Human Computer Interaction : The Elements of User Experience



The user experience design process is all about ensuring that no aspect of the user’s experience with your product happens without your conscious, explicit intent. This means taking into account every possibility of every action the user is likely to take and understanding the user’s expectations at every step of the way through that process. It sounds like a big job, and in some ways it is. But by breaking the job of crafting the user experience down into its component elements, we can better understand the task as a whole.


The Five Planes
Most people, at one time or another, have purchased a physical product over the Web. The experience is pretty much the same every time : You go to the site, you find the item you want (maybe by using a search engine or maybe by browsing a catalog), you give the site your credit card number and your address, and the site confirms that the product will be shipped to you. That neat, tidy experience actually results from a whole set of decisions, some small, some large, about how the site looks, how it behaves, and what it allows you to do. These decisions build upon each other, informing and influencing all aspects of the user experience. If we peel away the layers of that experience, we can begin to understand how those decisions are made.

The Strategy Plane
The same strategic concerns come into play for both functionality oriented products and information-oriented resources. User needs are the goals for the site that come from outside our organization, specifically from the people who will use our site. We must understand what our audience wants from us and how that fits in with other goals they have. Balanced against user needs are our own objectives for the site. These product objectives can be business goals (“Make $1 million in sales over the Web this year”) or other kinds of goals (“Inform voters about the candidates in the next election”).

The Scope Plane
On the functionality side, the strategy is translated into scope through the creation of functional specifications : a detailed description of the “feature set” of the product. On the information side, scope takes the form of content requirements : a description of the various content elements that will be required.

The Structure Plane
The scope is given structure on the functionality side through interaction design, in which we define how the system behaves in response to the user. For information resources, the structure is
the information architecture : the arrangement of content elements to facilitate human understanding.

The Skeleton Plane
The skeleton plane breaks down into three components. On both sides, we must address information design : the presentation of information in a way that facilitates understanding. For functionality-oriented products, the skeleton also includes interface design, or arranging interface elements to enable users to interact with the functionality of the system. The interface for an information resource is its navigation design : the set of screen elements that allow the user to move through the information architecture.

The Surface Plane
Finally, we have the surface. Regardless of whether we are dealing with a functionality-oriented product or an information resource, our concern here is the same : the sensory experience created by the finished product.

Using the Elements
This model, divided up into neat boxes and planes, is a convenient way to think about user experience problems. In reality, of course, the lines between these areas are not so clearly drawn. Frequently, it can be difficult to identify whether a particular user experience problem is best solved through attention to one element instead of another. Can a change to the visuals do the trick, or will the underlying navigation design have to be reworked ? Some problems require attention in several areas at once, and some seem to straddle the borders identified in this model. Few products or services fall exclusively on one side of this model or the other. Within each plane, the elements must work together to accomplish that plane’s goals. Separating the effects of decisions you make about one element from all other elements on the plane is very difficult. For example, information design, navigation design, and interface design jointly define the skeleton of a product. All the elements on every plane have a common function in determining the larger user experience, in this case, defining the product’s skeleton, even if they perform that function in different ways.

The way organizations delegate responsibility for user experience issues often complicates matters further. In some organizations, you will encounter people with job titles like information architect or interface designer. Don’t be confused by this. These people generally have expertise spanning many of the elements of user experience, not just the specialty indicated by their title. It’s not necessary to have a member of your team who is a specialist in each of these areas; instead, you only have to ensure that someone spends at least part of their time thinking about each of these issues. A couple of additional factors go into shaping the final user experience that you won’t find covered in detail here. The first of these is content. The old saying (well, old in Web years) is that “content is king” on the Web. This is absolutely true, the single most important thing most Web sites can offer to their users is content that those users will find valuable. Users don’t visit Web sites to experience the joy of navigation. The content that is available to you (or that you have resources to obtain and manage) will play a huge role in shaping your site. In the case of an online store, we might decide that we want the users to be able to see cover images of all the books we sell. If we can get them, will we have a way to catalog them, keep track of them, and keep them up to date ? And what if we can’t get photos of the book covers at all ? These content questions are essential to the ultimate user experience of the site.

Second, technology can be just as important as content in creating a successful user experience. In many cases, the nature of the experience you can provide your users is largely determined by technology. In the early days of the Web, the tools to connect Web sites to databases were fairly primitive and limited. As the technology has advanced, however, databases have become more widely used to drive Web sites. This in turn has enabled more and more sophisticated user experience approaches, such as dynamic navigation systems that change in response to the way users move through the site. Technology is always changing, and the field of user experience always has to adapt to it. Nevertheless, the fundamental elements of user experience remain the same. Although I developed the Elements model in the course of my work on Web sites, others have since applied it to a wide range of products and services. If you work on the Web, everything in this book applies to you. If you work on other kinds of technology products, you’ll see strong parallels to familiar considerations. Even if you work on products or services that have nothing to do with technology, you can map these concepts to your own processes.

Source : Jesse James Garrett, 2010, The Elements of User Experience User-Centered Design for the Web and Beyond, 2nd Edition, New Riders Press 

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