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User Experience Training 2012 Overview



  • 1. Introduction to User Experience

    • This module introduces the concept of User Experience (abbreviated as UX) and shows why a high quality UX is a critical factor in determining the success of a product. The User Centered Design process is introduced, a process that allows the product development team to engineer usability and appeal into the product. Concrete examples are used to illustrate how usability and appeal work together to define the UX.



  • 2. Hall of Fame, Hall of Shame: Examples of User Experience (Class Exercise)

    • Examples of real products are presented, evaluated and discussed. Sometimes it can be easily determined if a product provides a good UX just by looking at it, although typically it has to be used to allow an accurate determination of UX quality. The examples provide a quality range for UX and give participants some early benchmarks to help recognize the extremes of UX and the type of designs to aspire towards.



  • 3. User Experience Design: Best Practices

    • A variety of fundamental best design practices that have been shown to optimize the UX are presented, including text and color treatment, steering visual attention, how to get from user research to an information architecture, and further to an interaction design and visual design.



  • 4. Incorporating User Experience into Development processes

    • This module presents the most common development models (agile, spiral, waterfall), the details of the UX process, and how to integrate the UX process into the overall development process for maximum effectiveness.



  • 5. Assessing User Experience

    • An important part of the UX process is to constantly assess the product and identify improvement areas. This module examines a variety of methods commonly used to assess the UX.

    • Hands-on Session: Expert Review of a Sample User Interface

      • This exercise allows the participants to test their assessment skills by performing an expert review of an application.





  • 6. User Research (Ethnography, Requirements Elicitation, Task Analysis, Personas)

    • User research is one of the primary activities that are done prior to design. Solid user research allows the development team to ensure that they are developing the right product for the right set of users within the correct context of use.



  • 7. Accessibility

    • This module shows participants how to design the "equal opportunity" UX that benefits users with disabilities, as well as different ethnic backgrounds, social classes and age groups.



  • 8. Building Blocks of User Experience: Controls & Patterns

    • Patterns and Controls allow developing the user experience more efficiently and consistently. Understanding what patterns and controls are available, the problems they are designed to solve and when to use them is critical to building a high quality UX.



  • 9. Demo of State-of -the-Art Controls and Patterns (Class Exercise)

    • Experience state-of-the-art patterns and controls via a live demo.



  • 10. Globalization: Tips & Tricks

    • A successful UX needs to be expandable, usable, and appealing to other countries and cultures. This module presents methods for globalizing the UX and how to handle the associated design issues such as format conventions, text expansions, color stereotypes.



  • 11. The Case for User Experience: Return-on-Investment (with Sample Cases)

    • The positive ROI of investments in user experience has been proven throughout the industry. Yet, a high quality UX is typically only one of many features that a manager must evaluate in terms of development cost and benefits. This module presents methods for calculating and understanding the costs and benefits of developing a quality UX.



  • 12. Future Trends in User Experience

    • As technology continues to evolve, so will the UX. This module presents a variety of new types of approaches, technologies, platforms and user experiences that already influence the market or have the potential to do so: ubiquitous computing, natural user interfaces, social platforms, etc.




 

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