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UX for Beginners Textbook Notes HCI INFO-I270

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These are the notes over the textbook UX for Beginners by Joel Marsh for course INFO-I270 (Human-Computer Interaction), taken Fall of 2022.











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Uploaded on
December 16, 2022
Number of pages
22
Written in
2022/2023
Type
Class notes
Professor(s)
Matthew mofmann
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Chapter 1: Key Ideas


What is UX?:


• UX does not mean User Experience. It's the process of User Experience Design


• Process involves doing research to understand users, develop ideas to solve user & business needs, then


build & measure those solutions in the real world to determine if they work


Five Main Ingredients:


• Psychology: Ask yourself things like: user motivation, user feelings, habits created, behavior, etc.


• Usability: Mostly conscious. Ask yourself: could need less input, is it clear, is necessary information


there?


• Design: Design is not about art or aesthtic or "liking it", it is about how it works and if it's


something you can prove. Ask: Do users like the look?, Can they use it?, Does the design make it clear


direct the user?


• Copywriting: UX copy gets things done as directly and simply as possible. Ask: Is the biggest text most


important, reduce anxiety?, simple and direct?


• Analysis: Ask: Are you using data without a bias?, Have you collected helpful data, how can you use this


to make improvements?


Your Perspective:


• 2 things to know: you want things that don't matter to users and you know things that don't matter to


users.


• Empathy to the user's is important. Ask yourself questions from the perspective of the user.


• What you know, user's often wont. And more often, if they do, they won't care.


The Three Whats:


• What is this?


◦ Have an image or title that tells user's what this is. Tell them directly with simple words.

,• What's in it for me?


◦ Better to show users through demos, free trails, videos, pictures, etc.


• What do I do?


◦ Figure out what the next step is and make it obvious. Show them how to register, where to go, what


to click, or what/how to do what you want them to.


Solutions versus Ideas:


• Focus on solutions before aesthethic. You must understand problems that mean nothing to you. Solutions


are ideas that can be wrong


Pyramid of UX Impact:


• Designers job is to create value from the user's perspective

, Chapter 2: Before You Start


User Goals and Business Goals:


• User Goals: Users are people, so they will always WANT something. Find out what.


• Business Goals: Every org. has a reason for creating a site/app; usually moeny but find out that too.


◦ The specific type of goal is important; it will drive your creation


• Align the Goals: If those goals are not aligned, there will be problems. Align them


UX is a Process:


• Everything has UX, wether it is good or bad comes from the PROCESS.


• Company also has a process: UX, coders, project managers, business people, etc.


◦ At the beginning of a project, determine how the company expects you to fit into that


• Always question the process and attempt to improve it (both yours and the company's)


Gathering Requirements:


• Most ideas will come from the limitation and restrictions you define by studying the problem


• Requirements are limitations/restrictions that come from your own colleagues/work


• Determine what the stakes/limitations are from everyone that the oroject will affect


• Collect problems that need solved, thing's that can't be changed, or what MUST be included


• Don't confuse requirements with expectations. Make sure to ask WHY someone needs something.


Building Consensus:


• Be able to defend and prove your ideas are right BEFORE you implement them


• Good data and research are important. If something is subject, suggest an experiment


• Do not ever lie. Just admit you do not know.
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