Your SlideShare is downloading. ×
Guest lesson University of Ghent 2014
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Guest lesson University of Ghent 2014


Published on

Evolution of user experience design from waterfall to agile/lean. …

Evolution of user experience design from waterfall to agile/lean.

Focus on on measuring user experience of app through UX analytics (UXprobe)

Published in: Design, Technology, Business

  • Be the first to comment

  • Be the first to like this

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide
  • Ford GT
  • Furniture design
  • Fashion design
  • Simplified version of physical goods development process
  • Everything has to be designed upfront!
    Describe upfront what the physical good will look and feel like and even how it will work.
  • Grill of car is worked out in detail with CAD/CAM software
  • Interior of the complete car is designed upfront
  • A clay model of the to be constructed car is made in real dimensions.
    Although today a car can be easily modeled and tested in software.
    Car manufacturers still create clay models to be able to better experience it.
  • Testing aerodynamics of model:
    Now the knowledge gained in this process can be fed back into the development process much earlier, serving to effectively optimize a new model right from the start.
  • Once the design of the physical good is completely described, modeled, etc.
    The car assembly line can be build in order to make the car in the best and optimized circumstances
  • Manufacturing:
    - All materials have to be chosen and bought upfront
    - Factory floor has to be set up before hard goods can be produced
    - Machines have to be configured before assembly can start
    - Everything has to fit exactly
  • Distribution:
    Goods are being shipped to dealers, shops or directly to customers
    When goods malfunction they have to be shipped back for repair
  • - Same software distributed on two types of media
    - User and reference manual are packaged with the software
  • - Even upgrades of software are packaged and shipped to the shops
  • Traditional development lifecycle a.k.a. waterfall:
    - Requirements gathering for all features leads to a design phase
    - Followed by coding or implementation and quality assurance
  • - Usability testing of a previous version
    - Benchmarking similar software from competition
    - User and task analysis
  • - Different UX research methods, e.g. contextual inquiry, cultural probes, etc...
  • - Gathered information in an affinity diagram
    - Analyzing tasks, user interface elements, workflow, etc.
  • Personas and scenarios (user modeling)
  • - Conceptual design
    - Prototyping: wireframes and mockups
    - User validation: Formative usability testing
    => Iterative process between analysis and design
  • - Paper prototyping and formative usability testing
    - Do users understand the concept, is it according to their mental model of the product?
    - Can users successfully perform the task to achieve their goals with the product?
  • - Verify implementation drift
    - Summative usability testing
    - Too late in the process: recommendations will most likely be implemented anymore because of limited time and budget
  • - Manufacturing is expensive and time-consuming
  • - The Internet changed the way software is distributed
    - Most software is now distributed online
    - There are online stores for all kind of device manufacturers and platforms
  • - Products are created in a very short time frame, sometimes it is even just a matter of weeks
    - They are put in the online store where people just buy, download and install them in just a few seconds
    - No time is spent anymore in distributing software on media like CD’s
    - Printed user manuals or also a thing of the past, everything is put available online in forums and wikis
  • Agile lifecycle = series of incremental mini-releases
    Each mini-release, with a subset of the features of the whole release:
    - Has its own requirements analysis, design, implementation and testing phases
    - Delivers a potentially shippable product
    - Features that cannot be completed are moved to the next working version
  • Iterating the design and implementation separately, but simultaneously:
    - Conduct formative usability tests before coding begins
    - Coding begins immediately => separate design from implementation iterations
    - Usability testing of prototypes at least 1 cycle ahead of developers
    - Pass on the validated designs to be implemented
    - Usability check the implemented working version to check for design drift
  • - Lean = zo weinig mogelijk verspilling van tijd en resources
  • - Lean startup movement popularized by Eric Ries
    - Build minimal viable product, test assumptions, adapt
    - Lean UX is extension to the lean startup wrt design
  • Lean startup feedback loop: build-measure-learn
    - build rapid prototypes
    - test market assumptions
    - use customer feedback
    - evolve
  • - uxous helps product team to build successful applications!
  • - uxous helps product teams to measure UX
    - uxous is a Software As A Service that enables product teams to track what users are actually doing with the application and how they feel about that.
    - uxous combines user behavior data with user sentiment
    - User sentiment humanizes the tracking data and the tracking data gives context to the user sentiment
  • - UXprobe has a tiny library that the product team has to instrument their code with in order to track the user behavior
  • - Likability panel: user can always give feedback about what he is feeling
    - Product team can prepare in-app surveys that can be triggered when certain events happen
    - Short surveys like the one used in Skype, rating takes as much time as closing the survey
  • - Understanding of what works in the application and what doesn’t work
  • Transcript

    • 1. Lean UX & UXprobe
    • 4. PROCESS Design Manufacturing Distribution
    • 5. PROCESS Design Manufacturing Distribution
    • 6. PROCESS Design Manufacturing Distribution
    • 7. PROCESS Design Manufacturing Distribution
    • 8. MANUFACTURING PROCESS • Designers must figure out in advance what they are making before production starts • There is no room for making mistakes, mistakes cost lots of money!
    • 9. SOFTWARE DESIGN: 1980 - 1990
    • 10. WATERFALL LIFECYCLE Analysis Designing Coding QA Testing Distribution
    • 11. WATERFALL UX Analysis Designing Coding QA Testing Distribution
    • 12. WATERFALL UX Analysis Designing Coding QA Testing Distribution
    • 13. WATERFALL UX Analysis Designing Coding QA Testing Distribution
    • 14. “MANUFACTURING” PROCESS • There is still need for a detailed upfront design: • • Manuals are packaged with the software • Distributed to shops in exact the same way as physical goods • • Software is copied on floppy discs and CD’s Even upgrades are packaged and shipped The entire process is measured in months, if not years
    • 17. CONSEQUENCES • Most software is now distributed online • Product teams are not limited by physical manufacturing process • Much shorter release cycles for products • Shorter cycles are used as a competitive advantage
    • 19. IMPACT ON UX DESIGN • Just-in-time design: • Agile teams only focus on a few new features at a time • Focus on the most important designs, not on all the designs at the same time • Only conducts usability studies for these key designs
    • 21. LEAN UX • Collaborative and cross-functional product team • Designer drives development process - cannot block • No heavy deliverables, but rather a shared understanding of the product • Continuously capturing feedback • Measure what works, learn and adapt - pivot or persevere
    • 22. IDEAS learn build DATA PRODUCT measure
    • 23. IDEAS learn build DATA PRODUCT measure
    • 24. UXprob e
    • 25. IDEAS learn build DATA PRODUCT measure
    • 26. Tracking user behavio r
    • 27. PRODUCT Tracking Library UXOUS Service
    • 28. TRACKING API • On app start: • • • var uxProbeLogger:UXProbeLogger = UXProbeLogger.createInstance(); uxProbeLogger.logStartSession(ACCOUNT_ID, APP_NAME); For every task we want to track: • uxProbeLogger.logStartTask(TASK_ID); • • • uxProbeLogger.logFeature(FEATURE_ID); • • uxProbeLogger.logScreen(SCREEN_ID); uxProbeLogger.logError(ERROR_ID, UI_ELEMENT, USER_VALUE, ERROR_MESSAGE); uxProbeLogger.logEndTask(TASK_ID); On app exit: • uxProbeLogger.logEndSession();
    • 29. Capturing feedba ck & satisf action
    • 30. FEEDBACK & SATISFACTION • User feedback • • What problems they encountered • • What users like or hate about the application What expectations / suggestions they have User satisfaction • How they feel about the task or application
    • 32. FEEDBACK & SATISFACTION API • Feedback • • • uxProbeLogger.logFeedback(TYPE_OF_FEEDBACK, COMMENTS, SCREENSHOT); TYPE_OF_FEEDBACK = {“good”, “bad”, “idea”} Surveys • var surveyURL:URLRequest = uxProbeLogger.getSurvey(SURVEY_ID);
    • 33. Understanding success & failure
    • 34. USER EXPERIENCE METRICS • Effectiveness • Can users perform the tasks to achieve their goals? • Efficiency • How fast can users perform these tasks? • What problems do users encounter and what is the rate? • How many problems do they encounter? • Satisfaction • How satisfied are they with the task or application as a whole?
    • 35. UXOUS helps you make your users happy
    • 36. True insights Better apps @uxprobe @moonsjan