Designing for Humans

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Designing for Humans by Mind Map: Designing for Humans

1. What is a Human?

1.1. Dualism

1.1.1. The Mind

1.1.1.1. Need

1.1.1.1.1. Human Hierarchy of Need

1.1.1.1.2. Motivation

1.1.1.1.3. Behaviours

1.1.1.2. The Senses

1.1.1.2.1. Gestalt

1.1.1.2.2. Biases

1.1.1.3. Emotions

1.1.1.3.1. <Plutchik’s model of emotions>

1.1.1.3.2. <Gloria Wilcox - The Feeling Wheel>

1.1.1.3.3. Emotional States are fed by external stimuli, via the senses, physical and mental wellbeing , and memory (previous experience and nostalgia)

1.1.2. The Body

1.1.2.1. The Brain

1.1.2.1.1. An Emotion-Fed Decision Computer

1.1.2.1.2. <IMG the brain behind UX>

1.1.2.2. Neurotransmitters or Neuroodulators (released by nerve cells to send signals to other nerve cells)

1.1.2.2.1. Serotonin

1.1.2.2.2. Dopamine

1.1.2.2.3. Oxytocin

1.1.2.2.4. Norepinephrine / Nonadrenaline

1.1.2.2.5. Epinephrine / Adrenaline

1.1.3. The Chariot Allegory

2. User Experience Design

2.1. What

2.1.1. it is (The good bits)

2.1.1.1. User Experience Design is in theory a non-digital (cognitive science) practice, but used and defined predominantly by digital industries

2.1.1.1.1. UX is about Feelings

2.1.1.2. User Experience Design is strategy for creating value for users

2.1.1.3. Great Design is knowing your users and their goals, then building systems to achieve those goals consistently, with minimal effort.

2.1.1.4. “UX is the intangible design of a strategy that brings us to a solution.”

2.1.1.4.1. Erik Flowers - Ux is not UI

2.1.2. it isn't.

2.1.2.1. Dispelling the Bullshit

2.1.2.1.1. “Something that looks great but is difficult to use is exemplary of great UI and poor UX. While Something very usable that looks terrible is exemplary of great UX and poor UI.” - Helga Moreno - The Gap Between UX And UI Design

2.1.2.1.2. "The interface is not the solution." - Elisabeth Hubert - Interaction Design Beyond the Interface

2.1.2.2. UX Myths

2.1.2.2.1. You are NOT like your users

2.1.2.2.2. UX design is not a step in a project

2.1.2.2.3. UX is NOT UI (Iceberg) Disciplines and Actions

2.1.2.2.4. People don't use your product the way you imagined they would

2.1.2.2.5. People are irrational

2.1.2.2.6. Your expert opinion is not worth as much as you think

2.2. When did it originate?

2.2.1. History

2.2.1.1. 1992 - 1999

2.3. Why is it important?

2.3.1. Outdated Design Process

2.3.1.1. Wrong!

2.3.2. People are not Stupid

2.3.2.1. 3D senses in a 2D environment

2.3.2.1.1. Phone call to the cinema

2.3.2.2. ... but they are lazy.

2.3.2.3. Help needed

2.3.2.4. If you insist on believing the myth of the stupidity of users, then design sites that stupid people can use. - Gerry Gaffney (The myth of the stupid user)

2.4. How do we do it better?

2.4.1. Principles

2.4.1.1. Appeal to the...

2.4.1.1.1. Mind

2.4.1.1.2. Body

2.4.1.1.3. Abilities

2.4.1.2. Apply Layers of Fidelity

2.4.1.2.1. Build it, then paint it.

2.4.1.3. Believe in creating superpowers

2.4.1.3.1. A tool addresses human needs by amplifying human capabilities

2.4.1.3.2. Do Less: Gain More

2.4.1.3.3. Making people smarter

2.4.1.4. Build for Expertise

2.4.1.4.1. Beginners become experts

2.4.1.4.2. If you can make a lazy beginner an expert, you're doing it right

2.4.1.4.3. As expertise grows, change the experience to meet them.

2.4.1.5. Build for the UX hierarchy of need

2.4.1.5.1. 1 Data

2.4.1.5.2. 2 Functionality

2.4.1.5.3. 3 Stability

2.4.1.5.4. 4 Usability

2.4.1.5.5. 5 Aesthetics

2.4.1.5.6. 6 Meaning

2.4.1.6. Reduce Effort

2.4.1.6.1. Physical

2.4.1.6.2. Mental

2.4.1.6.3. Desire Paths

2.4.1.6.4. Great interaction design is about optimising mental and physical effort

2.4.1.7. Rely on Evidence, not Genius

2.4.1.7.1. Death to the Hippo

2.4.1.7.2. <QUOTE Grace Hopper> (not in presi)

2.4.1.7.3. Yes, you HAVE TO talk to users, a LOT

2.4.1.8. Steal Ideas but don’t copy them

2.4.1.8.1. We’re not Salesforce or Microsoft, devouring up every point solution

2.4.1.9. UX is a culture, not a role

2.4.1.9.1. it’s an end-to-end situation that includes commerical, product, marketing, engineering, support….

2.4.1.9.2. Consistent company-wide consideration of experience-focused design is an investment in quality.

2.4.1.9.3. WORKFLOW!!!!!! (Rui PostIts)

3. Intro

3.1. Processes and Deliverables are known-ish.

3.2. Not the purposes

3.3. Cross-team / cross role

3.4. Why

3.5. What will I know?

3.6. Value?

3.6.1. User Story