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How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
How tos of UX
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How tos of UX

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At the heart of it, how we build great products is by listening to people's needs and problems, and then devising solutions to them. We can communicate those solutions through storytelling and …

At the heart of it, how we build great products is by listening to people's needs and problems, and then devising solutions to them. We can communicate those solutions through storytelling and intentional visualization. When combined, these tools tell a better more compelling story and allow us to make real change in the world.

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  • 1. How To of UXIntentional Visualization + Story TellingConnect at:
  • 2. What UX is Part 1• UX = User Experience = Empathy + Passion to Help Users• UX is not UI• UI = User Interface = Interaction +Visual Aestheticsfor Physical or Digital Product• How do we design the UX of a product?Through intentional visualization + storytelling
  • 3. What UX is Part 2• A intrinsic business commitment to serve customers andusers to meet their best interests, likely beyond what theycan even imagine themselves• Willingness to be wrong about what we think customersand users need• Agility ($, time, systems) to change course if what we aretrying/testing doesn’t work out• If all three of these are not met, the UX process is painfuland less likely to succeed
  • 4. How do we Do “UX”?• Many skill sets and disciplines can support it. Essentially itboils down to this:• First, we have to observe and listen to the customers.By listening we can know the implied problems, byobserving we learn about even bigger problems that perhapsthey are not even aware of.• Then, we tell stories and intentionally visualize what a newworld might look like for these users.We show them to thebusiness and the users, and see if they resonate, or how theycould improve.
  • 5. Humans Love Stories• People can relate better to stories than to facts• Stories help people process a whole picture• Stories can help common understanding, influence decisionsand cause change• This principle is at the core of what allows people to designbetter products, services and systems that truly serve
  • 6. • All visualizations begin within ourselves.What we picture inour minds can become real.• When we express what is in our mind out into the world, theact of creation allows us to communicate and resonate withothers.• With intentional creation, we put purpose into ourexpression.VISUALIZING SAYS MORE
  • 7. Words +Visuals =•BetterStories
  • 8. UX Tricks to Tell Better Stories• Personas that summarize types of customers/users• User research findings communicated through story• Mind maps, user journeys, story maps• Anything that is user focused and story based that speaksto the problems we are trying to solve• Ideally something that is visually able to communicate awhole picture
  • 9. Personashttp://www.slideshare.net/toddwarfel/data-driven-design-research-personas/More infocheck out:
  • 10. Story Boards• Essentially a comic strip or cartoon sequence of a customeror user’s journey around a specific problem• Often step based drawings of the early stages of a user’sexperience, outside of the context of software• Representative of their daily work in which they also usesoftware• May be quick or more visually appealing
  • 11. Story Boards
  • 12. Story Maps• Coined by Jeff Patton• Made popular to accommodate iterative releases in agilesoftware development methodologies• Identifying product goals that delivery value• Slicing the story map into valuable releases
  • 13. Story Map Example
  • 14. Application Maps• Coined by Hagan Rivers. Users a hub and spoke paradigm:• The hubs are the work areas – the place where the user creates thingsand does things to them. From a hub the user can do many activities &tasks (add an address, edit an address, add a group, export).• In the end, though, he always returns to the hub when he’s done. Incomplex applications (one with hundreds of screens, for example) theremay be dozens of hubs and their relationships may be complicated.• We use the Application Map to help visualize these applications moreclearly and to act as a foundation for the design of the navigationsystem.
  • 15. Application Maps
  • 16. There Are No Tricks• Those are just a few common tools• Ultimately, it doesn’t matter how you communicate, whatmatters is you are getting ideas out of your mind and intothe world• What matters is you are making things real, and involvingcustomers (or users) in the process
  • 17. Thank You.Now, go tell a better story.Connect at:

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