Monday, October 19, 2015

[class: PM Camp@Fast Campus#9] UX #1 – UX의 이해 (my note is WIP)



5주차
6. 6 토
UX #1 – UX의 이해
UX 트랜드와 이론을 살펴보고, 제품의 가치에 대해 이해한다.
  • 대표적인 모바일 트랜드와 이를 학습하는 방법
  • UX와 UI의 개념
Mr.M


  1. Understanding UX trends and theory [Sanghun Woo@Naver, UGC Development Center (Cafe, Blog, Knowledge Man)]
    1. lesson:
      1. homework
        1. try task management tool such as Trello, Jira, Slack
        2. install Sketch 3 (for wireframe design) and Pixate
        3. test most popular apps of the year
        4. study flow chart for exceptional cases
        5. next Wed: challenging area in using mobile services
        6. consider soft.macx.cn/index.htm for free software trial :)
      2. project management process: feature -> design -> develop -> QA
      3. data based mobile trends
        1. mobile: fast growing sales, time spent on mobile devices
        2. app vs. web: rate of interactivity, content update frequency
        3. myth vs. fact: homepage visitors, PV, time spent
        4. popular content type in Korea: time killing content (contact, connect, communication, entertainment, productivity)
        5. tablet usage: watching TV, lying in bed
      4. UX
        1. gesture: e.g swipe (for contextual function) vs. flick
        2. terms
          1. UI component: e.g. menu, window, drop-down
          2. module: term used in architectural sense
          3. standard vs. customized component: e.g. changing color on menu
          4. contextual function: displaying things (e.g. right-click, pop-up, contextual menu)
        3. input design:
          1. try to eliminate input, otherwise make inputting experience (e.g. recent destination for flight destination input area)
          2. put critical content top of page
        4. care for exceptional cases
          1. consider drawing a flow chart
        5. purpose
          1. of storytelling: sales
          2. of UX design: maximizing UX through repurchase
        6. characteristic of good UI (can be measured quantitatively): good mental model, fast response, consistency (c.f. UX can be measured qualitatively)
          1. c.f. good UI for good UX is basic
        7. definition
          1. of UX: all emotion and experience when users experience product/design before (e.g. ad), during (e.g. UI) and after (e.g. after service)
          2. of design: problem-solving process
      5. UI: medium connecting users and machine
        1. in wireframe design, priority of information is important
      6. presentation prep: summarize a topic by including a subject and finishing your summary in one sentence
      7. insight for product: consider ideas which improved previous paint points just a little bit instead of introducing radical features
      8. UX development and deliverables
        1. define service: service concept and goal
        2. define user: persona
        3. define user’s needs: persona (+ mental model)
        4. define function: function list (which solves users’ needs)
        5. define IA (information architecture): service flow
        6. design UI: wireframe
        7. design interaction: storyboard (final reference before design and development; purpose is to launch fast)
      9. behavior-based interview (avoid good, evil, emotion): asking about fact (e.g. frequency, behavior)
      10. developer's challenge: sync, backup, mobile & PC

    1. personal takeaway:
      1. tell developers exceptional cases

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