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