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User Experience Design - The Nexus of User Needs, Business Goals, and Technological Constraints

Ensuring software will work for the people who will use it, and…

  1. Overview
  2. Assumptions
  3. Stages
  4. Discovery
  5. Design
  6. Reflection
  7. Conclusions

Overview

Concept

User Experience Design (UXD) is purported to be the design of products and services in a way that meets the needs, goals, and abilities of end-users.

Cross-Discipline

User Experience Design often requires a mixture of cross-discipline skills:

Difference

User Experience Design (UxD) has overlap with, but is distinct from,…

Similar disciplines

User Experience Design (UxD), in practice, is very closely related to, and in some cases indistinguishable from,…

Assumptions

Overview

We design for people with a few assumptions and constraints in mind:

Everyone loves Venn diagrams…

… and User Experience Designers try to make all parties happy. This inevitably involves compromise and often disappointment.

Venn diagram

In case you have been mislead

The involvement of User Experience Design in a process does not imply that a product or service is being designed to benefit the user, merely that users’ behaviors and preferences are considered as part of the design process, in addition to other constraints and concerns.

Examples abound of fantastically well-designed systems known to incidentally or intentionally harm people, for example so-called dark patterns, addictive game and social media designs, and tank display systems designed to more efficiently kill people.

Stages

Overview

The practices of User Experience design can be broadly divided into three stages:

These phases are typically repeated with every iteration of a product or service.

Discovery

Concept

A subset of requirements gathering in software engineering projects as a whole, User Experience Design discovery begins by determining:

Ideally, this discovery work would be done as part of a general requirements gathering process for a new project. However, quite often, no thorough requirements engineering has been done and the User Experience Designer is expected to perform this duty.

Method

As with requirements gathering more generally, User Experience Design discovery could involve:

Method (continued)

… and anything else a UX designer can get their hands on …

Artifacts

As a result of the discovery process, the following artefacts may be produced

We will not elaborate any further on these discovery documents, but recommend a review of requirements engineering as a whole.

Design

Concept

The “design” aspect of User Experience Design is the drafting of the plans and blueprints for the product or service from a user’s perspective.

Design is the design of these plans, not the final implementation of the product or service itself (which is usually called “development”).

Method

User Experience Design process involves drafting sufficient written documents, diagrams, and sometimes prototypes to show all parties how a product or service would function over time, from a user’s perspective.

The level of detail of these documents depends upon the team culture and the needs of the project. They can range from “conversational” with a low level of detail to “formal” with a high level of detail.

Artifacts

The documents drafted might include:

We will elaborate on only the last four, which are arguably the most common in application development and provide the most benefit in practice.

Site/App Maps

Concept

Site/app maps are diagrams intended to show the number of categories of screens (e.g. web pages or app screens) that exist in a given application and how many screens exist or must be built within each category.

Example

An example of a simple site map of a shoe shop web site.

Site map example

Communication goals

Site/app map diagrams are simple, fast, easy-to-draw diagrams that communicate…

Prohibitions

Site/app maps, in order to best serve their purpose, should not

Wireframe diagrams

Concept

For most purposes in software engineering, wireframe diagrams are the easiest artifact of User Experience Design to understand and produce, and provide the greatest benefit.

Example

An example of a high-fidelity wireframe diagram representing a web page screen in desktop view:

Wireframe diagram example

Example (continued)

Commendable features of this wireframe:

Communication goals

Wireframe diagrams are simple, fast, easy-to-draw diagrams that communicate…

Prohibitions

Wireframes, in order to best serve their purpose, should not include…

Number

Each wireframe diagram acts as a template that is then re-used for one or more screens. Most application designers will produce distinct wireframe diagrams for at least each of the following…

Diagrammming Software

Tools of the trade

User Experience Designers use a variety of tools to make diagrams - each organization has their own preferred toolkit. Some common options:

Our choice (for beginners and for all UML diagramming)

When in doubt, use draw.io to build your wireframes, site/app map, and any other diagrams.

Our choice (for pros and those who like good apps)

Figma is currently the best-in-class application for developing wireframe diagrams, prototypes, and many other sorts of diagrams and designs.

Figma was acquired by Adobe for $20 billion in 2022… at this point it is still a surprisingly good piece of software.

Design Patterns

Concept

UX Design patterns are reusable solutions to common design problems in software design. For example, design patterns are often created to standardize…

A note about design components

Reusable user interface design components are often used to help standardize how common user interface elements are presented to users in the software.

For example, a reusable component for a search bar might be composed of the following sub-components:

This component and its sub-components would be designed once, and then instances of this single search bar component would be used throughout the application design wherever a search bar was needed.

Variations of this component might be designed to show all its different states of interaction, such as the default state and the state when the user has clicked into the search field which may look different.

Relationship of design patterns to design components

Design patterns indicate how common multi-step interactions work, and may be documented using design components and how they appear or disappear or change state over time.

For example, a design pattern for search may document…

Prototyping

Concept

Once initial wireframe diagrams have been drafted, it’s easy to put together a clickable prototype of an application using those wireframes. Benefits of a building a prototype include…

Our software choice

Figma has complex prototype functionality, but is best-in-class today.

Requirements

When creating a clickable prototype, meet the following minimal requirements:

Reflection

Concept

Reflection is the determination of success or failure.

In order to meaningful determine success or failure of any initiative, clear goals must have been elicited and documented during requirements gathering at the start. This obvious fact is often overlooked in practice.

Methodology

Teams have a variety of choices on how to observe the level of success or failure of their production:

Conclusions

At this point you have a just enough information to get into trouble starting to design experiences, including site/app maps, wireframes, and building clickable prototypes. Go for it!