Okay, in this lecture, we're going to do an introduction to UX design and what happens during this phase. We'll talk about why it's important. We'll look at some of the key design principles behind it and we'll talk about some high-level steps for performing a UX design. Design is really the art of conceiving something. We're producing a plan or a drawing for something before you actually make it and that's really a lot of what happens in the UX design phase. We keep making models of things at higher and higher resolutions until we get pretty close to the actual product that we're going to make. I like the Steve Jobs quote, design is a funny word and it's not about how things look and these not only that. It's really about how things work and more specifically how they work to get your users tasks done, and that's a lot of what we want to keep in mind here. So again, we'll talk about why we're going to do this. What this phases for. Some notes from Don Norman on design principles and some things to think about while you're doing this work. Any Recs design your iterating through models? Usually you're starting with low fidelity models, maybe lots of them. And then moving slowly, but surely to a single high fidelity model that will eventually become your product. When we see fidelity, we're really talking about levels of detail and functionality. So a low fidelity object might be a sketch that doesn't have a lot of details, certainly doesn't have any functionality. A higher when might be a prototype that has lots of detailed features and maybe a lot of the functionality that the end device is going to have. Along the way, we're going to try and test these models with users whether they're low fidelity or high fidelity. Exposing the new users will always let us learn about them and give us changes that we can correct in the next model. So that's the iterative cycle that we're going to be going through here. So we're finally making some stuff, but we're doing it one step at a time and we're trying to integrate all the things that we learned from the earlier analysis and research phases. At the beginning of this cycle, usually we go through some requirements where to make sure that what we've gathered is really what we want to work with and we try to verify and validate that along the way. Along the way, we will also want to remember that we're trying to get to a minimum viable product with a unique value proposition. And that should help bound our work and make sure we don't fall too far astray from what it is that we're trying to provide for users. In the design cycle, we're right in the thick of things with the design phase. We're going to be doing some actual work on trying to figure out what it is we're going to deliver and we're also going to sneak into the verification, and validation by doing some early testing of some of these things that we work on as they develop. So we really want to get users involved as much as we can, as early as we can. Here are some key items for affective UX design. The first two are the ones that I tend to talk about the most in class. Premature optimization is something we want to avoid. If the early points of the design, we want to keep things broad. We'd like to be able to consider lots of different approaches to what it is that we're going to make. At the same time, overtime we have to drive towards progressive elaboration. Meaning that we build in more and more detail, and make more and more decisions as we go along until we get to something very close to our final product. You'll see both these concepts in Buxton's design funnel as we talk about sketching. We'll get there a little bit later. Again, involving users is critical and testing all sorts of models, regardless of fidelity is also important. Here's some goals of design that Don Norman has in his book design of everyday things, which I highly recommend. Again, you'll probably see echoes of the usability heuristics that will talk about here as well. But really, what we're trying to do is think about what's important in an interface in the workings of a design to make a user the most comfortable to make the device is easy to use for them as it can be. And to let them feel comfortable that what they're doing with the device is the right thing at any given point. Users should be able to work through by seeing the system what state it's in? How to do? What tasks they want to do with it? And to know generally, what's going on. So you'll see echoes of this again, w hen we talk about usability heuristics of another design principles. Also from Norman's Design of Everyday Things, book is a list of things that we can do to make difficult tasks more simple. Trying to just look at the task hard and make it as clear as possible is certainly an important one, but we want to use as much knowledge as we have about our user and the environment they're in to help frame that. We also want to keep things visible. Keep things open, make mappings that are natural for the user to understand. Understand that we can find ways to fight errors for the user before they happen. And when all else fails, use something standard that the users already understand. These are things that we can do to make our interface is more effective. So in summary, what we're doing at this stage is taking the information from the analysis of the research phase and starting to blend them in with our own ideas to get to a product that the user can really use. That's both useful and usable. Start broadly, begin to focus in. Iterate through the design. Test while we're going. Keep the user involved. Those are the keys. So let's take a moment now and start to look at some of the design methods that we will use to help make these designs come to life. Thank you.