March 22, 2015 - Comments Off on Pattern Signifiers

Pattern Signifiers

Word: Pattern Signifiers

Definition: Common UI trends that have been popularized to the point of near universal understanding.

Thoughts: We may not always know what the symbol means or why it works but we sure know what to do with it! How do you know that clicking on the three horizontal-lined icon will open an expanded menu? Why did you know to click on the site logo to get to the home page? Where can you enter a search query?

The hamburger menu, a logo in the top left corner, and the magnifying glass icon are just three examples of these patterns. Such pattern signifiers have become so ubiquitous over time that we intuitively know not only how to use them, but what to expect from their given interaction. These learned behaviors work to create a library of common UI elements that both designers and users can intuitively understand and utilize.

Question: What happens when a pattern signifier becomes as bad habit? Can we unlearn a pattern signifier?

 

 

March 17, 2015 - Comments Off on Adaptive Hierarchy

Adaptive Hierarchy

Word: Adaptive hierarchy

Definition: The flexible design model in which product layouts change, affording priority for elements based on a user's action at a given time within a given context

Reference: I first heard of adaptive hierarchy from an ustwo blog post in which they reimagine a car interior dashboard that provides a user with different options and views depending on context (car is on, car is in motion, roadway conditions, etc).

In adaptive hierarchy, context is key because it is context that can support more empathetic and appropriate options to the user based on the user's actions in a particular moment.

Question: Does adaptive hierarchy build on the "slippy ux" model? Is there a point where automation goes too far and we lose user empowerment altogether?

 

March 16, 2015 - Comments Off on Social Proof

Social Proof

Word: Social Proof

Definition:  People are influenced and guided by the behaviors, actions, and beliefs of others.

Thoughts: Social proof can be used in design to influence users' thoughts and actions. Take a moment and think about Amazon's review section. Would you really buy a microwave that was reviewed by 300 people and had 1 out of 5 stars. Most likely, not. Why is that? Because the crowd has a strong influence on your decision in this situation, that's why.

Dr. Robert Cialdini’s book Influence: The Psychology of Persuasion details how social proof plays into human insecurities and the innate desire to do the right thing.

Social proof can be utilized in user experience design in a multitude of ways like demonstrating product credibility (through reviews and ratings) and encouraging adaption and acceptance (like following a Twitter account because you see many others follow the account as well).

Question: How, if at all, has social proof influenced the development of social media services? Is social media even comparable to the definition of social proof outlined above?

 

March 2, 2015 - Comments Off on Structure Plane

Structure Plane

Word: Structure plane

Definition: The third plane of Jesse James Garrett’s “Five Planes of User Experience” which focuses on interaction design and information architecture.

Thoughts: The previous planes help identify objectives and requirements but it is in the structure phase that the actual product functionality and information architecture is defined. The mental model begins to shift at this phase of development. The designer stops thinking broad strokes and abstract ideas and she begins to focus in on concrete details.

The structure plane works to set in place the interaction design, information architecture, conceptual models, error handling, and team roles and process.

Strap in folks, there is no turning back now!

 

March 1, 2015 - Comments Off on Scope Plane

Scope Plane

Word: Scope plane

Definition: The second plane of Jesse James Garrett’s “Five Planes of User Experience” which focuses on functional specifications and content requirements.

Thoughts: The plane before "scope" is "strategy". The UX process transitions into the scope phase once the user needs are translated into product objectives and requirements. This plane is an extremely important step in unifying the entire team by establishing a reference point and a common language to use throughout the product's development.

The scope plane works to set in place the product content and functionality by defining and prioritizing those requirements.

February 28, 2015 - Comments Off on Strategy Plane

Strategy Plane

Word: Strategy plane

Definition: The first plane of Jesse James Garrett's "Five Planes of User Experience" which focuses on product objectives and user needs.

Thoughts: UX Strategy is the foundation for a successful product and an important first step in product creation. Before beginning a project, it is important to understand firstly what the product is setting out to accomplish and secondly, what user needs are being addressed. Hence, this should be your "lightbulb moment".

The strategy plane works to set in place the product objects and the business goals while working to define success metrics and brand identity.

 

lightbulb gfx credit

February 27, 2015 - Comments Off on The Five Planes

The Five Planes

Word: Jesse James Garrett's model of understanding the entire user experience process by providing a conceptual framework. The five planes include: Strategy, Scope, Structure, Skeleton, and Surface.

Thoughts: The planes are structured bottom to top from most to least abstract. In Garrett's quintessential UX book The Elements of User Experience Garrett explains the structure as such:

"On the lowest plane, we are not concerned with the final shape of the site, product, or service at all -- we only care about how the site will fit into our strategy (while meeting the needs of our users). On the highest plane, we are only concerned with the most concrete details of the appearance of the product." (pg 21)

The plane structure helps a UX practitioner navigate a product over time, from initial strategy, across development, and through launch. They key to UX is understanding the user's relationship with a product every step of the way. Garrett's method provides a mental checklist to ensure conscious decision-making.

Questions: Do you find Garrett's abstraction of the UX process helpful or too convoluted?

February 26, 2015 - Comments Off on Card Sorting

Card Sorting

Word: Card Sorting

Definition: A form of UX research in which participants are given a set of cards with words or topics on them. They are then asked to arrange the cards into meaningful groups.

Thoughts: This research methodology is great for organizing and understanding content structure. Many designers will use this technique when determining a site's information architecture. For example, if you are trying to organize a site's navigation you would write down the different site elements on note cards and have the participant arrange them in appropriate and meaningful groups. This will then help you better understand how users will explore and navigate your site.

There are many ways to go about an effective card sort and the good news is, it's very hard to get wrong! Look into "open" versus "closed" card sorts for more information on research practices (or wait a few days until I define those terms 😉 )

Note: this is nothing like blackjack!

Question: What are some of your card sorting techniques and best practices?

February 25, 2015 - Comments Off on Responsive Logo

Responsive Logo

Word: Responsive logo

Definition: Combining principles of responsive web design with a defined set of iconography that are to be utilized at different screen sizes.

Thought: While responsive logos are not commonplace as of yet, it is easily understood why such an idea was proposed. In a world where more and more people are browsing and interacting with content on smaller and smaller screens, logos are an element on a page that must be accounted for and designed around.

Joe Harrison created the Responsive Logos Project, which beautifully illustrates how such a concept can be put to great use.

Screen Shot 2015-02-25 at 7.47.59 PM

The Responsive Logos project by Joe Harrison

UX Magazine lays out the pros and cons of this concept as such:

  • Pros: Legibility, Flexibility, Pre-optimized for new devices
  • Cons: Design time, Recognition

Question: While the benefits and fluidity of responsive logo design seems beneficial, some have argued that this is all a moot point. Great logos, if designed properly, should not need such pomp and circumstance and instead, be powerful at any size. Is responsive logo design the future? Do we really need it?

February 24, 2015 - Comments Off on Success Metrics

Success Metrics

Word: Success Metrics

Definition: Indicators that are tracked after a product is launched to determine whether it is meeting project objectives and user needs, as articulated in the UX strategy.

Thought: Success metrics are an important part of understanding project objectives and then ultimately defining whether or not these objectives have been met . Meeting a set of success metrics provides direct evidence and indication of the UX contribution and value to the set project.

UX Matters wrote an article about success metrics which points out three key, high-level UX metrics that are worth tracking. These are a great place to start!

  • Usability - How easily can a user accomplish what they set out to do
  • Engagement - How much users interact with the site or application (be cautious because this metic is notoriously hard to track and findings can easily include lurking variables)
  • Conversion rate - Percentage of users who take a desired action. This can be used as one of the strongest ROI arguments for better UX, increased research time, more funding, etc

Question: What do you use to define the success of your products?