Guest lesson University of Ghent 2014
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Guest lesson University of Ghent 2014



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)



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

Guest lesson University of Ghent 2014 Presentation 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