I’M	  OUT	  OF	  THE	  BUILDING…	           NOW	  WHAT?	                      Lean	  UX	  Residency	  (LUXr)	             ...
GeGng	  out	  of	  the	  building	  “Customer	  Development	  is	  the	  process	  of	  how	  you	  get	  out	  of	  the	 ...
In	  other	  words…	  “Go	  speak	  (in	  person	  if	  possible)	  with	  living,	  breathing	  customers	  to	  determin...
What	  assump^ons	  are	  we	  making?	              Who	  is	  the	  user?	  Who	  is	  the	  customer?	              W...
What’s	  a	  user?	  “There	  are	  only	  two	  industries	  that	  refer	  to	  their	  customers	  as	  ‘users’:	  comp...
What’s	  a	  user?	  User	  =	  “person	  who	  uses	  the	  product”	              Consumer	  products,	  customer	  =	 ...
Why	  don’t	  we	  talk	  to	  users?	              We’re	  users	              We	  know	  a	  lot	  of	  users	  	    ...
Remember,	  it	  starts	  with	  you!	  People	  who	  are	  good	  at	  Customer	  Discovery	  know	  how	  to:	         ...
The	  eight	  steps	  to	  Customer	  Discovery	                          	  Document	  Customer-­‐Problem-­‐Solu^on	  Hyp...
Today	  we’ll	  focus	  on	  four	  in	  the	  middle…	            	  	  	  	   Document	  Customer-­‐Problem-­‐Solu^on	  ...
FIND	  AND	  REACH	  OUT	  TO	  PROSPECTS	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  Commons	  A_r...
Where	  do	  you	  find	  users	  to	  talk	  to?	              In-­‐line	  Web	  recrui^ng	              Conferences	  a...
In-­‐line	  Web	  recrui^ng	              Ethnio	  (www.ethnio.net)	                  Recruit	  people	  from	  your	  we...
Conferences,	  industry	  events,	  user	  groups	              Master	  the	  “quick	  hit”	  interview	  (1-­‐2	  ques^...
Market	  research	  firms	              Easier	  for	  “consumer”	  than	  “professional”	              Can	  save	  you	...
Craigslist	              Place	  ad	  in	  “gigs”	  or	  “jobs”	  area	              Direct	  people	  to	  an	  online	...
Friends	  and	  Family	              You	  already	  know	  their	  context	              Good	  for	  quick	  impressio...
ENGAGE	  PROSPECTS	  www.slideshare.com/lanehalley	                        License:	  Crea^ve	  Commons	  A_ribu^on-­‐Shar...
TOOLS	  FOR:	  Understanding	  your	  users	              Effec^ve	  interviews	              Innova^on	  Games	         ...
Tips	  for	  effec^ve	  interviews	              Iden^fy	  who	  do	  you	  want	  to	  talk	  to	  and	  what	  you	     ...
Tips	  for	  effec^ve	  interviews	      Use	  open-­‐ended	  ques^ons	  to	  encourage	  conversa^on	         Closed:	  “W...
Tips	  for	  effec^ve	  interviews	  Iden^fy	  the	  need	  behind	  a	  feature	  request	  “If	  you	  HAD	  feature	  x,...
Sample	  interview	  flow	              Warm-­‐up	  ques^ons	  to	  set	  context	                  “Tell	  me	  a	  li)le...
Innova^on	  Games	               Speedboat	                Speedboat	                                             Spider	 ...
“Five	  Users	  Every	  Friday”	  Situa^on	              Major	  consumer	  electronics	  retailer	  wanted	  flexible	  f...
Weekly	  research	  tasks	  Friday                     	  Run	  protocol	                             	  High	  level	  su...
Compile	  |	  Measure	  |	  Test	  www.slideshare.com/lanehalley	                            License:	  Crea^ve	  Commons	...
TOOLS	  FOR:	  Synthesis	              Ar^facts	  from	  fieldwork	  	              Affinity	  models	              Person...
Share	  pictures	  and	  ar^facts	  with	  the	  team	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  C...
Use	  affinity	  models	  for	  group	  synthesis	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  Commons...
Good	  user	  research	  =	  stronger	  personas	  Well-­‐researched	  personas	  help	  your	  team	  make	  be_er	  deci...
Specific	  is	  more	  important	  than	  accurate	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  Commo...
Workflow	  models	  inform	  good	  sketches	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  Commons	  A...
TOOLS	  FOR:	  Envisioning	  the	  solu^on	              Stories/scenarios	              Collabora^ve	  sketching/Design...
Using	  scenarios	  Scenarios	  help	  your	  team	  explore	  and	  develop	  a	  shared	  understanding	  of	  the	  des...
Sample	  scenario:	  about	  Peter	                                      PETER	  is	  a	  serious	  bike	  commuter	      ...
Sample	  scenario:	  Peter’s	  scenario	      •  Peter	  is	  a	  regular	  customer	  at	  Mike’s	  Bikes.	  He	  learns	...
Sample	  scenario:	  Peter’s	  scenario	      •  He	  is	  interested	  in	  the	  cargo	  bike,	  but	  wants	  to	  talk...
Collabora^ve	  sketching	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  Commons	  A_ribu^on-­‐Share	  ...
Paper	  prototype	  www.slideshare.com/lanehalley	              License:	  Crea^ve	  Commons	  A_ribu^on-­‐Share	  Alike	 ...
Mix	  well	  and	  repeat	  frequently!	     Method	                           Benefits	     5-­‐users	  every	  Friday	   ...
Recommended	  reading	  Inspired:	  How	  To	  Create	  Products	  Customers	  Love	  	  Marty	  Cagan	  Designing	  for	 ...
Recommended	  reading	  Prototyping,	  A	  PracIIoner’s	  Guide	  Todd	  Zaki	  Warfel	  The	  Back	  of	  the	  Napkin	  ...
Recommended	  reading	  InnovaIon	  Games:	  CreaIng	  Breakthrough	  Products	  Through	  CollaboraIve	  Play	  Luke	  Ho...
Photo	  credits	  and	  resources	          5:	  “What’s	  a	  user?”	  h_p://www.edwardtufe.com/tufe/advocate_1099	      ...
Thanks!	  Let	  me	  know	  if	  this	  was	  helpful…	          Lane	  Halley	          lbh.inc@gmail.com	          twi_e...
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I'm out of the buiding, now what?

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The field of user experience provides a wide range of useful methods that can help your Lean Startup Customer Discovery process. This presentation provides advice on how to find and engage prospects, and how to compile, make use of and test what you're learning.

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Transcript of "I'm out of the buiding, now what?"

  1. 1. I’M  OUT  OF  THE  BUILDING…   NOW  WHAT?   Lean  UX  Residency  (LUXr)   March  16,  2011  
  2. 2. GeGng  out  of  the  building  “Customer  Development  is  the  process  of  how  you  get  out  of  the  building  and  search  for  the  model.  Customer  Development  is  designed  so  that  you  the  founder(s)  gather  first  hand  experience  about  customer  and  market  needs.”  SteveBlank.com,  5/13/2010  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   2   3.0  United  States  
  3. 3. In  other  words…  “Go  speak  (in  person  if  possible)  with  living,  breathing  customers  to  determine  the  validity  of  your  assump^ons.”  “The  Entrepreneurs  Guide  to  Customer  Development,”  Cooper  &  Vlaskovits  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   3   3.0  United  States  
  4. 4. What  assump^ons  are  we  making?     Who  is  the  user?  Who  is  the  customer?     Where  does  our  product  fit  in  their  work  or  life?     What  problems  does  our  product  solve?     When  and  how  is  our  product  used?     What  features  are  important?     How  should  our  product  look  and  behave?  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   4   3.0  United  States  
  5. 5. What’s  a  user?  “There  are  only  two  industries  that  refer  to  their  customers  as  ‘users’:  computer  design  and  drug  dealing.”    Edward  Tufe  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   5   3.0  United  States  
  6. 6. What’s  a  user?  User  =  “person  who  uses  the  product”     Consumer  products,  customer  =  user     Enterprise  products,  customer  ≠  user  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   6   3.0  United  States  
  7. 7. Why  don’t  we  talk  to  users?     We’re  users     We  know  a  lot  of  users       We’re  smarter  than  our  users     We’ve  got  a  lot  of  other  important  things  to  do     Users  don’t  want  to  be  bothered     We  don’t  know  how  to  talk  to  users     We  fear  rejec^on  ;(  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   7   3.0  United  States  
  8. 8. Remember,  it  starts  with  you!  People  who  are  good  at  Customer  Discovery  know  how  to:   • Put  themselves  in  the  customers’  shoes   • Understand  the  problems  they  have   • Listen  well  (less  talking!)   • Understand  what  you  hear  (not  what  you  want  to  hear)   • Deal  with  constant  change    Paraphrased  from  “ The  Four  Steps  to  the  Epiphany”  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   8   3.0  United  States  
  9. 9. The  eight  steps  to  Customer  Discovery    Document  Customer-­‐Problem-­‐Solu^on  Hypothesis           Brainstorm  Business  Model  Hypothesis   Find  Prospects  to  talk  to    Reach  out  to  prospects     Engage  prospects      Phase  Gate  I  Compile  |  Measure  |  Test           Problem-­‐Solu^on  Fit/MVP           Phase  Gate  II  Compile  |  Measure  |  Test  “The  Entrepreneurs  Guide  to  Customer  Development,”  Cooper  &  Vlaskovits  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   9   3.0  United  States  
  10. 10. Today  we’ll  focus  on  four  in  the  middle…           Document  Customer-­‐Problem-­‐Solu^on  Hypothesis           Brainstorm  Business  Model  Hypothesis   ✓ Find  Prospects  to  talk  to   ✓ Reach  out  to  prospects   ✓ Engage  prospects   ✓    Phase  Gate  I  Compile  |  Measure  |  Test           Problem-­‐Solu^on  Fit/MVP           Phase  Gate  II  Compile  |  Measure  |  Test  “The  Entrepreneurs  Guide  to  Customer  Development,”  Cooper  &  Vlaskovits  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   10   3.0  United  States  
  11. 11. FIND  AND  REACH  OUT  TO  PROSPECTS  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   11   3.0  United  States  
  12. 12. Where  do  you  find  users  to  talk  to?     In-­‐line  Web  recrui^ng     Conferences  and  industry  events     Special  interest  groups/user  groups     Market  research  firms     Craigslist     Friends  and  Family  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   12   3.0  United  States  
  13. 13. In-­‐line  Web  recrui^ng     Ethnio  (www.ethnio.net)   Recruit  people  from  your  website  via  triggers     “Talk  to  us”  bu_on   Start  live  chat  session     Remote  viewing  (Morae  from  TechSmith)   Screen  sharing  and  recording  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   13   3.0  United  States  
  14. 14. Conferences,  industry  events,  user  groups     Master  the  “quick  hit”  interview  (1-­‐2  ques^ons)     Divide  and  conquer,  debrief  as  a  group     Use  a  green  room,  designated  area  for  interviews     Collect  names  for  later     Demo  sta^on  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   14   3.0  United  States  
  15. 15. Market  research  firms     Easier  for  “consumer”  than  “professional”     Can  save  you  ^me  finding  and  scheduling     Good  for  out  of  state  or  interna^onal  recrui^ng     You  can  use  their  facili^es     You  don’t  have  to  adver^se  your  iden^ty  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   15   3.0  United  States  
  16. 16. Craigslist     Place  ad  in  “gigs”  or  “jobs”  area     Direct  people  to  an  online  survey  (SurveyMonkey)     Survey  results  can  be  valuable  in  themselves     Scheduling  is  hard,  pre-­‐screen  for  availability     Experiment  with  different  levels  of  compensa^on     Going  rate  varies,  check  similar  ads  for  guides  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   16   3.0  United  States  
  17. 17. Friends  and  Family     You  already  know  their  context     Good  for  quick  impressions     Great  to  prac^ce  on  “friendlies”     Beware  you  don’t  talk  to  same  people  too  much     Don’t  forget  to  use  F&F  for  more  introduc^ons  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   17   3.0  United  States  
  18. 18. ENGAGE  PROSPECTS  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   18   3.0  United  States  
  19. 19. TOOLS  FOR:  Understanding  your  users     Effec^ve  interviews     Innova^on  Games     Five  users  every  Friday  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   19   3.0  United  States  
  20. 20. Tips  for  effec^ve  interviews     Iden^fy  who  do  you  want  to  talk  to  and  what  you   want  to  learn     Plan  your  interview  themes  as  a  team     Collect  ar^facts,  debrief  and  share     Use  your  visits  for  mul^ple  purposes  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   20   3.0  United  States  
  21. 21. Tips  for  effec^ve  interviews   Use  open-­‐ended  ques^ons  to  encourage  conversa^on   Closed:  “What  did  you  eat  for  breakfast  today?”   Open:  “What’s  your  favorite  breakfast  and  why?”   Don’t  be  afraid  to  ask  “why”  a  lot.  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   21   3.0  United  States  
  22. 22. Tips  for  effec^ve  interviews  Iden^fy  the  need  behind  a  feature  request  “If  you  HAD  feature  x,  what  would  that  allow  you  to  do?”  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   22   3.0  United  States  
  23. 23. Sample  interview  flow     Warm-­‐up  ques^ons  to  set  context   “Tell  me  a  li)le  about  yourself…”     Talk  about  real  events,  avoid  conjecture   “Tell  me  about  a  recent  6me  when  you…”     Show  demos/sketches  later  in  mee^ng   “Show  me  how  you  would  use  this  to…”     Express  apprecia^on  “ Thanks  for  your  6me!”     If  the  interview  went  well,  it’s  OK  to  ask  if  you  can   contact  them  again  later    www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   23   3.0  United  States  
  24. 24. Innova^on  Games   Speedboat   Speedboat   Spider  web   Product  Box   Remember    the  future  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   24   3.0  United  States  
  25. 25. “Five  Users  Every  Friday”  Situa^on     Major  consumer  electronics  retailer  wanted  flexible  fast   implementa^on  of  Web  features     Agile  development,  UX  perceived  as  a  bo_leneck  Approach     Rapid  prototyping  and  user  feedback     Full  team  par^cipa^on  required  Results     Greater  confidence,  less  ^me  wasted     Improved  team  understanding  of  user  needs  Source:  Tom  Ilmensee  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   25   3.0  United  States  
  26. 26. Weekly  research  tasks  Friday  Run  protocol    High  level  summary  Monday  Analyze  data    Create  findings  summary    Create  wireframes  Tuesday  Discuss  recommenda^ons  with  team    Iden^fy  immediate  and  long  term  research  needs  with  team    Create  high-­‐level  test  plans  Wednesday  Prepare  protocol  Thursday  Prepare  ar^facts  /  prototype  Source:  Tom  Ilmensee  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   26   3.0  United  States  
  27. 27. Compile  |  Measure  |  Test  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   27   3.0  United  States  
  28. 28. TOOLS  FOR:  Synthesis     Ar^facts  from  fieldwork       Affinity  models     Personas     Workflows  and  conceptual  models  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   28   3.0  United  States  
  29. 29. Share  pictures  and  ar^facts  with  the  team  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   29   3.0  United  States  
  30. 30. Use  affinity  models  for  group  synthesis  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   30   3.0  United  States  
  31. 31. Good  user  research  =  stronger  personas  Well-­‐researched  personas  help  your  team  make  be_er  decisions.  A  good  persona  descrip^on  defines:     Goals     AGtudes     Work  or  ac^vity  flow     Environment     Skill  level     Frustra^ons  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   31   3.0  United  States  
  32. 32. Specific  is  more  important  than  accurate  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   32   3.0  United  States  
  33. 33. Workflow  models  inform  good  sketches  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   33   3.0  United  States  
  34. 34. TOOLS  FOR:  Envisioning  the  solu^on     Stories/scenarios     Collabora^ve  sketching/Design  Studio     Prototypes  These  techniques  can  be  used  within  your  team  to  build  consensus,  and  with  customers  and  users  to  explore  and  validate  concepts.  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   34   3.0  United  States  
  35. 35. Using  scenarios  Scenarios  help  your  team  explore  and  develop  a  shared  understanding  of  the  desired  user  experience.   1  Set  the  stage   − Who  is  the  subject  of  the  story?   − What  does  this  person  want  to  do  and  why?   2  Tell  the  story:     − Imagine  the  ideal  user  experience   − Describe  informa^on  and  ac^ons,  not  controls   3  Evolve  to  become  more  detailed  and  specific  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   35   3.0  United  States  
  36. 36. Sample  scenario:  about  Peter   PETER  is  a  serious  bike  commuter   •  Owns  several  bikes  (mountain  bike,   recumbent),  doesn’t  own  a  car   •  Biking  is  his  main  form  of  transporta^on     •  Bikes  are  his  hobby,  he  loves  to  look  at   and  learn  about  bikes   •  Carries  lots  of  stuff  when  he  rides   (computer,  books,  groceries)   •  Rides  in  all  weather,  needs  to  get  to   work  clean  and  not  too  sweaty  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   36   3.0  United  States  
  37. 37. Sample  scenario:  Peter’s  scenario   •  Peter  is  a  regular  customer  at  Mike’s  Bikes.  He  learns  that   there’s  a  new  urban  cargo  bike  available  and  he’s  curious   to  check  it  out.   •  When  Peter  gets  to  the  site,  it  recognizes  him  and  shows   him  what’s  new  since  his  last  visit.  He  can  see  there’s  a   street  bike  he  started  to  configure  on  his  last  visit,  but  he   doesn’t  want  to  work  on  that  now.   •  He  easily  finds  the  new  cargo  bike  he  came  to  see.     •  He  learns  about  the  cargo  bike  by  reviewing  some   technical  informa^on  about  gear  ra^os  and  then  watches   a  video  of  the  bike  in  ac^on.    www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   37   3.0  United  States  
  38. 38. Sample  scenario:  Peter’s  scenario   •  He  is  interested  in  the  cargo  bike,  but  wants  to  talk  to   someone  who  owns  one.  He  reaches  out  to  the  Mike’s   Bikes  community  to  ask  a  ques^on  and  quickly  gets  an   answer.   •  He  configures  the  cargo  bike  with  some  op^onal   equipment  he  might  want.  He  can  see  an  adjusted   total  price  as  he  works.   •  Happy  with  what  he  sees,  he  makes  an  appointment   to  come  into  the  shop  on  Saturday  to  see  both  bikes   he  is  considering.  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   38   3.0  United  States  
  39. 39. Collabora^ve  sketching  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   39   3.0  United  States  
  40. 40. Paper  prototype  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   40   3.0  United  States  
  41. 41. Mix  well  and  repeat  frequently!   Method   Benefits   5-­‐users  every  Friday   Introduce  “ritual”  of  talking  to  people  regularly   Conversa^onal  interview   Pa_erns  of  use   Behaviors  and  mo^va^ons   Pain  points  and  opportuni^es   Innova^on  games   Mental  models   Shared  team  understanding   Lo-­‐fidelity  prototype   Validate  and  evolve  concept   Reac^on  to  naviga^on/structural  elements   Hi-­‐fidelity  prototype   Reac^on  to  visual  look  and  feel   Test  branding,  messaging  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   41   3.0  United  States  
  42. 42. 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  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   42   3.0  United  States  
  43. 43. Recommended  reading  Prototyping,  A  PracIIoner’s  Guide  Todd  Zaki  Warfel  The  Back  of  the  Napkin  Dan  Roam  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   43   3.0  United  States  
  44. 44. Recommended  reading  InnovaIon  Games:  CreaIng  Breakthrough  Products  Through  CollaboraIve  Play  Luke  Hohmann  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   44   3.0  United  States  
  45. 45. Photo  credits  and  resources   5:  “What’s  a  user?”  h_p://www.edwardtufe.com/tufe/advocate_1099   22:  Photos,  Lane  Halley   23-­‐34:  “Five  Users  Every  Friday,”  Tom  Ilmensee,  Alyson  Muff    h_p://www.computer.org/portal/web/csdl/doi/10.1109/AGILE.2009.45   27:  Photos,  Lane  Halley   28:  Photo,  Lane  Halley   30:  Photo,  Flickr:  dtsato/582640684   31:  Photo,  Flickr:  jazzmasterson/275800917   34:  Photo,  Flickr:  ques^on_everything/2267542126    Scenario:  www.slideshare.net/LaneHalley/design-­‐studio-­‐workshop-­‐scenarios   37:  Photos,  Lane  Halley   38:  Photo,  Lane  Halley  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   45   3.0  United  States  
  46. 46. Thanks!  Let  me  know  if  this  was  helpful…   Lane  Halley   lbh.inc@gmail.com   twi_er:  thinknow   www.slideshare.net/lanehalley   www.LUXr.co  www.slideshare.com/lanehalley   License:  Crea^ve  Commons  A_ribu^on-­‐Share  Alike  www.luxr.co   46   3.0  United  States  

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