1. What is UX ?
    1. Meet the needs better than alternative solutions.
    2. Meets the customer needs
    3. Delivers a great experience
    4. Easy to use, without any distraction.
  2. Why its critical ?
    1. Often misunderstood with design and looks.
    2. Good Product thinking people fill the gaps.
    3. Takes diverse skill sets to master.
    4. Make or breaks the product.
  3. Components
    1. Usability
      1. % of users able to use the product.
      2. How easy app was to use ?
    2. Effeciency
      1. How quickly user can finish a workflow ?
      2. Performance side
    3. Perceived effort
      1. Less cluttered is better
      2. Ex : Cred, Gpay
    4. Law of usability
      1. less is more
    5. Delight
      1. User should feel "fun to use"
      2. Ex : Duo lingo
    6. Simplicity
      1. How simple to use ?
      2. Ex : Apple products
  4. UX framework
    1. 0 - PM
      1. User needs
      2. Site objectives
      3. Functional specifications Content requirements.
    2. 1 - UX / Interaction designer
      1. Interaction design Information Architecture
      2. Information Design
        1. Interface design
        2. Navigation Design.
    3. 2 - Visual Design
    4. 3 - Development / Coding
  5. Need of 'A' team
    1. PM - Product manager
    2. UX Designer
    3. Visual Designer
    4. Front-end developer.
  6. Design Thinking & UX research
    1. Conceptual design
      1. This is closes to the hypothesis. EX : Uber
    2. Information architecture
      1. - Structure and layout page at site and pages level. - Site map - Site layout (wireframes) - Page layout
    3. Interaction design
      1. - How Product and user interact. - User flows - User input - Flowcharts, clickable wireframes
    4. Visual design
      1. - How it looks vs what it is ? - Font - Color - Typography - Graphics - Style guides - Layout grid
  7. Core design principles
    1. Proximity principle
      1. Things closer should be related to each other. Ex : Add to cart and Buy now
    2. Similarity Principle
      1. Similar in UX are perceived aa similar. Ex : Menu items
    3. Responsive design
      1. How the design responses to different screen sizes.
    4. Composition in the design
      1. Unity - Page should feel like its same and unified. Contrast - Enough variation in color and shade. Balance - Equally distribute the visual weight. Use of Space - Ensure to have enough white space, avoid cluttering.
  8. Design tools and types
    1. Tools
      1. Wireframe
        1. Balsamiq
        2. Invision
        3. Draw.io
      2. Mockup
        1. Mockup plus
        2. Adobe
        3. Figma
  9. Design Sprint
    1. Team
      1. Decider
      2. Facilitator
      3. Engineer
      4. Product person
      5. Customer service
      6. Design expert
    2. Process
      1. Understand
        1. Understand the problem, long term goal, once established, convert it into actionable item. - Empathy mapping - Customer Journey
      2. Ideate
        1. Notes Ideas Crazs 8's Solutions Sketch
      3. Decide
        1. Heatmaps Speed critique Dot voting Supervote
      4. Prototype
        1. Create prototype "Goldilocks quality"
      5. Test
        1. Test your prototypes with users. Learn from feedback.
  10. Fidelity of the design
    1. Hand sketches
      1. Clickable wireframes
        1. Clickable mockups
          1. Interactive Prototype
      2. Static wireframes
        1. Static Mockups
  11. UX Framework or funnel.
  12. A good user experience needs a good team.
  13. Design solidifies as the stage moves from white to grey.
  14. By Anjan Kumar BR www.linkedin.com/in/anjanbelgod
  15. Visualising the ideas, for faster feedbacks, general purpose design.
  16. Characteristics of a good design tool
    1. - Should be easy to use. - Less learning curve. - Sharing and collaborating features. - Clickable feature should be available.