Make below subtitles in proper title text format add bullets as well. I want to create PPT with these points. Please giver me data accordingly by analyzing this content.- > so let's kind of dig into each plane and

talk a little bit about what each one

means we start again with strategy and

the reason we start with strategy is

because the foundation of any successful

user experience is a clear strategy

right a clearly well designed strategy a

clearly communicated strategy okay that

that essentially means that we know or

we have a solid understanding at least

of what users want to accomplish with

what we're building and we know what we

want to accomplish with what we're

building right both of these things

inform the decisions we have to make

about all the things we do going forward

the biggest reasons the strategy plane

is important is because the most common

reason something fails okay a software

product a website or whatever the reason

for failure is almost never technology

and to be honest with you it's not

always user experience either what

really causes most things to fail is

because nobody bothered to answer the

two questions that I just put to you

what do we want users to get out of this

site and what do we want to get out of

it they seem like two very obvious two

very simple questions but I can count on

both fingers and toes and probably a

stadium full of people's fingers and

toes how many times

projects have gone off sort of

half-cocked without answering answering

those questions so user needs come from

the people who are going to use the

product who are they what are they

typically doing when they're interacting

with our products where do they live

what do they like what do they hate what

are their cultural references what are

their social references what's their

work environment like all those things

impose certain constraints and provides

a certain amount of direction as to how

we go about creating something there are

essential questions that we have to

answer first of all what do they want

from us number one what's their core

need all right that we are here to

satisfy how does that fit in with their

other goals with their other needs in

context of this activity right if you're

using a website or a piece of software

at

work chances are that all the other

things you do in your job during the day

play some role in affecting this piece

if you use a piece of time and

attendance software all the other things

that you have that are filling up your

day in your calendar

affect the amount of time you have to

deal with your timesheet right so it had

better be easy it's not something we

enjoyed doing we don't have a lot of

time to do it so my overall point is

that you have to consider the context of

the person's experience what else are

they dealing with okay what else is on

their plate what else is stressing them

out in terms of business objectives

we're typically talking about you know

what defines success and in most cases

right from a business standpoint we're

talking about either making money saving

money or both we're looking for some

degree of return on an investment in

investment in time and investment in

money an investment in effort okay

whatever it may be

and the biggest question that has to be

asked is how will we know when we've

succeeded what a success look like does

that mean attracting some huge number of

visitors to the site you know within the

next three months does it mean

monetizing every one of those visits

does it mean every one that that's

coming buys something you know or at

least a significant percentage of the

audience buy something before they leave

does it mean just attracting traffic for

the sake of traffic because we have

advertising or in-app advertising and

we're just looking for residuals on that

or we just want to be popular and we

want people to like our game right that

we've put out for the iPhone or for

Android or whatever whatever success is

whatever that looks like to you and into

the people they're gonna use the stuff

you put out there whatever that success

looks like it's really important to

define it upfront and then decide how

you're going to measure it so that

you'll know when you get there the next

plane is scope and with scope again we

have two areas of concern number one

functional specification which is

essentially asking what is our feature

set and content requirements okay what's

the information the data the content

that's going to be presented

where's gonna come from how much of it

is there how are we going to identify it

how are we gonna serve it up all right

all those questions are part of the deal

here there's an old joke that's been

expressed multiple ways about how

disconnects happen between a project

team and the joke really focuses on the

idea that that if everyone isn't on the

same page about what the scope of the

project is disasters happen so I'm gonna

walk you through that real quick it in

the hopes that this will sort of

visually explain the importance of the

the scope part of this all right so this

is how the customer explained it this is

what they explained they wanted this is

how the project manager heard it this is

how the designer designed it this is how

the engineer and developer built it and

this is how the customer really wanted

it so you can see from step one to step

five we've got some massively different

ideas about what the end result was

supposed to be now this is a rather

extreme way of representing the idea

that everybody hurts something different

but I gotta tell you that it's not

really that uncommon and it's also not

very hard for people to have different

understandings of what's being said we

all have our own language right we all

have our own sort of mental models about

the way things work as we as we

discussed briefly and it's just not

uncommon for everyone to walk away from

the table thinking slightly differently

about what the end result could be but

the bottom line is this you know

strategy becomes a scope when those

things that we talked about earlier user

needs business objectives are turned

into requirements for content and

functionality okay things that say very

explicitly here's what we're bill

here's what it's going to contain here's

how it's going to function that provides

a benchmark for every single person

involved so that hopefully everybody is

on the same page okay you start with

functional specs you say here's the

feature set this is what we're creating

this is what it's going to do from a

Content standpoint what information do

we need in order to provide value to

people is it photographs is it audio is

it video is it you know statistical

research data where they can plug in

questions or search for data and

statistics whatever it is content has to

be defined because without content you

have no idea the size or depth or length

or time and effort required to complete

the project then we move to the

structure plane which again has two

components interaction design meaning

how do people interact with things on

the screen what happens what behaviors

occur how does the system react when

somebody does something information

architecture which goes back to how much

stuff is there for us to look at

interpret read interact with okay and

how is it organized scope which we

talked about previously is given

structure when we define how the system

responds to things that the user does

okay if the user clicks a button if the

user pulls down a menu what happens if

the user submits a form what happens if

they go through a checkout process what

happens all those responses think of it

in terms of user action system response

all those responses help us define

structure the interaction design part of

that structure is essentially a series

of patterns of sequences okay things

that happen that give the user options

at any given stage think of it as sort

of a call-and-response

I do this and then I get that it's a

sequence of options it's a sequence of

feedback of response the information

architecture part

again is dealing with the volume of

content how is it arranged how is it

organized and not just you know within

each screen but across the entire

product if you have a large application

okay that has hundreds of screens or if

you have an enterprise level website

that has hundreds of screens you have

some very serious information

architecture challenges and the ways in

which you solve those challenges is kind

of the meat in the bones that make up

the structure part of user experience

the skeleton plane is made up of

interface design which is what are the

elements on screen that people can

interact with and navigation design

which is essentially how do they move

through all those things right what

controls are available to them what

means of transportation for lack of a

better term are available to them to get

from point A to point B to Point C and

back again on the skeleton plane we're

starting to figure out what is going to

appear on the screen okay how much of it

is there how are we gonna segregate it

how are we going to organize it how are

we gonna clearly communicate all the

options that are available and quite

frankly how are we gonna fit them all on

something that you know feels like the

equivalent of the surface of a cup of

coffee right it's a tall task so the

structure part that we talked about

informs this piece the structure tells

us what it could possibly look like and

how people are gonna move through those

available tasks and and how they're

going to absorb and utilize the

information that's presented so the

interface design part is all about

figuring out how to arrange that and how

to present it it's all about the visual

elements that people interact with on

the screen the navigation design part of

that as we said provides elements on

screen elements and navigation items

that allow the user to move through

tasks and information in a way that that

makes sense to them it's obvious it's

clear it's simple it's intuitive okay

and what intuitive really means is that

it's obvious to some degree number one

in number two it fits with that person's

expectation of how to move through that

information in other words it matches

their mental model okay they have an

idea of how they could possibly get

around and do things and your goal is to

provide something that's in line with

that idea with that expectation again

the most concrete expression of user

experience design is the surface plane

why because on the surface plane that's

where we have visual design commonly

referred to

you as look-and-feel okay although I was

never really sure what the feel part

meant but for better or worse that's

what it is okay it's what does it

actually look like okay what are people

actually gonna see what colors are we

using what fonts are we using what kinds

of images are we showing you know how

does all this stuff really manifest

itself visually so visual design is made

up of colors images typography and

effects and all those things come

together in a very specific way okay

visual decisions should never be

arbitrary the choices you make in terms

of what colors you use what fonts you

pick what types of photography that you

use should be very specific they should

serve specific goals such as to support

and reinforce the meaning of the content

that's being presented there has to be

some level of understanding of effective

communication taking place and that is

enabled not only by words okay but by

images but by colors by interactions so

all those things are specifically chosen

to help guide the user where it's

applicable to do so through data through

tasks or through information there is

wayfinding that happens just like you

know a good map would serve you well in

a large city this is really no different

good visual design also reduces

cognitive load recognize more remember

less so we're enabling recognition which

enables intuitive learning if we can

recognize something then we can

understand it and if we understand it

then we can use it and finally the

visual design choice is made on the

screen have to be culturally and

socially appropriate and I don't when I

say culture I don't just mean you know

whether you're from the United States or

from Africa or from Italy or from Spain

or whatever it's not just a matter of

being from a different ethnic background

a different country culturally specific

means you know if you're designing

something for investment bankers then

you probably wouldn't take the same type

of visual approach

you would for you know a hard rock or

heavy metal record label okay those are

two very different audiences two very

different cultures so the look and feel

should be appropriate to the type of

audience a lot of times when design

fails it's because the designers or the

developers or the creators don't

understand the users culture