UX from 30,000ft

UX from 30,000ft

Simon Harper
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Table of Contents

Preamble›

  • Preamble
    • Text Structure
    • Secondary ‘Text’
    • AI Assistance

Part I: Introducing the User Experience›

  • 1. Be Curious, Be Critical!
    • 1.1 Being Critical
    • 1.2 Being Curious
    • 1.3 Summary
  • 2. What is UX?
    • 2.1 HCI Foundations
    • 2.2 UX Emergence
    • 2.3 The Importance of UX
    • 2.4 Modern UX
    • 2.5 Summary
  • 3. UXD and Visual Design
    • 3.1 User Experience (UX) and User Experience Design (UXD)
    • 3.2 Design Systems and Languages
    • 3.3 Interaction Design
    • 3.4 Zero UI and Conversational Interfaces
    • 3.5 Summary

Part II: Designing the User Experience›

  • 4. People are Complicated!
    • 4.1 UX is Everywhere
    • 4.2 People & Computers
    • 4.3 Input and Control
    • 4.4 Summary
  • 5. Practical Ethics
    • 5.1 The Need for Ethical Approaches
    • 5.2 Subjects or Participants?
    • 5.3 Keeping Us Honest
    • 5.4 Practical Ethical Procedures
    • 5.5 Potted Principles of Practical Ethical Procedures
    • 5.6 Summary
  • 6. Gathering User Requirements
    • 6.1 What is Requirements Analysis?
    • 6.2 Digital Phenotyping
    • 6.3 User Centred Design
    • 6.4 What Information Do I Need?
    • 6.5 How Do I Get ‘The Information That I Need’?
    • 6.6 Summary
  • 7. Modelling Requirements
    • 7.1 Informal Methods
    • 7.2 Semi-Formal Methods
    • 7.3 Formal Methods
    • 7.4 Summary

Part III: Building the User Experience›

  • 8. Developing for UX
    • 8.1 UX Development
    • 8.2 Development Methodologies and Lifecycles
    • 8.3 Methodologies More Suited to the UX Process
    • 8.4 Separation of Concerns
    • 8.5 Interface Frameworks and the GUI
    • 8.6 Windows Toolkits
    • 8.7 Summary
  • 9. Prototyping and Rapid Application Development
    • 9.1 Prototyping
    • 9.2 The Fidelity Spectrum
    • 9.3 Prototypes in Software Engineering
    • 9.4 Users, Commissioners, Engineers!
    • 9.5 Rapid Application Development
    • 9.6 Summary
  • 10. Principles of Effective Experience (Accessibility)
    • 10.1 Effective, effectual, accessible
    • 10.2 Barriers to Effectual Use
    • 10.3 Technical Accessibility Issues
    • 10.4 Potted Principles of Effectual User Experience
    • 10.5 Summary
  • 11. Principles of Efficient Experience (Usability)
    • 11.1 The Xerox ‘Star’
    • 11.2 Universal Design and Design for All!
    • 11.3 Usability Models
    • 11.4 Collated Usability Principles, Guidelines, and Rules
    • 11.5 Potted Principles of Efficient User Experience
    • 11.6 Summary
  • 12. Principles of Affective Experience (Emotion)
    • 12.1 Visceral, Behavioural, and Reflective
    • 12.2 Narrative Art and Visual Aesthetics
    • 12.3 Visual Attention
    • 12.4 Collated Affective Concepts and Touch-points
    • 12.5 Potted Principles of Affective User Experience
    • 12.6 Summary
  • 13. Principles of Engagement (Digital Umami)
    • 13.1 Group Dynamics
    • 13.2 Funology
    • 13.3 Gamification
    • 13.4 Collated Concepts of Engagement
    • 13.5 Potted Principles of Dynamic User Experience
    • 13.6 Summary

Part IV: Validating the User Experience›

  • 14. User Evaluation
    • 14.1 Expert Evaluation via the Audit
    • 14.2 Qualitative (Fieldwork) Methods
    • 14.3 Quantitative & Hybrid Methods
    • 14.4 Tools of the Trade
    • 14.5 Summary
  • 15. Human-in-the-Loop Systems and Digital Phenotyping
    • 15.1 Human-in-the-Loop (HITL) Systems
    • 15.2 Digital Phenotyping
    • 15.3 Summary
  • 16. Evaluation Analysis
    • 16.1 Scientific Bedrock
    • 16.2 Evaluation Design and Analysis
    • 16.3 A Note on Statistics & How To Use & Interpret
    • 16.4 Caveat
    • 16.5 Summary

Part V: In Real Life›

  • 17. In Real Life
    • 17.1 Realistic, Practical, Pragmatic, and Sloppy!
    • 17.2 Expect Imperfection
    • 17.3 Commissioning Constraints
    • 17.4 Information Requirements
    • 17.5 Limitations
    • 17.6 Available Skills
    • 17.7 Optimism
    • 17.8 Summary
  • 18. Final Thoughts
    • 18.1 Design
    • 18.2 Development
    • 18.3 Validation
    • 18.4 As Practically Applied
    • 18.5 Final Thoughts

Appendices›

  • Appendix: Zen and the Art of Motorcycle Maintenance in UX
    • The Collision of Two Opposing Ideologies
    • Perception of the User Experience
    • The Discussion and Framing of Science in the User Experience
    • The Conceptualisation of Theoretical and Empirical User Experience
    • Rhetoric, Argumentation, and the User Experience
    • Values, and the Intangible Nature of the User Experience
    • The ZAMM Narrative Enhances the User Experience
  • Appendix: Defining UX
  • Appendix: Defining Accessibility
  • Appendix: Ethics Annex
  • Thanks…
  • References
  • Glossary of Terms

Notes›

    UX from 30,000ft/overview

    UX from 30,000ft

    course_overview

    A high level guide to User Experience (UX) with pointers to specialist books, current research, and best practice.

    count_parts
    ·
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    begin_reading
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    part_count

    Preamble1 chapters

    Begin part ›
    1. Preamble

    part_count

    Part I: Introducing the User Experience3 chapters

    Begin part ›
    1. 1. Be Curious, Be Critical!

    2. 2. What is UX?

    3. 3. UXD and Visual Design

    part_count

    Part II: Designing the User Experience4 chapters

    Begin part ›
    1. 4. People are Complicated!

    2. 5. Practical Ethics

    3. 6. Gathering User Requirements

    4. 7. Modelling Requirements

    part_count

    Part III: Building the User Experience6 chapters

    Begin part ›
    1. 8. Developing for UX

    2. 9. Prototyping and Rapid Application Development

    3. 10. Principles of Effective Experience (Accessibility)

    4. 11. Principles of Efficient Experience (Usability)

    5. 12. Principles of Affective Experience (Emotion)

    6. 13. Principles of Engagement (Digital Umami)

    part_count

    Part IV: Validating the User Experience3 chapters

    Begin part ›
    1. 14. User Evaluation

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

    3. 16. Evaluation Analysis

    part_count

    Part V: In Real Life2 chapters

    Begin part ›
    1. 17. In Real Life

    2. 18. Final Thoughts

    part_count

    Appendices7 chapters

    Begin part ›
    1. Appendix: Zen and the Art of Motorcycle Maintenance in UX

    2. Appendix: Defining UX

    3. Appendix: Defining Accessibility

    4. Appendix: Ethics Annex

    5. Thanks…

    6. References

    7. Glossary of Terms

    part_count

    Notes0 chapters

    Begin part ›