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Knowsy iPad Game Case Study
 

Knowsy iPad Game Case Study

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Presented at LeanCamp February 18, 2012.

Presented at LeanCamp February 18, 2012.
http://leanca.mp/

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    Knowsy iPad Game Case Study Knowsy iPad Game Case Study Presentation Transcript

    • Knowsy®  iPad  Game  Case  Study  Lane  Halley   @thinknow    
    • About  me   Freelance  product  designer   Agile  /  UX  Coach   LUXr  Program  Director  2/22/12   www.slideshare.com/lanehalley   2  
    • Quick  Visual  CollaboraJve  ConJnuous  
    • Speedboat   Speedboat   Spider  web   Product  Box   Remember    the  future  2/22/12   www.slideshare.com/lanehalley   6  
    • 2/22/12   www.slideshare.com/lanehalley   7  
    • Our  ObjecJves:     Build  MVP  version  of  new  game  plaVorm     Learn  iPad  programming     Introduce  UX  methods  to  an  agile  team     Ship  to  Apple  store  quickly  (~1  month)  2/22/12   www.slideshare.com/lanehalley   8  
    • We  all  sat  together  in  one  room   2/22/12   www.slideshare.com/lanehalley   9  
    • We  had  story  cards   2/22/12   www.slideshare.com/lanehalley   10  
    • We  had  screen  designs   2/22/12   www.slideshare.com/lanehalley   11  
    • We  even  had  a  persona  We  even  had  a  persona   2/22/12   www.slideshare.com/lanehalley   12  
    • But,  there  were  a  few  sJcky  spots   We  argued  about  what  was  important   It  was  difficult  to  coordinate  our  work   We  worried  about  finishing  on  Jme  2/22/12   www.slideshare.com/lanehalley   13  
    • What  was  wrong?   The  team  didn’t  have  a  shared  vision  of   what  we  were  building.    Here’s  what  we  did…  2/22/12   www.slideshare.com/lanehalley   14  
    • CollaboraJve  sketching   Experiment  1:     Ask  the  front-­‐end  developer  to  draw  me   a  picture  of  the  game  screen  flow    2/22/12   www.slideshare.com/lanehalley   15  
    • This  helped  us  develop  a  shared  understanding   2/22/12   www.slideshare.com/lanehalley   16   2/22/12   www.slideshare.com/lanehalley   16  
    • Context  scenario   Experiment  2:     Create  a  context  scenario  to  help  us   imagine  the  specific  contents  of  each   screen  during  each  step   of  the  game  2/22/12   www.slideshare.com/lanehalley   17  
    • The  team  was  interested,  but  not  inspired   2/22/12   www.slideshare.com/lanehalley   www.slideshare.com/lanehalley   18   18  
    • Low-­‐fi  screen  layouts    Experiment  3:      Using  Omnigraffle,  create  screen   layouts  to  illustrate  each  of  the  the   scenario  steps  2/22/12   www.slideshare.com/lanehalley   19  
    • This  generated  lots  of  conversaJon  and  ideas   2/22/12   www.slideshare.com/lanehalley   20  
    • Paper  prototype   Experiment  4:     Make  a  paper  prototype  of  the  whole   game  to  quickly  capture  what  the  team   had  just  decided  2/22/12   www.slideshare.com/lanehalley   21  
    • Who’s  in  the  game?   2/22/12   www.slideshare.com/lanehalley   22  
    • Who’s  the  first  VIP?   2/22/12   www.slideshare.com/lanehalley   23  
    • VIP  picks  a  topic   2/22/12   www.slideshare.com/lanehalley   24  
    • VIP  orders  the  list   2/22/12   www.slideshare.com/lanehalley   25  
    • Who’s  the  first  player?   2/22/12   www.slideshare.com/lanehalley   26  
    • Player  one,  are  you  ready?   2/22/12   www.slideshare.com/lanehalley   27  
    • Player  one’s  turn   2/22/12   www.slideshare.com/lanehalley   28  
    • We  were  now  back  on  track    Playing  the  game  together  with  the   paper  prototype  created  a  shared   experience  for  the  team    Everyone  was  having  fun  again  and  we   all  understood  what  we  were  building  2/22/12   www.slideshare.com/lanehalley   29  
    • We  added  scenario  steps  (len)  and  annotaJons  (right)   2/22/12   www.slideshare.com/lanehalley   30  
    • Prototype  as  spec   Experiment  5:     Create  a  new  low-­‐fidelity  electronic   prototype  from  the  paper  prototype.     This  became  the  product  specificaJon  2/22/12   www.slideshare.com/lanehalley   31  
    • Clickable  prototype  (Balsamiq)  2/22/12   www.slideshare.com/lanehalley   32  
    • Knowsy  was  accepted  to  the  iPhone  store  2/22/12   www.slideshare.com/lanehalley   33  
    • The  plaVorm  conJnues  to  evolve  2/22/12   www.slideshare.com/lanehalley   34  
    • What  I  learned  –  five  useful  UX  pracJces   1.  Build  shared  physical  arJfacts     2.  Incorporate  other  team  members’  mental  models   3.  Lead  with  conversaJon,  trail  with  documentaJon   4.  Use  personas  and  scenarios  as  backstory,     not  as  deliverables   5.  Associate  user  stories  with  pictures  and   scenario  steps  2/22/12   www.slideshare.com/lanehalley   35  
    • Contact  informaJon   @thinknow     Lane  Halley   www.lanehalley.com  2/22/12   www.slideshare.com/lanehalley   36