User Experience deliverables


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User Experience deliverables

  1. 1. User Experience Deliverables Peter Morville חמוטל יצחק מוצג ע " י :
  2. 2. Tools for Thinking <ul><li>Think simple </li></ul><ul><li>Think visual </li></ul>
  3. 3. user experience deliverables
  4. 4. Stories <ul><li>A good story about a user's experience can help people to see the problem (or opportunity), motivate people to take action, and stick in people's memories long after we're gone. </li></ul>1 סיפורים
  5. 5. Proverbs <ul><li>High-concept pitches, generative analogies, and experience strategies invoke existing schemas to put the world in a wardrobe. </li></ul>2 משלים
  6. 6. Personas <ul><li>Portraits and profiles of user types (and their goals and behaviors) remind us all that &quot;you are not the user&quot; and serve as an invaluable compass for design and development. </li></ul>3 טיפוסים
  7. 7. Scenarios <ul><li>Positioning personas in natural contexts gets us thinking about how a system fits the lives of real people. </li></ul>4 תרחישים
  8. 8. Content Inventories <ul><li>Reviewing and describing documents and objects is a prerequisite to effective structure and organization. The artifact (often a spreadsheet) is a sign of due diligence. </li></ul>5 עריכת רשימת מצאי
  9. 9. Analytics <ul><li>We learn by wallowing in interaction, search, and navigation data. And, we teach by uncovering and charting the most pivotal landmarks, portals, paths, and patterns. </li></ul>6 ניתוחים
  10. 10. User Surveys <ul><li>Asking the same questions of many users across multiple audiences can reveal existing gaps and common needs, and show how they map to customer satisfaction. </li></ul>7 סקרי משתמשים
  11. 11. Concept Maps <ul><li>In the territory of concepts, a good map can help us see where we are and decide what to do by establishing landmarks, clarifying relationships, and identifying true north </li></ul>8 מפות מושגים
  12. 12. System Maps <ul><li>A visual representation of objects and relationships within a system can aid understanding and finding for both stakeholders and users. Shift gears from &quot;as-is&quot; to &quot;to-be&quot; and you have a blueprint for structural redesign. </li></ul>9 מפות מערכת
  13. 13. Process Flows <ul><li>How do users move through a system? </li></ul><ul><li>How can we improve these flows? </li></ul><ul><li>A symbolic depiction can enlighten desire lines and show the benefits of (less) chosen paths. </li></ul>10 תהליך הזרימה
  14. 14. Wireframes <ul><li>Sketches of pages and screens can focus us on structure, organization, navigation, and interaction before investing time and attention in color, typography, and image. </li></ul>11 מבנה האתר
  15. 15. Storyboards <ul><li>A series of sketches with narrative displayed in sequence can tell a story and paint a picture by showing interaction between users and systems in context over time. </li></ul>12 סיפור ברצף איורים
  16. 16. Concept Designs <ul><li>Interface designs and composite art invoke an emotional response and capture people's attention by presenting a high-fidelity image of how the product could look. </li></ul>13 עיצוב הרעיון
  17. 17. Prototypes <ul><li>From paper prototypes to pre-alpha software and hardware, working models drive rapid iteration and emotional engagement by showing how a product will look and feel. </li></ul>14 אבי - טיפוס – מודלים
  18. 18. Narrative Reports <ul><li>Writing is a great tool for thinking and organizing. And, it's hard to beat a written report for presenting detailed results and analysis or formal recommendations. Reports can serve as a container for most other deliverables. </li></ul>15 דוחות תיאוריים
  19. 19. Presentations <ul><li>As the lingua franca of business, slideshows (and videos) can be great for telling a story or painting a picture. They can also be dead boring, unless you present in person, hit the highlights, and beware the bullets. Presentations can serve as a container for most other deliverables. </li></ul>16 פרזנטציות
  20. 20. Plans <ul><li>Project plans, roadmaps, and schedules guide design and development activity by clarifying roles and responsibilities. </li></ul>17 תכניות
  21. 21. Specifications <ul><li>An explicit set of requirements describing the behavior or function of a system is often a necessary element in the transition from design to development. </li></ul>18 מפרטים
  22. 22. Style Guides <ul><li>A manual that defines a set of standards for identity, design, and writing can promote clarity and consistency. </li></ul>19 הנחיות סגנון
  23. 23. Design Patterns <ul><li>A pattern library that shows repeatable solutions to common problems can describe best practices, encourage sharing and reuse, and promote consistency. </li></ul>20 תבניות עיצוב
  24. 24. Organizing the Deliverables <ul><li>Audience </li></ul><ul><li>Content </li></ul><ul><li>Context </li></ul><ul><li>Process </li></ul><ul><li>Problem </li></ul>
  25. 25. Treasure Map