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Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
Interaction Design for fast-paced Startups
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Interaction Design for fast-paced Startups

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Talk given at Web 2.0 Expo Berlin: Twice the Speed and Half the Cost - Basics of Interaction Design for Fast-Paced Startups, by Gregor Hochmuth (www.dotgrex.com)

Talk given at Web 2.0 Expo Berlin: Twice the Speed and Half the Cost - Basics of Interaction Design for Fast-Paced Startups, by Gregor Hochmuth (www.dotgrex.com)

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  • 1. Twice the Speed & Half the Cost Interaction Design for fast-paced Startups Greg Hochmuth November 6, 2007 zoo-m.com Web 2.0 Expo Berlin
  • 2. In the context of this talk, “Design is about defining how your users interact with your product, based on your understanding of who they are, why they use and what they want to achieve.”
  • 3. Misconceptions – Cost – Process – Expertise
  • 4. “Easier Habits”
  • 5. “Easier Habits” – Code it first, design later
  • 6. “Easier Habits” – Feature creep
  • 7. “Easier Habits” Not knowing your users
  • 8. Design is the difference between
  • 9. Design is the difference between &
  • 10. Design is the difference between & &
  • 11. Good Design doesn’t have to mean “pretty”
  • 12. Good Design doesn’t have to mean “pretty”
  • 13. Good Design doesn’t have to mean “pretty”
  • 14. ... and “pretty” is NOT the same as good design.
  • 15. Good Design, you say? “I know it when I see it.” -- Your boss
  • 16. Good Design, you say? “I know it when I see it.”
  • 17. ... It’s when you don’t see it.
  • 18. But you can’t make a cake just by looking at a picture.
  • 19. So, how do you make good design?
  • 20. #1
  • 21. #1 KNOW
  • 22. #1 YOUR
  • 23. #1 USERS
  • 24. > UCG Users, Context, Goals.
  • 25. • Who they are • What they want to accomplish • What context they are in What constraints they face • Who else is involved What methods they use today • What words do they use • Ask Why 5 times
  • 26. User Research
  • 27. “User Research? ...You don’t have time for this.” < Your VC
  • 28. “Me, interview people?” Your lead developer>
  • 29. the real benefits • Avoids the “Elastic user” • Help you answer design questions • Bring everyone on the same page • Create a shared understanding
  • 30. When you talk to people • There is a difference between what people do and what people say • Watch for “Post-Its” • What do they use? • People love to talk about themselves
  • 31. #1. Know your users, know their goals #2
  • 32. “People don’t want features, they want outcomes.” -- Jason Fried, 37signals
  • 33. #1. Know your users, know their goals #2. Turn your features into stories
  • 34. #1. Know your users, know their goals #2. Turn your features into stories #3
  • 35. TEST
  • 36. TEST WHILE IT’S CHEAP
  • 37. Paper is cheap. Code is expensive. (just like dead documentation)
  • 38. Paper to Product • Tips for testing – The less polished, the better – The secret life of PowerPoint – “Wizard of Oz” technique – Don’t make people “pretend” to be someone else • Resources – www.paperprototyping.com/ – www.alistapart.com/articles/paperprototyping – www.uie.com/articles/prototyping_tips/
  • 39. Paper to Product • Tips for testing – The less polished, the better – The secret life of PowerPoint – “Wizard of Oz” technique – Don’t make people “pretend” to be someone else
  • 40. #1. Know your users, know their goals #2. Turn your features into stories #3. Test while it’s cheap
  • 41. Summary • Design for your users, not for yourself • Know who your users are, why they will use your product, and what you’re helping them accomplish • Maximize shared understanding
  • 42. Get everyone involved
  • 43. Be visual & Keep making stuff
  • 44. Have Fun together
  • 45. Extra Goodies (not enough time during Expo Presentation) DESIGN ISSUES THAT GET OVERLOOKED TOO OFTEN
  • 46. Web Readability
  • 47. Writing for the Web www.useit.com/papers/webwriting/
  • 48. First Experiences and Expectations
  • 49. First Experiences & Expectations The 5-second test
  • 50. First Experiences & Expectations The 5-second test www.uie.com/articles/five_second_test/
  • 51. First Experiences & Expectations 10 seconds before [click!] 5 seconds after 30 seconds (2-3 pages) 5 minutes ... 1 week later ... Talking to a friend
  • 52. Do you have a story for each of those moments? Have you really thought about the context of your users at that point?
  • 53. Thanks.
  • 54. Thanks. Get in touch at grex@cs.stanford.edu Psst! web2expo@mento.info
  • 55. Photo Credits! by * Beezy * http://www.flickr.com/photos/53085837@N00/52666083 by e v i l http://www.flickr.com/photos/91738385@N00/331663300 Collected using FlickrStorm: www.zoo-m.com/flickr-storm/
  • 56. Photo Credits! by josef.stuefer http://www.flickr.com/photos/20375052@N00/8173741 by Milovan http://www.flickr.com/photos/ikero/382108642/ Collected using FlickrStorm: www.zoo-m.com/flickr-storm/

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