This is a collection of work done in Mike Scott's UX design class, Fall 2017. There are article responses, lecture responses, as well as samples of ongoing work. Posts can be sorted using the tags.
More Bill Moggridge
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Bill Moggridge's talk about his book 'Interaction Design - Beyond Human-Computer Interaction'
A short series of eulogies.
The Moggridge videos we watched this week were useful in that they gave more context to the first one we watched('What is Design?'), which looks to be a condensed version of his Stanford talk (Designing Interactions). I liked the interviews that he filmed and included in the talk; hearing more about the design process that went into Google's home page was fascinating, especially their system of adding things. I had not given any thought to how streamlined a search engine really should be, I think that may be part of what I dislike about Bing. Bing's home page is cluttered with images and links, making it less appealing to use.
Bing's homepage
The second video, the compilation of people's remembrances, didn't really provide any technical knowledge, instead it provided more insight on who Moggridge was. The idea that the kind of thinking used in UX design could potentially have that type of impact on something as major as the inner workings of the Smithsonian was incredibly exciting. I would like to know how I can try and emulate that style of thinking and working to be better able to succeed in my own endeavors.
click here for article First off, the idea of guerrilla usability testing is extremely funny to me: a method of testing a website or app that involves "pouncing on lone people in cafes and public spaces, quickly filming them whilst they use a website for a couple of minutes.” The mental image is ludicrous enough to actually seem feasible. As for her actual prototyping and redesign process, there were again some interesting takeaways for me. The job stories that allow you to better analyze what people want to do with an app was a practice I had not thought of, and the idea of 'pain points' seems like a useful tool that I will be able to utilize in my job. The discovery of the pain points provides specific goals to troubleshoot, as opposed to wandering blindly, which I appreciate. Discussion questions Would guerrilla usability testing be feasible for the snow plowing app? why/why not? What tasks would it make sense to ask of testers? What othe
Click here for article I thought that the name of the article (Metrics Versus Experience) was interesting simply because the first point of the article was "don't frame stuff as 'Metrics Versus Experience.'" The actual content of the article was a nice insight into something I am only barely aware of: the metrics used to analyze the success of a website or product. I have interacted with them in terms of Instagram(there is a feature that lets you see how many people have seen a post and how many people have interacted with a post, and how those numbers stack up against your other posts) and Google analytics(which lets you see where people who access your website are from and how they are getting to the site), but I have never had to use them to better execute a product. In Zhou's article, she talks about different ways to figure out which metrics you should actually track, and I liked the way she explained it because it's similar to the way I te
An ongoing glossary of UX terms that will be updated as we learn more. 5: five second test a form of usability test where the user is shown a web page for 5 seconds and then asked questions to determine the clarity of the website. A: B: C: D: E: F: G: Guerrilla User Testing According to Martin Belam, "Guerrilla usability test is “the art of pouncing on lone people in cafes and public spaces, quickly filming them whilst they use a website for a couple of minutes.” H: I: Iterative design the process of repeatedly redesigning a product based on user feedback. J: K: L: M: N: Needfinding A process of determining what a user actually needs a product to do. This information can be found using questionnaires (explicitly determined) or through usability testing (implicitly determined). O: P: Prototype A mock up of a product that evolves closer to the actual product over time(low fidelity,
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