Your SlideShare is downloading. ×
  • Like
Exploring UX Techniques and Practices 4 Product Development
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Now you can save presentations on your phone or tablet

Available for both IPhone and Android

Text the download link to your phone

Standard text messaging rates apply

Exploring UX Techniques and Practices 4 Product Development

  • 1,920 views
Published

 

Published in Technology , Business
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads

Views

Total Views
1,920
On SlideShare
0
From Embeds
0
Number of Embeds
2

Actions

Shares
Downloads
43
Comments
0
Likes
2

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Exploring UX Techniques and Practices When should they be applied? Ariadna Font UX Lead @Vivisimo, an IBM Company @quicola #leanux #pghtechfestTuesday, June 12, 12
  • 2. Goal of the session Map out what UX techniques to do when during the development cycleTuesday, June 12, 12
  • 3. What’s UX (User Experience)? • How do people feel about (using) a product / site • User-Centered design and development • Experiential, affective aspects of human-computer interaction • Perceptions of utility, easy of use and efficiency • Subjective in nature • Dynamic, it changes overtimeTuesday, June 12, 12
  • 4. What’s Agile development? • A Philosophy / State of mind • Continuous improvement • Flexible and Adaptable • Iterative • Puts communication at the center • Autonomous Teams • Customer-driven development and predictable deliverablesTuesday, June 12, 12
  • 5. Agile Manifesto • Individuals and interactions over processes and tools • Working software over comprehensive documentation • Customer collaboration over contract negotiation • Responding to change over following a planTuesday, June 12, 12
  • 6. Product Development Stages • User Research • Generate, group and • Goal & Scoping prioritize features • Scoping • Requirements • Initial UI design and workflow (Explaining/ • Prototyping • Analysis defending UI design and workflow to stakeholders) • Development • Design • Design revisions / • Acceptance / User iterations • Development testing • Just in time (JIT) design • QA • Demo/Retro design)Tuesday, June 12, 12
  • 7. UX practices - User Research • What problem are we trying to solve? Who are we building this for? • Contextual Inquiry (day-in-the-life sessions, interviews) • Personas (also for Scoping) • Stakeholder map • Popping the “why” stackTuesday, June 12, 12
  • 8. UX Practices - Scoping • User stories • Workflow models (story maps, storyboards, sketch-boards, user experience maps (Maria’s session) • Affinity Diagrams (more traditional way to organize data into themes) • “Agile Schedule” or Rich Visual Backlog (deadline/PM dimension overlaid on top ~ ariadna.font.cat) • Inception Deck (Jonathan Rasmusson ~ @jrasmusson) • “How to design stuff that matters fast?” (Eewei Chen ~ @Ultraman)Tuesday, June 12, 12
  • 9. UX Practices - Prototyping • Sketches - low fidelity on paper (1-up, 6-up, concept sheet) • Wireframes - grayscale mockups showing layout and position of page elements (can range from low-fidelity to exact grid-based resolution) • Paper prototypes - paper versions of wireframes or sketches that users can simulate slicks and talk through their thoughts and decisions • Wireflows - a combination of wireframes and flowcharts that shows several pathways through an application • Mockups - full color, full resolution designs (Photoshop) • Functional prototypes - HTML or fully functionalTuesday, June 12, 12
  • 10. UX Practices - Development • Just-in-time design (see prototyping practices) • BDD - executable acceptance tests (cucumber) • Kanban • Demos • RetrospectivesTuesday, June 12, 12
  • 11. UX Practices - Usability Testing (UT) • Guerrilla UT • Paper prototype UT • Qualitative UT • Task-based, few participants, facilitator, observers (Gotomeeting) • Pair testing • Controlled experiment (A/B Testing)Tuesday, June 12, 12
  • 12. Human-Centered Design methods • Collaborative design sessions (ideation/brainstorming) • Round-robin (sketch, critique, improve,...) • Rose, bud, thorn (improving existing functionality/design) • Affinity clustering • Business value/difficulty matrixTuesday, June 12, 12
  • 13. Stakeholder mapping • A network diagram of the people involved with (or impacted by) a given system design. • Establish shared ideas about stakeholders • Help team focus on people, not technology • Guide plans for user research • Document research activitiesTuesday, June 12, 12
  • 14. Contextual inquiry • Day-in-the-life sessions (for example: double jacking in a call center) • Observe/interview people in their context • Pair of observers is idealTuesday, June 12, 12
  • 15. Personas • User profile • Demographics • Context • Needs • Values • Technical knowledgeTuesday, June 12, 12
  • 16. User stories • Software system requirement formulated in one or two sentences in everyday or business language of the user • Needs to fit on a card (sticky) • As a [type of user] • I want to [perform some task] • so that I can [reach some goal]Tuesday, June 12, 12
  • 17. Story mapping (Jeff Patton ~ @jeffpatton) • Organize and prioritize the functionality of a system (user stories) • Initial discovery, planning and scoping of a project / product • Just-in time story mapping for featuresTuesday, June 12, 12
  • 18. Affinity diagrams • Organize ideas (opinions and issues) into themes • A way to organize and visualize customer requirementsTuesday, June 12, 12
  • 19. “Agile Schedule” or Rich Visual Backlog (ariadna.font.cat) • Visual project schedule on butcher paper containing: • Weekly milestones • Existing design and layout info • User stories with due dates • Non-functional requirements • Any other high-level task that needs to be tracked and completed before launchTuesday, June 12, 12
  • 20. Wireframes • Grayscale mockups showing layout and position of page elements (can range from low-fidelity to exact grid-based resolution) • Great to get early feedbackTuesday, June 12, 12
  • 21. KanbanTuesday, June 12, 12
  • 22. Behavior-driven development (BDD) • A template to capture a story’s executable acceptance criteria • Documents and directly tests user and the system’s behavior • Given some initial context (the given) • When an event occurs • Then ensure some outcomesTuesday, June 12, 12
  • 23. Usability Testing • Technique used in user-centered interaction design to evaluate a product (or a website) by testing it on users. • It gives direct input on how real users use the system • UT focuses on measuring a product’s capacity to meet its intended purpose • Usability testing measures the easy of use of a specific object • Generally involves setting a series of tasks for people to complete and noting problems they encounterTuesday, June 12, 12
  • 24. Informal (Guerrilla) Usability Testing • Quick and easy, you can do it yourself • Relative inexpensive, can afford multiple tests • Qualitative nature can provide improved design insight • Results can be fed back into the design process immediatelyTuesday, June 12, 12
  • 25. Questions? Thanks!!! Ariadna Font ~ @quicola #leanux #pghtechfest ariadna.font.catTuesday, June 12, 12