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H1 UX - UX design = product design +
system design + service design +
interactiviteit
Enjoyable, useful en
enhancing life
- UI: alle delen van een systeem
waar mensen mee in contact
komen.
Fysiek, perceptueel en
conceptueel
- Human-centered approach
Human-computer interaction
(HCI)
- Human factors
Kahnemann: S1 (snel) en S2
(langzaam)
H2 PACT - PACT:
People
Psychological,
physiological, social en
attitudinal differences
Mental models
Activities
Temporal aspects
Cooperation
Complexity
Safety-critical
The nature of the content
Context
Organizational context
Social context
Physical circumstances
Technologies
H3 UX design - Ontwerpen = understand
observe visualise
Double diamond model:
discover define design
deliver
- Ontwerpproces
1. Envisionment prototypes
2. Understanding
3. Evaluation
4. Design
Conceptual design
Physical design:
Operational design,
Representational design,
Design of interactions.
- Persona’s & scenario’s
, H4 Cross Channel - Ontwerpen van een service
UX oftewel een sequentie van
interacties
- Vijf elementen (JJ Garrett):
Strategy
Scope
Structure
Informatie architectuur:
ontologie, topologie,
volatiliteit
Skeleton
Surface
- User journey
- Cross-channel ecosystemen
Wayfinding (navigatie)
Exploration
Object identification
H5 Usability - Accessibility (P vs T)
Fysiek, conceptueel,
economisch, cultureel,
sociaal etc.
- Acceptability (A vs C)
Politiek acceptabel, gemak,
sociale en culturele
gewoonten, nuttigheid,
economisch etc.
Technology Acceptance
Model UTAUT-model
- Usability (P+T vs A)
- 12 Usability design principles in 4
categorieën
Helping people access, learn and
remember the system: VCFA
Giving them the sense of being in
control, knowing what to do and how
to do it: NCF
Safely and securely: RC
In a way that suits them: FSC
H6 Experience - Engagement
design Identiteit
Adaptiviteit
Narratief
Immersie
- Four Fun Keys-model
- Emoties
- Pleasure
Physio-pleasure
Socio-pleasure
Psycho-pleasure
Ideo-pleasure
- Esthetiek
H7 Understanding - Requirements
Functional (must do)
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