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← Designing Experience and User Testing UXUI Design Product Design Udacity

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Showing Revision 2 created 05/25/2016 by Udacity Robot.

  1. So now that we understand tasks,
    what comes next?
  2. >> Well, then you actually start
    to get drawing the screens.
  3. You get to pick up the pen, or
    the white board marker, or the mouse and
  4. start trying to imagine
    what these scenes,
  5. these environments the user's going
    to interact with actually look like.
  6. So you're going back to the tasks and
  7. kind of figuring out what are the pieces
    of information that they need to see.
  8. What are the pieces of
    information they need to provide.
  9. How do those all fit together on
    the screen to support that task?
  10. And from there you can kind of
    start building one screen and
  11. maybe a couple of screens
    that cover that task.
  12. And then look for connections.
  13. You can start looking for things
    that happened earlier to the user,
  14. that brought them to this stage.
  15. You know, those screens want
    to be related in some way.
  16. Or you think about things
    that they want to do from
  17. that point once they complete that task,
    well where do they go?
  18. And as you start to kind of get all
    these screens you start to build these
  19. flows and connect them.
  20. You have a sense of which things are
    really important which things are less
  21. important or frequently used.
  22. You start to build out the structure for
    this experience.
  23. And you think about the user might come
    in this way and spend a lot of time here
  24. and then hop over into this different
    condition and spend time there.
  25. That starts to guide you about how the
    overall navigation of that experience
  26. is going to work.
  27. >> And which tool do you
    love to use to do that?
  28. >> I love paper and pencil.
  29. >> Right.
  30. >> But at some point you get more and
    more detailed with what you're doing.
  31. So you can start very coarse.
  32. You can just start with a white board or
  33. scraps of paper because you
    want to kind of fail quickly.
  34. You want to draw out things,
    realize what's wrong with them,
  35. crumple them up, and throw them away.
  36. And draw them again.
  37. A lot of what I do as
    a designer is iteration.
  38. And there's a saying that
    writing is rewriting,
  39. that applies to design as well.
  40. >> Right.
    >> Design is redesigning.
  41. >> So you design it to show it to
    someone, you get some feedback, and
  42. then you redesign it.
  43. >> Yeah, absolutely.
  44. And you often will draw
    a lot of different things.
  45. And just kind of get a feel for, from
    feedback and from your own experience,
  46. and from the understanding of the user
    that you've built up through all those
  47. other steps.
  48. Which ones are the best bets,
    which make the most sense?
  49. And some of that is about making
    a choice based on the whole product.
  50. It's good if you can get to a smaller
    number of patterns that the user has to
  51. learn rather than the user having
    to learn 100 different styles of
  52. working with your app.
  53. >> Right.
  54. So when do I know that I'm
    done with all these checks?
  55. >> Okay.
    So you're never done.
  56. That's a joke.
  57. That's design.
    >> Oh that sounded unfortunate.
  58. >> No sorry.
  59. >> Okay.
    >> I mean it's great you could try but
  60. you're never going to quite get there.
  61. Like there's always going to be
    something that you want to change.
  62. You learn something else from
    the testing or from putting it out.
  63. Or there's some new capability
    that comes around that you
  64. want to incorporate into the product.
  65. You'll get closer and closer.
  66. You'll continue to approach it,
    but you'll never quite land there.
  67. So you'll kind of go through and
    you'll iterate, and you'll redesign, and
  68. you'll go to higher and
    higher levels of fidelity.
  69. You'll go from those pencil sketches
    to mockups to very polished mockups to
  70. prototypes.
  71. And you'll start building
    it at some point.
  72. So that said,
    there's things you can look for.
  73. >> Okay.
    >> You don't have to give up all hope.
  74. >> Okay.
    >> So,
  75. have you covered all of those tasks
    that you want to address, right?
  76. Have you completely solved
    the problem you were looking at?
  77. Does the product have a point of view
    about what things are important and
  78. which aren't?
  79. You know, if you have the tasks that
    are high priority make them feel like
  80. they're important to the user.
  81. Like stress them so that they know
    this is what this product is about.
  82. You've done user testing, right?
  83. >> Of course
    >> Okay, so
  84. have you covered all of
    the issues that arose from that?
  85. Have you kind of addressed
    those high priority items?
  86. And then finally, have you solved
    the problem you set out to solve?
  87. You go back to those original goals and
  88. see am I actually meeting what I
    understand I need to do for that user?
  89. >> And what would be a good mark or
    signal to tell me that I need to move
  90. from design to actually do rapid
    prototyping or stuff like that?
  91. >> You should do that
    as rapidly as you can.
  92. You know, even if you're just testing
    things on paper Prototyping it out.
  93. Using kind of the simplest
    tools that you can do.
  94. You have that analysis phase and
    then once you move into design,
  95. you know design and prototyping
    should be very much hand in hand.
  96. The closer you get to something that
    feels like a real experience to a user,
  97. the better feedback you're
    going to get from them.
  98. >> Of course.
    >> In many cases.
  99. So, you want to get to that
    point as rapidly as you can.