A few notes prepared while writing training courses...
A typical project can be seen as a collaboration between business owners, users and designers/developers
Typically in the past users weren't consulted in the process
UX makes a project's focus user-centric - design for the users, understand the problem from their perspective
UX's job is to ensure people can accomplish their goals when they come to a product
There are the three key areas of UX:
Identify users, carry out product testing
Can be qualitative (interviews) or quantitative (surveys), behavioural (observations) or attitudinal (interviews)
Create and arrange content with the intent to communicate information
Understand why a user is coming to your product, give the user the information they are looking for, help them make a decision
Creating a system's interactivity and functionality
There are five key areas of usability to consider:
- How long does it take to use the product? It should be as easy to use as possible
- People have come to do a specific task, help them to do this
- Test it:
- Set a task, measure how long it takes to complete
- Compare it with competitors' websites...
- How well does the product do what it should do?
- Is it consistent?
- Does it use widely accepted standards/conventions?
- Are there shortcuts for experienced users?
- Does it prevent user errors? (e.g. forms, etc)
- Does the product rely on a user's recognition or recall of how to use it?
- Don't create a product that requires a user to remember things
- Make the product do the work, not the user
- If the user encounters an error, alert them and tell them what to do
- Catch and explain errors in a way that make sense to users
- How satisfied is the user after using the product?
- It may be different in different markets/contexts
- You can only find this out through testing (e.g. A/B testing)
- Test, learn, fix, (repeat)
- Scoping
- Research
- Information Architecture
- Design
- Prototyping
- Build, launch and handover
- This is a simplification of the process
- Not every project will go through these exact phases
- Phases can take place concurrently
- Phases many not take place in this order
- Budget and time often dictate process
It helps to keep a process Lean and Agile:
- decide what you want to learn
- build (a way of learning what you need to learn) and measure
- iterate
Most projects start with a brief
- "I want to sell my jewellery online..."
- "I am organising an event..."
- "My company needs a new website..."
- "My new company needs a website..."
- "I want to create the new Facebook..."
No standard format, they come in all shapes and sizes
- Formal or informal
- Verbal or written
- Technical or otherwise
- etc...
If the client doesn't supply you with a written brief, it is a good idea to request one
It helps them to articulate, in their terms, what they require
Their chosen format can help highlight their priorities
This is often all the information you have when you decide whether to take a project on
Even if you are building a website for yourself, and you think you know what you want, write yourself a brief
It comes down to working out the most important requirements for the site
To take a lean approach, it helps to decide what can go into your Minimum Viable Product (MVP)
Once we receive a client brief (and have decided to take it on) we need to create a set of requirements
We need to understand why someone wants a website in the first place
"A requirement is a statement about an intended product that specifies what it should do or how to do it. For requirements to be effectively implemented and measured, they must be specific, unambiguous and clear."
http://usabilitygeek.com/requirements-gathering-user-experience-pt1/
We need to identify the key requirements of the site.
For example:
- To provide a service
- To disseminate information
- To sell products
- To make money
- etc...
We make a list of everything the client wants the site to be able to do
This helps to identify what functionality the site needs to offer.
As a user I need to be able to:
- Find the information I came to the site to read
- Register/login
- Personalise content
- Order products
- Share content
As the site owner I need to be able to:
- Add content
- Review users' submissions
- See statistics on how the site is being used
Specifying needs in this way makes it possible to test the success of the website
"As a user I need to..."
can be tested by changing the start of the sentence to:
"Is it possible to..."
Further reading:
- http://usabilitygeek.com/requirements-gathering-user-experience-pt1/
- http://www.boxuk.com/requirements-gathering/
A useful document to produce:
- Shared and agreed by both the client and the project team
- Documents the aims of the site - the requirements we discussed earlier
- Describes the work to be done and what the end deliverable will be
- Outlines the time schedule and budget
- Outlines who is responsible for what (should something come from us or the client)
- Lists assumptions and questions
Further reading:
- https://blog.udemy.com/scope-of-work-example/
- http://phuse.ca/how-to-write-a-scope-doc-for-a-web-project/
By analysing our brief, we have created a set of requirements that outline what our client would like the website to do
We need to plan how our new website can meet these requirements
The following steps are especially useful when working on large sites
But they don't have to be complicated
Even small simple sites can benefit from time spent on research
How can we do this?
- Client and team meetings
- Client research
- Competitor analysis
- Audience research
- Analytics review
- User personas and user stories
- Regular client meetings are important to demonstrate progress
- Gather further information and feedback
- We probably won't have the perfect solution immediately
- Discuss potential ideas
- Requirements may change over time
- It should be an iterative agile process
Further reading:
- http://alistapart.com/article/kick-ass-kickoff-meetings
- http://alistapart.com/article/gettingrealaboutagiledesign
Research the client, the company, the sector
Conduct stakeholder interviews to reveal their requirements
These may be formal or informal, individually or in groups
Stakeholder questions to cover:
- The company's focus
- What products they sell or services they provide
- Aims and goals for the new website
- The current website - likes and dislikes
- Target audience
- Branding
- Content
- Similar websites
Further reading:
- http://www.uxmatters.com/mt/archives/2007/09/conducting-successful-interviews-with-project-stakeholders.php
- http://boxesandarrows.com/a-stakeholder-interview-checklist/
Look at similar websites and services
- What do they do well
- What can we improve on
- What ideas can we 'borrow'
We're looking for a USP
We want to know how to position our website in the market
Further reading:
- http://www.gfk.com/solutions/ux/our-products/ux-strategy/Pages/Benchmarking-Competitive-Analysis.aspx
- http://www.inc.com/guides/2010/05/conducting-competitive-research.html
- http://danforthmedia.com/pages/2014/03/01/conducting-a-solid-ux-competitive-analysis/
Find out who is the target audience, and what they want
Speak to potential users
Find out their desires and requirements
There are lots of different types of user research you can conduct:
- Qualitative interviews
- Focus groups
- Quantitative statistics - e.g. surveys, analytics
- Observing users interacting with websites - e.g. silverbackapp.com
- Card sorting - e.g. www.optimalworkshop.com/optimalsort.htm
Each of these techniques has its own pros and cons
A combination of techniques will help identify requirements for the site
You can decide which techniques to employ based on budget, timescale, personnel, etc
Further reading:
- http://uxdesign.smashingmagazine.com/2013/09/23/5-step-process-conducting-user-research/
- http://www.usability.gov/what-and-why/user-research.html
- http://uxmastery.com/better-user-research-through-surveys/
- http://www.smashingmagazine.com/2012/08/29/beyond-wireframing-real-life-ux-design-process/
If the client has an existing website, reviewing its analytics can be revealing
It can help to identify where they are meeting (or failing to meet) the requirements you have identified
Many different areas to review:
- Page views
- Browsing time
- Journeys through the site
- Traffic sources
- Bounce rates and page exit rates
- Browser/Device usage
Further reading:
- http://theuxreview.co.uk/google-analytics-the-beginners-guide/
- http://www.nngroup.com/articles/analytics-user-experience/
- http://www.nngroup.com/articles/analytics-reports-ux-strategists/
User personas are short descriptions of fictional characters who represent the website's potential users
They should be based on audience research, modelled by grouping results into similar types
Personas should contain core details
- The user's goals when using the website
- Aptitude and technical ability (in general, and website-specific)
Basic persona details are often supplemented with further information:
- The user's chosen technology/devices
- Demographic information - age/gender/location
- Professional information - career/experience
- A background bio
- etc
Some example personas:
User personas help to:
- Focus on the needs of a specific type of user
- Communicate the views of different types of user
- Identify user journeys and user stories
User personas
- Naming is hard, so we sometimes use a random persona generator
- Personas are best kept simple unless in-depth detail is required
- Additional personas can be created during a project if requirements change
Further reading:
- http://theuxreview.co.uk/personas-the-beginners-guide/
- http://www.sitepoint.com/create-data-backed-personas/
- http://www.smashingmagazine.com/2014/08/06/a-closer-look-at-personas-part-1/
A user story is a sentence that encapsulates a required piece of functionality, in the language of the user
Earlier, we noted the need to capture all site requirements
Every site requirement could be restructured into individual user stories
Each story can be attributed to the most appropriate user persona
We need to add an e-commerce solution
becomes
As Jack I can buy a ticket so that I can go to the gig
Creating user stories puts the user at the centre of the experience
This is a good way to prioritise requirements
If a requirement doesn't match any persona it may require a new persona, or it may not be as important as first thought
User stories often follow a standard format:
As [Persona] I can [Goal] So that [Benefit]
The example we saw earlier follows this pattern:
As Jack I can buy a ticket So that I can go to the gig
User stories are particularly useful if you are using an agile process
You create a backlog of stories, and prioritise them
Each sprint you select a set of stories to work on
Managing stories is important
Stories can be written on cards and stuck onto a wall
To aid collaboration we often use software to manage stories
Trello is a good simple solution for creating and managing stories
(More complex solutions exist, but they're less friendly to inexperienced users)
Further reading:
- https://medium.com/@jonatisokon/a-framework-for-user-stories-bc3dc323eca9
- http://trailridgeconsulting.com/files/user-story-primer.pdf
We have gained a good understanding of the website's requirements
Now we need to plan how the website can meet these requirements
As with research, the following steps are especially useful when working on large complex sites
Small simple sites will still benefit from time spent on Information Architecture prior to design and build
Complex information architecture documents can take a great deal of time, without leading you closer to producing the product. So don't get stuck on wireframes for a great deal of time. Move into code as soon as possible
The lower the definition, the better the discussion/feedback
Further reading:
Content should inform decisions about website architecture
Think about the purpose of the page, and therefore what information people should notice first
It is difficult to structure a page around lorem ipsum text
Content can't just be dropped in at the last minute
Working with a content-first approach ensures the site architecture and design will be fit for purpose
It may be helpful to carry out of a content audit to assess and categorise existing content
Review existing content to prioritise and categorise
This should be cross-referenced with any available analytics and site requirements.
Further reading:
- http://responsivedesign.is/design/content-first-design
- http://www.markboulton.co.uk/journal/structure-first-content-always
- https://blog.gathercontent.com/designing-content-first-for-a-better-ux
- http://alistapart.com/article/the-core-model-designing-inside-out-for-better-results
- http://uxmastery.com/how-to-conduct-a-content-audit/
- http://www.adaptivepath.com/ideas/doing-content-inventory/
Most clients know what kind of content they want already
We need to organise content into a logical structure that is easy to navigate
- A way to document the structure of a website
- Easily see a list of sections/pages of a website
- Hierarchical - shows how pages relate to one another
- Identify the different templates/layouts that will be used
- Doesn't contain visual detail or information on the layouts themselves
Further reading:
- http://theuxreview.co.uk/sitemaps-the-beginners-guide/
- http://viget.com/inspire/ux-101-the-site-map
- http://www.smashingmagazine.com/2013/12/03/efficiently-simplifying-navigation-information-architecture/
Plan the placement of content on each page
Organise the importance of each element within a page - the information hierarchy
Decide what we want the user to experience first, second, third, etc. based on its prominence within the page.
Create ideas, so it's easy to move things about
Not looking at the visual layout of the site
User journeys identify how users flow through your website
They help you to design the structure to ensure users can complete their goal efficiently
User journeys make use of the user personas and user stories (discussed during the research phase)
Mapping the user journey of a user story helps to validate your selected site structure
They also help to identify any potential pain points in the journey
You could create a user journey for every user story
This would allow you to test your assumptions and solutions
There is no standard format for creating user journeys
They can look more varied than wireframes/sitemaps
Further reading:
- http://theuxreview.co.uk/user-journeys-beginners-guide/
- http://cargocollective.com/ameliabauerly/User-Flow-Example
- http://www.adaptivepath.com/ideas/the-anatomy-of-an-experience-map/
- http://www.ux-lady.com/experience-maps-user-journey-and-more-exp-map-layout/
At this stage we should now understand our brief, and its key requirements
We should have come up with a plan for what we want to create
When designing a product - magazine, book, website, etc - there isn't a right or wrong way to do it
There are considerations to take into account
And there are definitely things to avoid
Designing things properly is a difficult, skilled process
"I've got a hard afternoon ahead of choosing fonts and colours"
Good design is about creating a balance between the different elements on a page
Sticking to a set of recognised design guidelines can help to control the layout of the various components
It can help to present information in a way that's simple, attractive and appropriate
When creating any new design, it is important to bear in mind:
- Usability (Is it easy to use?)
- Functionality (Can I do everything I want to?)
- Effective (Is information presented in a useful way?)
- Efficiency (Is it quick to navigate and find information?)
- Aesthetic (Does it look good?)
- Cohesive (Do all pages of the site share common design/layout elements?)
Design is a balance
If a website works well but doesn't look good, people won't want to use it
If a website is beautiful but isn't usable or accessible, people won't want to use it
"We stand out by looking to tomorrow instead of simply referencing the design trends of today. We strike a balance between cookie-cutter design and beautiful anarchy."
- BBC Gel Guidelines (Global Experience Language) http://www.bbc.co.uk/gel
A client's brand can be thought of as their identity
Usually branding refers to the logo, choice of colours, fonts, etc
A brand should target the intended audience
Consistent strong branding helps to increase recognition
Strong brands help to win and retain users
People know what to expect with recognisable brands
They are more than just logos - a brand is a way to represent all of their associations, experiences and characteristics
The tone of voice of the writing is important
The choice and use of appropriate imagery also helps to emphasise brand values
Many large companies and organisations produce their own brand guidelines to describe how designs using their logo should be produced
"our logo is the face of our brand and a key element of our brand identity. Consistent use of the logo is essential to maintaining our identity and gaining instant recognition across all marketing channels and media"
Best buy http://bbybrandidentity.com/guidelines-bby/brand-overview/
"Our logo is a very valuable asset. We must treat it nicely. Never abuse our logo, it doesn't have arms so it can't fight back (our lawyers however, are another story)."
"Do's and don'ts. You wouldn't wear one blue and one orange sock. Take a moment to think about how you apply the Skype logo."
Further reading:
- http://www.easy.com/PDFs/easyGroup_Brand_Manual.pdf
- http://www.penguin.com.au/logo-guidelines
- http://www.nhsidentity.nhs.uk/all-guidelines/guidelines/national-organisations/websites
- http://www.webdesignerdepot.com/2009/05/9-tips-for-brand-building-with-web-design/
- http://imjustcreative.com/bulging-sack-of-brand-identity-guideline-resources/2011/10/05
People expect consistency in a design
Consistency and predictability in design allow people to feel safe and confident as they navigate
It reduces cognitive load for visitors, allowing them to focus on the content of a site
Having a consistent and predictable layout means that when something does not follow the predefined pattern, it will stand out
This is particularly useful if there is a specific part of the page you want to highlight
The best way to create a consistent and predictable layout is with a grid
Grids go a long way towards ensuring that a layout is consistent.
Grids constrain a design, providing order and structure to information
There are two parts to any grid:
- Columns
- Gutters
Columns represent the each major piece of a grid.
When attaching items to a grid, they are attached to a whole column, or multiple columns (which would then include gutters).
Gutters are the space between each column
Content is never aligned to a gutter
Each gutter is the same width
The most common type of grid is a symmetric grid (where each column is the same size)
Looking at successful websites, even those with a huge number of pages, often showcases that there are only a few layouts
It is a good idea to use as few page layouts as possible, and especially few complex layouts
This makes it easier for people to understand, and easier to maintain
(http://www.fabricland.co.uk/)
White space (or "negative space") refers to any area of a page that doesn't contain text or imagery
It is possible to fill every part of a web page with content, but leaving white space on a page is important
Without white space, designs can feel crowded
White space helps people differentiate between different parts of a page
Less is more is a good design principle
Don't cram too much content into one page, it can be overwhelming - keep it simple and uncluttered
As experienced web users, we are used to a number of layout conventions:
- Header
- Navigation
- Content
- Footer
- (etc)
We expect specific functionality to be in certain parts of a page:
- search - top right
- login/register - top right
- about us / contact us / T&Cs - footer link
- store locator - top right / footer link
"For generations, humans have used conversation to pass down stories and learn about the world. Leverage this tradition. Instead of providing all information at once, allow a user to explore through the content, inviting conversation with them. This is often referred to as Progressive Disclosure. Respond to users as they ask for more information, don't throw it all at them at once. Focus on one item at a time and push secondary items off to the sides, waiting for user interaction."
Further reading:
- http://www.thegridsystem.org/
- http://www.smashingmagazine.com/2010/04/29/grid-based-web-design-simplified/
- http://www.smashingmagazine.com/2007/04/14/designing-with-grid-based-approach/
- http://www.markboulton.co.uk/journal/five-simple-steps-to-designing-grid-systems-part-1
Type styling is an important factor in communicating meaning and hierarchy across the design.
It is an incredibly complex (and engrossing) subject
We will briefly cover just a few of the essentials...
Different types of font can represent a different tone of voice
Fonts have characteristics that can portray a range of connotations about a brand
Select a font that helps to convey the brand values (that we discussed earlier!)
Use weight, size and colour of type to create a hierarchy
It is also possible to control how the space around a font is rendered with kerning and leading
Up until a few years ago we used to be limited to a small set of 'web-safe' fonts
Thankfully in the last couple of years new browser technology has enabled us to embed almost any font into a website
Services like Google Fonts allow us to use a huge range of fonts - for free!
"Use typography to create a hierarchy of content across the site"
- BBC GEL
"Large bold type should be used to establish a clear information hierarchy"
- BBC GEL
"Typography built around clarity and uniformity, designed to be legible in a range of sizes"
- Best Buy
"Our font is compatible across all computing platforms and systems"
- Best Buy
"Words don't just hold meaning; they communicate by their very form. We primarily use the Gotham font family: elegant and direct, stylish but not exclusive. Putting well-designed words in our product enhances the user experience"
Further reading:
- http://bonfx.com/typography-primer-all-you-need-to-know-in-one-pdf/
- http://coding.smashingmagazine.com/2011/03/14/technical-web-typography-guidelines-and-techniques/
Choosing a colour-palette for a website is not simple
Selecting a limited number of recurring colours can give a website cohesion
There is a lot to consider:
- Aesthetics
- Identity
- Usability
Colour theory:
- Analogous
- Complimentary
- Shades
- (etc)
"Our colour palette contains a range of related tones to add nuance, depth and dimension for a more engaging consumer experience"
- Best buy
"Always ensure that there is enough contrast between the text and the background colour"
- BBC GEL
"Our colours are what give us our personality. We're bright, bold, colourful and confident. They're simply loud and clear"
- Skype
Further reading:
- http://webdesign.tutsplus.com/articles/an-introduction-to-color-theory-for-web-designers--webdesign-1437
- http://www.smashingmagazine.com/2010/01/28/color-theory-for-designers-part-1-the-meaning-of-color/
Look at other websites for inspiration
Prior to starting on a site design, consider creating a style tile
They provide a way to demonstrate fonts, colours and interface/layout ideas
They're a catalyst for discussion
Further reading:
Designing websites to work across a wide range of devices and browsers
We can no longer assume that most people primarily use a desktop or laptop computer to browse the internet
People use a variety of internet browsers and operating systems
These devices are increasingly being used in place of 'traditional' desktop browsers
We also can't assume the context of why people use a mobile device rather than a desktop device
Traditionally it was thought that people browsing the web via their phone were 'on the move', needing quick access to information, and so many mobile websites were optimised for this
But research shows that people are just as likely to use their mobile phones at home while watching television
We can't assume people's requirements based purely on the device they use to access our websites
We should ensure that our websites work across all commonly used desktop browsers
We should take non-desktop browsers/devices into consideration when building a website
These devices have different display resolutions (or browser dimensions)
These devices also have different methods of interaction
Responsive patterns are important
Users may expect different behaviour at different viewport dimensions
Further reading:
- http://bradfrost.github.io/this-is-responsive/
- http://patternlab.io/
- http://mediaqueri.es/
- http://alistapart.com/article/responsive-web-design
- http://www.abookapart.com/products/mobile-first
The creation of experiments Usability testing Allow us to test whether our ideas will work
It took 5,127 prototypes for James Dyson to get cyclone technology exactly right for his vacuum cleaner
Prototypes are typically interactive (clickable) wireframes/designs
Prototyping often take place during the Design and Build phases
Innovative design ideas need testing with real users to test whether they work
Increasingly this is happening publicly
An anecdote:
"I have an idea for a website, now I'm going to spend a year learning to code so that I can build it!"
A year before you can test your ideas with potential customers?
Instead, we can create a quick prototype to validate (or change) our ideas
Building a website is complex, and time-intensive.
Building the wrong thing is a waste of time and money.
- Demonstrate ideas
- Test complex interactive solutions
- Receive quick feedback
- Refine ideas iteratively
- Efficiency - quick update process
We want to create a simple website without any technical knowledge
There are plenty of tools available - http://prototypingtools.co/
There are two main types of prototyping tools:
- Build prototypes by dragging and dropping elements from a toolbox
- Use your own sketches or images, link these together with hotspots
Further reading:
- http://alistapart.com/article/paperprototyping
- http://stephenmeszaros.com/posts/getting-started-with-prototyping.html
The site has been designed
developers have taken over
Is the UX designer's job done?
...not quite
These aren't discrete stages
With responsive design, collaboration between designer and developer is vital
It is an iterative process
The designer may be needed until the site build is completed
Further reading: