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#UXNERDS
Monday, April 30, 2012
MATT TONAK
                         COMMUNITY MANAGER




                                         #UXNERDS
Monday, April 30, 2012
ZACK
                         SENIOR USER EXPERIENCE DESIGNER
                         USER RESEARCH PRACTICE LEAD




                                                           #UXNERDS
Monday, April 30, 2012
MIKE
                         DIRECTOR OF USER EXPERIENCE




                                                       #UXNERDS
Monday, April 30, 2012
HOW TO PARTICIPATE
                         ¼   Using the questions panels in the GoToMeeting app
                         ¼   On Twitter @The_Nerdery
                         ¼   Send us an email at primers@nerdery.com




                                                                                 #UXNERDS
Monday, April 30, 2012
THE SCIENCE OF
                         USER EXPERIENCE
                            INTERACTIVE PRIMER SERIES




                                                        #UXNERDS
Monday, April 30, 2012
ART IS NOT DESIGN


                                             #UXNERDS
Monday, April 30, 2012
ART IS NOT DESIGN
                             NOT FOR US ANYWAY




                                                 #UXNERDS
Monday, April 30, 2012
ART
    AIMS TO
      Body Level 1       ¼


      Body Level 2       ¼



    INSPIRE3
      Body Level         ¼




                             #UXNERDS
Monday, April 30, 2012
DESIGN
                         ¼   Body Level 1
                         ¼   Body Level 2     SOLVES
                         ¼   Body Level 3
                                            PROBLEMS
                                                  #UXNERDS
Monday, April 30, 2012
ART
    IS
    INTERPRETED

                         #UXNERDS
Monday, April 30, 2012
DESIGN
                                  IS
                         UNDERSTOOD

                                 #UXNERDS
Monday, April 30, 2012
DESIGN PHILOSOPHIES




                                               #UXNERDS
Monday, April 30, 2012
DESIGN PHILOSOPHIES
                            There is no “one-size-fits-all”




                                                              #UXNERDS
Monday, April 30, 2012
DESIGN PHILOSOPHIES
                            There is no “one-size-fits-all”



                                   Self Design




                                                              #UXNERDS
Monday, April 30, 2012
DESIGN PHILOSOPHIES
                            There is no “one-size-fits-all”



                                   Self Design

                                 Genius Design



                                                              #UXNERDS
Monday, April 30, 2012
DESIGN PHILOSOPHIES
                            There is no “one-size-fits-all”



                                   Self Design

                                 Genius Design

                            User-Centered Design

                                                              #UXNERDS
Monday, April 30, 2012
SELF DESIGN
                         SOLVING YOUR OWN PROBLEM




Monday, April 30, 2012
SELF DESIGN
                         SOLVING YOUR OWN PROBLEM


                                 I know what I want for dinner.
                                 Self Design is cooking for yourself.




Monday, April 30, 2012
SELF DESIGN
                         SOLVING YOUR OWN PROBLEM


                                 I know what I want for dinner.
                                 Self Design is cooking for yourself.

                                 Pretty simple.


Monday, April 30, 2012
GENIUS DESIGN
                         SOLVING A PROBLEM YOU’VE SOLVED BEFORE




Monday, April 30, 2012
GENIUS DESIGN
                         SOLVING A PROBLEM YOU’VE SOLVED BEFORE


                                        If I’ve made dinner for Mike
                                        (or people like him) many
                                        times before, I rely on my
                                        domain specific experience
                                        to cook dinner for Mike.


Monday, April 30, 2012
GENIUS DESIGN
                         SOLVING A PROBLEM YOU’VE SOLVED BEFORE


                                        If I’ve made dinner for Mike
                                        (or people like him) many
                                        times before, I rely on my
                                        domain specific experience
                                        to cook dinner for Mike.
                                        I don’t actually cook for Mike. #justsayin’

Monday, April 30, 2012
GENIUS DESIGN
                           THERE’S A CATCH




Monday, April 30, 2012
GENIUS DESIGN
                           THERE’S A CATCH



                              Genius Design presupposes that
                              you originally did your research to
                              define the problem.




Monday, April 30, 2012
USER-CENTERED DESIGN
                               AKA: UX Design




                                                #UXNERDS
Monday, April 30, 2012
USER-CENTERED DESIGN
                                  AKA: UX Design


                              A UX process starts with
                             understanding the problem




                                                         #UXNERDS
Monday, April 30, 2012
USER-CENTERED DESIGN

                          Focuses on behavior, use, and context




                                                                  #UXNERDS
Monday, April 30, 2012
USER-CENTERED DESIGN

                          Focuses on behavior, use, and context

                                    Building empathy




                                                                  #UXNERDS
Monday, April 30, 2012
HOLISTIC DESIGN:
                               FOCUSED ON PEOPLE

                           USER     INFORMATION    INTERACTION   VISUAL
                         RESEARCH   ARCHITECTURE      DESIGN     DESIGN




                                                                          #UXNERDS
Monday, April 30, 2012
HOLISTIC DESIGN:
                               FOCUSED ON PEOPLE

                           USER     INFORMATION    INTERACTION            VISUAL
                         RESEARCH   ARCHITECTURE      DESIGN              DESIGN




                                                   Where art occurs in design


                                                                                   #UXNERDS
Monday, April 30, 2012
HOLISTIC DESIGN:
                               FOCUSED ON PEOPLE

                           USER         INFORMATION      INTERACTION          VISUAL
                         RESEARCH       ARCHITECTURE        DESIGN            DESIGN




                                    INTERSECTION OF ART, DESIGN AND SCIENCE

                                                                                       #UXNERDS
Monday, April 30, 2012
DESIGN SOLVES PROBLEMS



                                                  #UXNERDS
Monday, April 30, 2012
NERDERY UX APPROACH
                    Throughly define the problem            DEFINE THE “WHAT”


                    Build empathy with the audience          LEARN THE “WHO”

                    Understand why it’s a problem       UNDERSTAND THE “WHY”


                    Evaluate and execute the solution        CRAFT THE “HOW”

                                                                            #UXNERDS
Monday, April 30, 2012
DEFINING THE “WHAT”
                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM




Monday, April 30, 2012
DEFINING THE “WHAT”
                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM

                         ¼   Can’t appropriately solve an undefined problem




Monday, April 30, 2012
DEFINING THE “WHAT”
                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM

                         ¼   Can’t appropriately solve an undefined problem

                         ¼   Stated problems vs. actual problems




Monday, April 30, 2012
DEFINING THE “WHAT”
                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM

                         ¼   Can’t appropriately solve an undefined problem

                         ¼   Stated problems vs. actual problems

                         ¼   Unable to measure success




Monday, April 30, 2012
DEFINING THE “WHAT”
                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM

                         ¼   Can’t appropriately solve an undefined problem

                         ¼   Stated problems vs. actual problems

                         ¼   Unable to measure success

                         ¼   Measuring the wrong factors to success




Monday, April 30, 2012
DEFINING THE “WHAT”
                         IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM

                         ¼   Can’t appropriately solve an undefined problem

                         ¼   Stated problems vs. actual problems

                         ¼   Unable to measure success

                         ¼   Measuring the wrong factors to success

                         ¼   Can create tumbler effect of:

                              undefined problem          incorrect solution   intangible success


Monday, April 30, 2012
SCIENCE

                                   #UXNERDS
Monday, April 30, 2012
Science is a systematic enterprise that
                         builds and organizes knowledge in the form
                         of testable explanations and predictions
                         about the universe.



                                                                      #UXNERDS
Monday, April 30, 2012
SCIENTIFIC METHOD


                                             #UXNERDS
Monday, April 30, 2012
SCIENTIFIC METHOD
                         1. Define a question

                         2. Gather information and resources (observe)

                         3. Form an explanatory hypothesis

                         4. Test the hypothesis by performing an experiment and collecting data

                         5. Analyze the data

                         6. Interpret the data and draw conclusions that serve as
                            a starting point for new hypothesis

                         7. Publish results

                         8. Retest (frequently done by other scientists)

                                                                                                  #UXNERDS
Monday, April 30, 2012
SCIENTIFIC METHOD
                         1. Define a question

                         2. Gather information and resources (observe)

                         3. Form an explanatory hypothesis

                         4. Test the hypothesis by performing an experiment and collecting data

                         5. Analyze the data

                         6. Interpret the data and draw conclusions that serve as
                            a starting point for new hypothesis

                         7. Publish results

                         8. Retest (frequently done by other scientists)

                                                                                                  #UXNERDS
Monday, April 30, 2012
SCIENTIFIC METHOD
                         1. Define a question

                         2. Gather information and resources (observe)

                         3. Form an explanatory hypothesis                          Iterations

                         4. Test the hypothesis by performing an experiment and collecting data

                         5. Analyze the data

                         6. Interpret the data and draw conclusions that serve as
                            a starting point for new hypothesis

                         7. Publish results

                         8. Retest (frequently done by other scientists)

                                                                                                  #UXNERDS
Monday, April 30, 2012
UX DESIGN METHOD
                         1. Define the problem

                         2. Gather information and resources (observe)

                         3. Form an explanatory hypothesis

                         4. Research and collect data

                         5. Analyze the data

                         6. Interpret the data and draw conclusions to inform design decisions

                         7. Document results

                         8. Measure design decisions


                                                                                                 #UXNERDS
Monday, April 30, 2012
UX DESIGN METHOD
                         1. Define the problem

                         2. Gather information and resources (observe)            INJECTION OF
                         3. Form an explanatory hypothesis                         SCIENTIFIC
                                                                                   REASONING
                         4. Research and collect data

                         5. Analyze the data

                         6. Interpret the data and draw conclusions to inform design decisions

                         7. Document results

                         8. Measure design decisions


                                                                                                 #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING




                                                #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                         How do we make design decisions?




                                                            #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                         How do we make design decisions?

                            How do we define problems?




                                                            #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                         How do we make design decisions?

                            How do we define problems?

                            How do we craft solutions?


                                                            #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING




                                                #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                             Deductive reasoning




                                                   #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                             Deductive reasoning

                             Inductive reasoning




                                                   #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                             Deductive reasoning

                             Inductive reasoning

                             Abductive reasoning


                                                   #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING




                                                #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                               Precondition




                                                #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                               Precondition

                                  Rule




                                                #UXNERDS
Monday, April 30, 2012
HUMAN LOGIC:
                         SCIENTIFIC REASONING

                               Precondition

                                  Rule

                               Conclusion


                                                #UXNERDS
Monday, April 30, 2012
DEDUCTIVE REASONING

                         ¼   Determining the conclusion
                         ¼   Precondition and rule “follows necessarily”
                         ¼   Conclusion must be true where rule and precondition are




                                                                                       #UXNERDS
Monday, April 30, 2012
DEDUCTIVE REASONING

                         1. Men are mortal.
                         2. Zack is a man.
                         3. Therefore, Zack is mortal.




                                                         #UXNERDS
Monday, April 30, 2012
DEDUCTIVE REASONING
                         1. When our conversion rate on the checkout page is 5% or
                            less, our total revenue decreases.
                         2. Our conversion rate on the checkout page is less than 5%
                         3. Our total revenue has decreased.



                                                                                  #UXNERDS
Monday, April 30, 2012
INDUCTIVE REASONING

                         ¼   Uses probability to draw conclusion.
                         ¼   Abstracts of observations from individual cases
                         ¼   It’s possible that the conclusion is false.




                                                                               #UXNERDS
Monday, April 30, 2012
INDUCTIVE REASONING
                                                                  Easier to read.
                         1. Small text is hard to read for most       Harder to read.


                            people.
                         2. Most people can understand larger text.
                         3. Therefore, we can assume larger text
                            will be easier to read.


                                                                                        #UXNERDS
Monday, April 30, 2012
INDUCTIVE REASONING

                         1. There were usability flaws every time we had
                            conversion rate of 5% or less on the checkout page.
                         2. Therefore, if conversion rate on the checkout page
                            is 5% or less, we have usability flaws.



                                                                                  #UXNERDS
Monday, April 30, 2012
ABDUCTIVE REASONING

                         ¼   Separation of facts within limited contexts.
                         ¼   Precondition is related, but must be a reasonable
                             suggestion that the conclusion is true.




                                                                                 #UXNERDS
Monday, April 30, 2012
ABDUCTIVE REASONING
                         1. I’ve seen people have a hard time reading small text.
                         2. Sometimes, people understand
                            a message better if it’s with a picture.
                         3. We can abduct, people may understand
                            our content better with pictures.



                                                                                    #UXNERDS
Monday, April 30, 2012
ABDUCTIVE REASONING
                         1. I’ve seen conversion rate lower on websites with
                            usability flaws.
                         2. Sometimes, usability flaws are caused by unclear calls
                            to action.
                         3. We can abduct that clearer calls to action can improve
                            conversion rate.


                                                                                     #UXNERDS
Monday, April 30, 2012
SCIENTIFIC REASONING
                         AND APPLIED LOGIC IN UX


                                                   #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         1. Define the problem                                      DEDUCTIVE LOGIC

                         2. Gather information and resources (observe)

                         3. Form an explanatory hypothesis                          INDUCTIVE LOGIC
                         4. Research and collect data

                         5. Analyze the data

                         6. Interpret the data and draw conclusions to                  INDUCTIVE &
                            inform design decisions                                 ABDUCTIVE LOGIC
                         7. Document results

                         8. Measure design decisions                     DEDUCTIVE & INDUCTIVE LOGIC

                                                                                                       #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         1. Define the problem                                DEDUCTIVE LOGIC



                                “When our conversion rate on the checkout page is 5% or
                                less, our total revenue decreases.”

                                “Our conversion rate on the checkout page is less than 5%”

                                “Our total revenue has decreased.”




                                                                                                #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         1. Define the problem                                DEDUCTIVE LOGIC



                                “When our conversion rate on the checkout page is 5% or
                                less, our total revenue decreases.”

                                “Our conversion rate on the checkout page is less than 5%”

                                “Our total revenue has decreased.”


                                     Deductive logic for problem definition

                                                                                                #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         3. Form an explanatory hypothesis                     INDUCTIVE LOGIC




                               “There were usability flaws every time we had conversion rate
                               of 5% or less on the checkout page.”

                               “Therefore, if conversion rate on the checkout page is 5% or
                               less, we have usability flaws.”




                                                                                                 #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         3. Form an explanatory hypothesis                     INDUCTIVE LOGIC




                               “There were usability flaws every time we had conversion rate
                               of 5% or less on the checkout page.”

                               “Therefore, if conversion rate on the checkout page is 5% or
                               less, we have usability flaws.”


                                    Inductive logic for hypothesis formation

                                                                                                 #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         5. Analyze the data
                                                                                           INDUCTIVE &
                         6. Interpret the data and draw conclusions to inform          ABDUCTIVE LOGIC
                            design decisions



                             “I’ve seen conversion rate lower on websites with usability flaws.”
                             “In our research and observations, we saw usability flaws caused by
                             unclear calls to action.”
                             “We can abduct that clearer calls to action can improve conversion rate.”




                                                                                                         #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         5. Analyze the data
                                                                                           INDUCTIVE &
                         6. Interpret the data and draw conclusions to inform          ABDUCTIVE LOGIC
                            design decisions



                             “I’ve seen conversion rate lower on websites with usability flaws.”
                             “In our research and observations, we saw usability flaws caused by
                             unclear calls to action.”
                             “We can abduct that clearer calls to action can improve conversion rate.”


                                 Abductive logic for research data analysis and
                                         informing design decisions
                                                                                                         #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         8. Measure design decisions                DEDUCTIVE & INDUCTIVE LOGIC



                               “When we fixed our usability flaws, our conversion rate
                               increased to 10%, also increasing our total revenue.”

                               “We’ve fixed our usability flaws.”

                               “Therefore, our total revenue has increased.”




                                                                                                  #UXNERDS
Monday, April 30, 2012
APPLIED LOGIC IN UX DESIGN
                         8. Measure design decisions                DEDUCTIVE & INDUCTIVE LOGIC



                               “When we fixed our usability flaws, our conversion rate
                               increased to 10%, also increasing our total revenue.”

                               “We’ve fixed our usability flaws.”

                               “Therefore, our total revenue has increased.”


                              Deductive logic for design success measurement

                                                                                                  #UXNERDS
Monday, April 30, 2012
WHAT DOES ALL THIS MEAN?



                                                    #UXNERDS
Monday, April 30, 2012
FINAL THOUGHTS




                                          #UXNERDS
Monday, April 30, 2012
FINAL THOUGHTS
                         UX Design and “Scientific-like” approach allows us to:




                                                                                  #UXNERDS
Monday, April 30, 2012
FINAL THOUGHTS
                             UX Design and “Scientific-like” approach allows us to:

                         ¼   Thoroughly define the problem
                         ¼   Learn how to make informed design decisions
                         ¼   Articulate our reasoning for design decisions
                             and features
                         ¼   Reduce risk and strengthen chance for success
                         ¼   Measure ROI of design (even against KPIs)


                                                                                      #UXNERDS
Monday, April 30, 2012
We’re using scientific methods, logic and
                         reasoning, applied to creative process in
                         order to solve problems through design.




                                                                     #UXNERDS
Monday, April 30, 2012
THANKS

                                  #UXNERDS
Monday, April 30, 2012
QUESTIONS?
                         ¼   Using the questions panels in the GoToMeeting app
                         ¼   On Twitter @The_Nerdery
                         ¼   Tweet with the #uxnerds hashtag
                         ¼   Send us an email at primers@nerdery.com
                         ¼   More answers online at http://nerdery.com


                                                                                 #UXNERDS
Monday, April 30, 2012
#UXNERDS
Monday, April 30, 2012

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The Science of UX - April 2012 Nerdery Interactive Primer

  • 2. MATT TONAK COMMUNITY MANAGER #UXNERDS Monday, April 30, 2012
  • 3. ZACK SENIOR USER EXPERIENCE DESIGNER USER RESEARCH PRACTICE LEAD #UXNERDS Monday, April 30, 2012
  • 4. MIKE DIRECTOR OF USER EXPERIENCE #UXNERDS Monday, April 30, 2012
  • 5. HOW TO PARTICIPATE ¼ Using the questions panels in the GoToMeeting app ¼ On Twitter @The_Nerdery ¼ Send us an email at primers@nerdery.com #UXNERDS Monday, April 30, 2012
  • 6. THE SCIENCE OF USER EXPERIENCE INTERACTIVE PRIMER SERIES #UXNERDS Monday, April 30, 2012
  • 7. ART IS NOT DESIGN #UXNERDS Monday, April 30, 2012
  • 8. ART IS NOT DESIGN NOT FOR US ANYWAY #UXNERDS Monday, April 30, 2012
  • 9. ART AIMS TO Body Level 1 ¼ Body Level 2 ¼ INSPIRE3 Body Level ¼ #UXNERDS Monday, April 30, 2012
  • 10. DESIGN ¼ Body Level 1 ¼ Body Level 2 SOLVES ¼ Body Level 3 PROBLEMS #UXNERDS Monday, April 30, 2012
  • 11. ART IS INTERPRETED #UXNERDS Monday, April 30, 2012
  • 12. DESIGN IS UNDERSTOOD #UXNERDS Monday, April 30, 2012
  • 13. DESIGN PHILOSOPHIES #UXNERDS Monday, April 30, 2012
  • 14. DESIGN PHILOSOPHIES There is no “one-size-fits-all” #UXNERDS Monday, April 30, 2012
  • 15. DESIGN PHILOSOPHIES There is no “one-size-fits-all” Self Design #UXNERDS Monday, April 30, 2012
  • 16. DESIGN PHILOSOPHIES There is no “one-size-fits-all” Self Design Genius Design #UXNERDS Monday, April 30, 2012
  • 17. DESIGN PHILOSOPHIES There is no “one-size-fits-all” Self Design Genius Design User-Centered Design #UXNERDS Monday, April 30, 2012
  • 18. SELF DESIGN SOLVING YOUR OWN PROBLEM Monday, April 30, 2012
  • 19. SELF DESIGN SOLVING YOUR OWN PROBLEM I know what I want for dinner. Self Design is cooking for yourself. Monday, April 30, 2012
  • 20. SELF DESIGN SOLVING YOUR OWN PROBLEM I know what I want for dinner. Self Design is cooking for yourself. Pretty simple. Monday, April 30, 2012
  • 21. GENIUS DESIGN SOLVING A PROBLEM YOU’VE SOLVED BEFORE Monday, April 30, 2012
  • 22. GENIUS DESIGN SOLVING A PROBLEM YOU’VE SOLVED BEFORE If I’ve made dinner for Mike (or people like him) many times before, I rely on my domain specific experience to cook dinner for Mike. Monday, April 30, 2012
  • 23. GENIUS DESIGN SOLVING A PROBLEM YOU’VE SOLVED BEFORE If I’ve made dinner for Mike (or people like him) many times before, I rely on my domain specific experience to cook dinner for Mike. I don’t actually cook for Mike. #justsayin’ Monday, April 30, 2012
  • 24. GENIUS DESIGN THERE’S A CATCH Monday, April 30, 2012
  • 25. GENIUS DESIGN THERE’S A CATCH Genius Design presupposes that you originally did your research to define the problem. Monday, April 30, 2012
  • 26. USER-CENTERED DESIGN AKA: UX Design #UXNERDS Monday, April 30, 2012
  • 27. USER-CENTERED DESIGN AKA: UX Design A UX process starts with understanding the problem #UXNERDS Monday, April 30, 2012
  • 28. USER-CENTERED DESIGN Focuses on behavior, use, and context #UXNERDS Monday, April 30, 2012
  • 29. USER-CENTERED DESIGN Focuses on behavior, use, and context Building empathy #UXNERDS Monday, April 30, 2012
  • 30. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATION INTERACTION VISUAL RESEARCH ARCHITECTURE DESIGN DESIGN #UXNERDS Monday, April 30, 2012
  • 31. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATION INTERACTION VISUAL RESEARCH ARCHITECTURE DESIGN DESIGN Where art occurs in design #UXNERDS Monday, April 30, 2012
  • 32. HOLISTIC DESIGN: FOCUSED ON PEOPLE USER INFORMATION INTERACTION VISUAL RESEARCH ARCHITECTURE DESIGN DESIGN INTERSECTION OF ART, DESIGN AND SCIENCE #UXNERDS Monday, April 30, 2012
  • 33. DESIGN SOLVES PROBLEMS #UXNERDS Monday, April 30, 2012
  • 34. NERDERY UX APPROACH Throughly define the problem DEFINE THE “WHAT” Build empathy with the audience LEARN THE “WHO” Understand why it’s a problem UNDERSTAND THE “WHY” Evaluate and execute the solution CRAFT THE “HOW” #UXNERDS Monday, April 30, 2012
  • 35. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM Monday, April 30, 2012
  • 36. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem Monday, April 30, 2012
  • 37. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems Monday, April 30, 2012
  • 38. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems ¼ Unable to measure success Monday, April 30, 2012
  • 39. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems ¼ Unable to measure success ¼ Measuring the wrong factors to success Monday, April 30, 2012
  • 40. DEFINING THE “WHAT” IMPORTANCE OF THOROUGHLY DEFINING THE PROBLEM ¼ Can’t appropriately solve an undefined problem ¼ Stated problems vs. actual problems ¼ Unable to measure success ¼ Measuring the wrong factors to success ¼ Can create tumbler effect of: undefined problem incorrect solution intangible success Monday, April 30, 2012
  • 41. SCIENCE #UXNERDS Monday, April 30, 2012
  • 42. Science is a systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe. #UXNERDS Monday, April 30, 2012
  • 43. SCIENTIFIC METHOD #UXNERDS Monday, April 30, 2012
  • 44. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) #UXNERDS Monday, April 30, 2012
  • 45. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) #UXNERDS Monday, April 30, 2012
  • 46. SCIENTIFIC METHOD 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis Iterations 4. Test the hypothesis by performing an experiment and collecting data 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) #UXNERDS Monday, April 30, 2012
  • 47. UX DESIGN METHOD 1. Define the problem 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to inform design decisions 7. Document results 8. Measure design decisions #UXNERDS Monday, April 30, 2012
  • 48. UX DESIGN METHOD 1. Define the problem 2. Gather information and resources (observe) INJECTION OF 3. Form an explanatory hypothesis SCIENTIFIC REASONING 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to inform design decisions 7. Document results 8. Measure design decisions #UXNERDS Monday, April 30, 2012
  • 49. HUMAN LOGIC: SCIENTIFIC REASONING #UXNERDS Monday, April 30, 2012
  • 50. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions? #UXNERDS Monday, April 30, 2012
  • 51. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions? How do we define problems? #UXNERDS Monday, April 30, 2012
  • 52. HUMAN LOGIC: SCIENTIFIC REASONING How do we make design decisions? How do we define problems? How do we craft solutions? #UXNERDS Monday, April 30, 2012
  • 53. HUMAN LOGIC: SCIENTIFIC REASONING #UXNERDS Monday, April 30, 2012
  • 54. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning #UXNERDS Monday, April 30, 2012
  • 55. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning Inductive reasoning #UXNERDS Monday, April 30, 2012
  • 56. HUMAN LOGIC: SCIENTIFIC REASONING Deductive reasoning Inductive reasoning Abductive reasoning #UXNERDS Monday, April 30, 2012
  • 57. HUMAN LOGIC: SCIENTIFIC REASONING #UXNERDS Monday, April 30, 2012
  • 58. HUMAN LOGIC: SCIENTIFIC REASONING Precondition #UXNERDS Monday, April 30, 2012
  • 59. HUMAN LOGIC: SCIENTIFIC REASONING Precondition Rule #UXNERDS Monday, April 30, 2012
  • 60. HUMAN LOGIC: SCIENTIFIC REASONING Precondition Rule Conclusion #UXNERDS Monday, April 30, 2012
  • 61. DEDUCTIVE REASONING ¼ Determining the conclusion ¼ Precondition and rule “follows necessarily” ¼ Conclusion must be true where rule and precondition are #UXNERDS Monday, April 30, 2012
  • 62. DEDUCTIVE REASONING 1. Men are mortal. 2. Zack is a man. 3. Therefore, Zack is mortal. #UXNERDS Monday, April 30, 2012
  • 63. DEDUCTIVE REASONING 1. When our conversion rate on the checkout page is 5% or less, our total revenue decreases. 2. Our conversion rate on the checkout page is less than 5% 3. Our total revenue has decreased. #UXNERDS Monday, April 30, 2012
  • 64. INDUCTIVE REASONING ¼ Uses probability to draw conclusion. ¼ Abstracts of observations from individual cases ¼ It’s possible that the conclusion is false. #UXNERDS Monday, April 30, 2012
  • 65. INDUCTIVE REASONING Easier to read. 1. Small text is hard to read for most Harder to read. people. 2. Most people can understand larger text. 3. Therefore, we can assume larger text will be easier to read. #UXNERDS Monday, April 30, 2012
  • 66. INDUCTIVE REASONING 1. There were usability flaws every time we had conversion rate of 5% or less on the checkout page. 2. Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws. #UXNERDS Monday, April 30, 2012
  • 67. ABDUCTIVE REASONING ¼ Separation of facts within limited contexts. ¼ Precondition is related, but must be a reasonable suggestion that the conclusion is true. #UXNERDS Monday, April 30, 2012
  • 68. ABDUCTIVE REASONING 1. I’ve seen people have a hard time reading small text. 2. Sometimes, people understand a message better if it’s with a picture. 3. We can abduct, people may understand our content better with pictures. #UXNERDS Monday, April 30, 2012
  • 69. ABDUCTIVE REASONING 1. I’ve seen conversion rate lower on websites with usability flaws. 2. Sometimes, usability flaws are caused by unclear calls to action. 3. We can abduct that clearer calls to action can improve conversion rate. #UXNERDS Monday, April 30, 2012
  • 70. SCIENTIFIC REASONING AND APPLIED LOGIC IN UX #UXNERDS Monday, April 30, 2012
  • 71. APPLIED LOGIC IN UX DESIGN 1. Define the problem DEDUCTIVE LOGIC 2. Gather information and resources (observe) 3. Form an explanatory hypothesis INDUCTIVE LOGIC 4. Research and collect data 5. Analyze the data 6. Interpret the data and draw conclusions to INDUCTIVE & inform design decisions ABDUCTIVE LOGIC 7. Document results 8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC #UXNERDS Monday, April 30, 2012
  • 72. APPLIED LOGIC IN UX DESIGN 1. Define the problem DEDUCTIVE LOGIC “When our conversion rate on the checkout page is 5% or less, our total revenue decreases.” “Our conversion rate on the checkout page is less than 5%” “Our total revenue has decreased.” #UXNERDS Monday, April 30, 2012
  • 73. APPLIED LOGIC IN UX DESIGN 1. Define the problem DEDUCTIVE LOGIC “When our conversion rate on the checkout page is 5% or less, our total revenue decreases.” “Our conversion rate on the checkout page is less than 5%” “Our total revenue has decreased.” Deductive logic for problem definition #UXNERDS Monday, April 30, 2012
  • 74. APPLIED LOGIC IN UX DESIGN 3. Form an explanatory hypothesis INDUCTIVE LOGIC “There were usability flaws every time we had conversion rate of 5% or less on the checkout page.” “Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.” #UXNERDS Monday, April 30, 2012
  • 75. APPLIED LOGIC IN UX DESIGN 3. Form an explanatory hypothesis INDUCTIVE LOGIC “There were usability flaws every time we had conversion rate of 5% or less on the checkout page.” “Therefore, if conversion rate on the checkout page is 5% or less, we have usability flaws.” Inductive logic for hypothesis formation #UXNERDS Monday, April 30, 2012
  • 76. APPLIED LOGIC IN UX DESIGN 5. Analyze the data INDUCTIVE & 6. Interpret the data and draw conclusions to inform ABDUCTIVE LOGIC design decisions “I’ve seen conversion rate lower on websites with usability flaws.” “In our research and observations, we saw usability flaws caused by unclear calls to action.” “We can abduct that clearer calls to action can improve conversion rate.” #UXNERDS Monday, April 30, 2012
  • 77. APPLIED LOGIC IN UX DESIGN 5. Analyze the data INDUCTIVE & 6. Interpret the data and draw conclusions to inform ABDUCTIVE LOGIC design decisions “I’ve seen conversion rate lower on websites with usability flaws.” “In our research and observations, we saw usability flaws caused by unclear calls to action.” “We can abduct that clearer calls to action can improve conversion rate.” Abductive logic for research data analysis and informing design decisions #UXNERDS Monday, April 30, 2012
  • 78. APPLIED LOGIC IN UX DESIGN 8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC “When we fixed our usability flaws, our conversion rate increased to 10%, also increasing our total revenue.” “We’ve fixed our usability flaws.” “Therefore, our total revenue has increased.” #UXNERDS Monday, April 30, 2012
  • 79. APPLIED LOGIC IN UX DESIGN 8. Measure design decisions DEDUCTIVE & INDUCTIVE LOGIC “When we fixed our usability flaws, our conversion rate increased to 10%, also increasing our total revenue.” “We’ve fixed our usability flaws.” “Therefore, our total revenue has increased.” Deductive logic for design success measurement #UXNERDS Monday, April 30, 2012
  • 80. WHAT DOES ALL THIS MEAN? #UXNERDS Monday, April 30, 2012
  • 81. FINAL THOUGHTS #UXNERDS Monday, April 30, 2012
  • 82. FINAL THOUGHTS UX Design and “Scientific-like” approach allows us to: #UXNERDS Monday, April 30, 2012
  • 83. FINAL THOUGHTS UX Design and “Scientific-like” approach allows us to: ¼ Thoroughly define the problem ¼ Learn how to make informed design decisions ¼ Articulate our reasoning for design decisions and features ¼ Reduce risk and strengthen chance for success ¼ Measure ROI of design (even against KPIs) #UXNERDS Monday, April 30, 2012
  • 84. We’re using scientific methods, logic and reasoning, applied to creative process in order to solve problems through design. #UXNERDS Monday, April 30, 2012
  • 85. THANKS #UXNERDS Monday, April 30, 2012
  • 86. QUESTIONS? ¼ Using the questions panels in the GoToMeeting app ¼ On Twitter @The_Nerdery ¼ Tweet with the #uxnerds hashtag ¼ Send us an email at primers@nerdery.com ¼ More answers online at http://nerdery.com #UXNERDS Monday, April 30, 2012