Exploring UX Techniques and Practices 4 Product Development
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Exploring UX Techniques and Practices 4 Product Development Exploring UX Techniques and Practices 4 Product Development Presentation Transcript

  • Exploring UX Techniques and Practices When should they be applied? Ariadna Font UX Lead @Vivisimo, an IBM Company @quicola #leanux #pghtechfestTuesday, June 12, 12
  • Goal of the session Map out what UX techniques to do when during the development cycleTuesday, June 12, 12
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • UX Practices - Development • Just-in-time design (see prototyping practices) • BDD - executable acceptance tests (cucumber) • Kanban • Demos • RetrospectivesTuesday, June 12, 12
  • 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
  • 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
  • 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
  • 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
  • Personas • User profile • Demographics • Context • Needs • Values • Technical knowledgeTuesday, June 12, 12
  • 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
  • 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
  • Affinity diagrams • Organize ideas (opinions and issues) into themes • A way to organize and visualize customer requirementsTuesday, June 12, 12
  • “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
  • 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
  • KanbanTuesday, June 12, 12
  • 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
  • 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
  • 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
  • Questions? Thanks!!! Ariadna Font ~ @quicola #leanux #pghtechfest ariadna.font.catTuesday, June 12, 12