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UX design

for digital marketing experts

Quick lecture

@LUISS . 2024

© 2024 Francesco Zaccaria

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Our fields of study

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Marketing�(mktg plan)

UX research�UX design�CX design

UI design

Design thinking

(design system)

Strategy (and�strategic communication)

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TODAY’S FOCUS

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WHO WE ARE?

A designer trying

talking to marketers.�You can be my boss.�

How to lead�creative designers?

WHERE WE ARE?�Which didactical

convenient field?

WWW.

WWW is like�a public square.

KIM BEOM FEAT. EDWARD MUYBRIDGE

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TODAY’S PATH

Arguments:�1.1 RESEARCH IS ALSO A JOURNEY

1.2 MASTER MINDSET & PRINCIPLES

1.3 SIMPLICITY AND COMPLEXITY

2.1 SATISFACTION: UI & CODING�

3.1 TRACKING (THE UNEXPECTED)

Eyeglasses:

humbleness�bravery

guidance

beauty

wisdom

Parts:

RESEARCH,�Part I

EXECUTION,�Part II

VERIFICATION,�Part III

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TODAY’S METHOD

The structure for each argument:

  1. Seminar:�theoretical starting points, lessons, concepts.
  2. Example(s):�a receipt or demonstration or methodological adoption.
  3. References:�links and comments for tools, TEDs and other conferences, further readings, other examples etc.

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WHAT’S THE POINT

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CARVE YOUR OWN PATH

STEAL THE USEFUL

KIM BEOM FEAT. EDWARD MUYBRIDGE

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WHAT’S THE POINT

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DON’T LOSE YOUR MIND

STEAL THE USEFUL

EL HELICOIDE, CARACAS, VENEZUELA

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RESEARCH:�1.1 RESEARCH IS ALSO A JOURNEY

humbleness

CARAVAGGIO

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1.1 RESEARCH IS ALSO A JOURNEY

Seminar

The user is on a journey (not just touchpoints) through many fields

Internet hosts many markets (and touchpoints)�WWW is a competitive arena

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WWW is ephemeral (Codeluppi)

WWW is mainly a participatory verbal media (McLuhan)

WWW is a language that speaks you (Lacan)

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Wanderlust: explore something unfamiliar is satisfying for designers

Humbleness is an effective learning position for designers and companies

Research as an expert knowledge exchange (like the context mapping)

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We must�preside!

We are called to adapt�to a set of languages:�we must study!

How design can help?

We must provide�concrete solutions!

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1.1 RESEARCH IS ALSO A JOURNEY

Example

Let’s use a design thinking tool to design a research process.

The tool: the double diamond (references: origins, updated).

How to?

  1. Create the research frame:�Ask to research to your designer and give them resources to do that.
  2. Lead the work with a design thinking mindset:�You can apply the double diamond approach to the research activity.
  3. Learn the key points of this model:
    1. Start with a research question;
    2. Divergent mindset, convergent mindset;
    3. Horizontal and vertical scaling of research.
  4. Design the process (like here)!

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1.1 RESEARCH IS ALSO A JOURNEY

Example

    • Start with a research question

Ex. Key insight(s)

Possible context

On user, with autenticity,

on communication objects, with completeness,

on competitors, with lateral thinking,

on your organization, without hesitation!

The question

The solution

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1.1 RESEARCH IS ALSO A JOURNEY

Example

    • Divergent mindset, convergent mindset;

Diverge

Converge

Ex. Research report

Diverge

Converge

Final result

Mid-review

Ex. Research plan

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1.1 RESEARCH IS ALSO A JOURNEY

Example

    • Horizontal and vertical scaling of research.

Converge

Quality

Quantity

Horizontal scaling: collect more references;�vertical scaling: in-deep few references.

Good amount and quality: ready to tips!

Diverge

Good amount and quality: ready to tips!

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1.1 ALSO RESEARCH IS A JOURNEY

References

A RESEARCH WALL�About A dark room : https://bit.ly/LUISS-research-wall-example

BOOK�This is Service Design Doing — Book / School / Methods, see the website with free contents

VIDEO�TED: David Macaulay: An illustrated journey through Rome | TED Talk, video 21'21'' with translated subtitles

ARTICLE ABOUT DOUBLE DIAMOND AND DESIGN THINKING�From IQ tests to design thinking: The complex origins and invisible legacy of brainstorming, 5-6 pages with good illustrations

TOOL (EXPLORING AND COLLECTING)�Are.na

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RESEARCH:�1.2 MASTER MINDSET & PRINCIPLES

bravery

THE DEATH OF SOCRATES, JACQUES–LUIS DAVID

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1.2 MASTER MINDSET & PRINCIPLES

Seminar

Usability as a starting point

“(Usability refers to) the extent to which a product can be used by specified users to achieve specific goals with effectiveness, efficiency and satisfaction in a specified context of use.” —ISO 9241-11

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Effectiveness

Efficiency

Accuracy and completeness with which users achieve specified goals.

Resources used in relation to the results achieved.

Typical resources include time, human effort, costs and materials.

Satisfaction

Extent to which the user's physical, cognitive and emotional responses�that result from the use of a system, product or service meet the user’s�|needs and expectations.

Read it later

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1.2 MASTER MINDSET & PRINCIPLES

Seminar

Usability as a starting point

Key concepts (Usability 101) focussed on UX proposed by Jakob Nielsen.

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Learnability

Efficiency

Memorability

Errors

How easy is it for users to accomplish basic tasks the first time they encounter the design?�Using the product should be easy to learn for its intended user.

Once users have learned the design, how quickly can they perform tasks?�The product should be efficient to use.

When users return to the design after a period of not using it, how easily can they restablish proficiency?�Using the product should be easy to remember.

How many errors do users make, how severe are these errors, and how easily is the recover?�The product should not allow major errors to occur during its use.

Satisfaction

How pleasant is it to use the design?�Using the product should be subjectively enjoyable.

Read it later

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1.2 MASTER MINDSET & PRINCIPLES

Seminar

Usability as a starting point

Main areas from W3C coding guidelines… means coding minimum stardards.

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Perceivable

Operable

Understandable

Robust

The users must be able to perceive the information being presented.�It can't be invisible to all of their senses).

The users must be able to operate the interface.�The interface cannot require interaction that a user cannot perform.

The users must be able to understand the information and operations of the user interface.�The content or operation cannot be beyond the understanding of users.

The users must be able to access the content as technologies go forward�As technologies and user agents evolve, the content should remain accessible.

Read it later

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1.2 MASTER MINDSET & PRINCIPLES

Seminar

Usability as a starting point

Main areas from W3C coding guidelines… became heuristics for UI.

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Perceivable

Operable

Understandable

Robust

Beautiful, stimulating for an emotional experience, inscribed in a strategy.

Easy to use, intuitive, which invites to use.

Simple, consistent in all its parts, corresponding to the public.

→Ref. Argument 1.3 SIMPLICITY AND COMPLEXITY

Complete, clearly structured, equipped with anti-obsolescence functions, resilient, the formal aspects (e.g. brand design) can resist the passage of time and trends.

Beauty

With affordances

Empathetic and sympathetic

Resilience (ability to recover and adapt)

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1.2 MASTER MINDSET & PRINCIPLES

Examples

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Usability as a starting point

Affordances for button recognition

(IK IT’S CRAPPY & STRETCHED)

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1.2 MASTER MINDSET & PRINCIPLES

Examples

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Usability as a starting point

Combine affordances and beauty (in product design)

Didier Rams

Formafantasma

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1.2 MASTER MINDSET & PRINCIPLES

Examples

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Usability as a starting point

Combine affordances and beauty (in interface design)

Google Gemini with Material Design system

Apple Car Play 2024 with Aston Martin

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1.2 MASTER MINDSET & PRINCIPLES

References

AUTHORITATIVE BLOG POST�10 Usability Heuristics for User Interface Design, 4-5 pages with illustrations

VIDEO�Simon Sinek: How great leaders inspire action | TED Talk 18' video with subtitles

VIDEO�Tim Harford: How frustration can make us more creative | TED Talk 15' video with subtitles

BOOK�Donald A. Norman, The Design of Everyday Things

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RESEARCH:�1.3 SIMPLICITY AND COMPLEXITY

guidance

PICASSO

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1.3 SIMPLICITY AND COMPLEXITY

Seminar

“Simplicity is a quality that not only evokes passionate loyalty for a product design, but also has become a key strategic tool for businesses to confront their own intrinsic complexities.”�— The Laws of Simplicity, John Maeda

“Simplicity is about subtracting the obvious, and adding the meaningful.”�— ibidem, the 10th law

“The simplest way to achieve simplicity is through thoughtful reduction. When in doubt, just remove. But be careful of what you remove.”�— ibidem, the 1st law

Methods to follow to reduce, starting from a research on the user journey:

  • Shrink,
  • Hide,
  • Embody

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Read it later

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1.3 SIMPLICITY AND COMPLEXITY

Example

The laws of simplicity → Law 1: Reduce →

SHE: Shrink�Scrolling vs pagination: 1. there’s no conflict, 2. clever blend, 3. continuity is the default preferable (scrolling is better in most cases).

“Scrolling is a continuation while clicking is a decision” — Joshua Porter

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1.3 SIMPLICITY AND COMPLEXITY

Example

The laws of simplicity → Law 1: Reduce →

SHE: Hide�Hamburger menu examples:

a. from Burger King global website

b. Material design "Navigation drawer"

c. design.google navigation system

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1.3 SIMPLICITY AND COMPLEXITY

Example

The laws of simplicity → Law 1: Reduce →

SHE: Embody�

“embody-ing quality is primarily a business decision, more than one of design or technology. The quality can be actual, as embodied by better materials and craftsmanship; or the quality can be perceived”�— The Laws of Simplicity, John Maeda

“Lessen what you can and conceal everything else without los- ing the sense of inherent value. embody-ing a greater sense of quality through enhanced materials and other messaging cues is an important subtle counterbalance to shrink-ing and hide- ing the directly understood aspects of a product.”�— Ibidem

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1.3 SIMPLICITY AND COMPLEXITY

References

VIDEO�Tom Hulme: What can we learn from shortcuts? | TED Talk, 7' video with subtitles

VIDEO PLAYLIST�The pursuit of curiosity and understanding | TED Talks, 6 videos

A NERD MANIFESTO�The Kiss Principle, 2 pages reading

ANOTHER BOOK�Steve Krug, Don't Make Me Think, https://www.are.na/block/20177331

UX TOOL FOR RESEARCH�Hotjar Engage, Automate The Entire User Research Process

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2.1 SATISFACTION: UI & CODING

beauty

POMONA, PONTORMO (Villa Medici, Prato)

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2.1 SATISFACTION: UI & CODING

Lecture

INFORMATION ARCHITECTURE: Structuring and organizing information in a way that makes sense and is easy to navigate.�TOOL�Miro, First idea to final innovation — it all lives here

WIREFRAMING AND PROTOTYPING: Creating visual representations of the interface to test and upgrade the stoner experience.�TOOL�Figma’s Resource Library - How-To & Best Practice Articles

USER INTERFACE: Design fastening on the aesthetics of the product, including color schemes, typography, and visual rudiments.�REFERENCE�Shopify Polaris design system, Design section

INTERACTION DESIGN: Designing interactive rudiments like buttons, menus, and forms that grease stoner engagement.�REFERENCE�Material Design

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Read it later

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2.1 SATISFACTION: UI & CODING

Example

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2.1 SATISFACTION: UI & CODING

Example

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2.1 SATISFACTION: UI & CODING

References

BOOK�UX Fundamentals for Non-UX Professionals: User Experience Principles for Managers, Writers, Designers, and Developers, Edward Stull

WIREFRAME EXAMPLE�Grocery Shopping App Wireframes - Volodymyr Melnyk

DESIGN SYSTEM GOOD GUIDELINE�DesignSystems.com

DESIGNING TOOL�Magic Design™: Free Online AI Design Tool | Canva

DESIGNING TOOL, A SIMPLE AND COMPLETE WEB BUILDER�Progettazione siti web | Progetta un sito web che ti caratterizzi | Wix.com

DESIGNING TOOL, THE MOST COMPLETE WEB BUILDER�Webflow: Create a custom website | Visual website builder

ARTICLE�What is a wireframe? The definitive guide · Sketch, and another guide.

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VASARI, PAUL III

VERIFICATION

the general and the particular

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3.1 TRACKING (THE UNEXPECTED)�Lecture

The Shannon–Weaver model is…�the connecting ring between strategy and communication.

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Sender

Receiver

Reference

…in the noise…

MESSAGE

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3.1 TRACKING (THE UNEXPECTED)�Lecture

The Shannon–Weaver model is…�not complete, it needs to add the feedback from users.

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Evaluation

Reaction

Sender

Receiver

Reference

FEEDBACK

MESSAGE

…in the noise…

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3.1 TRACKING (THE UNEXPECTED)�Example

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3.1 TRACKING (THE UNEXPECTED)�References

PAMPHLET�Frog’s agency publication, The Business Value of Design

TOOL�Visualize User Behavior With Click, Scroll, and Move Heatmaps, Hotjar Heatmap

TOOL�Discover What Users Think About Your Site With Hotjar Feedback

VIDEO (ABOUT UNINTENDED CONSEQUENCES)�Michael Bierut: How to design a library that makes kids want to read | TED Talk, 12' video with subtitles

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GENERAL REFERENCES

Books | Are.na� https://www.are.na/francesco-zaccaria/books-tjppc3fhfwy

ADBusters shareable for students� from my dropbox

Contextmapping – A design approach to learn from everyday people and use the insights for innovation� https://web.archive.org/.../http://contextmapping.com/

All you need is links - by Gordon Brander - Subconscious� https://subconscious.substack.com/p/all-you-need-is-links

IDEO’s Design Kit� https://www.designkit.org/

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Thanks!

I appreciate receiving feedback about the lecture.

***

Prof. Francesco Zaccaria

https://www.linkedin.com/in/frazac/https://linktr.ee/frazac

frazac@gmail.com

ARRIVEDERCI ROMA, GOODBYE, AU REVOIR…