UXD - User Experience Design

By YouTube Android Developers Channel

UXD Overview

  • User Experience – emergent property resulting from users interacting with your product
    • UX emerges from users interacting with your product interface
    • Visual Design, Interaction Design, and Engineering embody the user interface
  • Visual Design – the designed visual language
    • AKA: visual personality
    • Designer accounts for color, iconography, typography, imagery, and visual hierarchy
  • Interaction Design – the designed interaction and sequence flow of a task(s)
    • AKA: behavioral personality
    • Designer accounts for interactions with data via individual UI elements and all UI elements combined
  • Engineering – the designed architecture and code
    • AKA: functional personality
    • Designer accounts for product functionality, environment, resources, and product life cycle

UX-Related Terms

  • Cognitive Load – information load a user inherits when using your product
  • Trust – accurate, timely, and reliable information display
  • Delight – emergent property manifesting as a “wow”/“cool” moment defining personality
  • Friction – poor interaction design resulting in user frustration

Attention Capture Design

Visual Attention

  • Don’t violate constraints of how humans perceive the world through the five senses

  • Leverage how we interpret our world so we can design feedback that matches or exceeds expectations

    • Don’t animate changes if user’s attention isn’t desired
    • Consider animation to bring awareness to interface change
    • Consider animation style to suggest change type
    • Consider a flicker to draw attention without animation
  • Selective Attention / Change Blindness – focus in one area results in missing the changes of another area

    • Subtle animations can be used to bring attention to changes in the periphery
  • Divided Attention – focus in numerous areas is divided within the interface

    • Multitasking – is really single tasking with an expensive context switch
      • This is a poor use if focusing on a single task is the desired interaction
    • Situational Awareness – divided attention can encourage heightened situational awareness
      • This is a good use if focusing on many things concurrently is the desired interaction

Memory

  • People tend to remember the items of a long list that reside:
    • Primacy – at the top
    • Recency – at the bottom
    • For important items in lists, menus, etc. use primacy and recency
  • People retrieve memory by:
    • Recall – expensive memory retrieval
    • Recognition – cheaper memory retrieval
    • Lean toward recognition over recall when possible (use data already accessible when available)
  • Change Aversion
    • Negative short-term reaction to changes in a product or service
    • It’s better to gradually introduce change into an interface so a drastic change isn’t perceived
    • Provide awareness that changes are coming to mitigate lash back
    • Providing small incremental changes over time can go seemingly unnoticed if that is desired
    • Intentional awareness can be leveraged by featuring change
  • Familiarity Principle –intuitive interfaces result from expectations being matched to prior experience
    • Leverage conventions and best practices to increase user intuition in your interfaces