Knowsy®	  iPad	  Game	  Case	  Study	  Lane	  Halley	    @thinknow	  	  
About	  me	           Freelance	  product	  designer	           Agile	  /	  UX	  Coach	           LUXr	  Program	  Directo...
Quick	  Visual	  CollaboraJve	  ConJnuous	  
Speedboat	                 Speedboat	                                              Spider	  web	         Product	  Box	   ...
2/22/12	     www.slideshare.com/lanehalley	     7	  
Our	  ObjecJves:	             Build	  MVP	  version	  of	  new	  game	  plaVorm	             Learn	  iPad	  programming	...
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/lanehall...
But,	  there	  were	  a	  few	  sJcky	  spots	                We	  argued	  about	  what	  was	  important	               ...
What	  was	  wrong?	                The	  team	  didn’t	  have	  a	  shared	  vision	  of	                what	  we	  were...
CollaboraJve	  sketching	                Experiment	  1:	  	                Ask	  the	  front-­‐end	  developer	  to	  dra...
This	  helped	  us	  develop	  a	  shared	  understanding	      2/22/12	                    www.slideshare.com/lanehalley	...
Context	  scenario	                Experiment	  2:	  	                Create	  a	  context	  scenario	  to	  help	  us	   ...
The	  team	  was	  interested,	  but	  not	  inspired	      2/22/12	                  www.slideshare.com/lanehalley	      ...
Low-­‐fi	  screen	  layouts	                	  Experiment	  3:	  	                	  Using	  Omnigraffle,	  create	  screen	 ...
This	  generated	  lots	  of	  conversaJon	  and	  ideas	      2/22/12	                   www.slideshare.com/lanehalley	  ...
Paper	  prototype	                Experiment	  4:	  	                Make	  a	  paper	  prototype	  of	  the	  whole	     ...
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	  prot...
We	  added	  scenario	  steps	  (len)	  and	  annotaJons	  (right)	      2/22/12	                   www.slideshare.com/lan...
Prototype	  as	  spec	                Experiment	  5:	  	                Create	  a	  new	  low-­‐fidelity	  electronic	   ...
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	  	        ...
Contact	  informaJon	                    @thinknow	  	                Lane	  Halley	                www.lanehalley.com	  2...
Knowsy iPad Game Case Study
Knowsy iPad Game Case Study
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Knowsy iPad Game Case Study

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

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Transcript of "Knowsy iPad Game Case Study"

  1. 1. Knowsy®  iPad  Game  Case  Study  Lane  Halley   @thinknow    
  2. 2. About  me   Freelance  product  designer   Agile  /  UX  Coach   LUXr  Program  Director  2/22/12   www.slideshare.com/lanehalley   2  
  3. 3. Quick  Visual  CollaboraJve  ConJnuous  
  4. 4. Speedboat   Speedboat   Spider  web   Product  Box   Remember    the  future  2/22/12   www.slideshare.com/lanehalley   6  
  5. 5. 2/22/12   www.slideshare.com/lanehalley   7  
  6. 6. 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  
  7. 7. We  all  sat  together  in  one  room   2/22/12   www.slideshare.com/lanehalley   9  
  8. 8. We  had  story  cards   2/22/12   www.slideshare.com/lanehalley   10  
  9. 9. We  had  screen  designs   2/22/12   www.slideshare.com/lanehalley   11  
  10. 10. We  even  had  a  persona  We  even  had  a  persona   2/22/12   www.slideshare.com/lanehalley   12  
  11. 11. 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  
  12. 12. 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  
  13. 13. 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  
  14. 14. This  helped  us  develop  a  shared  understanding   2/22/12   www.slideshare.com/lanehalley   16   2/22/12   www.slideshare.com/lanehalley   16  
  15. 15. 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  
  16. 16. The  team  was  interested,  but  not  inspired   2/22/12   www.slideshare.com/lanehalley   www.slideshare.com/lanehalley   18   18  
  17. 17. 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  
  18. 18. This  generated  lots  of  conversaJon  and  ideas   2/22/12   www.slideshare.com/lanehalley   20  
  19. 19. 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  
  20. 20. Who’s  in  the  game?   2/22/12   www.slideshare.com/lanehalley   22  
  21. 21. Who’s  the  first  VIP?   2/22/12   www.slideshare.com/lanehalley   23  
  22. 22. VIP  picks  a  topic   2/22/12   www.slideshare.com/lanehalley   24  
  23. 23. VIP  orders  the  list   2/22/12   www.slideshare.com/lanehalley   25  
  24. 24. Who’s  the  first  player?   2/22/12   www.slideshare.com/lanehalley   26  
  25. 25. Player  one,  are  you  ready?   2/22/12   www.slideshare.com/lanehalley   27  
  26. 26. Player  one’s  turn   2/22/12   www.slideshare.com/lanehalley   28  
  27. 27. 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  
  28. 28. We  added  scenario  steps  (len)  and  annotaJons  (right)   2/22/12   www.slideshare.com/lanehalley   30  
  29. 29. 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  
  30. 30. Clickable  prototype  (Balsamiq)  2/22/12   www.slideshare.com/lanehalley   32  
  31. 31. Knowsy  was  accepted  to  the  iPhone  store  2/22/12   www.slideshare.com/lanehalley   33  
  32. 32. The  plaVorm  conJnues  to  evolve  2/22/12   www.slideshare.com/lanehalley   34  
  33. 33. 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  
  34. 34. Contact  informaJon   @thinknow     Lane  Halley   www.lanehalley.com  2/22/12   www.slideshare.com/lanehalley   36  

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