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Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
Hacking UX Zombies
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Hacking UX Zombies

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In this presentation, learn how to hack UX Zombies to pieces using two tools: models and fidelity. You’ll be introduced to how to control the fidelity of our models, to hack UX for the right design.

In this presentation, learn how to hack UX Zombies to pieces using two tools: models and fidelity. You’ll be introduced to how to control the fidelity of our models, to hack UX for the right design.

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  • 1. HACKING UX ies mb Zo better design for agile, lean, and waterfall teams by Austin Govella @austingovella THE DIRECTOR’S CUT From “Hacking UX: better maximizing valuelean, andand lean teams” by Austin Govella, Feb 7, 2013 From “The Design Age: design for agile, in agile waterfall teams” by Austin Govella, Oct 17, 2013
  • 2. Waterfall UX UX Zombies old fashioned really, really slow obsessed with getting into their users’ heads From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 3. Agile UX Agile Zombies contemporary process everything’s a sprint obsessed with getting to users as quickly as possible From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 4. Lean UX LEAN Zombies design is a series of questions less concerned with appearances does everything as a team From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 5. UX Zombies Super Lean UX Team one, daily scrums, and a two week sprint. We were adding functionality to let users access autogenerated data quality reports. Similar functionality (reports) existed elsewhere in the app, so the team got together, discussed the scenarios, and agreed to tweak an existing design pattern. We sketched a few screens on the whiteboard, and we were done. There were a couple of follow-up questions around how users would access the new screen, and we handled those with a couple of hallway conversations. We designed the feature through conversation. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 6. WHERE WAS THE DESIGN? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 7. The Models Design is a modeling discipline. The design process creates models we use to validate predictions about a system. Design validates what we expect against what we perceive. We architect systems that engender expectations and perceptions. Experience is the gap between expectation and perception. We design this gap. We design experience. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 8. Introduction Design Has 4 Models 1.The 2.The 3.The 4.The User Interface Interaction System From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 9. The Models o Users You always have a picture in your head about who the users is. Your team’s image of the user is a collective version of what everyone has in their heads. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 10. The Models p Interfaces You always have an idea of what the interface will be. For most of us, this is usually a screen. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 11. The Models Interactions o p The way that User in your head uses the Interface in your head over time, that’s the Interaction. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 12. The Models Systems o o p o p o p p The System is how multiple Interactions affect each other. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 13. WHAT DO WE DO WITH THE MODELS? We share them. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 14. WHY DO WE SHARE OUR MODELS? To share our understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 15. WHY SHARE OUR UNDERSTANDING? So we can iterate and refine. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 16. Introduction Sharing Models Is The “process” Agile, lean, and design all have a different process for creating, sharing, and evaluating models. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 17. The Process 2. Plan 1. Review 3. Build The Agile Process From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 18. The Process 3. Learn Plan Review Build 2. Measure 1. Build Lean Startup From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 19. The Process 1. Think Plan Build Learn Review Measure Build 3. Check 2. Make Lean UX From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 20. The Process Think Plan Learn Review Check Measure Build Make It’s A Universal Process From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 21. The Process Same Race, Staggered Starts AGILE LEAN DESIGN Plan Learn Think Build Build Make Review Measure Check Agile, lean, waterfall, design, whatever all use the same process. They all have the same steps. They “start” at a different point. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 22. The Process Sure, but the deliverables are all different, right? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 23. The Process No. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 24. The Process You aren’t delivering a document. The deliverable is understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 25. Introduction UX Zombies Make Deliverables If your process is all about process, then you are a UX Zombie. It doesn’t matter if you’re agile, lean, or waterfall. You’re still a zombie. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 26. The Process You aren’t delivering a document. The deliverable is understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 27. A MANIFESTO FOR USER EXPERIENCE From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 28. Manifesto Designers don’t design anything. Organizations design everything. Just as your best thinker improves everything, that one person in your group who doesn’t understand user experience creates a drag on every product or service you produce. To create better experiences, you have to create better organizations. You have to improve your organization’s design literacy. You have to improve the design literacy of everyone in the group. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 29. Manifesto Organizations face common barriers to designing better experiences. These barriers — value, focus, time, memory, talent, process, and improvement — represent the distance between you and the balanced teams your organization needs to create better experiences. Sometimes these cultural barriers are codified into your organization’s process. Sometimes they exist as hidden assumptions in your team member's minds. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 30. Manifesto Don’t change what you do. Change how you do it. Your design activities don’t change. Change how you work with your team. Change how you work, so your goal is always a better organization instead of a better product. Change how you accomplish the design, so that you are always improving your team’s design literacy. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 31. Manifesto Start Today Don’t look for the next opportunity. The one you have in hand is the opportunity. — Paul Arden From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 32. SO, HOW DO I CHANGE? It’s all about fidelity. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 33. Fidelity Fidelity How close is your model is to the real thing? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 34. Fidelity sketch wireframe visual comp lower fidelity higher fidelity Fidelity is easy to understand when you compare a sketch to a final visual design. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 35. Fidelity Four Types Of Fidelity 1.Visual 2.Behavioral 3.Content 4.Contextual From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 36. Fidelity Visual Fidelity Does your model look like the real thing? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 37. Fidelity Visual Fidelity wireframe visual comp From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 38. Fidelity Behavioral Fidelity Does your model behave like the real thing? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 39. Fidelity Behavioral Fidelity no visible behavior links, search forms, and a dropdown From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 40. Fidelity Content Fidelity How close is your model’s content to the real thing’s content? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 41. Fidelity Content Fidelity greeked content sample content From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 42. Fidelity Contextual Fidelity How close is your model’s context to the real thing’s context? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 43. Fidelity Contextual Fidelity the comp in a browser window the entire comp From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 44. HOW DO I USE FIDELITY? It’s all about understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 45. Understanding Three Types Of Understanding 1.Tacit 2.Explicit 3.Implicit From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 46. Understanding Tacit Understanding What does your audience naturally understand? (This is cultural.) From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 47. Understanding Tacit Understanding Most people understand that the magnifying glass means “search”. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 48. Understanding Explicit Understanding What does your model tell your audience? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 49. Understanding Explicit Understanding “View My Profile Page” tells your audience what that text does. It’s probably a link (even though it’s gray) , and it probably takes you to your “profile page”. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 50. Understanding Implicit Understanding What can your audience learn about your model? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 51. Understanding Implicit Understanding Click the blue, post button once, and you learn it lets you post a new Tweet. At first glance, you don’t know what the blue button does, and the interface doesn’t tell you what it does, either. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 52. Understanding Fidelity Affects Understanding Your model’s fidelity affects how well your audience can answer your question. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 53. Understanding Models Are Hypotheses What hypothesis are you trying to test? The User, the Interface, the Interaction, or the System? Who is your audience? What does your audience need to understand to evaluate your hypothesis? How can you tailor your fidelity to the question you want to answer? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 54. WHAT IF FIDELITY ISN’T ENOUGH? Then you annotate. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 55. Annotation Annotation Assists Fidelity Annotation is a way of improving fidelity without improving fidelity. Parts of your model that require tacit or implicit understanding can be annotated, so your model communicates in a more explicit fashion. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 56. SO... HOW DO I USE THIS TO KILL UX ZOMBIES? Ask yourself questions. Zombies can’t co-exist with questions. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 57. Questions When You Want To Use A Method... Are you thinking, making, or checking your models? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 58. Questions When You Make An Artifact... Are you modeling users, interfaces, interactions, or systems? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 59. Questions When You Share An Artifact... What question are you asking? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 60. FOR MORE INFORMATION Download Hacking UX: an illustrated primer, a presentation/e-book on how to hack your UX process for any team, agile, waterfall, or lean. My blog about agile, lean, and balanced UX: www.thinkingandmaking.com/ux-lab Follow me on Twitter: @austingovella From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013

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