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Google UX Design Foundations of User Experience (UX) Design - Coggle…
Google UX Design
Foundations of User Experience (UX) Design
Week 1
User experience careers
Interaction designers
focus on designing the experience of a product and how it functions.
Visual designers
focus on how a product or technology looks.
Motion designers
think about what it feels like for a user to move through a product and how to create smooth transitions between pages on an app or website.
Virtual reality (VR) and augmented reality (AR) designers
create products that provide users with immersive experiences, unbounded by the limits of the physical world.
UX researchers
conduct studies or interviews that examine how people use a product.
UX writers
think about how to make the language within a product clearer so that the user experience is more intuitive.
UX program managers
ensure clear and timely communication, so that the process of building a useful product moves smoothly from start to finish.
UX engineers
translate the design’s intent into a functioning experience, like an app or a website.
Conversational interfaces
are everywhere, from intelligent virtual assistants like Google Assistant and Siri, to interactive voice response systems like customer service systems you can talk to.
The product development life cycle
Five stages
: brainstorm, define, design, test, and launch.
Characteristics
Usable,
it means the design, structure, and purpose of the product is clear and easy to use.
Equitable
, it means a design is helpful to people with diverse abilities and backgrounds.
Enjoyable
, it means the design delights the user
Useful
, that means it solves user problems.
Responsibilities of an entry-level UX designer
User research, Information architecture, Wireframing, Prototyping, Visual design, Effective communication
Specialist and generalist designers
Interact with cross-functional teammates
Engineers:
Engineers translate designs into a functioning experience, like an app or a website.
UX researchers:
UX research is all about understanding what users need and expect from your product.
Program managers:
Program managers ensure clear and timely communication across the team,
Product leads:
Product leads are in charge of ensuring the final product’s success and communicating with stakeholders.
Week 2
User-centered design
Understand
Specify
Design
Evaluate
User research approach
Do my users have impairments or disabilities to consider–whether temporary, situational, or permanent?
How familiar are my users with technology?
How are my users accessing the product or service?
Where and when are my users accessing the product or service?
Have I considered all my potential users?
Assistive Technology
Color Modification
Voice control and switch devices.
Screen readers
Alternative text
Digital literacy
Design Thinking:
A UX design framework
Empathize
, your primary goal is to learn more about the user and their problems, wants, and needs, and the environment or context in which they’ll experience your design.
Define
, you’ll analyze your research findings from the empathize phase and determine which user problems are the most important ones to solve, and why.
Ideate
The goal of ideation is to come up with as many design solutions as possible—don’t settle for your first solution because the most obvious solution is not always the right one.
Prototype and Test
, your goal is to produce an early model of a product that demonstrates its functionality and can be used for testing.
Key takeaways
Focus on the user.
Create solutions that address the user’s problems.
Collaborate with teammates across departments.
Validate your designs.
Iterate as needed to design the right user experience.
Universal design, inclusive design, and equity-focused design
Design for different platforms
Desktop computers, Laptop computers, Mobile phones, Tablets, Wearables, like smart watches, TVs, Smart displays
Key Considerations
Week 4
UX Research
UX research
focuses on understanding user behaviors, needs, and motivations through observation and feedback.
Foundational research
What should we build?
What are the user problems?
How can we solve them?
How research fits into the product development life cycle
Foundational research
is always done before you start designing
In foundational research, your goal is to figure out what the user needs and how to address those needs with your product.
Consider question
What should we build?
What are the user’s problems?
How can we solve those problems?
Am I aware of my own biases, and am I able to filter them as I do research?
Method
Interviews
Surveys
Focus groups
: A small group of people whose reactions are studied
Competitive audit
: An overview of your competitors’ strengths and weaknesses.
Field studies:
Research activities that take place in the user's context or personal environment, rather than in an office or lab.
Diary studies:
A research method used to collect qualitative data about user behaviors, activities, and experiences over time
Design research
is done while you design.
Method
A/B testing:
A research method that evaluates and compares two different aspects of a product to discover which of them is most effective.
Cafe or guerrilla studies:
A research method where user feedback is gathered by taking a design or prototype into the public domain and asking passersby for their thoughts
Card sorting:
A research method that instructs study participants to sort individual labels written on notecards into categories that make sense to them
Intercepts
: A research method that gathers on-site feedback from users as they engage in the activities being researched
Consider question
How should we build it?
Post-launch research
is done after the design is complete and your product has launched.
Post-launch research
happens after the launch stage (stage five) to help validate that the product is meeting user needs through established metrics.
Consider question
Did we succeed?
Method
A/B testing
Usability studies
Surveys
Logs analysis
: A research method used to evaluate recordings of users while they interact with your design, tools, etc.
Research Method
2 type:
who conducts
Primary research
Secondary research
type of data collected
Qualitative research
Quantitative research
who conducts
Primary research
Primary research
is research you conduct yourself. Information from direct interactions with users, like interviews, surveys, or usability studies, are considered primary research.
Interviews
Interviews
are a research method used to collect in-depth information on people's opinions, thoughts, experiences, and feelings. Interviews can be performed one-on-one or in a group setting, like a focus group.
Advantages
You’re better able to understand what a user thinks and why.
You can adjust your questions or refocus the discussion based on the user’s answers.
You have the ability to ask follow-up questions in real time.
You have the ability to ask questions specific to a user’s needs.
You’ll receive direct suggestions from the user.
Disadvantages
It’s time-consuming to interview each user.
It’s expensive to pay participants and to rent space for the interviews.
The sample sizes are smaller, due to time and money constraints.
Group interviews can be affected by the bandwagon effect
Survey
A survey
is an activity where many people are asked the same questions in order to understand what most people think about a product.
Advantages
You can learn more from a larger sample size.
You are able to gather results and insights quickly.
Surveys are usually inexpensive because they don’t take as much time for participants to complete, and they can be done remotely.
Disadvantages
Surveys often do not allow for in-depth feedback; most questions will have responses drawn from a set of multiple-choice answers.
There are some types of research questions that won’t work in a survey format.
Surveys usually do not allow for personalization.
Usability Study
is a technique used to evaluate a product by testing it on users. Usability studies help demonstrate if a product is on the right track or if the design needs to be adjusted.
Advantages
You can learn from first-hand user interaction and observation.
Usability studies can challenge your assumptions about your product by demonstrating a completely different result than you were expecting.
Users can provide in-depth feedback.
Disadvantages
Usability studies only measures how easy it is to use a product.
This type of research can be expensive, especially if it’s conducted in person.
There can be differences between a “controlled” usability study in a lab versus how a user experiences the product in their real life.
Secondary research
Secondary research
is research that uses information someone else has put together. For example, using information from sources like books, articles, or journals is considered secondary research.
Advantages
Secondary research is generally cheaper and faster than primary research. This means you’ll save time and money.
You can often find secondary research via online searches and subscription research publications.
Secondary research can be a good supplement to findings from your primary research.
Disadvantages
You will not learn from any first-hand user interaction.
You will not receive user feedback specific to your product.
Secondary research can be misleading and generalizing if not done appropriately.
Bias
favoring or having prejudice against someone or something. Biases can seriously impact your user research and negatively influence the design of your final product.
how to combat bias during your research.
Choose your words carefully.
Foster independent thinking.
Group interviews can be affected by the bandwagon effect, or going along with the group’s opinion instead of thinking creatively, which can discourage open discussion by people who have an opinion that doesn’t align with the majority of the group.
Avoid specific language
Limit the guidance you give users.
Consider users’ tone and body language.
Be careful of your own body language and reactions
Plan your research effectively.
Remain open minded
When you’re conducting research, you have to work hard to treat all information equally to avoid both primacy bias, which is remembering the first user more than others, and recency bias, which is most easily remembering the last thing you heard.
kinds of biases
Confirmation bias
This bias occurs when you start looking for evidence to prove a hypothesis you have. you're drawn to information that confirms your beliefs and preconceptions.
overcome
ask open-ended questions when conducting interviews
get into the habit of actively listening without adding your own opinions.
include a large sample of users.
False consensus bias
the false consensus bias happens when we overestimate the number of people who will agree with our idea or design, which creates a false consensus
overcome
identifying and articulating your assumptions.
Primacy bias
where you remember the first participant most strongly. Sometimes the first person you meet makes the strongest impression, because you're in a new situation or having a new experience.
overcome
take detailed notes or recordings, so you can review everything that happened, not just the memorable first impressions.
should interview each participant in the same way.
Recency bias
it's easiest to remember the last thing you heard in an interview, conversation, or similar setting, because it's the most recent
overcome
take detailed notes or recordings for each interview or conversation you have.
Implicit bias
is a collection of attitudes and stereotypes we associate to people without our conscious knowledge. One of the most common forms of implicit bias in UX is when we only interview people within a limited set of identity profiles, such as race, age, gender,
overcome
we can reflect on our behaviors, and we can ask others to point our implicit biases.
The sunk cost fallacy
The idea that the deeper we get into a project we’ve invested in, the harder it is to change course
overcome
break down your project into smaller phases, and then outline designated points where you can decide whether to continue or stop.
Week 3
Design sprint
A design sprint is a time-bound process with five phases typically spread out over five full, eight-hour days.
The goal of design sprints is to solve a critical design challenge through designing, prototyping, and testing ideas with users.
Pros
save time
create an effective path to bring a product to market
prioritize the user
test your product and get customer reactions before making any expensive decision
Benifit
It's all about the user.
Value every person in the room
The best ideas will rise to the top.
Time to focus
Lower the risk of an unsuccessful market debut
Versatile because they can be scheduled at any point during your project.
Plan design sprint
User research
Call in expert
Find the right space
Gather supplies
Establish the rules of the sprint
Planning introductions.
Post-sprint planning
Design sprint brief
Design phase
Understand
Ideate
Decide
Testing
Design sprint retrospectives
The retrospective
is a collaborative critique of the team's design sprint
The key questions
What went well?
What can be improved?