requirements: User Stories and Requirements Introduction You are Here User Stories and Requirements Are About Codifying UX Design Wants Introduction to User Stories Introduction to Requirements Choose the Approach You Need Requirements in the UX World Requirements as design goals, not constraints UX requirements versus UX design prototypes as SE requirements Software and functional implications of UX design requirements Formal Requirements are Waning in Popularity User Stories The Truth About User Stories Asking users what they wanted was originally discouraged How can user stories make for complete requirements? Cleaning up the user stories What is a User Story? Team Selection Writing a User Story Extrapolation Requirements in User Stories: Generalization of Usage Research Data Organize Sets of User Stories for Use in UX Design Prioritizing User Stories for Design and Development UX Design Requirements Degree of Formality Can Vary Team Selection The Requirements Structure Evolves Compose Requirements Statements The Requirement Statement and Requirements Document Things to Look for in Your Requirements Notes Keep an eye out for emotional impact requirements and other ways to enhance the overall user experience Questions about missing data System support needs Constraints as requirements Exercise 10.1: Constraints for Your Product or System Exercise 10.2: Writing Requirement Statements for Your Product or System Validating User Stories and Requirements Coordinating Requirements, Terminology, and Consistency Take User Stories and Requirements Back to Customers and Users for Validation Resolve Organizational, Social, and Personal Issues Arising Out of Work Practice Changes Chapter-11---Background--Understand-Needs_2019_The-UX-Book Background: Understand Needs This is a Reference Chapter A True Story: Voting Trouble Experienced by a Senior Citizen History of Contextual Inquiry Roots in Activity Theory Roots in Ethnography Getting Contextual Studies into HCI Connections to Participatory Design The SSA Model District Office-An Extreme and Successful Example of an Environment for Data Elicitation Roots of Essential Use Cases in Software Engineering Introduction_2019_The-UX-Book6 UX Design Chapter-12---The-Nature-of-UX-Design_2019_The-UX-Book The Nature of UX Design Introduction You Are Here Moving Across the Gap from Analysis to Design Universality of Design and Relationship to Other Fields Relationship to Design in Architecture The Interdisciplinary Nature of Design What is Design? Two Ways the Word ``Design´´ is Used Design as a noun Design as a verb The Purpose of Design: Satisfying Human Needs A Pyramid of Human Needs Information, Information Design, and Information Architecture What is Information? Information Science Information Architecture Pervasive IA Information Architecture is so Much More Information Design Iteration in the Design Creation Sublifecycle Deciding on the Design Goal Generative Design Iteration Conceptual Design Iteration Intermediate Design Iteration Detailed Design Iteration Design Refinement Iteration SE Implementation UX Compliance Phase Design Lifecycle for the Agile UX Funnel Chapter-13---Bottom-Up-Versus-Top-Down-Design_2019_The-UX-Book Bottom-Up Versus Top-Down Design Introduction You Are Here Bottom-Up Design: Designing for Existing Work Practice Recap of Our Process Steps Thus Far The Process so far is Bottom Up Human-Centered Design or User-Centered Design: Common Names for Bottom-Up Design Designing for Existing Work Practice is Practical The Role of Biases and Constraints Bias and inertia from existing usage and user preferences Bias and inertia from market success Effects from advances in technology Bottom-Up Design is Less Likely to Lead to Innovative Possibilities Abstract Work Activities Nature of Work and Work Practice Abstract Work Activity Work Activity Instances Why is it Useful to Start Top-Down Design with Abstract Work Activities? Provide a clearer understanding of the essence of work Illuminate possible design targets Top-Down Design: Designing for the Abstract Work Activity Top-Down Design Goal Characteristics of Top-Down Design Top-Down Design is not Always Practical Easing the Transition for Customers and Users Hedging Against Risks of Top-Down Design Extreme Top-Down Design is the Path to Disruptive Design Chapter-14---Generative-Design--Ideation--Sketching--and-Crit_2019_The-UX-Bo Generative Design: Ideation, Sketching, and Critiquing Introduction You Are Here Preparing for Design Creation: Immersion The Role of Synthesis Overview of Generative Design: Intertwining of Ideation, Sketching, and Critiquing Ideation The Creative Role of Ideation in Design Ideas: The Building Blocks of Design What is an idea? Ideation Scope Ideation Informers, Catalysts, and Techniques Doing Ideation Exercise 14-1: Ideation About Aircraft Flight Recorders Ideation Informers User work roles Personas Exercise 14-2: Creating a User Persona for Your System Flow models and physical models Activity-based interaction and design Task structure and sequence models Artifact model Information architecture model Social models Requirements Ideation Catalysts The eureka moment Ideation Techniques Framing and reframing Abstraction: Getting back to the basics Magic wand: Asking ``what if?´´ Incubation Design patterns and experience Traverse the different dimensions of the problem space Seek opportunities for embodied and tangible interaction Sketching Characteristics of Sketching Sketching is essential to ideation and design Sketching is a conversation about user experience Sketching is embodied cognition to aid invention Doing Sketching Stock up on sketching and mockup supplies Use the language of sketching Exercise 14-3: Practice in Ideation and Sketching Physical Mockups as Embodied Sketches Critiquing Include Users in the Critiquing Activity ``Rules of Engagement´´ for Ideation, Sketching, and Critiquing Behave Yourself Be Aware of Which Mode You Are In Iterate to Explore Chapter-15---Mental-Models-and-Conceptual-Design_2019_The-UX-Book Mental Models and Conceptual Design Introduction You Are Here Mental Models How a Conceptual Design Works as a Connection of Mental Models The Ideal Mental Model in Context The Designers Mental Model in Context The Users Mental Model in Context The Conceptual Design as Mapping Between Mental Models Design Starts with Conceptual Design Need for a Conceptual Design Component at Every Level in the User Needs Pyramid Conceptual Design for Work Practice Ecology: Describing Full Usage Context Conceptual Design for Interaction: Describing How Users Will Operate It Conceptual Design in the Emotional Perspective: Describing Intended Emotional Impact Leveraging Design Patterns in Conceptual Design Leveraging Metaphors in Conceptual Design Metaphors can cause confusion if not used properly Conceptual Design for Subsystems by Work Role Exercise 15.1: Conceptual Design for Your System Chapter-16---Designing-the-Ecology-and-Pervasive-Information-_2019_The-UX-Bo Designing the Ecology and Pervasive Information Architecture Introduction You Are Here Designing for Ecological Needs Ecological Design: Foundational Layer of the Needs Pyramid Often Overlooked Designing the Ecology is about Usage Context Pervasive Information Architecture Ecological Design Spans Multiple Interaction Channels A Single Platform in an Ecology Can Have Multiple Interaction Channels For the User, the Entire Ecology Is a Single Service Creating an Ecological Design Exercise 16-1: Conceptual Design for the Ecology of Your System Designing an Ecology to Influence User Behavior Example: An Ecology for a Smart Shopping Application Some High-Level Issues Key Parts of the Design How it Works Finding things in the store Impulse Buying Exercise 16-2: Pursue this SmartKart Design Idea Further Chapter-17---Designing-the-Interaction_2019_The-UX-Book Designing the Interaction Introduction You Are Here Designing for Interaction Needs Designing for Interaction Needs Is about Supporting Tasks Different Device Types in the Ecology Require Different Interaction Designs Creating an Interaction Design Start by Identifying All Devices and Their Roles in the Ecology Proceed with Generative Design Establish a Good Conceptual Design for the Interaction Leverage Interaction Design Patterns Establish the Information Architecture for Each Device Exercise 17-1: Conceptual Design for Interaction for Your System Envision Interaction Flows Across Different Devices in the Ecology Storyboards What Are Storyboards? Storyboards Can Cover All Layers of the Pyramid Importance of Between-Frame Transitions Exercise 17-2: Storyboard for Your System Wireframes The Path to Wireframes What Are Wireframes? Intermediate Interaction Design Interaction Design Production Exercise 17-3: Intermediate and Detailed Design for Your System Maintain a Custom Style Guide What is a Custom Style Guide? Why Use a Custom Style Guide? What to Put in a Custom Style Guide? Chapter-18---Designing-for-Emotional-Impact_2019_The-UX-Book Designing for Emotional Impact Introduction You Are Here Designing for Emotional Needs What Designing for Emotional Needs Is About What users feel when interacting with the system Distinctiveness is a factor when designing for emotional impact Designing for Emotional Impact Is Often Neglected But can be a Market Differentiator Creating an Emotional Impact Design Start with Inputs for Emotional Impacts Conceptual Design for Emotional Aspects Mood boards: Creating a conceptual design for emotional aspects Intermediate Design for Emotional Impact Define the visual language and vocabulary Define the motion styles and physics of interaction for each design Define the tone of the language to be used in the design Define the audio characteristics to be used in the design Leverage social and psychological aspects in the design Emotional Impact Design Production Exercise 18-1: Conceptual Design for Emotional Response for Your System Chapter-19---Background--Design_2019_The-UX-Book Background: Design This is a Reference Chapter Participatory Design Overview History and Origins of Participatory Design PICTIVE Mental models: An Example of How They can Make for Entertainment Introduction_2019_The-UX-Book Part 4: Prototype Candidate Designs Chapter-20---Prototyping_2019_The-UX-Book Prototyping Introduction You Are Here Prototyping Intertwines with Other UX Activities A Dilemma and a Solution Advantages of Prototyping Universality of Prototyping Scandinavian Origins of Prototyping Depth and Breadth of a Prototype Horizontal Prototypes Vertical Prototypes Local Prototypes ``T´´ Prototypes Fidelity of Prototypes Wireframe Prototypes What is a Wireframe? Wireframe Design Elements Wireflow Prototypes What is a wireflow prototype? General Process of Representing Interaction Focus on user workflow Represent flow and navigation with state diagrams Create a Wireframe for Each State Build Up Prototypes in Increasing Levels of Fidelity High-Level Task Context Very Low-Fidelity Wireframe Sketches to Support Design Idea Exploration in Generative Design The nature of low-fidelity prototypes The first level of fidelity Decks of wireframes Static Low-Fidelity Wireframes to Summarize and Solidify Design with UX Team Lower fidelity means initial cost effectiveness Increased Fidelity Wireframes for Subsequent Design Reviews and Walkthroughs Establish a library of templates for interaction objects in your sketching tool Medium-Fidelity Wireframes with Some Navigational Behavior to Support Early Design Reviews and Walkthroughs Medium- to High-Fidelity Click-Through Prototypes to Support Empirical Evaluation Include ``decoy´´ user interface objects Make a ``this feature not yet implemented´´ message Medium- to High-Fidelity Prototypes Refined Through Evaluation and Iteration to Hand Off to Software Developers Do not think the UX team is now done Visually High-Fidelity Prototypes to Support Graphic Design Exercise 20-1: Building a Low- to Mid-Fidelity Wireframe Prototype Deck for Your System Specialized Prototypes Physical Mockups for Physical Interactivity Paper-in-Device Mockup Prototype, Especially for Mobile Applications Animated Prototypes Experience Prototyping, the Goal of High-Fidelity Physical Prototyping ``Wizard of Oz´´ Prototypes Software Tools for Making Wireframes Introduction_2019_The-UX-Book1 Part5: UX Evaluation Chapter-21---UX-Evaluation-Methods-and-Techniques_2019_The-UX-Book UX Evaluation Methods and Techniques Introduction You Are Here Methods versus Techniques User Testing? No! Types of UX Evaluation Data Quantitative versus qualitative data Objective versus subjective data Formative Evaluation versus Summative Evaluation Formal summative evaluation Informal summative evaluation Engineering UX evaluation: Formative plus informal summative Our Goal-Oriented Approach UX Evaluation Methods Empirical UX Evaluation Methods Analytic UX Evaluation Methods Comparison Some Specific Empirical UX Evaluation Methods Lab-based evaluation RITE Quasiempirical evaluation Weaknesses of UX Evaluation Methods Measurability of user experience: A problem on the empirical quantitative side Reliability of UX evaluation methods: A problem on the qualitative side Some Specific Analytic UX Evaluation Methods Early design reviews and design walkthroughs Expert UX inspection Heuristic evaluation (HE) Rigor versus Rapidness in UX Evaluation Methods and Techniques There Is a Tradeoff between Rapidness and Achievable Rigor All Methods Can Span a Range of Rigor and Speed High Rigor Is not Always a Goal Some Methods were Invented to Favor Rapidness Over Rigor UX Evaluation Data Collection Techniques Quantitative Data Collection Techniques Objective data: User performance measures Subjective data: User questionnaires Warning: Modifying a questionnaire can damage its validity Qualitative Data Collection Techniques Critical incident identification User think-aloud techniques Codiscovery Specialized UX Evaluation Methods Alpha and Beta Testing and Field Surveys Remote UX Evaluation Automatic UX Evaluation Adapting and Appropriating UX Evaluation Methods and Techniques Chapter-22---Empirical-UX-Evaluation--UX-Goals--Metrics--and-_2019_The-UX-Bo Empirical UX Evaluation: UX Goals, Metrics, and Targets Introduction You Are Here Project Context for UX Metrics and Targets UX Target Tables Work Role and User Classes UX Goals Exercise 22-1: Identify UX Evaluation Goals for Your System UX Measures Measuring Instruments: Benchmark Tasks What Is a Benchmark Task? Selecting Benchmark Tasks Address designer questions with benchmark tasks and UX targets Create benchmark tasks for a representative spectrum of user tasks Start with short and easy tasks and then increase difficulty progressively Include some navigation where appropriate Avoid large amounts of typing (unless typing skill is being evaluated) Match the benchmark task to the UX measure Adapt scenarios or other task sequence representations already developed for design Use tasks in realistic combinations to evaluate task flow Pick tasks where you think or know the design has weaknesses Dont forget to evaluate with your power users To evaluate error recovery, a benchmark task can begin in an error state Consider tasks to evaluate performance in ``degraded modes´´ due to partial equipment failure Dont try to make a benchmark task for everything Crafting Benchmark Task Contents Remove any ambiguities with clear, precise, specific, and repeatable instructions Tell the user what task to do, but not how to do it Dont use words in benchmark tasks that appear specifically in the UX design Use work context and usage-centered wording, not system-oriented wording Have clear start and end points for timing Keep some mystery in it for the user Annotate situations where evaluators must ensure preconditions for running benchmark tasks Use ``rubrics´´ for special instructions to evaluators Other Benchmark Task Mechanics Put each benchmark task description on a separate sheet of paper Write a ``task script´´ for each benchmark task How many benchmark tasks and UX targets do you need? Ensure ecological validity Exercise 22.2: Create Benchmark Tasks and UX Targets for Your System Measuring Instrument: User Satisfaction Questionnaires UX Metrics Baseline Level Target Level Setting Levels Setting the Baseline Level Setting the Target Level A Few Additional Targets Observed Results Exercise 22-3: Creating Benchmark Tasks and UX Targets for Your System Practical Tips and Cautions for Creating UX Targets Rapid Approach to UX Goals, Metrics, and Targets Chapter-23---Empirical-UX-Evaluation--Preparation_2019_The-UX-Book Empirical UX Evaluation: Preparation Introduction You Are Here A Plan for the Empirical UX Evaluation Session Evaluation Scope and Rigor Evaluation Scope Evaluation Rigor Goals for an Empirical UX Evaluation Session Select Team Roles Participation and Buy-In Facilitator Prototype Executor Quantitative Data Collectors Qualitative Data Collectors Supporting Actors Prepare an Effective Range of User Tasks Benchmark Tasks to Generate Quantitative Measures Unmeasured Tasks Exploratory Free ``Use´´ User-Defined Tasks Recruit Participants Establish Budget and Schedule for Recruiting User Participants Upfront Identify the Right Kinds of Participants ``Expert´´ participants Determine the Right Number of Participants Consider Recruiting Methods and Screening Use a Participant Recruiting Database Decide on Incentives and Remuneration Dont Give Up on Difficult-To-Find User Participants Recruit for Codiscovery Manage Participants as Any Other Valuable Resource Select Participants for Subsequent Iterations Prepare for the Session Lab and Equipment Session Parameters Task and session lengths Number of full lifecycle iterations Informed Consent Informed consent permission application Informed consent form Other Paperwork Nondisclosure agreements (NDAs) Questionnaires and surveys Data collection forms Training Materials The UX Evaluation Session Work Package Exercise 23-1: Empirical UX Evaluation Preparation for Your System Do Final Pilot Testing: Fix Your Wobbly Wheels Chapter-24---Empirical-UX-Evaluation--Data-Collection-Methods-_2019_The-UX-B Empirical UX Evaluation: Data Collection Methods and Techniques Introduction You Are Here Empirical Ways of Generating and Collecting Data Within the Needs Pyramid Empirical methods and techniques for generating and collecting UX evaluation data in the ecological layer Empirical Methods and Techniques for Generating and Collecting Qualitative UX Data Critical Incident Identification What is a critical incident? Mostly used as a variation Who identifies critical incidents? Critical Incident Data Capture Whats in critical incident data? Avoid video recording Manual note taking for critical incident data collection Follow up on hunches The Think-Aloud Data Collection Technique Why use the think-aloud technique? How to manage the participant in the think-aloud technique Codiscovery think-aloud techniques Does thinking aloud affect quantitative task performance metrics in empirical evaluation? Empirical Methods and Techniques for Generating and Collecting Quantitative UX Data Objective Quantitative Data for User Performance Measurement Timing task performance Counting user errors What generally does not count as a user error? Subjective Quantitative Data Collection: Questionnaires Questionnaires as supplements to lab-based sessions Questionnaires as an evaluation method on their own Semantic differential scales The Questionnaire for User Interface Satisfaction (QUIS) The System Usability Scale (SUS) The Usefulness, Satisfaction, and Ease of Use (USE) questionnaire Other questionnaires Modifying questionnaires for your evaluation Modifying the Questionnaire for User Interface Satisfaction Modifying the System Usability Scale Methods and Techniques for Generating and Collecting Emotional Impact and Meaningfulness Data The Most Important Technique: Direct Observation Verbal Self-Reporting Techniques for Collecting Emotional Impact Data Using the think-aloud technique to evaluate emotional impact Questionnaires as a self-reporting technique for collecting emotional impact data The AttrakDiff questionnaire as a verbal self-reporting technique for collecting emotional impact data Scoring ATTRAKDIFF questionnaires Alternatives to AttrakDiff Direct Detection of Physiological Responses as Indicators of Emotional Impact Generating and Collecting Meaningfulness Evaluation Data Long-term studies to evaluate meaningfulness Goals of meaningfulness data collection techniques Direct observation and interviews in simulated real usage situations The importance of self-reporting Periodic questionnaires to sample meaningfulness Diary-based self-reporting by users Voicemail to capture user reports Evaluator-triggered reporting to control timing Procedures for Empirical Data Collection Sessions Preliminaries with Participants Introduce yourself and the lab: Be sure participants know what to expect Paperwork Session Protocol and Your Relationship with Participants Your attitude toward UX problems Cultivating a partnership with participants Prepare Yourself for Evaluating with Low-Fidelity Prototypes The Data Collection Session The session begins Interacting with participants during the session To help the participant or not to help the participant? Keeping your participant at ease Wrapping Up an Evaluation Session Postsession probing via interviews and questionnaires Reset for the next participant Rapid Empirical Methods for Generating and Collecting Qualitative UX Evaluation Data The Rapid Iterative Testing and Evaluation (RITE) UX Evaluation Method Introduction How to do it: The RITE UX evaluation method Variations in RITE data collection Quasiempirical UX Evaluation Introduction to quasiempirical UX evaluation Preparing for a quasiempirical evaluation session Conduct a quasiempirical session, collecting data Exercise 24-1: Empirical UX Evaluation Data Collection for Your System Chapter-25---Analytic-UX-Evaluation--Data-Collection-Methods-a_2019_The-UX-B Analytic UX Evaluation: Data Collection Methods and Techniques Introduction You Are Here Adding Analytic Methods to the Mix Criticism of Analytic Methods Design Walk-Throughs and Reviews Design Walk-Throughs Design Reviews Prepare for a Design Review Conduct a Design Review Session After the Session Focus Groups Expert UX Inspection What is UX Inspection? Inspection is a Valuable Tool in the UX Toolbox How Many Inspectors are Needed? What Kind of Inspectors are Needed? Heuristic Evaluation, a UX Inspection Method Introduction The heuristics The procedure Documenting UX problems Variations abound Limitations Our Practical Approach to UX Inspection The Knock on Your Door Guided by Insight and Experience Use a Codiscovery or Team Approach in UX Inspection Explore Systematically With a Rich and Comprehensive Usage-Oriented View Inspection is Driven by Tasks and by the Design Itself Analytic UX Evaluation in the Layers of the Needs Pyramid Ecological-Layer Inspection Interaction-Layer Inspection Emotional-Layer Inspection Exercise 13-1: UX Inspection of Your System Chapter-26---UX-Evaluation--Data-Analysis_2019_The-UX-Book UX Evaluation: Data Analysis Introduction You Are Here Analyze Quantitative Data Use Simple Descriptive Statistics Treat Subjective Quantitative Questionnaire Data as Simply as Possible Lining Up Your Quantitative Ducks Filling in the ``observed results´´ Filling in the ``meet target?´´ column The Big Decision: Can We Stop Iterating? Convergence toward a quality user experience Analyze Qualitative UX Data Overview Analysis Preparation Steps Keep a participant around to help with early analysis Multiple sources of raw UX data Clean up the raw data before your memory fades Qualitative UX Data Analysis Steps Gather up your raw qualitative UX data notes Extract elemental data notes: Each refers to just one problem Edit raw UX data notes into UX problem descriptions Consolidate congruent data notes Group related UX problem descriptions to be fixed together Usage research analysis tools work here, too Higher level common issues within groups UX Problem Data Management Rapid Qualitative Data Analysis Cost-Importance Analysis: Prioritizing Problems to Fix Problem Importance to Fix Importance rating adjustments Solutions Cost to Fix Cost values for problem groups Calibration feedback from down the road: Comparing actual with predicted costs Priority Ratio Priority Rankings Cumulative Cost The Line of Affordability Drawing Conclusions: A Resolution for Each Problem Special Cases Tie-breakers Cost-importance analysis involving multiple problem solutions Problem groups straddling the line of affordability Priorities for emotional impact problems Rapid Cost-Importance Analysis Feedback to the Process Lessons From the Field Onion-Layers Effect UX Problem Data as Feedback to Process Improvement Exercise 26-1: UX Data Analysis for Your System Chapter-27---UX-Evaluation--Reporting-Results_2019_The-UX-Book UX Evaluation: Reporting Results Introduction You Are Here Importance of Quality Communication Participant Anonymity Reporting Different Kinds of Data Reporting Informal Summative Results What if you need to convince the team to fix the problems? Reporting Qualitative Results-The UX Problems Common Industry Format for reporting Report Audiences Reporting to Inform Your Project Team Convey UX problem results clearly Meet with UX team and software developers in person Explaining UX Evaluation to Stakeholders Reporting to Inform and/or Influence Management Reporting to Customer or Client Report Content Individual Problem Reporting Content Give Some Coverage of the Ecological and Emotional Layers of the Needs Pyramid Include Cost-Importance Data Report Mechanics Consistency Rules Reporting Vocabulary Precision and specificity Jargon Report Tone Respect feelings Accentuate the positive and avoid blaming Reporting on Large Amounts of Qualitative Data Your Personal Presence in Reporting Exercise 27-1: UX Evaluation Reporting for Your System Chapter-28---Background--UX-Evaluation_2019_The-UX-Book Background: UX Evaluation This is a Reference Chapter The Dangers of Trying to (or Even Appearing to) do FORMAL Summative Evaluation in UX Practice Engineering Versus Science What Happens in Engineering Stays in Engineering UX Evaluation Reliability Individual Differences Naturally Cause Variations in Results Why So Much Variation? UX Evaluation is Difficult ``Discount´´ UX Evaluation Methods What is a ``discount´´ UX evaluation method? Criticism of discount methods Real limitations But do less rigorous methods work? Be practical Sometimes you do have to pay more to get more At the end of the day, discount methods are the way forward Historical Roots for UX Metrics and Targets The Early A330 Airbus-An Example of the Need for Ecological Validity in Testing Determining the Right Number of Participants How Many are Needed? A Difficult Question Rules of Thumb Abound An Analytic Basis for the Three-To-Five-Users Rule The underlying probability function The old balls-in-an-urn analogy Participant detection rates Cumulative percentage of problems to be found Marginal added detection and cost-benefit Assumptions do not always apply in the real world Historical Roots of the Critical Incident Technique Critical Incident Techniques Started Long Ago in Human Factors Mostly Used as a Variation Who Identifies Critical Incidents? Timing of Critical Incident Data Capture: The Evaluator\'s Awareness Zone Other Methods for Identifying Emotional Response to UX Designs Direct Observation of Physiological Responses as Indicators of Emotional Impact Biometrics to Detect Physiological Responses to Emotional Impact The HUMAINE Project-Physiological Techniques for Affective Measurements Nielsen and Molich\'s Original Heuristics UX Problem Data Management Introduction_2019_The-UX-Book2 Part 6: ConnectingAgile UX with AgileSoftware Engineering Chapter-29---Connecting-Agile-UX-With-Agile-Software-Develop_2019_The-UX-Boo Connecting Agile UX With Agile Software Development Introduction Agility is not (just) about being fast Don’t Practice Agility Blindly Basics of Agile SE Methods Goals and Principles of Agile SE Contrasting With the Waterfall Method Operating in Silos Characteristics of Agile SE Methods Avoiding big design upfront Lifecycle Aspects of Agile SE Planning in Agile SE Methods Customer stories Story-based planning Managing customer stories and development tasks Controlling scope Sprints in Agile SE Methods Acceptance test creation Unit code test creation Implementation coding Code testing Regression testing Acceptance testing and deployment Challenges of Agile SE Methods from the UX Perspective What is Needed on the UX Side Problems to Anticipate UX and SE Dont Always Work Together the Way They are Supposed To The Need for a Full Overview: The Software Side Versus the UX Side A Synthesized Approach to Integrating Agile UX and Agile SE Integrating UX into Planning Small upfront analysis and design UX role helps customer write user stories The truth about user stories UX role helps customer prioritize user stories Integrating UX into Sprints Synchronizing the Two Agile Workflows Dove-tailed work activities The value of early delivery Continuous delivery The importance of regression testing Planning across iterations Communication during synchronization Introduction_2019_The-UX-Book5 Part 7: UX Affordances, the Interaction Cycle, and UX Design Guidelines Chapter-30---Affordances-in-UX-Design_2019_The-UX-Book Affordances in UX Design Introduction Acknowledgement of Source The Concept of Affordance The Importance of Affordance Issues in UX Design Demystifying Affordances Five Different Kinds of Affordance in UX Design Cognitive Affordances Introduction Definition of cognitive affordance Starring role in UX design for new users How do users acquire cognitive support information? The meaning of cognitive affordances as found in shared conventions Exercise 30-1: Understanding Meaning Based on Cultural Conventions Cognitive Affordance Design Issues Cognitive affordance to get the user started Cognitive affordance to help users avoid task completion errors False cognitive affordances misinform and mislead Physical Affordances Introduction Definition of physical affordance Starring role in UX design for experienced or power users Some physical affordances are better than others; some depend on the user Physical affordances for opening doors Physical devices can also offer cognitive affordance Physical devices can also offer emotional affordance Physical Affordance Design Issues Helping user manipulate objects, do actions Physical disabilities Physical awkwardness Physicality Manual dexterity and Fitts law Physical overshoot Exercise 30-2: Other Examples of Physical Overshoot Sensory Affordance Introduction Definition of sensory affordance Visual Sensory Affordance Design Issues Visibility Noticeability Discernibility Text legibility Distinguishability Color Presentation timing Auditory Sensory Issues Haptic and Tactile Sensory Issues Functional Affordance Definition of Functional Affordance Emotional Affordance Definition of Emotional Affordance Affordances to Support Meaningfulness Putting Affordances Together in Design Affordance Roles-An Alliance in Design A UX Design Checklist of Affordances Exercise 30-3: Affordance Design Checklist User-Created Affordances as a Wake-Up Call to Designers Chapter-31---The-Interaction-Cycle_2019_The-UX-Book The Interaction Cycle Introduction What is the Interaction Cycle? Need for a Theory-Based Conceptual Framework Norman\'s Stages-of-Action Model of Interaction Gulfs between User and System The gulf of execution The gulf of evaluation From Normans Model to Our Interaction Cycle Partitioning the model Adding outcomes and system response and emphasizing translation Interaction Cycle Categories of UX Design Issues Planning (Design Helping User Know What to Do) Translation (Design Helping User Know How to Do Something) Physical Actions (Design Helping User Do the Actions) Physical actions-concepts Outcomes (Internal, Invisible Effect/Result within System) Assessment (Design Helping User Know If Interaction Was Successful) Example: Creating a business report as a task within the interaction cycle Cooperative User-System Task Performance within the Interaction Cycle Primary Tasks Path Variations in the Interaction Cycle Secondary Tasks, Intention Shifts, and Stacking Chapter-32---UX-Design-Guidelines_2019_The-UX-Book UX Design Guidelines Introduction Scope and Universality Some of Our Examples Are Intentionally Old Using and Interpreting UX Design Guidelines Human Memory Limitations Short-Term or Working Memory Chunking Stacking Cognitive load Recognition versus recall Shortcuts Other Kinds of Human Memory Sensory memory Muscle memory Long-term memory Review of the Interaction Cycle Structure Planning Clear System Task Model for User Planning for Efficient Task Paths Progress Indicators Avoiding Transaction Completion Slips Translation Existence of Cognitive Affordance Presentation of Cognitive Affordance Cognitive affordance visibility Cognitive affordance noticeability Cognitive affordance legibility Cognitive affordance presentation complexity Cognitive affordance presentation timing Cognitive affordance presentation consistency Content and Meaning of Cognitive Affordance Clarity of cognitive affordances Precise wording Data value formats Distinguishability of choices in cognitive affordances Consistency of cognitive affordances Controlling complexity of cognitive affordance content and meaning Likely user choices and useful defaults Supporting human memory limitations in cognitive affordances Cognitive directness in cognitive affordances Complete information in cognitive affordances User/usage centeredness in cognitive affordances Avoiding errors with cognitive affordances Cognitive affordances for error recovery Cognitive affordances for modes Task Structure Human working memory loads in task structure Design task structure for flexibility and efficiency Grouping for task efficiency Task thread continuity: Anticipating the most likely next step or task path Not undoing user work Keeping users in control Physical Actions Sensing Objects of Physical Actions Sensing objects to manipulate Sensing objects during manipulation Help User in Doing Physical Actions Awkwardness and physical disabilities Manual dexterity and Fitts law Constraining physical actions to avoid physical overshoot errors Haptics and physicality Outcomes System Functionality System Response Time Automation Issues Assessment System Response Assessment of System Feedback Existence of Feedback Presentation of Feedback Feedback visibility Feedback noticeability Feedback legibility Feedback presentation complexity Feedback timing Feedback presentation consistency Feedback presentation medium Content and Meaning of Feedback Clarity of feedback Precise wording Completeness of feedback Tone of feedback expression Usage centeredness of feedback Consistency of feedback User control over feedback detail Assessment of Information Displays Information organization for presentation Visual bandwidth for information display Overall Overall Simplicity Overall Consistency Structural consistency Consistency is not absolute Consistency can work against innovation Reducing Friction Humor Anthropomorphism Avoiding anthropomorphism The case in favor of anthropomorphism Tone and Psychological Impact Use of Sound and Color Text Legibility User Preferences Accommodation of User Differences Helpful Help Conclusions Chapter-33---Background--Affordances--the-Interaction-Cycle--a_2019_The-UX-B Background: Affordances, the Interaction Cycle, and UX Design Guidelines This is a Reference Chapter A Little History of the Concept of Affordances Confusion Over Affordances in Early HCI/UX Examples of How Cognitive Affordances can be Informed by Shared Cultural Conventions How Functional Affordances Fit in with Gibsons Ecological View Where Did UX Design Guidelines Come from? Parting-Thoughts_2019_The-UX-Book Parting Thoughts References_2019_The-UX-Book References Index_2019_The-UX-Book Index A B C D E F G H I J K L M N O P Q R S T U V W Y Z