User Experience Design - Wikipedia
User Experience Design - Wikipedia
Contents
History
Elements
Research
Visual design
Information architecture
Interaction design
Usability
Accessibility
WCAG compliance
Human–computer interaction
UX deliverables
Visual designers
User interface designers
Interaction designers
User experience in video games
Testing the design
See also
References
Further reading
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History
The field of user experience design is a conceptual design discipline and has its roots in human factors
and ergonomics, a field that, since the late 1940s, has focused on the interaction between human users,
machines, and the contextual environments to design systems that address the user's experience.[5][6]
With the proliferation of workplace computers in the early 1990s, user experience started to become a
positive insight for designers. Donald Norman, a professor and researcher in design, usability, and
cognitive science, coined the term "user experience," and brought it to a wider audience.[7][8]
I invented the term because I thought human interface and usability were extremely good. I
wanted to cover all aspects of the person's experience with the system including industrial
design graphics, the interface, the physical interaction and the manual. Since then the term
has spread widely, so much so that it is starting to gain its meaning.
— Donald Norman[9]
There is an enable all access occurring in the experience design community regarding its business view
all access in part by design scholar and practitioner, Don Norman. Norman claims that when designers
describe people only as customers, consumers, and users, designers allowing their ability to do good
design.[10]
Elements
Research
Research is critical to UX.[11] User experience design draws from design approaches like human-
computer interaction and user-centered design, and includes elements from similar disciplines like
interaction design, visual design, information architecture, user research, and others.
The second part of the research is understanding the end-user and the purpose of the application.
Though this might seem clear to the designer, stepping back and empathizing with the user will yield the
best results.
Visual design
Visual design, also commonly known as graphic design, user interface design, communication design,
and visual communication, represents the aesthetics or look-and-feel of the front end of any user
interface. Graphic treatment of interface elements is often perceived as the visual design. The purpose of
visual design is to use visual elements like colors, images, and symbols to convey a message to its
audience. Fundamentals of Gestalt psychology and visual perception give a cognitive perspective on how
to create effective visual communication.[12]
Information architecture
Information architecture is the art and science of structuring and organizing the information in products
and services to support usability and findability.[13]
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In the context of information architecture, information is separate from both knowledge and data, and
lies nebulously between them. It is information about objects.[14] The objects can range from websites, to
software applications, to images et al. It is also concerned with metadata: terms used to describe and
represent content objects such as documents, people, process, and organizations. Information
architecture also encompasses how the pages and navigation are structured.[15]
Interaction design
It is well recognized that the component of interaction design is an essential part of user experience (UX)
design, centering on the interaction between users and products.[16] The goal of interaction design is to
create a product that produces an efficient and delightful end-user experience by enabling users to
achieve their objectives in the best way possible[17][18]
The current high emphasis on user-centered design and the strong focus on enhancing user experience
have made interaction designers critical in conceptualizing products to match user expectations and
meet the standards of the latest UI patterns and components.[19]
In the last few years, the role of interaction designer has shifted from being just focused on specifying UI
components and communicating them to the engineers to a situation in which designers have more
freedom to design contextual interfaces based on helping meet the user's needs.[20] Therefore, User
Experience Design evolved into a multidisciplinary design branch that involves multiple technical
aspects from motion graphics design and animation to programming.
Usability
Usability is the extent to which a product can be used by specified users to achieve specified goals with
effectiveness, efficiency and satisfaction in a specified context of use.[21]
Usability is attached to all tools used by humans and is extended to both digital and non-digital devices.
Thus, it is a subset of user experience but not wholly contained. The section of usability that intersects
with user experience design is related to humans' ability to use a system or application. Good usability is
essential to positive user experience but does not alone guarantee it.[22]
Accessibility
Accessibility of a system describes its ease of reach, use, and understanding. In terms of user experience
design, it can also be related to the overall comprehensibility of the information and features. It helps
shorten the learning curve associated with the system. Accessibility in many contexts can be related to
the ease of use for people with disabilities and comes under usability.[23]
WCAG compliance
Web Content Accessibility Guidelines (WCAG) 2.0 covers a wide range of recommendations for making
Web content more accessible. This makes web content more usable to users in general.[24] Making
content more usable and readily accessible to all types of users enhances a user's overall user experience.
Human–computer interaction
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After research, the designer uses the modeling of the users and their environments. User modeling or
personas are composite archetypes based on behavior patterns uncovered during research. Personas
provide designers a precise way of thinking and communicating about how groups of users behave, how
they think, what they want to accomplish and why.[26] Once created, personas help the designer to
understand the users' goals in specific contexts, which is particularly useful during ideation and for
validating design concepts. Other types of models include workflow models, artifact models, and
physical models.
Design
When the designer has a firm grasp on the user's needs and goals, they begin to sketch out the
interaction framework (also known as wireframes). This stage defines the high-level structure of screen
layouts, as well as the product's flow, behavior, and organization. There are many kinds of materials that
can be involved during this iterative phase, from whiteboards to paper prototypes. As the interaction
framework establishes an overall structure for product behavior, a parallel process focused on the visual
and industrial designs. The visual design framework defines the experience attributes, visual language,
and the visual style.[27]
Once a solid and stable framework is established, wireframes are translated from sketched storyboards
to full-resolution screens that depict the user interface at the pixel level. At this point, it's critical for the
programming team to collaborate closely with the designer. Their input is necessary to create a finished
design that can and will be built while remaining true to the concept.
Usability testing is carried out by giving users various tasks to perform on the prototypes. Any issues or
problems faced by the users are collected as field notes and these notes are used to make changes in the
design and reiterate the testing phase.[28] Usability testing is, at its core, a means to "evaluate, not
create".[29]
UX deliverables
UX designers perform a number of different tasks and therefor use a range of deliverables to
communicate their design ideas and research findings to stakeholders. [30] Regarding UX specification
documents, these requirements depend on the client or the organization involved in designing a product.
The four major deliverables are: a title page, an introduction to the feature, wireframes, and a version
history.[31] Depending on the type of project, the specification documents can also include flow models,
cultural models, personas, user stories, scenarios and any prior user research.[30] Documenting design
decisions, in the form of annotated wireframes, gives the developer the necessary information they may
need to successfully code the project.[32]
Requires:
A/B testing
Information architecture
Sitemaps and user flows
Additional wireframing as a result of test results and fine-tuning[33]
Visual designers
The visual designer (VisD) ensures that the visual representation of the design effectively communicates
the data and hints at the expected behavior of the product. At the same time, the visual designer is
responsible for conveying the brand ideals in the product and for creating a positive first impression; this
responsibility is shared with the industrial designer if the product involves hardware. In essence, a visual
designer must aim for maximum usability combined with maximum desirability.Visual designer need
not be good in artistic skills but must deliver the theme in a desirable manner.[34]
User interface (UI) design is the process of making interfaces in software or computerized devices with a
focus on looks or style. Designers aim to create designs users will find easy to use and pleasurable. UI
design typically refers to graphical user interfaces but also includes others, such as voice-controlled
ones.[35]
Interaction designers
Interaction designers (IxD) are responsible for understanding and specifying how the product should
behave. This work overlaps with the work of both visual and industrial designers in a couple of important
ways. When designing physical products, interaction designers must work with industrial designers early
on to specify the requirements for physical inputs and to understand the behavioral impacts of the
mechanisms behind them. Interaction designers cross paths with visual designers throughout the
project. Visual designers guide the discussions of the brand and emotive aspects of the experience,
Interaction designers communicate the priority of information, flow, and functionality in the
interface.[36]
Video games are run by user experience design tactics and are key in their success. User experience has
improved in gaming by providing people with a higher picture and resolution quality.[37] In the past, the
original Nintendo gaming systems had very blurry and distorted graphics and did not provide users with
clear on-screen graphical content. Users and game developers wanted more than just a distorted image
to control in a 2D platform. With new desires to give gamers a better user experience and user interface,
the creation of new 3D game designing came about.[38] The addition of a 3D imagery systems gave
designers new usability options and allowed players of 3D games to explore around a 3D virtual map,
like in Mario Bros. This new 3D animation was just the spark that would light the fire for the
advancement of graphical content to come and also resulted in more realistic and real-world oriented
game imaging.[39]
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As more consoles are released the user interface of graphics greatly increases.[40] Consoles such as
PlayStation 4 and Xbox One are the latest next-generation consoles that portray realistic graphics that
results in giving players a more exciting user experience. Games that include high level graphics are
Grand Theft Auto V, NBA 2K19, and Madden NFL 19. In Madden and NBA users can play with their
real-life favorite sports players that almost look exactly the same. The picture for the games even
captures tattoos and certain distinct facial features found on videogame characters' real-life version.[41]
Furthermore, storyline enhancements have resulted in the user interfaces of video games gaining
popular feedback from fans and contribute to the achievement of the game as a whole.[42] According to
Robin Burks, “playing a video game involves more interaction than watching a film or television series.
For example, scenes pause as players are forced to decide who lives and who dies: and sometimes,
players must make that choice quickly. This interaction means that the player becomes part of the story
and not just an inactive participant.”[42] The quick decision making and on edge approach to video game
storylines impact the way players shape their own user experience. In some circumstances, users could
be faced with choosing life or death between two of their favorite characters. For players who become
emotionally invested in their games this spices things up for them and leaves them with a tough decision.
See also
Action research
Activity-centered design
Customer experience
Design thinking
Paper prototyping
Participatory design
Process-centered design
User experience evaluation
References
1. Eyal, Nir (2014-11-04). Hooked: How to Build Habit-Forming Products (https://books.google.com/?id
=dsz5AwAAQBAJ&printsec=frontcover#v=onepage). Penguin. ISBN 9780698190665.
2. Schmidt, Aaron; Amanda Etches (2014). Useful, Usable, Desirable: Applying User Experience
Design.
3. Aarts, Emile H. L.; Stefano Marzano (2003). The New Everyday: Views on Ambient Intelligence. 010
Publishers. p. 46. ISBN 978-90-6450-502-7.
4. Steve Diller, Nathan Shedroff, Darrel Rhea (2005): Making Meaning: How Successful Businesses
Deliver Meaningful Customer Experiences. New Riders Press ISBN 0-321-37409-6
5. "Design in motion" (http://www-01.ibm.com/software/ucd/designconcepts/whatisUXD.html). IBM
Design. Retrieved 2015-06-18.
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26. Cooper, Alan; Reimann, Robert; Cronin, David; Noessel, Christopher (2 September 2014). About
Face: The Essentials of Interaction Design (4th ed.). Wiley. p. 62. ISBN 978-1-118-76657-6.
27. Cooper, Alan; Reimann, Robert; Cronin, David; Noessel, Christopher (2014). About Face: The
Essentials of Interaction Design (4th ed.). Wiley. p. 131. ISBN 978-1-118-76657-6.
28. Treder, Marcin (2012-08-29). "Beyond Wireframing: The Real-Life UX Design Process" (http://www.s
mashingmagazine.com/2012/08/29/beyond-wireframing-real-life-ux-design-process/). Smashing
Magazine. Retrieved 2015-06-18.
29. Cooper, Alan; Reimann, Robert; Cronin, David; Noessel, Christopher (2014). About Face: The
Essentials of Interaction Design. Wiley. p. 140. ISBN 978-1-118-76657-6.
30. "An Overview Of The Most Common UX Design Deliverables" (https://www.smashingmagazine.com/
2017/09/comprehensive-overview-ux-design-deliverables/). Smashing Magazine. 2017-09-27.
Retrieved 2020-03-15.
31. Kiess, Chris (2014-05-07). "A Practical Guide to UX Specifications" (http://chriskiess.net/a-practical-g
uide-to-ux-specifications/). C L Kiess. Retrieved 2015-06-18.
32. "Wireframing – The Perfectionist's Guide" (https://www.smashingmagazine.com/2016/11/wireframe-p
erfectionist-guide/). Smashing Magazine. 2016-11-22. Retrieved 2020-03-15.
33. "What's the Difference Between a User Experience (UX) Designer and a User Interface (UI)
Designer? - Zanthro" (http://www.zanthro.com/whats-the-difference-between-a-user-experience-ux-d
esigner-and-a-user-interface-ui-designer/). Retrieved 2015-09-24.
34. Goodwin, Kim (2009). Designing for the Digital Age. Wiley. p. 21. ISBN 978-0-470-22910-1.
35. "What is User Interface (UI) Design?" (https://www.interaction-design.org/literature/topics/ui-design).
Retrieved 2020-04-16.
36. Cooper, Alan; Reimann, Robert; Cronin, David; Noessel, Christopher (2 September 2014). About
Face: The Essentials of Interaction Design (4th ed.). p. 153. ISBN 978-1-118-76657-6.
37. Dori, Amir (2019-10-02). "Game Design UX Best Practices // The Ultimate Guide" (https://uxplanet.or
g/game-design-ux-best-practices-guide-4a3078c32099). Medium. Retrieved 2019-12-14.
38. admin (2018-01-18). "The Evolution of Video Game Graphics" (https://cultureofgaming.com/evolution
-video-game-graphics/). Culture of Gaming. Retrieved 2019-12-14.
39. "ShieldSquare Captcha". doi:10.1088/1742-6596/1087/6/062024 (https://doi.org/10.1088%2F1742-6
596%2F1087%2F6%2F062024).
40. "Evolution of Video Games User Interfaces" (https://www.hongkiat.com/blog/video-games-ui-evolutio
n/). Hongkiat. 2013-04-29. Retrieved 2019-12-14.
41. Rubink, Devin. "Madden NFL: Evolution of a Video Game Franchise [Infographic]" (https://www.fun.c
om/blog/p-956-madden-nfl-evolution-of-a-video-game-franchise-infographic.aspx). Fun.com.
Retrieved 2019-12-14.
42. Burks, Robin (2015-09-14). "How Video Games Have Become The Perfect Storytelling Medium" (htt
ps://www.techtimes.com/articles/84016/20150914/how-video-games-have-become-the-perfect-storyt
elling-medium.htm). Tech Times. Retrieved 2019-12-14.
43. "Usability Testing" (https://www.usability.gov/how-to-and-tools/methods/usability-testing.html).
usability.gov. 13 November 2013.
Further reading
Buxton, Bill (2010). Sketching User Experiences: Getting the Design Right and the Right Design (http
s://archive.org/details/sketchinguserexp00buxt). pp. 436 (https://archive.org/details/sketchinguserexp
00buxt/page/n436). ISBN 9780123740373.
Cooper, Alan (1999). The Inmates Are Running the Asylum: Why High-Tech Products Drive Us
Crazy and How to Restore the Sanity. p. 261. ISBN 9780672316494.
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Cooper, Alan; Reimann, Robert; Cronin, David; Noessel, Christopher (2014). About Face: The
Essentials of Interaction Design (4th ed.). ISBN 9781118766576.
Curedale, Robert (2018). Mapping Methods 2: Step-by-step guide Experience Maps Journey Maps
Service Blueprints Affinity Diagrams Empathy Maps Business Model Canvas (2nd ed.). ISBN 978-
1940805375.
Moggridge, Bill (2006). Designing Interactions (https://archive.org/details/designinginterac00mogg/pa
ge/766). pp. 766 (https://archive.org/details/designinginterac00mogg/page/766).
ISBN 9780262134743.
Moser, Christian (2008). User Experience Design: Mit erlebniszentrierter Softwareentwicklung zu
Produkten, die begeistern. p. 252. ISBN 9783642133626.
Norman, Donald (2013). The Design of Everyday Things. p. 351. ISBN 9780465067107.
Tidwell, Jenifer (2005). Designing Interfaces (https://archive.org/details/designinginterfa00tidw).
p. 332. ISBN 9781449379704.
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