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1 User experience User interfaces Jaana Holvikivi Metropolia.

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Presentation on theme: "1 User experience User interfaces Jaana Holvikivi Metropolia."— Presentation transcript:

1 1 User experience User interfaces Jaana Holvikivi Metropolia

2 2 Terms Use experience –Limited to a situation and application User experience –The total experience and impression

3 3 Attitudes and emotions Affect and behavior –Decisions on buying –Learning user interfaces –Using the application –In testing situations Designer attitude towards users (morons, stupid)

4 Evaluation of User Experience Use Experience “[...] a momentary, primarily evaluative feeling (good-bad) while interacting with a product or service.” User Experience “Good UX is the consequence of fulfilling the human needs [...] through interacting with the product or service [...].“ Jaana Holvikivi

5 User Experience User experience is a consequence of a –user’s internal state (predispositions, expectations, needs, motivation, mood, etc.) –the characteristics of the designed system (e.g. complexity, purpose, usability, functionality, etc.) –and the context (or the environment) within which the interaction occurs (e.g. organizational/social setting, meaningfulness of the activity, voluntariness of use, etc.) (Hassenzahl, 2006) Jaana Holvikivi

6 User Experience ISO 9241-210 defines user experience as "a person's perceptions and responses that result from the use or anticipated use of a product, system or service".ISO 9241-210 According to the ISO definition user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use. ISO also list three factors that influence user experience: –system, –user and –the context of use. Jaana Holvikivi

7 7 Why do people use applications? Followers of others, Needs, Satisfaction, Networking, Social media, Entertainment Jaana Holvikivi

8 Understanding user experience –VALENCE –AROUSAL –alert –elated –excited –serene –content –happy –calm –relaxed –bored –depressed –fatigued –sad –upset –stressed –nervous –tense Jaana Holvikivi

9 UX and Usability User needs competency security self-esteem autonomy relatedness popularity- influence stimulation Jaana Holvikivi Product  Presentation  Layout, colors  Interaction  Gestures, menus, buttons  Functions  Search, communications  Content  Videos, text –UX –Usability

10 10 Design focus Beginners Average Experts Average users are usually a majority Marketing is targeted at beginners Programmers design for experts

11 11 Keep the customer satisfied Do not embarrass Give feelings of success Control Avoid frustrations Avoid panic situations (what have I done? did it crash? did I lose all my data? I did not want to do that! Do I dare to do this?)

12 12 Design challenges Many viewpoints, openness Real people are the users Self-expression vs. other peoples’ needs Feedback: reactions, dealing with negative feedback


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