Contents

CHAPTER 1. Introduction

    1.1. Ubiquitous Interaction
    1.2. Emerging Desire for Usability
    1.3. From Usability to User Experience
    1.4. Emotional Impact as Part of the User Experience
    1.5. User Experience Needs a Business Case
    1.6. Roots of Usability

CHAPTER 2. The Wheel: A Lifecycle Template

    2.1. Introduction
    2.2. A UX Process Lifecycle Template
    2.3. Choosing a Process Instance for Your Project
    2.4. The System Complexity Space
    2.5. Meet the User Interface Team
    2.6. Scope of UX Presence Within the Team
    2.7. More About UX Lifecycles

CHAPTER 3. Contextual Inquiry: Eliciting Work Activity Data

    3.1. Introduction
    3.2. The System Concept Statement
    3.3. User Work Activity Data Gathering
    3.4. Look for Emotional Aspects of Work Practice
    3.5. Abridged Contextual Inquiry Process
    3.6. Data-Driven vs. Model-Driven Inquiry
    3.7. History

CHAPTER 4. Contextual Analysis: Consolidating and Interpreting Work Activity Data

    4.1. Introduction
    4.2. Organizing Concepts: Work Roles and Flow Model
    4.3. Creating and Managing Work Activity Notes
    4.4. Constructing Work Activity Affinity Diagram (WAAD)
    4.5. Abridged Contextual Analysis Process
    4.6. History of Affinity Diagrams

CHAPTER 5. Extracting Interaction Design Requirements

    5.1. Introduction
    5.2. Needs and requirements: First span of the bridge
    5.3. Formal Requirements Extraction
    5.4. Abridged Methods for Requirements Extraction

CHAPTER 6. Constructing Design-Informing Models

    6.1. Introduction
    6.2. Design-Informing Models: Second Span of the Bridge
    6.3. Some General “How to” Suggestions
    6.4. A New Example Domain: Slideshow Presentations
    6.5. User Models
    6.6. Usage Models
    6.7. Working Environment Models
    6.8. Barrier Summaries
    6.9. Model Consolidation
    6.10. Protecting Your Sources
    6.11. Abridged Methods for Design-Informing Models Extraction
    6.12. Roots of Essential Use Cases in Software Use Cases

CHAPTER 7. Design Thinking, Ideation, and Sketching

    7.1. Introduction
    7.2. Design Paradigms
    7.3. Design Thinking
    7.4. Design Perspectives
    7.5. User Personas
    7.6. Ideation
    7.7. Sketching
    7.8. More About Phenomenology

CHAPTER 8. Mental Models and Conceptual Design

    8.1. Introduction
    8.2. Mental Models
    8.3. Conceptual Design
    8.4. Storyboards
    8.5. Design Influencing User Behavior
    8.6. Design for Embodied Interaction
    8.7. Ubiquitous and Situated Interaction

CHAPTER 9. Design Production

    9.1. Introduction
    9.2. Macro View of Lifecycle Iterations for Design
    9.3. Intermediate Design
    9.4. Detailed Design
    9.5. Wireframes
    9.6. Maintain a Custom Style Guide
    9.7. Interaction Design Specifications
    9.8. More About Participatory Design

CHAPTER 10. UX Goals, Metrics, and Targets

    10.1. Introduction
    10.2. UX Goals
    10.3. UX Target Tables
    10.4. Work Roles, User Classes, and UX Goals
    10.5. UX Measures
    10.6. Measuring Instruments
    10.7. UX Metrics
    10.8. Baseline Level
    10.9. Target Level
    10.10. Setting Levels
    10.11. Observed Results
    10.12. Practical Tips and Cautions for Creating UX Targets
    10.13. How UX targets Help Manage the User Experience Engineering Process
    10.14. An Abridged Approach to UX Goals, Metrics, and Targets

CHAPTER 11. Prototyping

    11.1. Introduction
    11.2. Depth and Breadth of a Prototype
    11.3. Fidelity of Prototypes
    11.4. Interactivity of Prototypes
    11.5. Choosing the Right Breadth, Depth, Level of Fidelity, and Amount of Interactivity
    11.6. Paper Prototypes
    11.7. Advantages of and Cautions About Using Prototypes
    11.8. Prototypes in Transition to the Product
    11.9. Software Tools for Prototyping

CHAPTER 12. UX Evaluation Introduction

    12.1. Introduction
    12.2. Formative vs. Summative Evaluation
    12.3. Types of Formative and Informal Summative Evaluation Methods
    12.4. Types of Evaluation Data
    12.5. Some Data Collection Techniques
    12.6. Variations in Formative Evaluation Results

CHAPTER 13. Rapid Evaluation Methods

    13.1. Introduction
    13.2. Design Walkthroughs and Reviews
    13.3. UX Inspection
    13.4. Heuristic Evaluation, a UX Inspection Method
    13.5. Our Practical Approach to UX Inspection
    13.6. Do UX Evaluation RITE
    13.7. Quasi-Empirical UX Evaluation
    13.8. Questionnaires
    13.9. Specialized Rapid UX Evaluation Methods
    13.10. More About “Discount” UX Engineering Methods

CHAPTER 14. Rigorous Empirical Evaluation: Preparation

    14.1. Introduction
    14.2. Plan for Rigorous Empirical UX Evaluation
    14.3. Team Roles for Rigorous Evaluation
    14.4. Prepare an Effective Range of Tasks
    14.5. Select and Adapt Evaluation Method and Data Collection Techniques
    14.6. Select Participants
    14.7. Recruit Participants
    14.8. Prepare for Participants
    14.9. Do Final Pilot Testing: Fix Your Wobbly Wheels
    14.10. More About Determining the Right Number of Participants

CHAPTER 15. Rigorous Empirical Evaluation: Running the Session

    15.1. Introduction
    15.2. Preliminaries with Participants
    15.3. Protocol Issues
    15.4. Generating and Collecting Quantitative UX Data
    15.5. Generating and Collecting Qualitative UX Data
    15.6. Generating and Collecting Emotional Impact Data
    15.7. Generating and Collecting Phenomenological Evaluation Data
    15.8. Wrapping up an Evaluation Session
    15.9. The HUMAINE Project

CHAPTER 16. Rigorous Empirical Evaluation: Analysis

    16.1. Introduction
    16.2. Informal Summative (Quantitative) Data Analysis
    16.3. Analysis of Subjective Questionnaire Data
    16.4. Formative (Qualitative) Data Analysis
    16.5. Cost/Importance Analysis: Prioritizing Problems to Fix
    16.6. Feedback to Process
    16.7. Lessons from the Field

CHAPTER 17. Evaluation Reporting

    17.1. Introduction
    17.2. Reporting Informal Summative Results
    17.3. Reporting Qualitative Formative Results
    17.4. Formative Reporting Content
    17.5. Formative Reporting Audience, Needs, Goals, and Context of Use

CHAPTER 18. Wrapping up Rigorous UX Evaluation

    18.1 Goal-Directed UX Evaluation
    18.2 Choose your UX Evaluation Methods
    18.3 Focus on the Essentials
    18.4 Parting Thoughts: Be Flexible and Avoid Dogma During UX Evaluation
    18.5 Connecting Back to the Lifecycle

CHAPTER 19. UX Methods for Agile Development

    19.1. Introduction
    19.2. Basics of Agile SE methods
    19.3. Drawbacks of Agile SE Methods from the UX Perspective
    19.4. What is Needed on the UX Side
    19.5. Problems to Anticipate
    19.6. A Synthesized Approach to Integrating UX

CHAPTER 20. Affordances Demystified

    20.1. What are Affordances?
    20.2. A Little Background
    20.3. Four Kinds of Affordances in UX Design
    20.4. Affordances in Interaction Design
    20.5. False Cognitive Affordances Misinform and Mislead
    20.6. User-Created Affordances as a Wake-Up Call to Designers
    20.7. Emotional Affordances

CHAPTER 21. The Interaction Cycle and the User Action Framework

    21.1. Introduction
    21.2. The Interaction Cycle
    21.3. The User Action Framework—Adding a Structured Knowledge Base to the Interaction Cycle
    21.4. Interaction Cycle and User Action Framework Content Categories
    21.5. Role of Affordance within the UAF
    21.6. Practical Value of the UAF

CHAPTER 22. UX Design Guidelines

    22.1. Introduction
    22.2. Using and Interpreting Design Guidelines
    22.3. Human Memory Limitations
    22.4. Selected UX Design Guidelines and Examples
    22.5. Planning
    22.6. Translation
    22.7. Physical Actions
    22.8. Outcomes
    22.9. Assessment
    22.10. Overall
    22.11. Conclusions

CHAPTER 23. Connections with Software Engineering

    23.1. Introduction
    23.2. Locus of Influence in an Organization
    23.3. Which Scenario is Right for You?
    23.4. Foundations for Success in SE-UX Development
    23.5. The Challenge of Connecting SE and UX
    23.6. The Ripple Model to Connect SE and UX
    23.7. Conclusions

CHAPTER 24. Making It Work In The Real World

    24.1. Putting It To Work as a New Practitioner
    24.2. Be A Smart UX Practitioner
    24.3. UX Professionalism
    24.4. Cost-Justifying UX
    24.5. UX within Your Organization
    24.6. Parting Words