MODULE 3 CHAPTER 4 & 5.pptx
Document Details
Uploaded by PoignantMetaphor
Tags
Related
- Computer Graphics II Adobe Photoshop Unit Four Session Six PDF
- Revised UXD Chapter 1 - Foundations of User Experience Design (UXD) PDF
- UX UI Design Course PDF
- Elegant and Effective Website Design with UI and UX PDF
- UX Design Přednášky - UX Design Přednášky
- User Interface Design - Applying the Principles PDF
Full Transcript
USER INTERFACE AND USER EXPERIENCE(UI/U X) Mr Arun P Assistant Professor Department of Computer Science & Engineering Department of Computer Science & Engineering www.cambri...
USER INTERFACE AND USER EXPERIENCE(UI/U X) Mr Arun P Assistant Professor Department of Computer Science & Engineering Department of Computer Science & Engineering www.cambridge.ed u.in MODULE 3 - SYLLABUS Design Production: Detailed Design, Wireframes. UX Goals, Metrics and Targets: UX Goals, UX Measures, Measurement instruments, UX Metrics. CHAPTER 4 & CHAPTER 5 DESIGN PRODUCTION VISUAL DESIGN AND VISUAL COMPS A visual designer who has been involved in ideation, sketching, and conceptual design now produces what we call visual “comps,”. All user interface elements are represented, now with a very specific and detailed graphical look and feel. A visual comp is a pixel-perfect mockup of the graphical “skin,” including objects, colors, sizes, shapes, fonts, spacing, and location, plus visual “assets” for user interface elements VISUAL DESIGN AND VISUAL COMPS An asset is a visual element along with all of its defining characteristics as expressed in style definitions such as cascading style sheets for a Website. The visual designer casts all of this to be consistent with company branding, style guides, and best practices in visual design. WIREFRAMES Path from ideation and sketching, task interaction models, and envisioned design scenarios to wireframes as representations of your designs for screen layout and navigational flow. Along with ideation and sketching, task interaction models and design scenarios are the principal inputs to storytelling and communication of designs. As sequences of sketches, storyboards are a natural extension of sketching. WIREFRAMES Wireframes have long been the choice in the field for documenting, communicating, and prototyping interaction designs. Wireframes, a major bread-and-butter tool of interaction designers, are a form of prototype, popular in industry practice. Wireframes comprise lines and outlines (hence the name “wire frame”) of boxes and other shapes to represent emerging interaction designs An example wireframe illustrating a high-level conceptual design. Further elaboration of the conceptual design and layout UX GOALS UX goals are high-level objectives for an interaction design, stated in terms of anticipated user experience. UX goals can be driven by business goals and reflect real use of a product and identify what is important to an organization, its customers, and its users. They are expressed as desired effects to be experienced in usage by users of features in the design and they translate into a set of UX UX TARGET Through years of working with real-world UX practitioners and doing our own user experience evaluations, we have refined the concept of a UX target table. UX MEASURES The UX measure is the general user experience characteristic to be measured with respect to usage of your interaction design. The choice of UX measure implies something about which types of measuring instruments and UX metrics are appropriate. UX targets are based on quantitative data—both objective data, such as observable user performance, and subjective data, such as user opinion and satisfaction. MEASURING INSTRUMENTS The measuring instrument is a description of the method for providing values for the particular UX measure. The measuring instrument is how data are generated; it is the vehicle through which values are measured for the UX measure. Although you can get creative in choosing your measuring instruments, objective measures are commonly associated with a benchmark task MEASURING INSTRUMENTS For example, a time-on-task measure as timed on a stopwatch, or an error rate measure made by counting user errors—and subjective measures are commonly associated with a user questionnaire—for example, the average user rating-scale scores for a specific set of questions. UX METRICS A UX metric describes the kind of value to be obtained for a UX measure. It states what is being measured. There can be more than one metric for a given measure. As an example from the software engineering world, software complexity is a measure; one metric for the software complexity measure (one way to obtain values for the measure) is “counting lines of code.” UX METRICS UX metrics are objective, performance-oriented, and taken while the participant is doing a benchmark task. Other UX metrics can be subjective, based on a rating or score computed from questionnaire results. Typical objective UX metrics include time to complete task1 and number of errors made by the user UX metrics will represent the kind of numeric outcome you want from a questionnaire, usually based on simple arithmetic statistical measures such as the numeric average.