
The UX Book
Agile UX Design for a Quality User Experience
- 3rd Edition - March 24, 2025
- Imprint: Morgan Kaufmann
- Authors: Rex Hartson, Pardha S. Pyla
- Language: English
- Paperback ISBN:9 7 8 - 0 - 4 4 3 - 1 3 4 4 3 - 2
- eBook ISBN:9 7 8 - 0 - 4 4 3 - 1 3 4 4 4 - 9
The UX Book: Agile Design for a Quality User Experience, Third Edition, takes a practical, applied, hands-on approach to UX design based on the application of established a… Read more

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Request a sales quoteThe UX Book: Agile Design for a Quality User Experience, Third Edition, takes a practical, applied, hands-on approach to UX design based on the application of established and emerging best practices, principles, and proven methods to ensure a quality user experience. The approach is about practice, drawing on the creative concepts of design exploration and visioning to make designs that appeal to the emotions of users, while moving toward processes that are lightweight, rapid, and agile—to make things as good as resources permit and to value time and other resources in the process.
Designed as a textbook for aspiring students and a how-to handbook and field guide for UX professionals, the book is accompanied by in-class exercises and team projects.
The approach is practical rather than formal or theoretical. The primary goal is to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters.
Designed as a textbook for aspiring students and a how-to handbook and field guide for UX professionals, the book is accompanied by in-class exercises and team projects.
The approach is practical rather than formal or theoretical. The primary goal is to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters.
- A comprehensive textbook for UX/human–computer interaction (HCI) design students readymade for the classroom, complete with instructors’ manual, dedicated website, sample syllabus, examples, exercises, and lecture slides
- Features HCI theory, process, practice, and a host of real-world stories and contributions from industry luminaries to prepare students for working in the field
- The only HCI textbook to cover agile methodology, design approaches, and a full, modern suite of classroom material (stemming from tried and tested classroom use by the authors)
Graduate and undergraduate students in user experience and UX design courses / Navstem does not break down HCI / user interface design into its smaller subsets, such as UX and usability testing, etc. It currently estimates the overall HCI/user interface d
- Title of Book
- Cover image
- Title page
- Table of Contents
- Copyright
- Dedication
- Preface
- UX means user experience
- Goals for this book
- Usability is still important, but user experience goes beyond
- A practical approach
- Practical UX methods
- From an engineering orientation to a design orientation
- Audiences
- What’s changed since the second edition?
- Readability
- Content
- A more relaxed approach to grammar and writing style
- What we don’t cover
- About the exercises
- Instructor’s Guide
- Team projects
- About the authors
- Acknowledgments
- Part 1. Introduction
- Introduction
- Chapter 1. What Are UX and UX Design?
- 1.1 UX Is Short for User Experience
- 1.2 The Accelerating Trend of Pervasive Computing
- 1.2.1 Evolution of Computing and Interaction
- 1.2.2 The Expanding Concept of Interaction
- 1.2.3 UX Across the User’s Ecology
- 1.2.4 Activity-Based Interaction
- 1.3 Enter UX
- 1.3.1 A User Experience Is Felt by the User
- 1.3.2 Can a User Experience Be Designed?
- 1.4 Components of a User Experience
- 1.4.1 Usability
- 1.4.2 Usefulness
- 1.4.3 Emotional Impact
- 1.4.4 Meaningfulness
- 1.5 Evolving importance of UX
- 1.5.1 The Desire for Usability
- 1.5.2 The Rise of Usability Engineering
- 1.5.3 The Rise of UX
- 1.5.4 Importance of Good UX Design and Costs of Bad UX Design
- 1.6 Service experience
- 1.7 Why Should We Care? The Business Case for UX
- 1.7.1 Is the Fuss Over UX Real?
- 1.7.2 Cost Justification
- 1.8 History Related to HCI and UX
- 1.8.1 Early Influence of Industrial, Human-Factors Engineering, and Ergonomics
- 1.8.2 Human Factors, Psychology, and Cognitive Science Meet HCI
- 1.8.3 Computer Science: Hardware and Software Foundations of HCI
- 1.8.4 Interactive Graphics, Devices, and Interaction Techniques
- 1.9 Segue
- Chapter 2. The Wheel: UX Processes, Lifecycles, Methods, and Techniques
- 2.1 Introduction
- 2.1.1 This Is Not About Software
- 2.1.2 The Need for Process
- 2.1.3 What Do You Get by Having a Process?
- 2.1.4 A Hierarchy of Terms
- 2.2 The Wheel: A Model of the UX Design Process
- 2.2.1 UX Design Lifecycle Process
- 2.2.2 The Wheel as a UX Design Lifecycle Template
- 2.2.3 UX Design Lifecycle Activities
- 2.2.4 Lifecycle Sub-Activities
- 2.2.5 UX Design Methods
- 2.2.6 UX Design Techniques
- 2.2.6.1 UX techniques are also life skills
- 2.3 The UX Technique Toolbox
- 2.3.1 Techniques for Research and Exploration
- 2.3.1.1 Observation
- 2.3.1.2 Note taking
- 2.3.1.3 Sketching
- 2.3.2 Techniques for Organizing Data and Ideas
- 2.3.2.1 Hierarchical lists
- 2.3.2.2 Card sorting
- 2.3.2.3 Concept/mind mapping
- 2.3.2.4 Affinity diagramming
- 2.3.3 Techniques for Understanding and Sense Making
- 2.3.3.1 Immersion
- 2.3.3.2 Abstraction
- 2.3.3.3 Reasoning and deduction
- 2.3.3.4 Framing and reframing
- 2.3.3.5 Synthesis
- 2.3.3.6 Modeling
- 2.3.4 Techniques for Generating, Envisioning, and Refining
- 2.3.4.1 Brainstorming
- 2.3.4.2 Prototyping for envisioning
- 2.3.5 Techniques for Communicating
- 2.3.5.1 Storytelling
- 2.3.5.2 Externalizing insights
- 2.4 Choosing UX Processes, Methods, and Techniques
- 2.4.1 UX Techniques Are Used in Combination
- 2.4.2 The UX Lifecycle Process Choice
- 2.4.3 Appropriating Methods and Techniques
- 2.4.3.1 Design situations: Dependencies that govern lifecycle activity, method, and technique choices
- 2.4.3.2 Choosing methods and techniques
- 2.4.3.3 Early method and technique choices constrain later ones
- 2.4.3.4 Mapping project parameters to lifecycle activity, method, and technique choices
- 2.5 Segue
- Chapter 3. Design Situations: Understanding Rigor, Scope, Complexity, and the Nature of Systems
- 3.1 Introduction
- 3.2 Rigor in a UX Method or Process
- 3.2.1 Complexity Influences the Need for Rigor
- 3.2.1.1 The system complexity space
- 3.2.1.2 Interaction complexity
- 3.2.1.3 Domain complexity
- 3.2.1.4 The system complexity space quadrants
- 3.2.2 Domain Familiarity Influences the Need for Rigor
- 3.2.3 Risk Aversion Influences the Need for Rigor
- 3.2.3.1 The risk due to data loss
- 3.2.3.2 Risks associated with legal, safety, and compliance constraints
- 3.2.4 The Stage of Development Within Your Project Influences the Need for Rigor
- 3.2.5 Project Resources Influence the Ability to Provide Rigor
- 3.2.6 UX Team Experience as Influence on the Need for Rigor
- 3.3 Being Rapid in Lifecycle Activities, Methods, and Techniques
- 3.3.1 Not Every Project Needs Rigorous UX Methods
- 3.3.2 Over Time Our Need for Rigor in UX Design Has Diminished
- 3.3.3 Rapid Methods Are a Natural Result
- 3.3.4 Rapidness Principle: Work as Rapidly as You Can
- 3.4 Scope of Delivery
- 3.4.1 Example: Large and Small Scope in Building a House
- 3.5 Consumer Products Vs. Enterprise Systems
- 3.5.1 Consumer Products
- 3.5.2 Enterprise System
- 3.6 Segue
- Chapter 4. Managing Change With the Funnel Model of Agile UX
- 4.1 The Challenges of Managing Change in Designing and Building Systems
- 4.1.1 Change Happens During a Project
- 4.1.2 Almost Everything May Change During an Iteration of the Lifecycle Process
- 4.1.3 Getting Timely Feedback Is the Key to Understanding Change
- 4.2 The Waterfall Model of Software System Development
- 4.3 Embracing an Agile SE Lifecycle Process
- 4.3.1 Summary Comparison: Bookends on the Lifecycle Process Spectrum
- 4.3.2 Chunking to Reduce Scope and Elicit Quick Feedback
- 4.3.3 On the UX Side, There Has Always Been a Measure of Agility Without Chunking
- 4.3.4 Software Engineering Is Without the Luxury of Making User-Facing Prototypes
- 4.3.5 SE Had No Interest in Users Anyway
- 4.3.6 Why Does UX Follow SE in Becoming Agile?
- 4.4 The Funnel Model of Agile UX
- 4.4.1 Why Was a New Model Needed?
- 4.4.2 Introducing the Funnel Model of Agile UX
- 4.4.3 Late-Funnel Activities
- 4.4.4 Early-Funnel Activities
- 4.5 Segue
- Chapter 5. Prelude to the Process Chapters
- 5.1 Intertwining of Processes, Methods, and Techniques
- 5.1.1 Examples of Intertwining
- 5.1.2 Lifecycle Activity Timing
- 5.2 A Dedicated UX Design Studio, An Essential Tool for Teamwork
- 5.2.1 Why You Need a UX Design Studio
- 5.2.2 What You Need in Your UX Design Studio
- 5.2.3 The Virginia Tech Industrial Design Studio: The Kiva
- 5.3 The Project Commission: How Does a Project Begin?
- 5.4 Key Roles
- 5.4.1 UX Researcher
- 5.4.2 UX Designer
- 5.4.3 Graphic or Visual Designer
- 5.4.4 UX Analyst or Evaluator
- 5.4.5 Product Owner or Manager, a Cross-Functional Role
- 5.4.6 Software Engineer, a Cross-Functional Role
- 5.4.7 Project or Program Manager, a Cross-Functional Role
- 5.5 Introducing a Running Example
- 5.5.1 The Existing System: Middleburg University Ticket Transaction Service
- 5.5.2 The Proposed New System: The Ticket Kiosk System
- 5.5.3 Rationale for Kiosks
- 5.6 The Product/System Concept Statement
- Example: A Product Concept Statement for the Ticket Kiosk System
- 5.6.1 Introduction to Process-Related Exercises
- 5.6.1.1 How to approach these exercises
- 5.6.1.2 Choosing a product or system for these exercises
- 5.7 Segue: Welcome to the Process Chapters
- Part 2. Understand Needs: Ux Research Analysis and Synthesis
- Introduction
- Chapter 6. UX Research Data Gathering
- 6.1 Introduction
- 6.1.1 You Are Here
- 6.1.2 Are We Studying an Existing Product/System/Work Practice or a New (Envisioned) One?
- 6.1.3 About User Research
- 6.2 Terminology Related to Usage of Products and Systems
- 6.2.1 The Quest for Broader Terminology
- 6.2.2 Work
- 6.2.3 Work Activity
- 6.2.4 Work Practice
- 6.2.5 Work Domain
- 6.2.6 Work Role
- 6.3 Work Practices Within a Work Domain
- 6.4 Gathering Data for Understanding Work Domains and Practices
- 6.5 The Nature of UX Research Data Gathering
- 6.6 Before the Visit: Prepare for Data Gathering
- 6.6.1 Decide on Your Data Sources
- 6.6.2 Choose Visit Parameters
- 6.6.3 Data Gathering Goals Based on Scope
- 6.6.4 Organize Your Data Gathering Team
- 6.6.5 Recruit User Participants
- 6.6.6 Prepare Your Initial Questions
- 6.7 During the Visit: Collect User Data
- 6.7.1 Set the Stage Immediately
- 6.7.2 Observing Versus Interviewing: What They Do Versus What They Say
- 6.7.3 Shadowing and the User Journey
- 6.7.4 Hints for Successful Data Gathering
- 6.7.5 Specific Things to Look For
- 6.7.6 General Things to Look For
- 6.7.7 Capture the UX Research Data
- 6.7.8 Write Effective Raw Data Notes
- 6.7.9 Efficiency in UX Research Data Gathering
- 6.8 Roots of User Research
- 6.8.1 Roots in Activity Theory
- 6.8.2 Roots in Ethnography
- 6.8.3 Getting Contextual Studies Into HCI
- 6.9 Segue
- Chapter 7. UX Research Data Analysis
- 7.1 Introduction
- 7.1.1 You Are Here
- 7.1.2 Goal of UX Research Analysis
- 7.1.3 Preview of the Process
- 7.2 Distill the Essence of Your UX Research Data by Composing Work Activity Notes
- 7.2.1 Make Each Work Activity Note Elemental
- 7.2.1.1 Why elemental?
- 7.2.2 Clarify Each Work Activity Note
- 7.2.3 Make Each Work Activity Note Concise
- 7.2.4 Make Each Work Activity Note Complete
- 7.2.5 Make Each Work Activity Note Modular
- 7.3 Synthesize UX Research Data for Insight and Understanding
- 7.3.1 Synthesis Begins to Play a Role in UX Research
- 7.3.2 UX Research Data Present Multiple Overlapping Perspectives
- 7.3.3 UX Research Data Are Incomplete
- 7.3.4 Modeling Supports Completeness
- 7.3.5 Combine Synthesis in Parallel With Work Activity Note Distillation
- 7.3.6 Synthesize Elemental Parts of Work Activity Notes
- 7.3.7 Choose Synthesis Sites
- 7.3.8 Be Selective in Choosing Models
- 7.4 Organize UX Research Data
- 7.5 Construct a Work Activity Affinity Diagram to Organize UX Research
- 7.5.1 Affinity Diagrams
- 7.5.2 Compartmentalize the WAAD, Separating It by User Work Roles
- 7.5.3 Growing the WAAD—A Bottom-Up Process
- 7.5.4 Labels for Groups of Notes
- 7.5.5 Splitting Large Groups
- 7.5.6 Continue Organizing Groups Into a Hierarchy
- 7.5.7 Use Technology to Support WAAD Building
- 7.5.8 Lead a Walkthrough of the WAAD to Get Feedback
- 7.6 Segue
- Chapter 8. UX Research Data Modeling I: User, Flow, Artifact, Physical, and Information Models
- 8.1 Introduction
- 8.1.1 You Are Here
- 8.1.2 What Are UX Research Data Models, and How Are They Used?
- 8.1.3 Building Data Models Through Synthesis
- 8.1.4 Kinds of Data Models
- 8.1.5 Modeling Can Pervade the UX Research Process
- 8.2 User Work Role Model
- 8.2.1 What Is a User Work Role?
- 8.2.2 Work Roles Transcend Job Duties
- 8.2.3 Sub-Roles
- 8.2.4 Mediated Work Roles
- 8.2.5 User Class Definitions
- 8.2.5.1 Knowledge and skill characteristics
- 8.2.5.2 Physiologic characteristics
- 8.2.6 Post the Work Role Modeling Results
- 8.3 User Personas
- 8.3.1 Why Personas?
- 8.3.2 UX Research Data for Personas
- 8.3.3 A Preview of How to Create Personas
- 8.4 The Flow Model
- 8.4.1 What Is a Flow Model?
- 8.4.2 Central Importance of the Flow Model
- 8.4.3 How to Make a Flow Model
- 8.4.4 The Customer Journey Map, a Kind of Flow Model
- 8.5 Artifact Model
- 8.5.1 What Does an Artifact Model Contain?
- 8.5.2 Constructing the Artifact Model
- 8.6 Physical Work Environment Model
- 8.6.1 Include Environmental Factors, When Appropriate
- 8.7 Information Architecture Model
- 8.8 Segue
- Chapter 9. UX Research Data Modeling II: Task, Social, and Hybrid Models
- 9.1 Introduction
- 9.1.1 You Are Here
- 9.1.2 Starting Point
- 9.2 Task Structure Models—Hierarchical Task Inventory
- 9.2.1 Tasks Versus Functions
- 9.2.2 Create an HTI Model
- 9.2.3 Hierarchical relationships
- 9.2.4 Avoid temporal implications
- 9.2.5 HTI can often be decomposed by user work role
- 9.3 Task Sequence Models
- 9.3.1 Scenarios as a Simple Task Sequence Model
- 9.3.2 Step-by-Step Task Sequence Models
- 9.3.2.1 Task and step goals
- 9.3.2.2 Task triggers
- 9.3.2.3 Task barriers
- 9.3.2.4 Information and Other Needs in Tasks
- 9.3.2.5 Begin With a Linear List of Basic Steps
- 9.3.3 Beyond Linear Task Sequence Models
- 9.3.4 Essential Use Case Task Sequence Models
- 9.3.4.1 Naming Essential Use Cases
- 9.3.4.2 An Essential Use Case Is Abstract
- 9.3.5 User Workflow Diagrams: The Next Step in Representing Task Sequencing and Navigation
- 9.4 The Social Model
- 9.4.1 Simplified Approach to the Social Model
- 9.4.2 Identify Active Entities
- 9.4.3 Identify Types of Issues, Pressures, Worries, and Concerns
- 9.5 Hybrid Models
- 9.6 Trade-offs Between the Work Activity Affinity Diagram and the Models
- 9.7 Efficient Data Handling for Professional UX Practitioners
- 9.8 Wrap-up
- 9.8.1 Barrier Summaries Across All Models
- 9.8.2 Post Data Models in Your UX Design Studio
- 9.9 Segue
- Chapter 10. User Stories and UX Design Requirements
- 10.1 Introduction
- 10.1.1 You Are Here
- 10.1.2 The Difficult Reality of User Stories and Requirements
- 10.1.3 Completeness in Requirements Is Not Feasible
- 10.1.4 Getting From Models and the Work Activity Affinity Diagrams to User Stories and Requirements
- 10.2 User Stories
- 10.2.1 What Is a User Story?
- 10.2.1.1 Stories exclusively from users cannot produce complete requirements
- 10.2.1.2 Clean up and augment user stories
- 10.2.2 Writing User Stories
- 10.2.2.1 Approximate format for a user story
- 10.2.3 Extrapolation of Requirements in User Stories to Generalize UX Research Data
- 10.2.4 The User Story Structure: Organizing Sets of User Stories for Use in UX Design
- 10.3 UX Design Requirements
- 10.3.1 Requirements as Design Goals, Not Constraints
- 10.3.2 Look at the WAAD and Other UX Research Data Models to Get Started With Requirements
- 10.3.3 The Requirement Statement
- 10.3.4 Organizing Requirements Statements
- 10.4 Take User Stories and Requirements Back to Customers and Users for Validation
- 10.5 Review Progress Toward Synthesizing and Understanding “the Elephant” That Is UX Design Needs
- 10.6 Segue
- Part 3. UX Design
- Introduction
- Chapter 11. The Nature of UX Design
- 11.1 Introduction
- 11.1.1 You Are Here
- 11.1.2 What Is Design?
- 11.1.2.1 Two ways the word design is used
- 11.1.2.2 Design as a verb
- 11.1.2.3 Design as a noun
- 11.1.3 Design Synthesis: Moving Across the Gap From Analysis to Design
- 11.1.4 Universality of Design and Relationship to Other Fields
- 11.1.5 Design Thinking
- 11.1.6 Relationship to Design in Architecture
- 11.1.7 The Interdisciplinary Nature of Design
- 11.1.8 Ambiguity in the Scope
- 11.2 The Purpose of Design: Satisfying Human Needs
- 11.2.1 A Pyramid of Human Needs
- 11.3 Stages of Design
- 11.4 Iteration in the Stages of Design
- 11.4.1 Deciding on the Design Goal
- 11.4.2 Generative Design Iteration
- 11.4.3 Conceptual Design Iteration
- 11.4.4 Intermediate Design Iteration
- 11.4.5 Detailed Design Iteration
- 11.4.6 Software Engineering Implementation
- 11.4.7 UX Fidelity Verification Phase
- 11.5 Design Lifecycle for the Agile UX Funnel
- 11.6 Segue
- Chapter 12. Bottom-Up Versus Top-Down Design
- 12.1 Introduction
- 12.1.1 You Are Here
- 12.2 Bottom-Up Design: Designing for Existing Work Practice
- 12.2.1 Human-Centered Design or User-Centered Design: Common Names for Bottom-Up Design
- 12.2.2 Designing for Existing Work Practice Is Practical
- 12.2.3 The Role of Biases and Constraints
- 12.2.3.1 Bias and inertia from existing usage and user preferences
- 12.2.3.2 Bias and inertia from market success
- 12.2.3.3 Effects from advances in technology
- 12.2.4 Bottom-Up Design Is Not Intended to Lead to Innovative Possibilities
- 12.3 Looking Ahead to Top-Down Design
- 12.3.1 Work
- 12.3.2 Work Role
- 12.3.3 Work Activity
- 12.3.4 Work Practice
- 12.3.5 Work Domain
- 12.3.6 Abstract Work Activity
- 12.3.7 Abstract Work Activities Illuminate Possible New Design Targets
- 12.4 Top-Down Design: Designing for Abstract Work Activities
- 12.4.1 Consider the Example of Voting in a Democracy
- 12.4.1.1 The bottom-up approach
- 12.4.1.2 The top-down approach
- 12.4.1.3 Abstraction redirects designer thinking
- 12.4.2 Characteristics of Top-Down Design
- 12.4.3 Top-Down Design Is Not Always Practical
- 12.4.4 Extreme Top-Down Design Is the Path to Disruptive Design
- 12.5 Segue
- Chapter 13. Generative Design: Ideation, Sketching, and Critiquing
- 13.1 Introduction
- 13.1.1 You Are Here
- 13.1.2 Preparing for Generative Design: Immersion
- 13.1.3 The Role of Synthesis
- 13.1.4 Overview of Generative Design: Intertwining of Ideation, Sketching, and Critiquing
- 13.2 Ideas: The Building Blocks of Design
- 13.3 Ideation
- 13.3.1 Creativity in Ideation
- 13.3.2 Ideation Informers, Catalysts, and Techniques
- 13.3.3 Ideation Informers
- 13.3.3.1 User work roles
- 13.3.3.2 Personas
- 13.3.3.3 Flow models and physical models
- 13.3.3.4 Task structure and sequence models
- 13.3.3.5 Artifact model
- 13.3.3.6 Information architecture model
- 13.3.3.7 Emotional impact in your design
- 13.3.3.8 Social models
- 13.3.3.9 Requirements
- 13.3.4 Ideation Catalysts
- 13.3.4.1 The eureka moment
- 13.3.5 Ideation Techniques
- 13.3.5.1 Framing and reframing
- 13.3.5.2 Abstraction: Getting back to the basics
- 13.3.5.3 Magic wand: Asking “what if?”
- 13.3.5.4 Participatory design
- 13.3.5.5 Incubation
- 13.3.5.6 Design patterns and experience
- 13.3.5.7 Traverse the different dimensions of the problem space
- 13.3.5.8 Seek opportunities for embodied and tangible interaction
- 13.3.6 Doing Ideation
- 13.4 Sketching
- 13.4.1 Characteristics of Sketching
- 13.4.1.1 Sketching is essential to ideation and design
- 13.4.1.2 Sketching is a conversation about user experience
- 13.4.1.3 Sketching is embodied cognition to aid invention
- 13.4.2 Doing Sketching
- 13.4.2.1 Stock up on sketching and mockup supplies
- 13.4.2.2 Use the language of sketching
- 13.4.3 Physical Mockups as Embodied Sketches
- 13.5 Critiquing
- 13.5.1 Include Users in the Critiquing Activity
- 13.6 Rules of Engagement for Ideation, Sketching, and Critiquing
- 13.6.1 Behave Yourself
- 13.6.2 Be Aware of Which Mode You Are In
- 13.6.3 Iterate to Explore
- 13.7 Related History
- 13.7.1 History Related to Participatory Design
- 13.7.2 History Related to Embodied and Tangible Interaction
- 13.8 Segue
- Chapter 14. Mental Models and Conceptual Design
- 14.1 Introduction
- 14.1.1 You Are Here
- 14.1.2 Mental Models
- 14.2 How a Conceptual Design Works as a Connection of Mental Models
- 14.2.1 The Ideal Mental Model
- 14.2.2 The Designer’s Mental Model
- 14.2.3 The User’s Mental Model
- 14.2.4 The Conceptual Design as Mapping Between Mental Models
- 14.2.5 The Nature of the Mental Models and Conceptual Design
- 14.2.6 Creating the Conceptual Design: A Design Challenge
- 14.3 UX Design Starts with Conceptual Design
- 14.3.1 Need for a Conceptual Design Component at Every Level in the User Needs Pyramid
- 14.3.2 Conceptual Design for Work Practice Ecology: Describing Full Usage Context
- 14.3.3 Conceptual Design for Interaction: Describing How Users Will Operate It
- 14.3.4 Conceptual Design in the Emotional Perspective: Describing Intended Emotional Impact
- 14.3.5 Leveraging Design Patterns in Conceptual Design
- 14.3.6 Leveraging Metaphors to Carry Meaning in Conceptual Design
- 14.3.6.1 Metaphors can cause confusion if not used properly
- 14.4 Segue
- Chapter 15. Designing for Ecological Needs and Pervasive Information Architecture
- 15.1 Introduction
- 15.1.1 You Are Here
- 15.2 Designing for Ecological Needs
- 15.2.1 Ecological Design: Foundational Layer of the Needs Pyramid
- 15.2.2 Designing the Ecology Is About Usage Context
- 15.2.3 Information Architecture
- 15.2.3.1 Information architecture is design
- 15.2.3.2 Pervasive information architecture
- 15.2.4 Ecological Design Spans Interaction Channels
- 15.2.5 For the User, the Entire Ecology Is a Single Service
- 15.3 Storyboards
- 15.3.1 What Is a Storyboard?
- 15.3.2 Storyboards Can Cover All Layers of the Pyramid
- 15.3.3 Storyboards Help Deflect Focus From Technology to Interaction
- 15.3.4 Importance of Between-Frame Transitions
- 15.3.5 Storyboards for the Ecological Perspective
- 15.4 Creating An Ecological Design
- 15.4.1 Representing Ecological Design
- 15.4.2 Identify Sub-systems by Related Work Roles
- 15.4.3 Proceed With Generative Design
- 15.4.4 Establish a Conceptual Design for the Ecology
- 15.4.5 The Issue of Self-Sufficiency
- 15.5 Designing An Ecology to Influence User Behavior
- 15.6 An Ecology for A Smart Shopping Application
- 15.6.1 High-Level Issues
- 15.6.2 Key Parts of the Design
- 15.6.3 How It Works
- 15.6.3.1 Finding things in the store
- 15.6.3.2 Impulse buying
- 15.7 Segue
- Chapter 16. Designing Interaction
- 16.1 Introduction
- 16.1.1 You Are Here
- 16.2 Designing for Interaction Needs
- 16.2.1 Designing for Interaction Needs Is About Supporting User Tasks
- 16.2.2 Different Device Types in the Ecology Require Different Interaction Designs
- 16.3 Creating An Interaction Design
- 16.3.1 First Identify All Devices and Their Roles in the Ecology
- 16.3.2 Proceed With Generative Design
- 16.3.3 Establish a Good Conceptual Design for the Interaction
- 16.3.4 Leverage Interaction Design Patterns
- 16.3.5 Establish the Information Architecture for Each Device
- 16.3.6 Envision Interaction Flows Across Different Devices in the Ecology
- 16.4 Example of Storyboard for The Interaction Perspective
- 16.5 Examples of User Stories for The Interaction Perspective
- 16.6 Wireframes
- 16.6.1 What Are Wireframes?
- 16.6.2 The Path to Wireframes
- 16.6.3 Wireframe Design Elements
- 16.7 Intermediate Interaction Design
- 16.7.1 Introducing a National Park Website Example
- 16.7.1.1 Example: National park reservation website user stories
- 16.7.1.2 Example: A persona for Annie, a user of a national park campground reservation website
- 16.7.1.3 Example: A design scenario for a national park campground reservation system
- 16.7.1.4 Feedback from client and users
- 16.7.1.5 Increasing presentation fidelity to visualize the final product experience
- 16.8 Interaction Design Production
- 16.9 Adopt and Maintain A Design System
- 16.9.1 What Is a Design System?
- 16.9.2 Why Use a Design System?
- 16.9.3 What To Put in a Design System?
- 16.10 Segue
- Chapter 17. Designing for Emotional Impact
- 17.1 Introduction
- 17.1.1 You Are Here
- 17.1.2 Designing for Emotional Impact Is Often Neglected but Can Be a Market Differentiator
- 17.2 Emotional Needs
- 17.2.1 Sometimes Users Crave Distinctiveness
- 17.3 Designing for Emotional Impact to Satisfy Emotional Needs
- 17.4 Conceptual Design for Emotional Aspects
- 17.4.1 Metaphors
- 17.4.2 Mood Boards: Creating a Conceptual Design for Emotional Aspects
- 17.5 Intermediate Design for Emotional Impact
- 17.5.1 Define the Visual Language and Vocabulary
- 17.5.2 Define the Motion Styles and Physics of Interaction for Each Design
- 17.5.3 Define the tone of the language to be used in the design
- 17.5.4 Define the Audio Characteristics To Be Used in the Design
- 17.5.5 Leverage Social and Psychological Aspects in the Design
- 17.6 Emotional Impact Design Production
- 17.7 Segue
- Part 4. Prototype Candidate Designs
- Introduction
- Chapter 18. Prototyping
- 18.1 Introduction
- 18.1.1 You Are Here
- 18.1.2 Prototyping Intertwines With Other UX Activities
- 18.1.3 A Dilemma and a Solution
- 18.1.4 Advantages of Prototyping
- 18.1.5 Universality of Prototyping
- 18.2 Depth and Breadth of A Prototype
- 18.2.1 Horizontal Prototypes
- 18.2.2 Vertical Prototypes
- 18.2.3 T Prototypes
- 18.2.4 Local Prototypes
- 18.2.5 Examples of Kinds of Prototypes
- 18.2.5.1 Example of horizontal prototype
- 18.2.5.2 Example of vertical prototype
- 18.2.5.3 Example of T prototype
- 18.2.5.4 Example of local prototype
- 18.3 Wireframe Prototypes
- 18.3.1 Draw on Everything You Have Created for the Prototype Design
- 18.3.2 Represent Flow and Navigation
- 18.3.3 Create a Wireframe for Each State
- 18.3.4 Iterate and Refine the Wireframe Prototype
- 18.3.5 Wireframe Decks
- 18.3.6 Use Your Design System as a Library of Interaction Object Templates in Your Sketching Tool
- 18.4 Fidelity of Prototypes
- 18.4.1 Dimensions of Prototype Fidelity
- 18.4.1.1 Fidelity of presentation
- 18.4.1.2 Fidelity of behavior
- 18.4.2 Low Fidelity Means Initial Cost Effectiveness
- 18.5 Build Up Prototypes in Increasing Levels of Fidelity
- 18.5.1 Very Low-Fidelity Wireframe Sketches to Support Design Idea Exploration in Generative Design
- 18.5.2 Wireframe Decks Begin to Demonstrate Flow
- 18.5.3 Increased Fidelity Wireframes for Subsequent Design Walk-throughs
- 18.5.3.1 Example of wireframe sketches for ordering ethernet service with enough fidelity for a design walkthrough
- 18.5.3.2 Work fast and efficiently
- 18.5.4 Medium-Fidelity Click-Through Wireframe Prototypes to Support Early Design Walk-throughs
- 18.5.5 Medium- to High-Fidelity Click-Through Prototypes to Support In-Depth UX Evaluation
- 18.5.5.1 Include decoy user interface objects
- 18.5.5.2 Make a “this feature not yet implemented” message
- 18.5.6 Medium- to High-Fidelity Prototypes Refined Through Evaluation and Iteration to Hand Off to Software Developers
- 18.5.6.1 The UX team is not yet finished
- 18.6 Specialized Prototypes
- 18.6.1 Physical Mockups for Physical Interactivity
- 18.6.2 Animated Prototypes
- 18.6.3 Experience Prototyping, the Goal of High-Fidelity Physical Prototyping
- 18.7 Software Tools for Making Wireframes
- 18.8 Scandinavian Origins of Prototyping
- 18.9 Segue
- Part 5. UX Evaluation
- Introduction
- Chapter 19. Introduction to UX Evaluation: Concepts and Terminology
- 19.1 Introduction
- 19.1.1 You Are Here
- 19.1.2 User Testing? No!
- 19.2 Types of UX Evaluation Data
- 19.2.1 Quantitative vs. Qualitative Data
- 19.2.1.1 Quantitative data
- 19.2.1.2 Qualitative data
- 19.2.2 Objective vs. Subjective Data
- 19.2.2.1 Objective UX data
- 19.2.2.2 Subjective UX data
- 19.3 Types of UX Evaluation Methods by Goal: Formative Vs. Summative
- 19.3.1 Formative UX Evaluation
- 19.3.2 Summative UX Evaluation
- 19.4 Types of Summative Evaluation Methods By Process: INFORMAL VS. FORMAL
- 19.4.1 Informal Summative Evaluation
- 19.4.2 Formal Summative Evaluation
- 19.4.2.1 A/B testing in UX
- 19.4.2.2 CSAT studies to measure customer satisfaction
- 19.5 Types of Formative UX Evaluation Methods by Process: Empirical Vs. Analytic
- 19.5.1 Empirical Formative UX Evaluation
- 19.5.2 Analytic Formative Evaluation
- 19.5.3 Payoff and Intrinsic Methods
- 19.5.4 UX Evaluation Within the Pyramid of Human Needs
- 19.5.5 UX Evaluation Within the Ecological Level of the Pyramid of Needs
- 19.5.6 UX Evaluation Within the Interaction Level of the Pyramid of Needs
- 19.5.7 UX Evaluation Within the Emotional Level of the Pyramid of Needs
- 19.6 Adapt and Appropriate Methods
- 19.6.1 You Can Apply Any Given Evaluation Method Over a Range of Rigor
- 19.6.2 Adapt and Appropriate UX Evaluation Methods
- 19.7 Some Background
- 19.7.1 An Axe Analogy to Explain the Difference Between Empirical and Analytic Evaluation
- 19.7.2 Concerns About UX Evaluation Methods
- 19.7.2.1 Measurability of user experience parameters: A problem on the empirical quantitative side
- 19.7.2.2 Reliability of formative UX evaluation methods: A problem on the qualitative side
- 19.8 Segue
- Chapter 20. UX Evaluation: Goals, Metrics, and Targets
- 20.1 Introduction
- 20.1.1 You Are Here
- 20.1.2 Project Context for UX Metrics and Targets
- 20.1.3 UX Target Tables
- 20.2 Work Role and User Classes
- 20.3 UX Goals
- 20.4 UX Measures
- 20.5 Measuring Instruments
- 20.5.1 Measuring Instruments: Benchmark Tasks
- 20.5.1.1 Selecting benchmark tasks
- 20.5.1.2 Crafting benchmark task descriptions
- 20.5.2 Measuring Instruments: User Satisfaction Questionnaires
- 20.6 UX Metrics
- 20.7 Baseline Level
- 20.8 Target Level
- 20.9 Observed Results
- 20.10 Segue
- Chapter 21. Empirical UX Evaluation:: Preparation
- 21.1 Introduction
- 21.1.1 You Are Here
- 21.1.2 Plan for the UX Evaluation Session
- 21.2 Evaluation Scope and Rigor
- 21.2.1 Evaluation Scope
- 21.2.2 Evaluation Rigor
- 21.3 Goals for an Empirical UX Evaluation Session
- 21.4 Select Team Roles
- 21.4.1 Participation and Buy-in
- 21.4.2 Facilitator
- 21.4.3 Prototype Executor
- 21.4.4 Quantitative Data Collectors
- 21.4.5 Qualitative Data Collectors
- 21.5 Prepare an Effective Range of User Tasks and Appropriate Survey Instruments
- 21.5.1 Benchmark Task Descriptions
- 21.5.2 Other Kinds of Task Descriptions
- 21.6 Recruit Participants
- 21.6.1 Establish Budget and Schedule for Recruiting User Participants Upfront
- 21.6.2 Identify the Right Kinds of Participants
- 21.6.3 Determine the Right Number of Participants
- 21.6.4 Consider Recruiting Methods and Screening
- 21.6.5 Decide on Incentives and Remuneration
- 21.6.6 Recruit for Codiscovery Evaluation
- 21.6.7 Select Participants for Subsequent Iterations
- 21.7 Prepare for the Session
- 21.7.1 Lab and Equipment
- 21.7.2 Session Parameters
- 21.7.3 Informed Consent
- Informed Consent for Participant of Development Project
- 21.7.4 Other Paperwork
- 21.7.4.1 Non-disclosure agreement
- 21.7.4.2 Questionnaires and surveys
- 21.7.5 Do Final Pilot Testing: Fix Your Wobbly Wheels
- 21.8 Segue
- Chapter 22. Empirical UX Evaluation:: Data Collection
- 22.1 Introduction
- 22.1.1 You Are Here
- 22.1.2 Introduction to Empirical UX Evaluation Methods
- 22.1.2.1 What qualifies as an empirical method?
- 22.1.2.2 Our treatment of empirical UX evaluation
- 22.1.2.3 Ecological validity
- 22.2 Empirical Data Collection Methods: Quantitative
- 22.2.1 Objective Data Collection (Task Based)
- 22.2.1.1 Timing task performance
- 22.2.1.2 Counting user errors
- 22.2.1.3 A slip is not a user error
- 22.2.2 Subjective Data Collection (Questionnaires)
- 22.2.2.1 Questionnaire for User Interface Satisfaction
- 22.2.2.2 System Usability Scale
- 22.2.2.3 Other questionnaires
- 22.3 Empirical Data Collection Methods: Qualitative
- 22.3.1 Critical Incident Technique for Finding UX Problems
- 22.3.2 User Think-Aloud Data Collection Techniques
- 22.3.3 Co-discovery Think-Aloud Techniques
- 22.4 Empirical Data Collection Methods: Emotional Impact
- 22.4.1 Direct Observation
- 22.4.2 Use Think-Aloud Technique to Evaluate Emotional Impact
- 22.4.3 Questionnaires as a Self-Reporting Technique for Collecting Emotional Impact Data
- 22.4.4 AttrakDiff Questionnaire as a Verbal Self-Reporting Technique for Collecting Emotional Impact Data
- 22.5 Empirical Data Collection Methods: Meaningfulness
- 22.5.1 Meaningfulness Evaluation Requires Long-Term Studies
- 22.5.2 Importance of Self-Reporting
- 22.5.3 Diary-Based Self-Reporting by Users
- 22.6 Procedures for Empirical Data Collection Sessions
- 22.6.1 Preliminaries With Participants
- 22.6.1.1 Introduce yourself and explain the process and your expectations
- 22.6.2 Prepare Yourself for Evaluating With a Prototype
- 22.6.3 Data Collection Session
- 22.6.3.1 The session begins
- 22.6.3.2 The facilitator interacts with participants
- 22.6.3.3 The facilitator keeps the participants at ease
- 22.7 Rapid Empirical UX Evaluation Methods
- 22.7.1 Introduction to Rapid UX Evaluation Methods
- 22.7.2 Quasi-empirical UX Evaluation
- 22.7.3 Rapid Iterative Testing and Evaluation UX Evaluation Method
- 22.7.3.1 Introduction
- 22.7.3.2 How to do it: The RITE UX evaluation method
- 22.7.3.3 Variations in RITE data collection
- 22.8 Specialized UX Evaluation Methods
- 22.8.1 Post-deployment Field Testing: Alpha and Beta Testing and Field Surveys
- 22.8.2 Remote UX Evaluation
- 22.8.3 Automatic UX Evaluation
- 22.8.4 A/B Comparison Testing in UX
- 22.9 Segue
- Chapter 23. Analytic UX Evaluation:: Data Collection
- 23.1 Introduction
- 23.1.1 You Are Here
- 23.1.2 Adding Analytic Methods to the Mix
- 23.1.3 Criticism of Analytic Methods: Discount Methods?
- 23.1.4 Focus Groups
- 23.2 The Reality of Analytic UX Evaluation Methods
- 23.3 Design Walk-Throughs
- 23.3.1 Parameters for Design Walk-throughs
- 23.3.1.1 Goals for design walk-throughs
- 23.3.1.2 Expected feedback
- 23.3.1.3 Artifacts involved in design walk-throughs
- 23.3.2 Prepare for a Design Walk-through
- 23.3.3 Conduct a Design Walk-through Session
- 23.3.3.1 The value of click-through prototypes
- 23.4 Expert UX Inspection
- 23.4.1 What Is UX Inspection?
- 23.4.2 Broad Range of UX Inspection Applicability
- 23.4.3 What Kind of Expertise Is Used?
- 23.4.4 How Many Inspectors or Inspections Are Needed?
- 23.5 Heuristic Evaluation, A UX Inspection Method
- 23.5.1 Introduction
- 23.5.2 The Heuristics
- 23.5.3 The Procedure
- 23.5.4 Documenting UX Problems
- 23.5.5 Variations Abound
- 23.5.6 Limitations
- 23.6 Our Practical Approach to UX Inspection
- 23.6.1 Let Insight and Experience Be Your Guide
- 23.6.2 Use a Co-discovery Approach
- 23.6.3 Explore Systematically With a Rich and Comprehensive Usage-Oriented View
- 23.6.4 Inspection Can Be Driven by Tasks and by the Design Itself
- 23.7 Emotional Impact Inspection
- 23.8 Segue
- Chapter 24. UX Evaluation:: Data Analysis
- 24.1 Introduction
- 24.1.1 You Are Here
- 24.2 Analyze Quantitative Data
- 24.2.1 Use Simple Descriptive Statistics
- 24.2.2 Treat Subjective Quantitative Questionnaire Data as Simply as Possible
- 24.2.3 Line Up Your Quantitative Ducks
- 24.2.3.1 Fill in the observed results
- 24.2.3.2 Fill in the “meet target?” column
- 24.2.4 The Big Decision: Can We Stop Iterating?
- 24.2.4.1 Convergence toward a quality user experience
- 24.3 Analyze Qualitative Data
- 24.3.1 Overview
- 24.3.2 Analysis Preparation Steps
- 24.3.2.1 Keep a participant around to help with early analysis
- 24.3.2.2 Multiple sources of raw UX data
- 24.3.2.3 Clean up the raw data before your memory fades
- 24.3.3 Qualitative Data Analysis Steps
- 24.3.3.1 Gather your raw qualitative UX data notes
- 24.3.3.2 Compose elemental data notes: Each refers to just one problem
- 24.3.3.3 Edit each elemental data note into a UX problem description
- 24.3.3.4 Consolidate congruent data notes
- 24.3.3.5 Group related UX problem descriptions to be fixed together
- 24.3.3.6 UX research analysis tools also work here
- 24.4 Cost-Importance Analysis: Prioritizing Problems to Fix
- 24.4.1 Problem
- 24.4.2 Importance to Fix
- 24.4.2.1 Importance rating adjustments
- 24.4.3 Solutions
- 24.4.4 Cost to Fix
- 24.4.4.1 Cost values for problem groups
- 24.4.4.2 Calibration feedback from down the road: Comparing actual with predicted costs
- 24.4.5 Priority Ratio
- 24.4.6 Priority Rankings
- 24.4.7 Cumulative Cost
- 24.4.8 Line of Affordability
- 24.4.9 Drawing Conclusions: A Resolution for Each Problem
- 24.4.10 Special Cases
- 24.4.10.1 Tie-breakers
- 24.4.10.2 Cost-importance analysis involving multiple problem solutions
- 24.4.10.3 Problem groups straddling the line of affordability
- 24.4.10.4 Priorities for emotional impact problems
- 24.4.11 Rapid Cost-importance Analysis
- 24.5 Feedback to the Process
- 24.6 Lessons from the Field
- 24.6.1 Onion Layer Effect
- 24.7 Segue
- Chapter 25. UX Evaluation:: Reporting Results
- 25.1 Introduction
- 25.1.1 You Are Here
- 25.1.2 Importance of Quality Communication
- 25.1.3 Participant Anonymity
- 25.1.4 Common Industry Format for Reporting
- 25.1.5 The Need for a Cross-Functional Team in Writing a Report
- 25.1.6 A Caution About Reporting Summative Results
- 25.1.7 Your Personal Presence in Reporting
- 25.2 Consider Your Audience
- 25.2.1 The Primary Audience: Your Own Team
- 25.2.2 Reporting to Inform and/or Influence Management
- 25.2.3 Reporting to Convince Others That Re-design Is Needed
- 25.2.4 Reporting to Customers or Clients
- 25.3 Report Guidelines
- 25.3.1 Problem Reporting
- 25.3.1.1 Overview
- 25.3.1.2 Problem reporting: Foundation
- 25.3.1.3 Problem reporting: Content
- 25.3.1.4 Prioritize problems to be fixed
- 25.3.1.5 Reporting on the ecological and emotional layers of the pyramid
- 25.3.2 Mechanics of the Report
- 25.3.2.1 Use a consistent problem-description structure
- 25.3.2.2 Use precision and specificity in your reporting vocabulary
- 25.3.3 Report Tone and Style
- 25.3.3.1 Respect feelings in your report tone
- 25.3.3.2 Avoid jargon
- 25.4 Segue
- Part 6. Agile UX and Connections With Agile Software Development
- Introduction
- Chapter 26. Connecting Agile UX With Agile Software Development
- 26.1 Introduction
- 26.1.1 Agility Is Not (Just) About Being Fast
- 26.2 Basics of Agile Software Engineering Methods
- 26.2.1 Goals and Principles of Agile Software Engineering
- 26.2.2 Contrasting With the Waterfall Method
- 26.2.2.1 Operating in silos
- 26.2.2.2 Characteristics of agile software engineering methods
- 26.2.2.3 Avoiding big design upfront
- 26.3 Lifecycle Aspects of Agile Software Engineering
- 26.3.1 Planning in Agile Software Engineering Methods
- 26.3.1.1 Customer stories
- 26.3.1.2 Story-based planning
- 26.3.1.3 Managing customer stories and development tasks
- 26.3.2 Controlling Scope
- 26.3.3 Sprints in Agile Software Engineering Methods
- 26.3.3.1 Acceptance test creation
- 26.3.3.2 Unit code test creation
- 26.3.3.3 Implementation coding
- 26.3.3.4 Code testing
- 26.3.3.5 Regression testing
- 26.3.3.6 Acceptance testing and deployment
- 26.4 Challenges of Agile Software Engineering Methods from the UX Perspective
- 26.5 What Is Needed on the UX Side
- 26.6 Problems to Anticipate
- 26.6.1 UX and SE May Not Work Well Together
- 26.6.2 The Need for a Full Overview: The Software Side Versus the UX Side
- 26.7 A Synthesized Approach to Integrating Agile UX and Agile SE
- 26.7.1 Integrating UX into Planning
- 26.7.1.1 Small upfront analysis and design
- 26.7.1.2 UX role helps customer write user stories
- 26.7.1.3 The truth about user stories
- 26.7.1.4 UX role helps customer prioritize user stories
- 26.7.2 Integrating UX into Sprints
- 26.7.3 Synchronizing the Two Agile Workflows
- 26.7.3.1 Dovetailed work activities
- 26.7.3.2 The value of early delivery
- 26.7.3.3 Continuous delivery
- 26.7.3.4 The importance of regression testing
- 26.7.3.5 Planning across iterations
- 26.7.3.6 Communication during synchronization
- 26.8 Segue
- Part 7. UX Affordances, the Interaction Cycle, and UX Design Guidelines
- Introduction
- Chapter 27. Affordances in UX Design
- 27.1 Introduction
- 27.1.1 Acknowledgement of Source
- 27.1.2 The Concept of Affordance
- 27.1.3 Confusion Over Affordances in Early Human–Computer Interaction and UX
- 27.1.4 Examples of How Cognitive Affordances Can Be Informed by Shared Cultural Conventions
- 27.1.5 The Importance of Affordance Issues in UX Design
- 27.1.6 Five Different Kinds of Affordance in UX Design
- 27.2 Cognitive Affordances
- 27.2.1 Definition of Cognitive Affordance
- 27.2.2 How Do Users Acquire Cognitive Support Information?
- 27.2.3 The Meaning of Cognitive Affordances as Found in Shared Conventions
- 27.2.4 Cognitive Affordance Content and Meaning Design Issues
- 27.2.4.1 Cognitive affordance to get the user started
- 27.2.4.2 Cognitive affordance to help users avoid task completion errors
- 27.2.4.3 False cognitive affordances misinform and mislead
- 27.3 Physical Affordances
- 27.3.1 Definition of Physical Affordance
- 27.3.2 Starring Role in UX Design for Experienced or Power Users
- 27.3.3 Some Physical Affordances Are Better Than Others; Some Depend on the User
- 27.3.4 Physical Affordances for Opening Doors
- 27.3.5 Physical Devices Can Also Offer Cognitive Affordance
- 27.3.6 Physical Devices Can Also Offer Emotional Affordance
- 27.3.7 Physicality
- 27.3.8 Manual Dexterity and Fitts Law
- 27.3.9 Physical overshoot
- 27.3.10 Physical Affordance Design Issues
- 27.4 Sensory Affordance
- 27.4.1 Definition of Sensory Affordance
- 27.4.2 Design of Sensory Affordances in Support of Other Affordances
- 27.4.3 Visual Sensory Affordance Design Issues
- 27.4.3.1 Sensory affordance visibility example: Store user cannot find the deodorant
- 27.4.3.2 Sensory affordance discernability example: Black-on-black in stereo
- 27.4.3.3 Sensory affordance distinguishability example: Here’s soap in your eyes
- 27.4.3.4 Sensory affordance presentation timing example: Just-in-time towel dispenser message
- 27.4.4 Auditory Sensory Issues
- 27.4.5 Haptic and Tactile Sensory Issues
- 27.5 Functional Affordance
- 27.6 Emotional Affordance
- 27.6.1 Definition of Emotional Affordance
- 27.6.2 Affordances to Support Meaningfulness
- 27.7 Putting Affordances Together in Design
- 27.7.1 Affordance Roles—an Alliance in Design
- 27.7.2 A UX Design Checklist of Affordances
- 27.7.2.1 Functional affordance considerations
- 27.7.2.2 Cognitive affordance considerations
- 27.7.2.3 Physical affordance considerations
- 27.7.2.4 Sensory affordance considerations
- 27.7.2.5 Emotional affordance considerations
- 27.8 User-Created Affordances as a Wake-Up Call to Designers
- 27.9 A Little History of the Concept of Affordances
- 27.10 Segue
- Chapter 28. The Interaction Cycle
- 28.1 Introduction
- 28.1.1 What Is the Interaction Cycle?
- 28.1.2 Need for a Theory-Based Conceptual Framework
- 28.2 Norman’s Stages-of-Action Model of Interaction
- 28.2.1 Gulfs Between User and System
- 28.2.1.1 The gulf of execution
- 28.2.1.2 The gulf of evaluation
- 28.2.2 From Norman’s Model to Our Interaction Cycle
- 28.2.2.1 Partitioning the model
- 28.2.2.2 Adding outcomes and system response and emphasizing translation
- 28.3 Interaction Cycle Categories of UX Design Issues
- 28.3.1 Planning (Design Helping User Know What to Do)
- 28.3.2 Translation (Design Helping User Know How to Do Something)
- 28.3.3 Physical Actions (Design Helping User Do the Actions)
- 28.3.4 Outcomes (Internal, Invisible Effect/Result Within System)
- 28.3.5 Assessment (Design Helping User Know if Interaction Was Successful)
- 28.4 Cooperative User-System Task Performance Within the Interaction Cycle
- 28.4.1 Primary Tasks
- 28.4.2 Path Variations in the Interaction Cycle
- 28.4.3 Secondary Tasks, Intention Shifts, and Stacking
- 28.5 Segue
- Chapter 29. UX Design Guidelines and Examples
- 29.1 Introduction
- 29.1.1 Scope and Universality
- 29.1.2 Some of Our Examples Are Intentionally Old
- 29.1.3 UX Design Guidelines Can Be Difficult to Use and Interpret
- 29.2 UX Aspects of Human Memory Limitations
- 29.2.1 Short-Term or Working Memory
- 29.2.1.1 Chunking
- 29.2.1.2 Stacking
- 29.2.1.3 Cognitive load
- 29.2.2 Other Kinds of Human Memory
- 29.2.2.1 Sensory memory
- 29.2.2.2 Muscle memory
- 29.2.3 Long-Term Memory
- 29.2.3.1 Recognition vs. recall
- 29.2.3.2 Shortcuts
- 29.3 The Interaction Cycle as Organizational Structure of Guidelines
- 29.4 The Concept of Feed-Forward
- 29.5 Planning
- 29.5.1 Clear System Task Model for User
- 29.5.2 Planning for Efficient Task Paths
- 29.5.3 Avoiding Transaction Completion Slips
- 29.6 Translation and Feed-Forward
- 29.6.1 Existence of Feed-Forward
- 29.6.2 Presentation of Feed-Forward
- 29.6.2.1 Feed-forward visibility
- 29.6.2.2 Feed-forward noticeability
- 29.6.2.3 Discernibility
- 29.6.2.4 Feed-forward legibility
- 29.6.2.5 Distinguishability
- 29.6.2.6 Color
- 29.6.2.7 Feed-forward presentation complexity
- 29.6.2.8 Feed-forward presentation timing
- 29.6.3 Content and Meaning of Feed-Forward
- 29.6.3.1 Clarity
- 29.6.3.2 Precise wording
- 29.6.3.3 Treatment of data value formats
- 29.6.3.4 Distinguishability of choices in feed-forward
- 29.6.3.5 Consistency of feed-forward
- 29.6.3.6 Decompose to control complexity of feed-forward content and meaning
- 29.6.3.7 Group related elements together to control complexity of feed-forward content and meaning
- 29.6.3.8 Do not group together unrelated interaction elements
- 29.6.3.9 Supporting human memory limitations in feed-forward
- 29.6.3.10 Cognitive directness in feed-forward
- 29.6.3.11 Complete information in feed-forward
- 29.6.3.12 User/usage centeredness in feed-forward
- 29.6.3.13 Avoiding errors with feed-forward
- 29.6.3.14 Feed-forward for error recovery
- 29.6.3.15 Feed-forward for modes
- 29.6.4 Task Structure
- 29.6.4.1 Human working memory loads in task structure
- 29.6.4.2 Design task structure for flexibility
- 29.6.4.3 Design task structure for efficiency
- 29.6.4.4 Task thread continuity: Anticipating the most likely next step or task path
- 29.6.4.5 Retaining essential user work context
- 29.6.4.6 Useful defaults
- 29.6.4.7 Not undoing user work
- 29.6.4.8 Retaining state information
- 29.7 Physical Actions
- 29.7.1 Sensing Objects of Physical Actions
- 29.7.1.1 Sensing objects to manipulate
- 29.7.1.2 Sensing objects during manipulation
- 29.7.2 Help User in Doing Physical Actions
- 29.7.2.1 Manual dexterity and Fitts law
- 29.7.2.2 Haptics and physicality
- 29.7.2.3 Avoiding physical overshoot errors
- 29.7.2.4 Inertia of physical movements
- 29.7.2.5 Awkwardness
- 29.7.2.6 Fatigue
- 29.7.2.7 Physical disabilities
- 29.8 Outcomes
- 29.8.1 System Functionality
- 29.8.2 System Response Time
- 29.8.3 Automation Issues
- 29.9 Assessment
- 29.9.1 The Concept of Feedback
- 29.9.2 System Response
- 29.9.3 Assessment of System Feedback
- 29.9.3.1 Progress indicators
- 29.9.4 Presentation of Feedback
- 29.9.4.1 Feedback noticeability: Status lines ineffective for feedback
- 29.9.4.2 Feedback timing
- 29.9.4.3 Feedback presentation medium
- 29.9.5 Content and Meaning of Feedback
- 29.9.5.1 Completeness of feedback
- 29.9.5.2 Tone of feedback expression
- 29.9.5.3 Usage centeredness of feedback
- 29.9.5.4 Consistency of feedback
- 29.9.6 User control over feedback detail
- 29.9.7 Assessment of Information Displays
- 29.9.7.1 Information organization for presentation
- 29.9.7.2 Visual bandwidth for information display
- 29.10 Overall
- 29.10.1 Keeping Users in Control
- 29.10.2 Overall Simplicity
- 29.10.3 Overall Consistency
- 29.10.3.1 Structural consistency
- 29.10.3.2 Consistency is not absolute
- 29.10.3.3 Consistency can work against innovation
- 29.10.4 Reducing Friction
- 29.10.5 Humor
- 29.10.6 Anthropomorphism
- 29.10.6.1 Avoiding anthropomorphism
- 29.10.6.2 The case in favor of anthropomorphism
- 29.10.7 Tone and Psychological Impact
- 29.10.8 Use of Sound and Color
- 29.10.9 User Preferences
- 29.10.10 Accommodation of User Differences
- 29.10.11 Helpful Help
- 29.11 History Related to UX Design Guidelines
- 29.12 Conclusions
- 29.13 Congratulations:
- Index
- Edition: 3
- Published: March 24, 2025
- Imprint: Morgan Kaufmann
- No. of pages: 928
- Language: English
- Paperback ISBN: 9780443134432
- eBook ISBN: 9780443134449
RH
Rex Hartson
Rex Hartson is a pioneer researcher, teacher, and practitioner-consultant in HCI and UX. He is the founding faculty member of HCI (in 1979) in the Department of Computer Science at Virginia Tech. With Deborah Hix, he was co-author of one of the first books to emphasize the usability engineering process, Developing user interfaces: Ensuring usability through product & process. Hartson has been principle investigator or co-PI at Virginia Tech on a large number of research grants and has published many journal articles, conference papers, and book chapters. He has presented many tutorials, invited lectures, workshops, seminars, and international talks. He was editor or co-editor for Advances in Human-Computer Interaction, Volumes 1-4, Ablex Publishing Co., Norwood, NJ. His HCI practice is grounded in over 30 years of consulting and user experience engineering training for dozens of clients in business, industry, government, and the military.
Affiliations and expertise
Professor Emeritus, Computer Science, Virginia Tech, USAPP
Pardha S. Pyla
Pardha Pyla is an award-winning designer and product strategist with deep expertise in envisioning and delivering industry-leading products. He is the founding member of multiple thriving product and design (UX) practices that were responsible for producing successful enterprise software solutions in use across many industries. He is a pioneering researcher in the area of coordinating software engineering and UX lifecycle processes and the author of several peer-reviewed research publications in human-computer interaction and software engineering. He has received numerous awards in recognition of his work in design thinking, research, teaching, leadership, and service.
Affiliations and expertise
Senior User Experience Specialist and Lead Interaction Designer for Mobile Platforms, Bloomberg LP, USA