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UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
UX: The Power of Getting Things Designed
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UX: The Power of Getting Things Designed

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  • 1. USER EXPERIENCE THE POWER OF DESIGN
  • 2. Avanade Experience Design delivers projectsthat are useful, usable, & beautiful. Multinational Insurance Company Intranet BPOS Sharepoint 2007 to Sharepoint 2010 Focus on brand consistency 2 © Copyright 2010 Avanade Inc. All Rights Reserved. 1
  • 3. THE INSPIRATION Strategy and the Fat Smoker — David Maister UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 4. THE FAT SMOKER UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 5. USER EXPERIENCE THE POWER OF DESIGNGetting Things Designed
  • 6. THE BACKCHANNEL Use the hashtags to follow the conversation: #gtdesigned (Or catch me on Twitter: @austingovella) UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 7. THE FRONTCHANNEL Grab the slides from SlideShare and follow along: http://www.slideshare.net/austingovella/ux-the-power-of-getting-things-designed UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 8. THE NEXTCHANNEL Austin Govella @austingovella austin.govella@gmail.com My blog: www.thinkingandmaking.com UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 9. THE MANIFESTO Designers dont really design anything. Organizations design everything. What if your organization sucks? Seriously. What do you do then? And then — while youre at it — do it “agile”, do it “lean”. Organizations face seven barriers when designing better products and services: value, focus, time, memory, quality, understanding, and improvement. Well look at seven tactics you can use to help overcome these seven barriers. Instead of changing what you do, change how you do it. Change the how and enable better design. You can build better, more balanced teams; better interfaces; and better experiences. UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 10. THE INSPIRATION Don’t look for the next opportunity. The one you have in hand is the opportunity. — Paul Arden UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 11. MORE THINKING Undercover UX Design UX Team of One Cennydd Bowles & James Box Leah Buley New Riders, 2010 Rosenfeld Media, 2012 UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 12. WHAT IS UX? User experience is understanding context to improve effectiveness. 1. Where will your audience use the interface? From work? From home? The car? 2. How often will they interact? Once. Every hour. Once a month? 3. What do they need to know? Can they learn it? Or will they not have the time? 4. How long will they interact? 5. How critical is the interaction? What happens if they fail? (A nuclear reactor?) 6. How important is it? Likes on Facebook? Signing up for health insurance? 7. How complex is the interaction? One obvious step? Several complex steps? 8. How focused will they be? In a state of flow? At home juggling two kids and dinner? UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 13. SEVEN BARRIERS Organizations face seven barriers to designing better experiences. The organization: ...doesn’t VALUE design ...can’t FOCUS on the design activities it needs to focus on ...doesn’t have TIME to design everything it needs designed ...has no MEMORY about its design decisions ...has a low QUALITY of design by non-designers ...has no UNDERSTANDING about what it takes to do UX ...can’t validate IMPROVEMENT in the user experience UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 14. SEVEN BARRIERS Organizations face seven barriers to designing better effectiveness. The organization: ...doesn’t VALUE effectiveness ...can’t FOCUS on the effectiveness activities it needs to focus on ...doesn’t have TIME to effective everything it needs effective ...has no MEMORY about its effectiveness decisions ...has a low QUALITY of effectiveness by non-designers ...has no UNDERSTANDING about what it takes to do effectiveness ...can’t validate IMPROVEMENT in effectiveness Learn more about the barriers in my series at Follow the UX Leader: http://www.followtheuxleader.com/author/agovella UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 15. HOUSTON EXPERIENCE DESIGN Houston Startup Design Workshop Tuesday, October 11 (next Tuesday!) 7-10 PM at Caroline Collective http://houstonexperiencedesign.wordpress.com/ UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 16. BARRIER 1 The organization doesn’t VALUE design. A story about a brand new UX department at Comcast (the devil you know is always better)
  • 17. TRY: TELL A STORY People understand the world through stories. Tell a story about design that your coworkers can use to understand what they can do. Good stories: ...are TRUE ...use MEMORABLE words and images ...remember something IMPORTANT UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 18. Ex: DISCOVERMODELVALIDATE By Livia Labate for Comcast Interactive Media, January 2006 UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 19. Ex: UX HONEYCOMB “The UX Honeycomb” by Peter Morville for Semantic Studios, June 2004 UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 20. Ex: STUPID USERS “Are your users S.T.U.P.I.D.” by Stephen Turbek, Boxes and Arrows, March 2011 UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 21. END: TELL A STORY Good stories are TRUE. Good stories use MEMORABLE  words and images. Good stories remember something IMPORTANT. Another tactic to explore: Design vision (what one thought would you change in the minds of your coworkers) UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 22. BARRIER 2 The organization can’t FOCUS on important design activities. A story about the unsexy UX at Comcast.
  • 23. TRY: UX BUCKET Day-to-day user experience maintenance and improvements are never as exciting or important as this week’s newest priority. So, protect your tasks with a UX bucket. INVIOLABLE: the bucket is ONLY for UX activities RESPONSIVE: schedule what you want when you want IRRESPONSIBLE: no one is responsible; unless you want them to be Another tactic to explore: Strict roles (split team between strategic and tactical design) UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 24. BARRIER 3 The organization doesn’t have TIME to complete all designs. A story about letting dead design lie at Convio.
  • 25. TRY: SLOUGH WORK If you don’t have time to do it all, then don’t. Decide what UX you need to do. Leave the rest to everyone else. WHAT’S CRITICAL? Important designs want your love. WHAT’S AWESOME? If it can be awesome, make it so. WHAT’S HARD? Complex designs need your love. WHAT FITS? If it fits, do it. If it doesn’t, don’t. Advantages: Level-up your team: more practice, more review, better designers. Demonstrate value: your UX will be distinctly better Illustrate impact: the interface reveals time trade-offs More tactics to explore: Overbook yourself; More, faster; Doc systems UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 26. ACTIVITYStop. Close your eyes and think for amoment. What project are you workingon that you know needs better UX?As we continue, think about what’sstopping you.
  • 27. BARRIER 4 The organization has no MEMORY about its design decisions. A story about too many cooks in the preferences kitchen.
  • 28. TRY: DOCUMENT RATIONALE If you can’t remember, then forget it. Record your rationale alongside your design so you don’t need to remember. Rationale includes: WHY? WHAT’S THE GOAL? WHO’S IT FOR? WHAT’S THE CONTEXT?  WHAT ARE THE CONSTRAINTS? OPEN QUESTIONS? UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 29. Ex: DOCUMENT CONTEXT UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 30. Ex: DOCUMENT WHY UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 31. END: DOCUMENT RATIONALE Record your rationale so everyone remembers. Rationale includes (in order of importance): WHY did you identify this need? WHAT is this for the project’s or the user’s goal? WHO did you design this for? WHEN+WHERE is the interaction’s context ? WHAT are the constraints? Do you have any OPEN QUESTIONS? More tactics to explore: Personas and sample users; Design goals UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 32. BARRIER 5 The organization’s design QUALITY is too low. A story about good engineers designing bad things.
  • 33. TRY: BETTER STORIES Groups deliver the interaction they’re given. If it’s not the interaction you expected, then you’re reading different stories. Stories have: A MAIN CHARACTER The session attendee EVENTS tweets a point from the presentation OTHER ACTORS to their stream MOTIVATION so they can share the point with their friends. Shared stories have: COMMON LANGUAGE The interaction should be like sharing something on Google+. More tactics to try: Sketching, Critiques, Guerilla testing, RITE testing, Patterns, Design seeds UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 34. BARRIER 6 The organization doesn’t UNDERSTAND what it takes to do UX. A story about bouncing off the walls at Convio.
  • 35. TRY: USE THE WALLS Make the invisible, visible. Photocopy your next sketch. Print your next wireframe. Create your next sitemap out of Post-Its on a public wall. Choose a wall where key influencers will pass by frequently. Scribble edits on the pages on your wall. Post iterations on top of the previous version. Other tactics to try: Case studies, Viruses UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 36. Ex: THE LADDERS From “Lean UX: getting out of the deliverables business” by Jeff Gothelf, 2011 UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 37. BARRIER 7 The organization has no way to VALIDATE good UX. A story about product physicals at Comcast.
  • 38. TRY: UX HEALTH CHECK Evaluating the user experience is as easy said as done. The UX Health Check lets you evaluate any user experience. Choose what you want to measure. (your features) Choose your scale. (your comparison) Set your target. (how good do you want to be?) Measure yourself. (how good are you now?) UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 39. Ex: UX HEALTH CHECK UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 40. END: UX HEALTH CHECK Evaluate every user experience. Choose what you want to measure. (your features) Choose your scale. (your comparison) Set your target. (how good do you want to be?) Measure yourself. (how good are you now?) More tactics you can try: System Usability Score, Experience value index UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 41. WRAPUP
  • 42. SEVEN BARRIERS Although organizations face seven barriers to designing better experiences. The organization: ...can VALUE design ...can FOCUS on the important design activities ...can find enough TIME to accomplish all design ...can have a MEMORY about its design decisions ...can improve the QUALITY of design by others ...can have an UNDERSTANDING about what it takes to do UX ...can validate IMPROVEMENT UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 43. WORKING BETTER Made to Stick Designing With Agile Chip & Dan Heath, 2007 Anders Ramsey, 2011 Back of the Napkin Getting Real Dan Roam, 2009 Jason Fried, 2009 The Effective Executive Storytelling for User Peter Drucker, rev. 2006 Experience Whitney Quesenbery & Kevin Brooks, Zag 2010 Marty Neumeier, 2006 Information Rocket Surgery Architecture: Blueprints Made Easy for the Web Steve Krug, 2009 Christina Wodtke & Austin Govella, 2009 The Trusted Advisor David Maister, Charles Green, & Robert Galford, 2001 UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 44. “No” is only part of “Now”UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 45. SHARE! What’s stopping you from being a fit non- smoker? Let’s talk about your projects.
  • 46. A NOTE ABOUT AGILE & LEAN One of the hottest memes in user experience land continues to be agile+ux and its emerging, younger sibling, lean+ux. You’re overworked and under-appreciated. It’s your job to make sure agile and lean don’t become synonyms for creating skimpy, malnourished experiences. Instead of thinking agile and lean, think about how you can make you organization a healthy user experience culture. UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
  • 47. BALANCED TEAMS The Balanced Team blog: http://www.balancedteam.org/ Lean UX: getting out of the deliverables business http://uxdesign.smashingmagazine.com/ 2011/03/07/lean-ux-getting-out-of-the- deliverables-business/ What is Lean UX? http://luxr.posterous.com/what-is-lean-ux UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign

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