UX Intro

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ECommerce

Ecommerce Online Presence


Who am I?
• Prof Anindita Paul, PhD (Univ. of Missouri, USA)
• Information Systems area at IIMK
• With IIMK for 14 years
• Interest – Human-Centered application of Information
Systems, Impact of technology on society
• Teach – Core area of IS, Ecommerce, UX Design
• Research – ICT4D, EGovernance, Digital and Society
Course Overview
• Co-teaching with Prof Sudip Das of IIM Jammu
• Course Outline
• Groups to be formed by you within a week
Ground Rules
1. No attendance if entry after 5 minutes of class start time
2. No attendance if student leaves for more than 5 minutes in
between the class
3. No marks for in-class assignments if absent on that day
(even if the assignment submission is post class)

4. No marks if student not present for group presentations


(term projects or any other group presentations along the way)

5. Bring your notebooks and a pen.


Learning Objective
• Human Computer Interaction and Human-Centric
Interaction
• Interface Design
• User eXperience
• Usability and Universal Usability
• Brand and UX Design
Human-Computer Interaction
Interaction Design
• “Interaction design is about shaping digital things for people’s use”
-IxD Foundation (interaction-design.org)
• Involves analysis, only that the analysis is about exploring possible futures.
(analytical and critical →which exists, design → which could be)
• Different from Systems design
(which starts of with requirement specification as an outcome of a
descriptive analysis)
• Design involves visual thinking/sketching
(not only for the end product but the process)

• For an interaction designer, users are whole people with complex


sensibilities
Technology Determinism
Technology drives
progress
Humans have to
learn technology to
progress
Digital “Things”
• Digital Materials – software, electronics, communication networks, and
the like (media).
• Designing an innovative interaction technique, there may not be much
previous experience to rely on
• Necessary to experiment with constructions in software and/or hardware
• Having a sketching mindset is important
(e.g., quickly made, focuses on behaviors and effects, is disposable and ideally
also that it is one among many variations on the same theme)

• What is excluded?
Large parts of service design, organizational design, sociopolitical
intervention, and so on
“Interactivity”
▪ A product or service is interactive if it allows for interaction.
▪ An artefact’s interactivity is its interactive behaviour as experienced
by a human user.
▪ User Experience - “a person’s perceptions and responses that result
from the use or anticipated use of a product, system or service” (ISO
2009)
▪ Hassenzahl’s (2010) model of the user experience
 Pragmatic: how simple, practical, and obvious it is for the user to
achieve their goals
 Hedonic: how evocative and stimulating the interaction is to users
Defining User Experience
How users perceive a product, such as whether a
smartwatch is seen as sleek or chunky, and their emotional
reaction to it, such as whether people have a positive
experience when using it.
(Hornbæk and Hertzum, 2017)
How is UX related to Digital Design?
• UX is broader term that enables a view of the overall
context where the digital product/interface is
embedded in
• UXfocuses on making the (digital) product/interface
more enjoyable and easy to use
• Theother related term specific to digital interfaces
is UI or User Interface.
Article – Why UX Always has to come First
-Michael Scharge

• Read the article – 7-10 minutes


• Discuss the following:
1. How can business ensure user-centricity? (How FB, Google and Amazon have done
it?)

2. What are businesses benefiting by focussing on better UXD?

3. What trade-offs/risks do you think businesses are making in compromising dynamic


opportunism for UX towards customer value? What are the major arguments in
favour of why UX always has to come first?
Key Points from ‘UX First’ article
• UX important for profitability in the long term
• Whether degrading UX for easy money worth it – deep reflection
• How much value to customer relationship
• Businesses can utilise digital footsteps to understand the user
• Screening advertisers- Are they spoiling the user experience such as load time,
pop-ups etc.
• Removing annoying ads; boosting mobile friendly websites
• Improving ad experience will attract more advertisers (Abandonment rate
decrease)
• Optimizing overall relationship important than individual transaction
• Incorporate mechanisms to understand what irritates (Translate site
abandonment to IQ=Irritation Quotient)
UX contribution
Help managers:
 Understand how to design interactive products that fit
with what people want, need, and may desire
 Appreciate that one size does not fit all (for example,
teenagers are very different to grown-ups)
 Identify any incorrect assumptions they may have about
particular user groups. (for example, not all old people want
or need big fonts)
 Be aware of both people’s sensitivities and their
capabilities (for example, cultural/perceptive aspects)
 Makes efforts towards “good usability” meaningful
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UX Goals
Desirable aspects

Satisfying Pleasurable

Helpful Enhancing sociability

Fun Rewarding

Enjoyable Exciting

Motivating Supporting creativity

Provocative Emotionally fulfilling

Engaging Entertaining

Challenging Cognitively stimulating

Surprising Experiencing flow

• User Experience Design is not just about ease of use


UX Goals (contd.)
Undesirable aspects
Boring
Unpleasant Annoying
Frustrating Cutesy
Patronizing Childish
Making one feel guilty Gimmicky
Making one feel stupid
UX and Usability
What is Usability? (Src: UsabilityBoK.org)
• Usabilityis the degree to which something -
software, hardware or anything else - is easy to use
and a good fit for the people who use it.
• It is a quality or characteristic of a product.
• It
is whether a product is efficient, effective and
satisfying for those who use it.
• It
is the name for a group of techniques developed by
usability professionals to help create usable
products.
Usability goals
• Effective to use (how good in doing what is it supposed to do)
• Efficient to use (way it supports users in carrying out their
tasks)
• Safe to use (how it supports users from dangerous conditions
and undesirable situations)
• Have good utility (does it provide the right kind of
functionality)
• Easy to learn (how easy it is to learn to use)
• Easy to remember how to use (how easy it is to remember how
to use)
Universal Usability
Accessibility: the extent to which an interactive product
is accessible by as many people as possible
 Focus is on people with disabilities

Inclusiveness: making products and services that


accommodate the widest possible number of people
 For example, smartphones designed for all and made available to
everyone regardless of their disability, education, age, or income
Universal Usability (Contd.)
• Regulatory Sanctions: The European Union's Directive on Accessibility of
Websites and Mobile Applications requires public sector websites and
mobile apps to be accessible to users with disabilities.
▪ Failure to comply with accessibility standards could result in regulatory
sanctions, such as fines or restrictions on government contracts.

• Other regulations ADA (USA), Equality Act 2010 (UK); Accessibility for
Ontarians with Disabilities Act, AODA (Canada); Disability Discrimination
Act 1992 (Australia)
Brand and UX Design
• Branding focuses on how to create a memorable image and
emotional connection with the audience.
• UX design centers on how designers work to boost user satisfaction
and usability.
• UX branding means to align these two disciplines to create a
cohesive and engaging user experience—one that not only meets
functional needs but also resonates on an emotional level in
seamless experiences.
• Brands must ensure that every user interaction not only reflects the
brand's identity but also meets usability standards.
 Uniqueness- Unique fonts and color schemes important for brand identity
 Accessibility- Need to be accessible to all users
 Ease of use- Design should bring about easy navigation and interaction
 Quality- Design should align with the brand’s promise of quality and user-friendliness.
Goals of UX design
• Balance user and business goals
• Help Business grow long term (and short term wisely
(ethically))
• To raise a flag if a red line is about to be crossed
• To communicate to the team the importance of being
user-centric (and to influence them in a positive way
towards this direction)
Usability is fundamental to UX and a good UX is
linked to the favourable impact it creates for the
business
Core characteristics of UX design
• Usersshould be involved throughout the
development of the project
• Specificusability, user experience goals need to be
identified in alignment with the business goals
and clearly documented, and agreed to at the
beginning of the project
• Iteration is needed through the core activities
Consequences of Poor UX
• Myspace: Once a dominant social networking platform, Myspace lost
significant market share to competitors like Facebook due in part to a
cluttered and confusing user interface that failed to keep pace with
evolving user expectations.
• BlackBerry: BlackBerry's failure to adapt to changing user
preferences for touchscreen smartphones and intuitive user
interfaces led to a decline in market share and ultimately the demise of its
once-dominant position in the mobile industry.
• Yahoo: Yahoo's website was criticized for being cluttered and difficult to
navigate, which contributed to a decline in user engagement and market
share compared to competitors like Google.
• Sears: Sears' outdated and cumbersome online shopping experience
failed to keep up with competitors like Amazon, resulting in decreased
online sales and market share for the retail giant.

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