Get Started. It's Free
or sign up with your email address
Rocket clouds
UX by Mind Map: UX

1. Methods

1.1. Design thinking

1.2. ideation

1.3. RWD

1.4. Mobile First

1.5. Love letter

1.6. WireFrame

1.7. User Jouney

2. CUBIUX

2.1. INTERACTION

2.1.1. Human computer interaction

2.1.2. devices

2.1.2.1. Touch

2.1.2.2. Web

2.1.2.3. Mobile

2.2. BUISNESS

2.2.1. Buisness model Canevas

2.2.2. Buisness Value

2.2.2.1. KENO Priority

2.2.3. Lean

2.2.3.1. KaiZen

2.2.4. Lean Startup

2.2.4.1. LeanUX

2.2.4.1.1. Learn

2.2.4.1.2. Build

2.2.4.1.3. Measure

2.2.4.2. Agile

2.2.4.2.1. SCRUM

2.2.4.2.2. Kanban

2.2.4.3. MVP

2.2.4.4. Testing

2.2.4.4.1. Gerilla Testing

2.2.4.4.2. Eye Tracking

2.2.4.4.3. Usability Testing

2.2.4.4.4. Thinking out loud

2.2.5. Hyper Cycle

2.3. USER

2.3.1. Human

2.3.1.1. Pysique

2.3.1.1.1. Movement

2.3.1.1.2. Fitt's Law

2.3.1.1.3. Arms and hand

2.3.1.2. Perception

2.3.1.2.1. Gestalt Laws

2.3.1.2.2. Hick's law

2.3.1.2.3. 5 senses

2.3.1.3. Emotion

2.3.1.3.1. Colors

2.3.1.3.2. Emotinal Design

2.3.1.4. Intelligence

2.3.1.4.1. Mental Model

2.3.2. People

2.3.2.1. technology adoption lifecycle

2.3.2.1.1. innovators,early adopters, early majority, late majority,laggards

2.3.3. Personae

2.3.3.1. You are not the user

2.3.3.2. The user is not everyone

2.3.3.3. Value Creation

2.3.3.3.1. Pain/Gain/Tasks

2.3.4. Motivation

2.3.4.1. Attention econmy

2.3.4.2. Gamification

2.3.4.3. Immersive / experience

2.3.4.4. Onboarding

2.3.5. User Journey

2.4. CONTENT

3. Examples

3.1. Resign

3.1.1. theme

3.1.1.1. Health

3.1.1.2. Enviroement

3.1.1.3. Sales

3.1.1.4. Civic

3.2. good

3.2.1. Entreprise

3.2.1.1. Apple

3.2.1.2. lego

3.2.1.3. espresso

3.2.1.4. Airbnb

3.3. bad

3.3.1. Remote control

3.3.2. Microsoft

3.3.3. MPM

4. Case Sutdy

4.1. Start with What you know

4.2. Use belivable content

4.3. one idea is not enought

5. Tools

5.1. Prototyping

5.1.1. Marvel

5.1.2. Sketch

5.1.3. Invision

5.1.4. Photoshop

5.2. Usability Testing

5.3. Monitoring

6. Introduction

6.1. Definition

6.1.1. UI/UX

6.1.2. Experience

6.1.3. UX is

6.1.4. UX is not

6.2. History

6.2.1. Before Computers

6.2.2. Computer

6.2.2.1. Egononomy

6.2.3. GUI: Mac/Windows

6.2.3.1. Usability

6.2.4. Iphone

6.2.4.1. User Experience

6.3. References

6.3.1. People

6.3.1.1. before 1900

6.3.1.1.1. Euclide

6.3.1.1.2. Leonardo da Vinci

6.3.1.2. 1950

6.3.1.2.1. Henry Dreyfuss

6.3.1.2.2. Alphonse Chapanis

6.3.1.3. 1980

6.3.1.3.1. Don Noman

6.3.1.3.2. Bill Moggridge

6.3.1.3.3. Jacob Nielsen

6.3.1.3.4. Steve Krug

6.3.1.4. 2000

6.3.1.4.1. Alan Cooper

6.3.1.4.2. Luke Wroblewski

6.3.1.4.3. Ethan Marcotte

6.3.1.4.4. Jeff Gothelf

6.3.1.4.5. Tony Fadell

6.3.2. Books

6.3.2.1. About Faces

6.3.2.2. The design of everyday things

6.3.2.3. Designing Web Usability

6.3.2.4. ergonomie Web

6.3.2.5. Emotional Design: Why We Love (or Hate) Everyday Things

6.3.2.6. Responsive Web Design

6.3.2.7. Mobile First

6.3.2.8. Mobile Usability

6.3.2.9. Don’t Make Me Think

6.3.2.10. Rocket Surgery Made Easy

6.3.2.11. Lean UX: Applying Lean Principles to Improve User Experience