Interaction Design + Product Management

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  • + Deadrock Deadrock 3 months ago
    Lane knows everything there is to know about interaction design. This is a great primer for the uninitiated, and for those who’ve tried to adopt some IxD techniques but need a clearer understanding. Highly recommended.
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Larry Keeleyof Doblin Inc., identified three qualities of a high-tech business

Larry Keeleyof Doblin Inc., identified three qualities of a high-tech business

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Interaction Design + Product Management - Presentation Transcript

  1. Interaction Design + Product Management
    Software Product Management Meetup NYCAugust 17, 2009
  2. About Lane Halley
    Principal Designer at Liquidnet
    20+ years in SW development
    Cooper Fellow (Goal-Directed Design©, Personas)
    Agile 2009 UX stage
    IxD + PM
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  3. What is Interaction Design?
    Interaction Design (IxD) defines the structure and behavior of interactive products and services.
    Interaction Designers create compelling relationships between people and the interactive systems they use, from computers to mobile devices to appliances...
    http://www.ixda.org/
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  4. Why do Product Managers need IxD?
    Interaction design supports great products
    A great product takes into account:
    Peoples’ motivations and behaviors
    Their environment of use
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  5. Why do Product Managers need IxD?
    Products that are well designed:
    Organize functions in ways that make sense to people
    Help people accomplish their goals without excess work or frustration
    Generate brand loyalty
     
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  6. Pure Digital Technologies, Flip Mino
     
    Cheap and portable flash-based camcorders
    1.5 MM sold since May ‘07
    20% of domestic camcorder market (ahead of Sony)
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  7. Considering user needs in context
    “…consumer electronics companies were focused on creating the smallest, coolest and most technologically advanced products, but they came at it from a hardware side. We come at it from an ecosystem side, meaning that there's great software that resides in the device and on the computer and on the Internet. And the combination of those three things creates an ecosystem that has a lot of value.”
    Jonathan Kaplan, Pure Digital CEO
    SF Chronicle, November 30, 2008
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  8. Different by design
    The Mino’s design is focused on human needs:
    Simple editing
    Simple sharing
     
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  9. Flip user interface objectives
    With the Flip, it’s easy to:
    Immediately see and watch videos
    Save videos to the computer for safekeeping
    Delete unwanted ‘junk’ videos and only save the wanted videos
    Provide easy access to common activities
     
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  10. 8/17/2009
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    Image: http://www.obsessable.com/feature/obsessable-flip-mino-hd-review/
     
  11. It’s hard to make things easy
    “Creating something simple and fun is very hard; it's not easy," Kaplan said. "Otherwise, everyone would be doing it.”
    Jonathan Kaplan, Pure Digital CEO
    SF Chronicle, November 30, 2008
     
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  12. But it’s worth it!
    “…stunningly simple to use.” –Wall Street Journal
    “The controls are so simple, a five-year old could master them.” –Real Simple
    “…catching life’s little wonders on video just got eaiser.” –Chicago Tribune
     
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  13. Why aren’t more products successful?
    A successful product is more than the sum of its’ features
     
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  14. What makes a product successful?
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    Desirability
    Capability
    Product
    Viability
    Larry Keeley, three elements of a successful high-tech product
  15. Successful products are balanced
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    Technology
    Interaction Design
    Desirability
    Capability
    Product
    Viability
    Product Management
  16. How do Interaction Designers work?
    Interaction designers: 
    Perform user research and usability tests
    Develop models of users, their attitudes, needs and behaviors
    Translate this intelligence into useful stories, sketches and prototypes
     
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  17. How can a Product Manager use IxD?
    Even if you’re not a trained Interaction Designer, you can use some of the same thinking and techniques with your teams to produce better products
     
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  18. Elements of an Interaction Design strategy
    Interaction design techniques will help you:
    Understand who your users are and what they value
    Ensure the entire team understands and can collaborate on the desired user experience for your product
    Appropriately balance “big picture” thinking with “just in time” thinking
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  19. TOOLS FOR: Understanding your users
     Interviews
    Site visits, direct observations
    Online observation
    Innovation Games
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  20. Interview planning
    Who do you want to talk to and what do you want to learn?
     
    Planning interview themes
    Where to find people
    Incremental research
    Cultivate a user group
    Use your visits for multiple purposes
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  21. Effective interviewing
    Use open-ended questions to encourage conversation
    “What parts of this process take the most time, and why?”
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  22. Effective interviewing
    Identify the need behind a feature request
    “If you HAD feature x, what would that allow you to do?”
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  23. TOOLS FOR: Synthesis
    Affinity diagrams
    Personas
    Workflow models
    Conceptual models
     
     
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  24.  Use affinity diagrams for group synthesis
    Flickr: /improveit/1574052029/
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  25. Good user research = stronger personas
    Well-researched personas help your team make better decisions. A good persona description defines:
    Goals
    Attitudes
    Work or activity flow
    Environment
    Skill level
    Frustrations
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  26. Specific is more important than accurate
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    Flickr: /dtsato/582640684/
  27. TOOLS FOR: Ideation
    Scenarios
    Sketching
     
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  28. How to have a GREAT idea
    Set yourself up for success with the right elements:
     
    Lateral thinking – with appropriate context
    Personas – based on a shared understanding of users
    Scenarios – based on understanding of real user needs and activities
    Sketching– on paper/whiteboard
    Collaborative process – that supports the evolving concept
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  29. Using scenarios
    Scenarios help you imagine how people will use your product. A scenario:
     
    Tells the story of a persona using the product to accomplish their goals
    Allows us to work from an ideal user experience
    Provides context for features and functions within broader tasks and workflows
    Evolves to become more detailed and specific
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  30. Using scenarios
    Scenarios should be idealistic and high-level. Be sure to focus on:
     
    The new, idealized version of the interaction, (“pretend it’s magic”) not the current process
    What they want to accomplish and the result, rather than the controls they use
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  31. Collaborative sketching
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    Flickr: /lanehalley/2744909938/
  32. Design validation
    Focus groups
    Usability tests
    Web analytics
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  33. TOOLS FOR: Creating consensus
     
    Low-fidelity prototype
    High-fidelity prototype
    Persona-based audit
    Usability highlights reel
     
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  34. Low-fidelity prototype
     
    Paper
    OneNote
    Whiteboard and digital camera
    Storyboards
    PPT
     
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  35. High-fidelity prototype
    Benefits:
    Getting real
    Help people see/understand
     
    Risks:
    Can limit innovative thinking
    Not robust enough to ship
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  36. Persona-based audit
    A persona-based audit can be used to:
    Evaluate design
    Evaluate a current solution
    Persuasive tool for change
     
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  37. What’s the ideal solution? It depends…
    The right process for your team depends on many things: 
    Complexity of your product domain
    New product? Later release?
    Team composition
    Size
    Location
    Skills
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  38. Discussion: What’s your IxD plan?
    What IxD techniques are best for your product?
    How will you meet the need for interaction design?
    IxD thinking/techniques by team members
    Interaction Designer as consultant to the team
    Interaction Designer as full-time member of team
     
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  39. Thanks! I’d love to hear your stories…
    Lane Halley
    lbh.inc@gmail.com
    twitter: thinknow
    http://lanehalley.livejournal.com/
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  40. Want to learn more?
    Cooper offers courses in:
     
    * Interaction design (4-day)
    * Communicating design (2-day)
    * Visual interface design (2-day)
    * Integrating design (2-day)
    http://www.cooper.com/services/training/
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  41. Recommended reading
    Inspired: How To Create Products Customers Love
    Marty Cagan
    Designing for the Digital Age: How to Create Human-Centered Products and Services. Kim Goodwin
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+ Lane HalleyLane Halley, 3 months ago

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