PODCAST · technology
COMP33511 User Experience
by Simon Harper
This high-level overview of User Experience for the Software Engineer. We will cover the tools, techniques, and mindset necessary to competently approach your first user testing and user experience job. Designed from a practical perspective the unit will enable you to take a junior role in a user experience department or usability company. It will also provide you with the overall knowledge to communicate with others and make sensible suggestions regarding UX work while serving as a basis for future self-study within the UX domain.Podcast Intro Music created by Sean Bechhofer - https://personalpages.manchester.ac.uk/staff/sean.bechhofer/life.htmlUI Design Icons created by Muhammad_Usman - Flaticon - https://www.flaticon.com/free-icons/ui-design
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Appendices
We introduced the appendices section of the course material. He explained that the appendices contain supplemental information that is not directly examinable but provides useful context. The appendices include a paper he wrote on balancing quality and quantity in UX, multiple definitions of user experience and accessibility from different sources to illustrate the lack of a single agreed-upon definition, expanded information on ethics, a list of identified typos and errors, references, and a glossary of key terms. Simon emphasized that understanding the appendices can provide additional marks on assignments and a better learning experience and understanding overall. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/18-Appendices.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/18-Appendices.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/18-Appendices.srt
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18. Final Thoughts
- User experience is still being defined but has expanded beyond traditional HCI to include qualitative factors - UX design considers everything around an interface, not just the interface itself - Computers are now for enjoyment beyond just work - Agile is good for known requirements, DevOps and microservices help with separation of concerns - Heuristics can be passed to engineers to understand UX expectations - Validation includes testing initial user requirements through methods like A/B testing Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/17-Chapter-18.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/17-Chapter-18.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/17-Chapter-18.srt
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17. In Real Life
We discuss how real-world user experience work is often messy, imperfect, and constrained compared to the ideal scenarios described in textbooks. He outlines several common constraints like tight deadlines, inadequate funding, and stakeholders who just want to check boxes rather than make meaningful changes based on feedback. However, there are still things UX practitioners can do even with constraints, like informal discussions or small lab studies to gather initial feedback and ideas. The key is managing expectations that real work will not be perfect and setting realistic goals based on available time and resources. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/16-Chapter-17.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/16-Chapter-17.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/16-Chapter-17.srt
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16. Evaluation Analysis
We provided an overview of evaluation and analysis in user experience design. He explained that evaluation involves scientifically testing hypotheses about whether designs meet user needs. There are different types of variables involved like stimuli, responses, and participant demographics. Both quantitative and qualitative methods are used, like hypothesis testing and grounded theory. Descriptive statistics describe sample data, while inferential statistics make inferences about populations. Due to typical sample sizes in UX, non-parametric statistical tests are generally more appropriate than probabilistic ones. Simon emphasized understanding these concepts at a high level without worrying too much about statistical details. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/15-Chapter-16.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/15-Chapter-16.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/15-Chapter-16.srt
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15. Human-in-the-Loop Systems and Digital Phenotyping
We provided an overview of digital phenotyping and human-in-the-loop systems. For digital phenotyping, he explained that it involves analyzing people's behaviors and activities through digital means like mobile devices and online activity in order to gain insights into people's lives and needs. For human-in-the-loop systems, he discussed that they integrate humans actively into control systems, rather than just having humans provide input. He noted that this approach was pioneered by NASA and is now also important in AI. He also discussed an example of using digital phenotyping to track Parkinson's disease progression by analyzing social interactions and locations from sensor data. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/14-Chapter-15.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/14-Chapter-15.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/14-Chapter-15.srt
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14. User Evaluation
- Expert evaluations like walkthroughs and heuristic evaluations to identify usability issues - Qualitative field studies to observe how people actually use the product in real-world settings - Quantitative methods like card sorting to understand user preferences - Surveys, questionnaires, and hybrid methods that combine approaches for a more comprehensive view - Involving users throughout the design process via participatory design and cooperative evaluation The goal of evaluation is to check that the final product aligns with what was originally requested and envisioned based on guidelines and user research. Both requirements gathering and evaluation involve getting feedback from users. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/13-Chapter-14.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/13-Chapter-14.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/13-Chapter-14.srt
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13. Principles of Engagement (Digital Umami)
The podcast discusses principles of digital engagement and user experience, referring to an intangible quality of "digital umami". It covers the importance of group dynamics and social aspects in apps. It also discusses concepts like gamification, playfulness, and facilitating progression in apps. However, it cautions against simply adding these elements without thought, and notes they may not always be appropriate. The key is to thoughtfully consider how these principles could facilitate engagement for each specific application. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/12-Chapter-13.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/12-Chapter-13.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/12-Chapter-13.srt
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12. Principles of Affective Experience (Emotion)
- Principles like quality, aesthetics, and flow are subjective and difficult to measure quantitatively. - Lings Cars seems to break design principles but is popular because it reflects the unique personality of its creator, Ling. The "personality principle" may sometimes be more important than other principles. - Affective computing is different - it's about computers recognizing and having emotion, not designing systems to elicit emotion in users. - These principles are challenging to isolate and present to companies because they are so intangible and qualitative. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/11-Chapter-12.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/11-Chapter-12.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/11-Chapter-12.srt
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11. Principles of Efficient Experience (Usability)
Usability should be thought of not just in terms of task completion time and speed, but also the quality of what is accomplished. He also says that there are principles that can facilitate usability, such as familiarity, learnability, robustness, progressive disclosure, and scalability, which software engineers and developers may not be explicitly aware of. So from a UX perspective, it's important to elaborate on these principles to developers and engineers so they fully understand best design practices for usability according to UX. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/10-Chapter-11.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/10-Chapter-11.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/10-Chapter-11.srt
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10. Principles of Effective Experience (Accessibility)
- Accessibility covers more than just people with disabilities - it also relates to things like internationalization, literacy, and developing regions. - Accessibility benefits go both ways between those with needs and the wider community. - Barriers to effective experience include visual, cognitive, hearing, and physical impairments, as well as situational, combinatorial (multiple small issues), and literacy/region barriers. - Technologies like Active Accessibility and Accessible help address accessibility issues across platforms. Interface bridges also help with languages like Java. - Important principles are facilitating openness, perceivability, operability, understandability, and flexibility. - Accessibility is about inclusion and involving people with different needs in the design process. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/09-Chapter-10.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/09-Chapter-10.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/09-Chapter-10.srt
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9. Prototyping and Rapid Application Development
We discussed different levels of prototype fidelity from low to high. Low-fidelity prototypes like paper sketches require more user input but less work from designers. High-fidelity prototypes look closer to the final product but require less user input. He emphasized testing prototypes with users early and often to incorporate their feedback. Rapid application development can generate working prototypes even without complete backend logic, using a "Wizard of Oz" approach to simulate interactions. The overall goal is to get user feedback at various stages of the design process through prototyping. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/08-Chapter-9.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/08-Chapter-9.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/08-Chapter-9.srt
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8. Developing for UX
We discussed how agile development and user experience are well-suited approaches for building user-centered software. He explained that agile development with its iterative process allows for continuous user involvement. For research projects or prototypes, cowboy coding may be more appropriate. He recommended using Flutter/Dart for cross-platform user interfaces and Rust for performance-critical backend services. Simon Harper also advocated for a microservices architecture with decoupled services communicating over a message bus, to facilitate parallel development and operations. Overall, he emphasized the importance of user research, cross-platform design, and rapid iterations in developing user experiences. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/07-Chapter-8.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/07-Chapter-8.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/07-Chapter-8.srt
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7. Modelling Requirements
An overview of different methods for modeling requirements captured through user research activities like observations, interviews, and questionnaires. These include informal methods like user stories, semi-formal methods like personas, scenarios, wireframes and mockups, and more formal methods like use cases, flowcharts, and UML diagrams. He emphasized that the level of formality should match the needs of the development process and that a spectrum of methods can be used together. He also cautioned against groupthink and ensuring user evaluation matches the original specifications. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/06-Chapter-7.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/06-Chapter-7.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/06-Chapter-7.srt
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6. Gathering User Requirements
We discussed various methods for gathering user requirements for software projects, ranging from more in-depth approaches that take months like participant observation to more lightweight approaches that can be done in days like interviews. He emphasized the importance of putting users at the center of the design process through techniques like user-centered design. Post-it notes, prototyping, and informal conversations were also presented as useful ways to elicit feedback from users. The transcript covered tradeoffs between different timelines and strategies for gathering requirements when user access is limited. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/05-Chapter-6.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/05-Chapter-6.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/05-Chapter-6.srt
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5. Practical Ethics
- Ethics are important to ensure research and development is done properly and safely, especially when involving human participants. - Having an ethical framework allows other experts to review your methods and help improve the quality of your science. - Principles like informed consent, avoiding harm, and respecting participants are important to follow. - Methods like double or triple blind trials can help reduce bias when testing designs or interventions. - It's important to consider how to maximize benefits and minimize risks to participants. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/04-Chapter-5.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/04-Chapter-5.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/04-Chapter-5.srt
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4. People are Complicated!
- UX needs to account for the complexity of human behavior and minimize complexity people face when using systems. Systems should handle complexity, not users. - Visual and auditory channels are primary ways humans receive information. Interfaces can leverage both to provide parallel information streams. - Other sensory channels like touch, smell and taste can also provide input in some contexts. Research showed smells linked to data helped with information retrieval. - Cognitive factors like learning, memory and familiarity impact usability and should be considered in design. - Standard input methods like keyboards, mice and touchscreens maximize human abilities but specialized domains may require different inputs. - The talk covered many types of inputs, outputs and how people process information to provide an overview of human-computer interaction factors in UX design. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/03-Chapter-4.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/03-Chapter-4.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/03-Chapter-4.srt
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2. What is UX? and 3. UXD and Visual Design
- Tom's Diner had a significant impact on the development of mp3 audio format. When Karlheinz Brandenburg heard Suzanne Vega's a cappella version of the song, he realized it would be a good test case to push the limits of his audio encoding scheme. Using a challenging song like this helped improve the encoding and led to the creation of mp3, which revolutionized digital music. - The mp3 format allows for small file sizes while still providing good audio quality. This improved the user experience of listening to digital music on devices with limited storage like early MP3 players. It made transporting and sharing large music libraries much more practical. - A good user experience is important not just for desktop and mobile apps, but also for embedded systems and anything involving digital media and audio/visual content. Tom's Diner is an example of how even something as simple as a song can significantly influence technological development and ultimately impact many people's everyday experiences with digital music. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/02-Chapter-2-and-Chapter-3.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/02-Chapter-2-and-Chapter-3.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/02-Chapter-2-and-Chapter-3.srt
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Preamble and 1. Be Curious, Be Critical!
The key points discussed in the transcript are: - User experience (UX) encompasses both quantitative and qualitative aspects of interacting with technology, going beyond just usability metrics. - It's important to avoid assumptions and consider people's experiences on a spectrum rather than binary categories. - User experience design requires being curious about what users truly want and critically evaluating products to ensure they meet user needs. - As technology becomes more embedded in our lives and environments, UX must expand beyond traditional interfaces to consider new forms of interaction and the overall experience of using a product. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/01-Preamble-and-Chapter-1.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/01-Preamble-and-Chapter-1.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/01-Preamble-and-Chapter-1.srt
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Overview and Logistics
An Overview of the User Experience Unit COMP33511. Simon Harper provided an overview of the COMP 33511 user experience course. He explained that it will cover the key concepts of user experience through seminars, podcasts, assignments and exams. Students are expected to actively participate in seminars and complete three assignments. The exams will consist of a multiple choice test and an essay-based test covering different question types. Simon emphasized using the provided materials like notes and exemplars to study, and seeking help from him if needed. He also discussed his views on using AI assistants for the coursework. Text Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/00-Overview-and-Logistics.txt PDF Transcript: https://web.cs.manchester.ac.uk/zzalszsh/podcast/00-Overview-and-Logistics.pdf Subtitles : https://web.cs.manchester.ac.uk/zzalszsh/podcast/00-Overview-and-Logistics.srt
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ABOUT THIS SHOW
This high-level overview of User Experience for the Software Engineer. We will cover the tools, techniques, and mindset necessary to competently approach your first user testing and user experience job. Designed from a practical perspective the unit will enable you to take a junior role in a user experience department or usability company. It will also provide you with the overall knowledge to communicate with others and make sensible suggestions regarding UX work while serving as a basis for future self-study within the UX domain.Podcast Intro Music created by Sean Bechhofer - https://personalpages.manchester.ac.uk/staff/sean.bechhofer/life.htmlUI Design Icons created by Muhammad_Usman - Flaticon - https://www.flaticon.com/free-icons/ui-design
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Simon Harper
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