0
Twice the Speed
         & Half the Cost
                  Interaction Design
                for fast-paced Startups

Gre...
In the context of this talk,

“Design is about defining how your
 users interact with your product,
 based on your underst...
Misconceptions
– Cost
– Process
– Expertise
“Easier Habits”
“Easier Habits”
– Code it first,
 design later
“Easier Habits”
– Feature creep
“Easier Habits”


Not
knowing
your users
Design is the difference between
Design is the difference between


               &
Design is the difference between


               &


               &
Good Design
doesn’t have to mean “pretty”
Good Design
doesn’t have to mean “pretty”
Good Design
doesn’t have to mean “pretty”
... and “pretty” is NOT
the same as good design.
Good Design, you say?



“I know it when I see it.”
                 -- Your boss
Good Design, you say?



“I know it when I see it.”
... It’s when you don’t see it.
But you can’t make
a cake just by looking at a picture.
So, how do you
make good design?
#1
#1



     KNOW
#1



     YOUR
#1




     USERS
> UCG
Users, Context, Goals.
• Who they are

• What they want to accomplish

• What context they are in
  What constraints they face

• Who else is inv...
User
Research
“User
Research?
    ...You don’t
    have time
    for this.”


   < Your VC
“Me, interview people?”




  Your lead
   developer>
the real benefits
• Avoids the “Elastic user”

• Help you answer design questions

• Bring everyone on the same page

• Cr...
When you talk to people
• There is a difference between
  what people do and what people say

• Watch for “Post-Its”

• Wh...
#1. Know your users, know their goals

#2
“People don’t want features,
 they want outcomes.”
              -- Jason Fried, 37signals
#1. Know your users, know their goals

#2. Turn your features into stories
#1. Know your users, know their goals

#2. Turn your features into stories

#3
TEST
TEST
WHILE IT’S
 CHEAP
Paper is cheap.
Code is expensive.
(just like dead documentation)
Paper to Product
• Tips for testing
  – The less polished, the better
  – The secret life of PowerPoint
  – “Wizard of Oz”...
Paper to Product
• Tips for testing
  – The less polished, the better
  – The secret life of PowerPoint
  – “Wizard of Oz”...
#1. Know your users, know their goals

#2. Turn your features into stories

#3. Test while it’s cheap
Summary
• Design for your users, not for yourself

• Know who your users are,
  why they will use your product,
  and what...
Get everyone
  involved
Be visual &
Keep making stuff
Have Fun
together
Extra Goodies (not enough time during Expo Presentation)
DESIGN ISSUES THAT
GET OVERLOOKED TOO OFTEN
Web Readability
Writing for the Web
www.useit.com/papers/webwriting/
First Experiences
  and Expectations
First Experiences & Expectations

The 5-second test
First Experiences & Expectations

The 5-second test
www.uie.com/articles/five_second_test/
First Experiences & Expectations
         10 seconds before
                [click!]
           5 seconds after
       30 ...
Do you have a story
 for each of those moments?

Have you really thought about
 the context of your users at that point?
Thanks.
Thanks.
                          Get in touch at
                   grex@cs.stanford.edu

Psst!
        web2expo@mento.info
Photo Credits!
by * Beezy *
http://www.flickr.com/photos/53085837@N00/52666083




by e v i l
http://www.flickr.com/photos...
Photo Credits!
by josef.stuefer
http://www.flickr.com/photos/20375052@N00/8173741


by Milovan
http://www.flickr.com/photo...
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)

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Transcript of "Interaction Design for fast-paced Startups"

  1. 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. 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. 3. Misconceptions – Cost – Process – Expertise
  4. 4. “Easier Habits”
  5. 5. “Easier Habits” – Code it first, design later
  6. 6. “Easier Habits” – Feature creep
  7. 7. “Easier Habits” Not knowing your users
  8. 8. Design is the difference between
  9. 9. Design is the difference between &
  10. 10. Design is the difference between & &
  11. 11. Good Design doesn’t have to mean “pretty”
  12. 12. Good Design doesn’t have to mean “pretty”
  13. 13. Good Design doesn’t have to mean “pretty”
  14. 14. ... and “pretty” is NOT the same as good design.
  15. 15. Good Design, you say? “I know it when I see it.” -- Your boss
  16. 16. Good Design, you say? “I know it when I see it.”
  17. 17. ... It’s when you don’t see it.
  18. 18. But you can’t make a cake just by looking at a picture.
  19. 19. So, how do you make good design?
  20. 20. #1
  21. 21. #1 KNOW
  22. 22. #1 YOUR
  23. 23. #1 USERS
  24. 24. > UCG Users, Context, Goals.
  25. 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. 26. User Research
  27. 27. “User Research? ...You don’t have time for this.” < Your VC
  28. 28. “Me, interview people?” Your lead developer>
  29. 29. the real benefits • Avoids the “Elastic user” • Help you answer design questions • Bring everyone on the same page • Create a shared understanding
  30. 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. 31. #1. Know your users, know their goals #2
  32. 32. “People don’t want features, they want outcomes.” -- Jason Fried, 37signals
  33. 33. #1. Know your users, know their goals #2. Turn your features into stories
  34. 34. #1. Know your users, know their goals #2. Turn your features into stories #3
  35. 35. TEST
  36. 36. TEST WHILE IT’S CHEAP
  37. 37. Paper is cheap. Code is expensive. (just like dead documentation)
  38. 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. 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. 40. #1. Know your users, know their goals #2. Turn your features into stories #3. Test while it’s cheap
  41. 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. 42. Get everyone involved
  43. 43. Be visual & Keep making stuff
  44. 44. Have Fun together
  45. 45. Extra Goodies (not enough time during Expo Presentation) DESIGN ISSUES THAT GET OVERLOOKED TOO OFTEN
  46. 46. Web Readability
  47. 47. Writing for the Web www.useit.com/papers/webwriting/
  48. 48. First Experiences and Expectations
  49. 49. First Experiences & Expectations The 5-second test
  50. 50. First Experiences & Expectations The 5-second test www.uie.com/articles/five_second_test/
  51. 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. 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. 53. Thanks.
  54. 54. Thanks. Get in touch at grex@cs.stanford.edu Psst! web2expo@mento.info
  55. 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. 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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