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User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
User Experience (UX) Demystified
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User Experience (UX) Demystified

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INCREASE Relevance, REDUCE Complexity, and IMPROVE Timing. USER EXPERIENCE IS ALL ABOUT THE Human Experience. …

INCREASE Relevance, REDUCE Complexity, and IMPROVE Timing. USER EXPERIENCE IS ALL ABOUT THE Human Experience.

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  1. UXDEMYSTIFIED alan blood, design manager, familysearch.org
  2. Part 1 WHAT UX IS Part 2 BUSINESS & CODE Part 3 REAL LIFE
  3. GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE,
  4. GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE, “Information Age” = TOO MUCH INFORMATION = IRONY
  5. THE Purpose OF UX...
  6. INCREASE Relevance REDUCE Complexity IMPROVE Timing
  7. USER EXPERIENCE IS ALL ABOUT THE Human Experience
  8. THE MANY UX Roles & Disciplines BOIL DOWN TO 3 BASIC TYPES...
  9. INCREASE Relevance REDUCE Complexity IMPROVE Timing
  10. NEED PROOF? OK, PROFESSOR. HERE’S YOUR SCIENCE STUFF: http://dl.acm.org/citation.cfm?id=1089108 http://www.acsu.buffalo.edu/~rkishore/papers/Kim-CACM-48-10.pdf
  11. PLEASE NOTE: UX IS NOT A TOOLBOX It’s people trained in UX PERIOD
  12. Part 1 WHAT UX IS Part 2 BUSINESS & CODE Part 3 REAL LIFE
  13. WHAT ABOUT Lean ?
  14. FOCUS OF LEAN METHODS: LEARN FROM DATA, BUILD IDEAS, MEASURE SUCCESS OF MINIMUM VIABLE PRODUCTS, PIVOT OR PERSEVERE
  15. Formulate a Hypothesis DECIDE WHAT TO MEASURE EXPERIMENT BAIL or CONTINUE
  16. Lean = Business Focus
  17. SO, WHAT ABOUT Agile ?
  18. FOCUS OF AGILE DEVELOPMENT: TEST AND RELEASE SOLID CODE, AS QUICKLY AND ACCURATELY AS POSSIBLE, COLLABORATE
  19. Agile = Technology Focus
  20. AND REMEMBER THAT UX = User Focus( )
  21. HERE’S A SUMMARY: (UX + BUSINESS + CODE) = Value
  22. SO, HOW DO Agile, Lean, and UX FIT TOGETHER?
  23. 2 Phases: DISCOVER PRODUCE &
  24. DISCOVER TURN THE LEAN “STEERING WHEEL” dig into data discover stuff build ideas (prototypes) measure the code pivot or persevere PRODUCE APPLY THE AGILE “GAS PEDAL” design (the code) build stuff configure test release Phase 1 Phase 2
  25. DISCOVER TURN THE LEAN “STEERING WHEEL” dig into data discover stuff build ideas (prototypes) measure the code pivot or persevere PRODUCE APPLY THE AGILE “GAS PEDAL” design (the code) build stuff configure test release Phase 1 Phase 2
  26. DISCOVER TURN THE LEAN “STEERING WHEEL” dig into data discover stuff build ideas (prototypes) measure the code pivot or persevere PRODUCE APPLY THE AGILE “GAS PEDAL” design (the code) build stuff configure test release Phase 1 Phase 2 + UX Folks +Business Folks Technology Folks
  27. Design THINKING ACROSS PHASES
  28. “Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success. - Tim Brown, PRESIDENT & CEO OF IDEO
  29. User Experience Folks ARE THE GLUE
  30. SEE WHAT HAPPENS WHEN User Experience Folks ARE NOT WELL UTILIZED...
  31. Phase 1 Phase 2
  32. Phase 1 Phase 2
  33. Phase 1 Phase 2
  34. Phase 1 Phase 2 AGILE AND LEAN ARE GREAT AT ZEROING-IN...
  35. Phase 1 Phase 2 BUT, ZEROING-IN TO WHAT?
  36. Phase 1 Phase 2 ...AND WILL THE END RESULT work for users?
  37. DID CUSTOMER WANTS LINE UP WITH User Needs?
  38. SEE WHAT HAPPENS WHEN User Experience Folks ARE AN EQUAL PARTNER...
  39. Partner with your UX resources!
  40. Phase 1 Phase 2 Work with UX to hammer out business value...
  41. Phase 1 Phase 2 ..UX helps to ensure that the solution works for your users!
  42. Phase 1 Phase 2
  43. Phase 1 Phase 2
  44. Phase 1 Phase 2 ZERO-IN USING Triangulation
  45. “Triangulation is a powerful technique that facilitates validation of data through cross verification from two or more sources. In particular, it refers to the application and combination of several research methodologies in the study of the same phenomenon. Bogdan, R. C. & Biklen, S. K. (2006). Qualitative research in education: An introduction to theory and methods. Allyn & Bacon. ISBN 978-0-205-51225-6.
  46. “Triangulation gives a more detailed and balanced picture of the situation. Altrichter, H., Feldman, A., Posch, P. & Somekh, B. (2008). Teachers investigate their work; An introduction to action research across the professions. Routledge. p. 147. (2nd edition).
  47. INCREASE Relevance REDUCE Complexity IMPROVE Timing
  48. UX (USERS) + LEAN (BUSINESS) + AGILE (TECHNOLOGY) = Value for People
  49. OATH OF NON-ALLEGIANCE - Alistair Cockburn “I promise not to exclude from consideration any idea based on its source, but to consider ideas across schools and heritages in order to find the ones that best suit the current situation.
  50. Part 1 WHAT UX IS Part 2 BUSINESS & CODE Part 3 VALUE FOR PEOPLE
  51. NASA, APOLLO 13, AND TOO MANY KINDS OF CO2 SCRUBBERS
  52. MINIMUM VIABLE PRODUCT LIMITED TO MATERIALS ON-HAND AIR TOXICITY INCREASING LIVES COULD BE LOST Constraints Inspire Creativity
  53. MINIMUM VIABLE PRODUCT HAD TO WORK THE FIRST TIME USER CIRCUMSTANCES MUST BE KNOWN SOLUTION MUST BE PROVED User Research and Testing Were Required
  54. MINIMUM VIABLE PRODUCT COULDN’T DELIVER AN OBJECT DELIVERY REQUIRED HANDHOLDING FEEDBACK LOOP HAD TO BE CLOSED Simple, Relevant, and Timely
  55. AGILE TEAM WAS FOCUSED AND CAPABLE RAPID DEVELOPMENT OF SOLUTION EFFECTIVE COLLABORATION Had to be developed on ground AND in space...
  56. USER EXPERIENCE GROUND CREW UNDERSTOOD USERS SOLUTION EFFECTIVELY RELAYED ASTRONAUTS UNDERSTOOD Understanding of users was required, or lives would be lost
  57. UX (USERS) + LEAN (BUSINESS) + AGILE (TECHNOLOGY) = 3 Lives Saved
  58. Yes, there’s a PUNCHLINE
  59. HOW MUCH MONEY AND TIME WAS LOST because there were TWO DIFFERENT CO2 FILTER DESIGNS ON THE APOLLO 13 MISSION?
  60. THE LIVES OF James Lovell, John Swigert, and Fred Haise COULD HAVE BEEN LOST
  61. IN THE FINAL ANALYSIS WAS IT WORTH the cost and the risk TO NEGLECT THE USER EXPERIENCE?
  62. Thank you.

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