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Making Your
Design Vision A
Reality
How to improve your UX
design and implementation
process to ensure the end
product retains the beauty
and integrity of your original
concept
What are we here for?
Does your end product ever look
much less awesome than the
beautiful designs you made?
Does your product have obvious
design flaws, but no one seems to
be fixing them?
Let’s learn how to prevent this
 Director of Products,
GrabCAD
 previously rendering
software engineer at
Gemvara
Who is this guy?
Grant Thomas-Lepore
grant.thomas.lepore@gmail.com
GrabCAD
Workbench
Overview
 Typical product process
 Part 1: User stories help everyone
 Part 2: Test mockups and iterate before
development
 Part 3: Bringing designs to life
 Q & A
User stories help everyone
Typical Product Process
User
testing
Who is your user?
What are they trying to do?
 Take the user stories and rank the actions
they are trying to perform:
Grandma:
1. Upload 2-3 photos
2. Make one desktop
background
3. Write message
4. Send to daughter
Teenager:
1. Upload 100 photos
2. Delete some.
3. Organize best ones
into album.
4. Write message
5. Send to 10 friends
Consolidate into frequency list
1. Upload photos 2X
2. Write message 2X
3. Send to friends 2X
4. Etc.
 This list will help you figure out what
buttons to make big:
 And smaller:
Upload
Organize
Qualaroo
What next?
 Share this list with Product Managers, with
Engineering, with Operations, etc…
 They make decisions every day that
affect performance, you want them to
know what are primary customer actions.
GrabCAD – 3 funnels
Upload
Convert
Invite
Test mockups and iterate
before development
User testing is easy
 Testing just 5 users is enough to be
significant (Jakob Nielsen, 2000)
 Better to test more frequently with fewer
users, than vice versa.
PROFIT!!
Many good ways to user test
For first page impressions (button
copy, A/B testing mockups for page
purpose).
For user flows and more complex
interactions, even 2 videos is
definitely worth it.
For almost anything, in-person
reactions are free and invaluable.
For testing complexity: the Mom
test!
It’s about the questions
 Don’t: lead test subjects to know what a
button/function does:
“Is „New‟ or „New project‟ clearer to
you for the red button?”
 Do: Ask open-ended questions that get at
the actions a real user may want to do:
“How would you start a new project?”
Example
“How do you view more results?”
5/5 5/5
“Does this site have interesting content?”
1/5 4/5
View more View more
A B
Share these results
 Variation B will be harder
to build.
 Engineers working on this
feature actually do care
to know why Variation B is
better than Variation A.
Bringing designs to life
Get engineers involved early
Make it easy to get right
Screen record user flows
 Simple screen capture tools such as
http://www.screenr.com/ can save you
countless minutes writing explanations of
user flows.
 But even better - It can save engineers
hours figuring out what you were trying to
describe and how you want it work.
Thank you to Braden Kowitz for the idea,
http://www.designstaff.org/articles/story-centered-design-2012-03-22.html
Fixing problems
 Don’t wait until it’s on a staging server, or
worse, production!
 Be proactive – find out who is working on
it and reach out directly to them.
 Get screenshots from the engineer’s local
build, or sit down next to them to go
through what’s been done so far.
 Write a list of issues, prioritized by what
you think is most critical/obvious.
Designs are a blueprint
Summary
 Send out the user frequency list,
so everyone knows the key
actions of your product early on.
 Iterate mockups and share why
more difficult Variation B is better
than Variation A.
 Encourage feedback on designs
from entire organization!
1. Upload photos
2. Write message
3. Send to friends
Q&A
Go crazy

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Making your design vision a reality

  • 1. Making Your Design Vision A Reality How to improve your UX design and implementation process to ensure the end product retains the beauty and integrity of your original concept
  • 2. What are we here for? Does your end product ever look much less awesome than the beautiful designs you made? Does your product have obvious design flaws, but no one seems to be fixing them? Let’s learn how to prevent this
  • 3.  Director of Products, GrabCAD  previously rendering software engineer at Gemvara Who is this guy? Grant Thomas-Lepore grant.thomas.lepore@gmail.com
  • 6. Overview  Typical product process  Part 1: User stories help everyone  Part 2: Test mockups and iterate before development  Part 3: Bringing designs to life  Q & A
  • 7. User stories help everyone
  • 9. Who is your user?
  • 10. What are they trying to do?  Take the user stories and rank the actions they are trying to perform: Grandma: 1. Upload 2-3 photos 2. Make one desktop background 3. Write message 4. Send to daughter Teenager: 1. Upload 100 photos 2. Delete some. 3. Organize best ones into album. 4. Write message 5. Send to 10 friends
  • 11. Consolidate into frequency list 1. Upload photos 2X 2. Write message 2X 3. Send to friends 2X 4. Etc.  This list will help you figure out what buttons to make big:  And smaller: Upload Organize
  • 13. What next?  Share this list with Product Managers, with Engineering, with Operations, etc…  They make decisions every day that affect performance, you want them to know what are primary customer actions.
  • 14. GrabCAD – 3 funnels Upload Convert Invite
  • 15. Test mockups and iterate before development
  • 16. User testing is easy  Testing just 5 users is enough to be significant (Jakob Nielsen, 2000)  Better to test more frequently with fewer users, than vice versa. PROFIT!!
  • 17. Many good ways to user test For first page impressions (button copy, A/B testing mockups for page purpose). For user flows and more complex interactions, even 2 videos is definitely worth it. For almost anything, in-person reactions are free and invaluable. For testing complexity: the Mom test!
  • 18. It’s about the questions  Don’t: lead test subjects to know what a button/function does: “Is „New‟ or „New project‟ clearer to you for the red button?”  Do: Ask open-ended questions that get at the actions a real user may want to do: “How would you start a new project?”
  • 19. Example “How do you view more results?” 5/5 5/5 “Does this site have interesting content?” 1/5 4/5 View more View more A B
  • 20. Share these results  Variation B will be harder to build.  Engineers working on this feature actually do care to know why Variation B is better than Variation A.
  • 23. Make it easy to get right
  • 24. Screen record user flows  Simple screen capture tools such as http://www.screenr.com/ can save you countless minutes writing explanations of user flows.  But even better - It can save engineers hours figuring out what you were trying to describe and how you want it work. Thank you to Braden Kowitz for the idea, http://www.designstaff.org/articles/story-centered-design-2012-03-22.html
  • 25. Fixing problems  Don’t wait until it’s on a staging server, or worse, production!  Be proactive – find out who is working on it and reach out directly to them.  Get screenshots from the engineer’s local build, or sit down next to them to go through what’s been done so far.  Write a list of issues, prioritized by what you think is most critical/obvious.
  • 26. Designs are a blueprint
  • 27. Summary  Send out the user frequency list, so everyone knows the key actions of your product early on.  Iterate mockups and share why more difficult Variation B is better than Variation A.  Encourage feedback on designs from entire organization! 1. Upload photos 2. Write message 3. Send to friends