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Notes 1
Notes 1
SLIDESMANIA.COM
UX Common Test
Revision
WEEK 8
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CT Format
q Section A – 10 MCQs
q Section B – Short-Answered Questions
q Section C – Case Study
q To bring along:
○ Pencil + Pen
○ Ruler
○ Eraser
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Section A Example
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Section B Example
(short excerpt)
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Section C Example
(short excerpt)
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Important
Topics
The following slides contain important topics that you will be tested on during the Common Test.
However, do note that questions are not only limited to what is being brought up within this deck of
slides. You should familiarise yourselves with ALL learning materials learnt over the past weeks.
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UI vs. UX roles
Different roles
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Framework for
OBVIOUS Design
q Purpose of application
q Needs & desires of people using it
q Product’s scope - What to build and what NOT to build
q App that serves a good job of fulfilling the need of
Know What to
users will be desirable
Build
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Framework for
OBVIOUS Design
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Framework for
OBVIOUS Design
q Interaction element
Know the Best
Ways to Implement q Enables usability
It
q Creates x-factor
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UXD Lifecycle
UNDERSTAND ANALYSE
q Requirement Gathering q Personas
q User Needs Analysis q User Journeys
q Content Audit
q Competitive Analysis
q Card Sorting
q Contextual Enquiry q Sitemap
q Focus Groups UNDERSTAND ANALYSE q Information Architecture
VALIDATE DESIGN
q User Flows
q Rapid Prototyping
q Wireframes
q Usability Testing q Creative & Visual Design
q Analytics q Interaction Design
VALIDATE DESIGN
The 5 Planes
Builds from Bottom to Top
q LOWEST PLANE – only concerned about how
our product will fit into our strategy (while
meeting users’ needs)
q HIGHEST PLANE – only concerned about the
detailed appearance of the product
q Each plane is dependent on the plane below
it; ripple effect
The 5 Planes
Series of Web pages, made up of images and text. Examples: clickable
images, illustrations, photographs of products and logo
Defines how users get to a certain page and where they could go when
they are finished. To decide on the Information Architecture
Defines the way in which the various features and functions of the site fit
together
Not only about what people running the site wants, but what users want to
get out of the site as well
How We Use
Digital Products
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FACT OF LIFE #1
We don’t read pages
We SCAN them
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FACT OF LIFE #2
We don’t make optimal choices.
We SATISFICE.
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FACT OF LIFE #3
We don’t figure out how things work
We MUDDLE
THROUGH
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The
Design Brief
q Ask questions and explore the Design Brief to define the problem.
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Context Clarifier
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Context Clarifier
Context + Objectives Constraints / Challenges
Uncover the background to Identify the Constraints /
Each section of the Context Clarifier your project from the Challenges for the project, that
perspective of the Product
has a purpose. Owner, Stakeholders and
may include Budgets,
Timeline and things you can or
other Team Members. can’t do.
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Use at the beginning and end of a project. Work well with a low
number of users.
https://www.usability.gov/how-to-and-tools/methods/system-
usability-scale.html
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q Type of user research you can or should perform will depend on the type of site,
system or app you are developing, your timeline, and your environment
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A research makes a
Helps us understand
design better and our
people’s lives in a
goal is to create
better way to
products that people
transform their needs
want to use
into products
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Research Methods
q PROS
objectives, results can be
Measurable
analyzed quickly using Excel
Numerical, / statistical software.
statistical,
mathematical Finding can be
presented in
numbers, q CONS
graphs,
infographics hard to uncover the “why”.
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perceptions.
q Gives you the how and the why.
q Interactive & subjective.
q Can include photos, drawings, sketches, video/sound
Create follow-up
Build in probing questions to help Avoid leading
questions (Tell me the user elaborate questions.
more about..) on a thought.
Avoid blaming
questions.
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Image Source: Justinmind (Accessed: May 2022)
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Low-Fidelity
Prototypes
q Screen layouts
q Simple element outlines
q Sizing, spacing and positioning of
elements
q Basic clickability and navigation
between screens
High-Fidelity
Prototypes
q Interaction
q Advanced UI design
q Real content
q Data visualization
What is
Affinity
Mapping?
A method to gain a complete picture of the
research process.
Connected Devices
Consider the hours we spend with devices
every day:
Common ways
people hold and
touch their mobile
phone
Chart showing
touch accuracy for
specific parts of
the screen
Touch-friendly
information-design
framework
Usability testing is performed to Users are asked to perform a Your role is to observe and
evaluate how well a website, an range of tasks or scenarios with record the process.
app, or a prototype works. the same product or prototype.
They share their thoughts about
the experience.
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I our benm es
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50% 60-80%
of product features are of development effort is
not used rework
Recruiting Effort Select carefully to match target audience Grab some people. Almost anybody who uses the Web will do
Testing Venue A usability lab, with an observation room and a one-way mirror Any office or conference room
Who does the Testing An experienced usability professional Any reasonably patient human being
Advance Planning Tests have to be scheduled weeks in advance to reserve a usability lab and Tests can be done almost any time, with little advance
allow time for recruiting scheduling
Preparation Draft, discuss, and revise a test protocol Decide what you’re going to show
What / When do you Test? Unless you have a huge budget, put all your eggs in one basket, and test Run small tests continually throughout the development proces
once when the site is nearly complete
Cost $5,000 to $15,000 (or more) $300 (a $50 to $100 stipend for each user) or less
What Happens Afterwards A 20-page written report appears a week later, then the development team The development team (and interested stakeholders) debrief
meets to decide what changes to make over lunch the same day
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3 USERS 4 USERS
Catches 65%of the Catches 75%of the
problems problems
Source: http://blog.invisionapp.com/ux-usability-research-testing/
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Nothing to do with enjoyment of the game Include real people who play the game and A kind of user test that is designed to
/ app and is all about finding “bugs” observation of their actions in order to find determine how convenient it is to
(errors in the program code). out how much their experience corresponds interact with the app / game and all of
to what the developer had intended its systems (interface, controls etc.)
Actual software users test the software to make Also known as Split Testing) is an optimisation technique that
sure it can handle required tasks in real-world involves sending half your users to one version of a page, and
scenarios, according to specifications. UAT is the other half to another, and watching the analytics to see
one of the final and critical software project which one is more effective in getting them to do what you want
procedures that must occur before newly them to do (for example, sign up for a user account)
developed software is rolled out to the market.
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References
q Gavin Allanwood & Peter Beare. User experience design: creating designs users really love. London: Fairchild Books, c2014.
q Jesmond Allen & James Chudle. Smashing UX design: foundations for designing online user experiences. Chichester, West Sussex:
Wiley, 2012.
q Jesse James Garrett. The elements of user experience: user-centered design for the web and beyond. Berkeley, CA: New Riders,
c2011.
q Steve Krug. Don't make me think, revisited: a common sense approach to web usability. Berkeley, CA: New Riders, c2014.
q Robert Hoekman, Jr. Designing the obvious: a common sense approach to web and mobile application design. Berkeley, CA: New
Riders, c2011.
q Richard Caddick & Steve Cable. Communicating the user experience: a practical guide for creating useful UX documentation.
Chichester, West Sussex: Wiley, 2011.
q Levin Michal. Designing multi-device experiences: an ecosystem approach to user experiences across devices. Sebastopol, CA:
O'Reilly Media, 2014.
q Giles Colborne. Simple and usable web, mobile, and interaction design. Berkeley, CA: New Riders ; c2011.
q https://www.nngroup.com/articles/ux-design-portfolios/
q https://xtensio.com/how-to-create-a-persona/
q https://careerfoundry.com/en/blog/ux-design/how-to-define-a-user-persona/
q https://blog.hubspot.com/service/affinity-diagram
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