 I work as a project manager at BDS and we make workplace products. So what is HCI or Human Computing Direction basically? So I know you guys had really some awesome sessions and it's kind of at the last time and you might be feeling dizzy or sleepy. Give me 10 minutes and I will just finish it up in 10 to 12 minutes I hope. So what is HCI? HCI has been around since the late 80s and it basically means Human Computing Direction. HCI basically works with these three aspects of computer science, computer psychology and finance and design. So basically when you are coding or when you are designing or when you are using psychology or working with psychology we do not combine these three stuff all together because when a programmer is programming he is not thinking about the other two concepts like psychology or finance and design but when a designer is designing he doesn't really care about the other two aspects. So HCI is a concept that actually interacts with these three components. So by using HCI or Human Computing Direction you can actually make better products. Before going how we can use HCI to make better products let's I want to show you how you can make there are some bad designs around us. I will be showing you both digital and physical products that we really encounter every day. So bad designs whether it is hardware or whether it is a bad chair or if they are there and you find tough to use they all provide the same unique community response. So we can actually compare products whether it is physical or digital using the basic concept of HCI. So with a push-to-door. Is there anyone who never will get confused about push-to-door? Because these don't circumcise it. So first you pull it this way or this way. It's my fault but think about this that when it stays again and again and again so it's not your design fault that they are afraid to make up for that you induce the use. Because you will learn from their side whether it should push or pull but try and as engaging as it should be. So I will show you a few bad designs. This is actually right product because it has design issues. So these products design failure but we are getting a lot of things because we are not realizing we have a very superior of good products means you will never recognize this is a good product. So this is a sign. This way and this way. But the problem with the sign you can call it both vertically and horizontally and it can make you use these bad products. So when we are using the connector, we fail to do that. That's why USBC is gaining popularity. So USB 2.0, 60% failure is for the first time. Why? It's Don Norman. He pioneered the concept of HCR between 1980s and he worked for companies like Apple and HP. So he gave his work and the subsequent work gave us basically 5 design principles which we can maximize to make better products for every one of them. Women's love to use them. When you are making a product, whether it is a website it's like your user because more than 50% products fail in the long run because it is thought from business perspective rather than the user perspective. So when you are making something you have to think like users otherwise then the very high probability more than 50% that your product will fail. So we have 5 design principles. Let's think in the chairs. But has anyone told you you should have said in the chair as a kid that chairs are made to sit. It is what to do that is called a product. So a chair has a good appointment because you don't have to think what it does. You already know what it does. It includes you without raising your hands. No one thinks that this is a button but when you wrap around a padding this becomes a button. This is how you can create an appointment. You can tell something that what it does. So that was of course feasible appointment. So I got this screenshot from Apple website. I saw the heading that how they are trying to give an example of item privacy. So look at the heading and you can notice that they have deliberately cut off some lines. They are creating an appointment directly speaking to you without even realizing you yourself. You don't even realize that what this particular section does. So they are speaking individually. So the next thing is feedback. What is feedback? Many of your mobile phones when the ring comes there is the ringing. This is the feedback. The mobile hybrids. This is the feedback. You click the chrome button and press enter. The bar loads, spinning and spinning sometimes fast. This is the feedback. So when you are making a product, feedback is very important. Feedback is making sound change, vibration change, power change, depth change and all. Think about this. When you are over a button, you move the cursor to that. There are many interactions. The color changes. There is an arrow moving from right to left, left to right. And they are almost speaking to you. So that is feedback. And feedback is very important because for example, your phone doesn't provide proper sound, you will get the feedback and you will become less. So without proper feedback, it's very hard to make it successful products. How do you use Windows XP? Do you feel lagginess or slowness while using Windows XP? Most probably yes. Because at that time in 2007 or 2008, we wanted to do so much more, but the RAM was limited. We were trying to do so much things, but RAM couldn't or the processor couldn't provide that much fast feedback. So slower feedback and we are getting frustrated. So slower feedback, we are on your product in many ways. But not always. There are some things where slower feedback works. The next thing is visibility. So what is visibility? The very simple definition of visibility is not providing too much information at Mongo. For example, this is Google websites. Google has thousands of products. They want to add here or give some news here and they actually did it. Back in the days, they have some news stuff and some other stuff going on in the home page, but there's no link. They just go away. Their main concept is search. A good user experience takes a good user experience away. So Google homepage is a neat and clean design. That just does one thing. Search. So this is a good example of visibility. Bad visibility. When you have... I know if you haven't faced this kind of scenario, but there are some news where there's too much information in an organized way. So it becomes difficult to choose the buttons which you want to use. So this is a bad visibility, bad example of visibility. And this is a good example of visibility. Google has 18 million pages. But in the bottom, have you ever thought that Google has put so much O in this page? Because they are talking to you through their design. This much O, they know there are more pages. So they are not listing 13-15 pages here. They have given a simple way to let you know that there are more pages. So this is a good example of visibility. The next principle is constraints. What is constraint? That giving user a boundary that they cannot perform certain types of things. For example, there is a door over there. If you lock the door from inside, when outsiders come here, they enter the premises. So by locking the door, we are creating a constraint. Applying visualized email validations. We do lots of email validations, but we never realize that this is a part we really should consider. That good email validation or good validation of a product makes them very easy to use. So email validation is an example of constraint, not as an other type of constraint. So we do copy and paste a lot, right? So while copying and pasting, have you ever been able to paste without copying? Because if you have not copied, what are you going to paste? So the paste button will always become invisible and they are giving you a constraint that you cannot use and say you copy something. So this is a good example of constraint. The next thing is mapping. So mapping, what is mapping? So mapping is relationship between controls and their movements in the real world. I will give you an example. We all have constraint and we sometimes press the volume up button or down button to increase or decrease the level of sound. Think about once again that when you are pressing the upper button and the volume is going down. Is it not confusing? You are pressing up, but the volume is going down. So this is the relationship between controls and their real-life interpretation. So they go up, they have to be at. So your users will not get confused. They should be able to perform their real-life tasks both in real-life and in real-life as including their frame 2. If you do something out of the box that is not their frame 2 or this is not including them, go to a trial and you have to learn that. That is not a good product design. So the last principle is consistency. Consistency can be anything like consistency in product design, consistency in branding, consistency in other cases. So as an example, in macOS when you are opening an application the controls are always on the top. For every application the controls are always on the top. So what it does? It helps you to control the application from one universal space. By opening an application you instantly know the controls are on top. So this is about consistency. So traffic lights, universal. In Kochi, in Dhaka, in Bangladesh, in USA, in New York the meanings are always same. So this is consistency we are trying to achieve. Whoever uses Windows 8, use Windows 8. Did you like it? Why didn't you like it? Because it was not consistent with Windows 7. It was hard to use. There was a learning curve and there was so much confusion. So when you are building something that is not consistent with your user base your users will not accept it. And companies like Microsoft had to pay for it. So that was the five examples, five principles of user API. So we want a lot today in user experience design of making good products using user experience. Making sure that the user gets the five drives, the user gets to do something more direct. So user experience design on UX is kind of a combination of API. It is a sub part of it. It is a broad range of topics. So I will show you some basic mistakes that we make easily in digital life. For example, two form elements that has multiple curves. As a user, this is consistent. Because our mind wants to read things that put the least amount of pressure on our brain. So when you are applying two columns, I have to do this way, and that way this makes a journey experience and it is not a good practice. So you should always put the buttons in one vertical line. And this experiment was done by Google Research Team and they have blocked with more details about it. And the same law tries to say that whenever you will be using with multiple chain boxes you should always align them in one way. So the chain boxes are always aligned in the right way. So it is easier for users to check out or check sub-items. So it is easier. And this experiment was also done by Google and they have more details on their web pages. And this was something I was working about in video. And I was taking input data about WordPress plugin and I had plugin name, plugin version, API version and so many things. So I thought about why not just eliminating it? The plugins are already on WordPress. I thought let's take the plugin and do the plugin data. So by applying that method, I have saved 3 minutes of each user's life. So this is how you can make better design to serve your users. So basically we have so many things to talk about in detail but there is a time constraint. So when you are designing a website or designing an application a user doesn't really care about all this stuff. In the left picture, what we design. In the right picture, what a user needs. Because the user only sees those particular areas which they feel. They see. They will go through all the lines and pages and do the small things they will do with design. They get the important stuff. Think about Facebook. What do you do? You tap the notification icon all the time because that is the most important part of using your Facebook experience. So that is the way you can make critical decisions that what items you should put at what places. So there are basically more thousands of sub-topics in ACI, Starbucks as well as the mental model, speech law, digital principles and thousands more. I don't have that much time so I will just give some break. So can you tell me what is the number in here? 300, that's the right answer. T people around here. And how many of you have got the right answer in the first time? And some of you are still calculating. What is this? Because we cannot process that much big amount of data in one second. We need time. So our mind always expects pictorial representation. So this is not 300 million, 30 million compared to one line. One line we can compare it. 100,000 rupees, 100 times, 1000 nodes. We can imagine the math money in our hands or in physical world. But when you talk too much, you cannot process there. How much money this is actually? How much money actually is here in the middle? How much money actually is here in the middle? So digital identity or pictorial representation are always going to help your users. So that's I guess it. I hope you guys have a great presentation. And time.