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UX from 30,000ft

A Guide to User Experience for Software Engineers and Developers

Are you a Software Engineer or Developer who wants to know more about those pesky users; or how to decipher what that UX specialist is talking about? Do you need to get more involved in the development of the interface? If so, this high-level overview will help you get started and signpost you to more books, best practices, and standards.

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About

About

About the Book

HCI is one of the most important aspects of computer science and application development, and UX is a mostly applied sub-domain of HCI; this is especially the case when that application development is focused on providing humans with access to the program functionality. But this is not the only concern of UX, indeed for many, it is the augmentation of the interactive processes and behaviours of the human in an attempt to deal with an ever more contemplated world that is the focus. This augmentation does not take the form of artificial intelligence or even cybernetics, but by enabling us to interact with computer systems more effectively, to understand the information that they are processing, and to allow us to focus more completely on the intellectual challenges; as opposed to those which are merely administrative or banal. 

For many of you, this will be your first exposure to the wider discipline of Human-Computer Interaction (HCI) and User Experience (UX). Some of you may have already experienced some basic UX work as part of the software engineering lifecycle, however, this text takes a far more in-depth look at the tools, techniques, and knowledge you need to understand the user experience within software engineering.

It is worth noting that while this text is more in-depth than those to which you may already have been exposed, it is by no means intended to teach you everything you need to know about human-facing software engineering. Indeed, entire undergraduate degrees are built around the subject of human factors and ergonomics and you should not confuse this high-level overview of the domain with the knowledge you would acquire in an undergraduate degree programme. This said the aim of this text is to give you, the reader, the tools, techniques, and mindset necessary to competently approach your first user testing and user experience job. The text is designed from a practical perspective and will enable you to take a junior role in a user experience department, or usability company, and will provide you with the overall knowledge to communicate with others and make sensible suggestions regarding UX work. Further, it will give you a basis for future self-study within the UX domain or the broader human factors world.

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Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License

Author

About the Author

Simon Harper

I am an experimental Computer Scientist working in Human Computer Interaction and Information Systems as well as being a Reader in Human Computer Interaction (Computer Science), an Association for Computing Machinery (ACM) Distinguished Scientist awarded for contributions to HCI, and Research Lead for the Interaction Analysis and Modelling Laboritory at the University of Manchester. I work in Human Computer Interaction and Information Systems. My particular interest is in Assistive Technologies (AT) in the domain of Accessibility with specific regard to profound blindness and visual disability. My work is centred around understanding, predicting, and influencing a user’s interactions and flow through interfaces and information, while taking into account neurophysiological, cognitive, behavioural, perceptual, and technological factors. My contributions lay in the development of adaptive user models of extreme users and/or extreme environments. I have been working in Assistive technology for Accessibility for over 15 years.

I have delivered invited talks to the Manchester Informatics Human Behaviour Network (2014), Loughborough University HCI ‘GuruLecture’ (2014 and 2013), the Technical Superior Insitute, LaSIGE, Lisbon, Portugal (2012); Informatika Fakultatea, UPV-EHU, Spain (2011); Fujitsu Labs Europe (2010); IBM Tokyo Research Laboratory (2009); and keynoted the WebMedia conference (2008); and a Cafe Scientifique talk in 2015. I am also a recipient of the ACM Doug Engelbart prize (2000), the ADDW IBM Research prize (2005), the Microsoft Web Accessibility Judges Award at the W4A (2008), and the Best Paper Award at W4A (2010). My last book ‘Web Accessibility: A Foundation for Research’ has for two years ranked in the Amazon - Human Computer Interaction top 40, and in the top 10 for six months after it’s publication. 

Contents

Table of Contents

Preamble

  1. Origins
  2. Text Structure
  3. Secondary ‘Text’
  4. AI Assistance
  5. IPart I: Introducing the User Experience

1.Be Curious, Be Critical!

  1. 1.1Being Critical
  2. 1.2Being Curious
  3. 1.3Summary

2.What is UX?

  1. 2.1HCI Foundations
  2. 2.2UX Emergence
  3. 2.3The Importance of UX
  4. 2.4Modern UX
  5. 2.5Summary

3.UXD and Visual Design

  1. 3.1User Experience (UX) and User Experience Design (UXD)
  2. 3.2Design Systems and Languages
  3. 3.3Interaction Design
  4. 3.4Zero UI and Conversational Interfaces
  5. 3.5Summary
  6. IIPart II: Designing the User Experience

4.People are Complicated!

  1. 4.1UX is Everywhere
  2. 4.2People & Computers
  3. 4.3Input and Control
  4. 4.4Summary

5.Practical Ethics

  1. 5.1The Need for Ethical Approaches
  2. 5.2Subjects or Participants?
  3. 5.3Keeping Us Honest
  4. 5.4Practical Ethical Procedures
  5. 5.5Potted Principles of Practical Ethical Procedures
  6. 5.6Summary

6.Gathering User Requirements

  1. 6.1What is Requirements Analysis?
  2. 6.2Digital Phenotyping
  3. 6.3User Centred Design
  4. 6.4What Information Do I Need?
  5. 6.5How Do I Get ‘The Information That I Need’?
  6. 6.6Summary

7.Modelling Requirements

  1. 7.1Informal Methods
  2. 7.2Semi-Formal Methods
  3. 7.3Formal Methods
  4. Caveat
  5. Cautionary Note
  6. 7.4Summary
  7. IIIPart III: Building the User Experience

8.Developing for UX

  1. 8.1UX Development
  2. 8.2Development Methodologies and Lifecycles
  3. 8.3Methodologies More Suited to the UX Process
  4. 8.4Separation of Concerns
  5. 8.5Interface Frameworks and the GUI
  6. 8.6Windows Toolkits
  7. 8.7Summary

9.Prototyping and Rapid Application Development

  1. 9.1Prototyping
  2. 9.2The Fidelity Spectrum
  3. 9.3Prototypes in Software Engineering
  4. 9.4Users, Commissioners, Engineers!
  5. 9.5Rapid Application Development
  6. 9.6Summary

10.Principles of Effective Experience (Accessibility)

  1. 10.1Effective37, effectual38, accessible39
  2. 10.2Barriers to Effectual Use
  3. 10.3Technical Accessibility Issues
  4. 10.4Potted Principles of Effectual User Experience
  5. 10.5Summary

11.Principles of Efficient Experience (Usability)

  1. 11.1The Xerox ‘Star’
  2. 11.2Universal Design and Design for All!
  3. 11.3Usability Models
  4. 11.4Collated Usability Principles, Guidelines, and Rules
  5. 11.5Potted Principles of Efficient User Experience
  6. 11.6Summary

12.Principles of Affective Experience (Emotion)

  1. 12.1Visceral, Behavioural, and Reflective
  2. 12.2Narrative Art and Visual Aesthetics
  3. 12.3Visual Attention
  4. 12.4Collated Affective Concepts and Touch-points
  5. 12.5Potted Principles of Affective User Experience
  6. 12.6Summary

13.Principles of Engagement (Digital Umami)

  1. 13.1Group Dynamics
  2. 13.2Funology
  3. 13.3Gamification
  4. 13.4Collated Concepts of Engagement
  5. 13.5Potted Principles of Dynamic User Experience
  6. 13.6Summary
  7. IVPart IV: Validating the User Experience

14.User Evaluation

  1. 14.1Expert Evaluation via the Audit
  2. 14.2Qualitative (Fieldwork) Methods
  3. 14.3Quantitative & Hybrid Methods
  4. 14.4Tools of the Trade
  5. 14.5Summary

15.Human-in-the-Loop Systems and Digital Phenotyping

  1. 15.1Human-in-the-Loop (HITL) Systems
  2. 15.2Digital Phenotyping
  3. 15.3Summary

16.Evaluation Analysis

  1. 16.1Scientific Bedrock
  2. 16.2Evaluation Design and Analysis
  3. 16.3A Note on Statistics & How To Use & Interpret
  4. 16.4Caveat
  5. 16.5Summary
  6. VPart V: In Real Life

17.In Real Life

  1. 17.1Realistic, Practical, Pragmatic, and Sloppy!
  2. 17.2Expect Imperfection
  3. 17.3Commissioning Constraints
  4. 17.4Information Requirements
  5. 17.5Limitations
  6. 17.6Available Skills
  7. 17.7Optimism
  8. 17.8Summary

18.Final Thoughts

  1. 18.1Design
  2. 18.2Development
  3. 18.3Validation
  4. 18.4As Practically Applied
  5. 18.5Final Thoughts
  6. Appendices

Appendix: Zen and the Art of Motorcycle Maintenance in UX

  1. The Collision of Two Opposing Ideologies
  2. Perception of the User Experience
  3. The Discussion and Framing of Science in the User Experience
  4. The Conceptualisation of Theoretical and Empirical User Experience
  5. Rhetoric, Argumentation, and the User Experience
  6. Values, and the Intangible Nature of the User Experience
  7. The ZAMM Narrative Enhances the User Experience

Appendix: Defining UX

Appendix: Defining Accessibility

Appendix: Ethics Annex

Thanks…

References

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