Difference between revisions of "UX 모임 2018-08-20"
From Lyndsey Twining
(→RULE 2 매력적인 상품을 위해 사용자를 파악하라) |
(→Fundamental Principles of Interaction) |
||
Line 34: | Line 34: | ||
===='''Fundamental Principles of Interaction'''==== | ===='''Fundamental Principles of Interaction'''==== | ||
+ | *"Great designers produce pleasurable experiences." | ||
+ | *Determines how fondly people remember their interactions | ||
+ | *Positive of frustrating/confusing? | ||
+ | *Discoverability: Need to discover how to work it | ||
+ | **What is does | ||
+ | **How it works | ||
+ | **What operations are possible | ||
+ | *Discoverability results from: | ||
+ | **Affordances | ||
+ | **Signifiers | ||
+ | **Constraints | ||
+ | **Mappings | ||
+ | **Feedback | ||
+ | **Conceptual Model | ||
+ | |||
+ | =====Affordances===== | ||
+ | *The relationship between a physical object and a person | ||
+ | *The properties of and object <-> The capabilities of the agent --> How it can be used | ||
+ | *Bidirectional relationship | ||
+ | *They exist even if they are not visible | ||
+ | *Making them visible is the job of the designer | ||
+ | |||
+ | =====Signifiers===== | ||
+ | *Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person. | ||
+ | *Must be perceivable | ||
+ | *Affordances determine what actions are possible. Signifiers communicate where the action should take place. | ||
+ | *Does not matter if it is intended or incidental | ||
+ | *Ex: PUSH, trail made by others, whether there are people waiting at the train station, soda can on shelf, lack on sink, vertical pipes on the road | ||
+ | |||
+ | =====Mapping===== | ||
+ | |||
===='''The System Image'''==== | ===='''The System Image'''==== | ||
===='''The Paradox of Technology'''==== | ===='''The Paradox of Technology'''==== |
Revision as of 09:43, 20 August 2018
Contents
린지
The Design of Everyday Things Chapter 1: The Psychopathology of Everyday Things
- The two most important characteristics of good design are discoverability and understanding.
- Discoverability: Is it possible to even figure out what actions and possible and where and how to perform them?
- Understanding: What does it all mean? How is the product supposed to be used? What do the different controls and settings mean?
- Complex devices may require manuals or instruction, but simple ones should not
- The purpose of the design is lost if it is so complex it is not used or barely used
Examples
- doors
- coffeepot for masochists
The Complexity of Modern Devices
"We are designing things for people, so we need to understand both technology and people."
- "All artificial things are designed. Whether it is the layout of a furniture in a room, the paths through a garden or forest, or the intricacies of an electronic device, some person or group of people had to decide upon the layout, operation, and mechanisms.
- Some designed things are systems, rules, services, organizational structures
- "Design is concerned with how things work, how they are controlled, and the nature of the interaction between people and technology"
- Three main areas of design:
- Industrial - focus on function, value, appearance with user and manufacturer in mind
- Interaction - focus on how people interact with technology (what can be done, what is happening, and what happened)
- Experience - focus on the quality and enjoyment of the total experience (of a service, product, process, event)
- "Much of design is done by engineers who are experts in technology but limited in their understanding of people. 'We are people ourselves,' they think, 'so we understand people.' But in fact, we humans are amazingly complex....The problem with the designs of most engineers is that they are too logical....You are designing for people the way you would like them to be, not for the way they really are."
Human-Centered Design
- Design has improved, but technological advances outpace design
- "HCD is a design philosophy."
- "HCD puts human needs, capabilities, and behavior first, then designs to accomodate those needs, capabilities, and ways of behaving. Good design starts with and understanding of psychology and technology."
- "Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen."
- Observation of people who may not even be aware of their own needs and the difficulties they encounter.
- Avoid specifying the problem and iterate upon approximations
Fundamental Principles of Interaction
- "Great designers produce pleasurable experiences."
- Determines how fondly people remember their interactions
- Positive of frustrating/confusing?
- Discoverability: Need to discover how to work it
- What is does
- How it works
- What operations are possible
- Discoverability results from:
- Affordances
- Signifiers
- Constraints
- Mappings
- Feedback
- Conceptual Model
Affordances
- The relationship between a physical object and a person
- The properties of and object <-> The capabilities of the agent --> How it can be used
- Bidirectional relationship
- They exist even if they are not visible
- Making them visible is the job of the designer
Signifiers
- Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person.
- Must be perceivable
- Affordances determine what actions are possible. Signifiers communicate where the action should take place.
- Does not matter if it is intended or incidental
- Ex: PUSH, trail made by others, whether there are people waiting at the train station, soda can on shelf, lack on sink, vertical pipes on the road
Mapping
The System Image
The Paradox of Technology
The Design Challenge
선애
- 지난주에 빠뜨렸던 사이트 : 좋은 UX디자이너의 자질
- 안에 보면 ux에 관한 다양한 이야기가 있습니다.
RULE 2 매력적인 상품을 위해 사용자를 파악하라
- UX 디자인의 역할
- UX디자인은 기본적으로 제품이나 서비스 품질을 높이는 방법. 멋진 제품을 만드는 방법이 아니라, 올바른 관점과 체계적인 방법을 통해 실패 확률을 줄이고 시간을 절약하는 방법을 제시.
- 사용자 경험 디자인 순환형 개발 과정 : think-make-check(반복)
- 포커스 그룹 vs 개별 사용자
- 포커스 그룹은 제품의 기본적인 전략 방향을 제시하는 것. 개별 사용자의 기대나 만족감과 같은 가치를 평가하기에는 한계. 포커스 그룹의 공통점으로부터 트렌드를 읽기 쉽지만, 그로부터 개별 사용자가 실제로 제품과의 소통에서 축적되는 가치를 찾기란 어려움.
- => DH에서의 사용자, 포커스 그룹이란?
- 인터뷰와 설문으로 소비자를 이해하라
- 만드는 사람은 자신의 입장에서 개발하기 때문에 사용자 관점을 이해하는데 한계. 이를 극복하기 위해 직접 사용자를 만나 그들의 생각과 반응을 관찰하여 부족한 정보를 보충하는 기회를 얻는 것. 사용자 개인의 시점을 반영하는 것이기 때문에 UX디자인에서 매우 중요한 도구. 인터뷰는 진행자의 능력이 중요. 무의식적으로 편향된 상태. 설문은 인터뷰를 보완할 수 있는 경제적이고 효과적인 방법. 개별 사용자를 정확히 파악 못함. 인터뷰는 사용자에게 유연하게 질문하고 답변을 얻는 반면, 설문은 정형화된 질문지이므로 수집할 수 있는 정보에 한계가 있음.
- 구체적인 대상을 정하여 설계하라
- 페르소나(Persona) : 특정한 목적에 따라 설정한 가공의 사용자. 페르소나의 선택과 행위에 초점을 맞춤. 구체화된 캐릭터의 가상 인물이 제품을 선택하고 사용하는 모든 과정에서 발생하는 상황을 시나리오 형식으로 표현하여 발생할 수 있는 문제와 특이 상황들, 예측하지 못한 가치 등을 유추하는 것.
- 시뮬레이션(simulation) : 실제 제품이나 서비스가 완성되지 않은 상태에서도 그 성능이나 영향, 그리고 예측하지 못하는 여러 상황 등을 살펴보기 위해 시험적으로 운영하는 것. UX디자인의 시뮬레이션은 사용 과정에서 겪는 상황이 주요 관심사.