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LeanUX - Presentation slides

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Part of the materials for a Lean UX workshop.

Part of the materials for a Lean UX workshop.

Published in: Design, Technology, Business

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Transcript

  • 1. What is ?
  • 2. User eXperience
  • 3. Who? Why? Where? When? What? How? interacts behaves YOUR PRODUCT
  • 4. BUILD RESEARCH USER CENTERED DESIGN DESIGN CONCEPT
  • 5. BUSINESS NEEDS USER NEEDS
  • 6. 1 You get better products 2 You are already doing it! 3 It’s a process / method 4 It’s easy to learn
  • 7. What is ?
  • 8. “Lean UX is the practice of bringing the true nature of our work to light faster, with less emphasis on deliverables and greater focus on the actual experience being designed.” Jeff Gothelf UX designer Author of Lean UX
  • 9. THE FOUNDATIONS 1 Design Thinking 2 Agile Methodologies 3 The Lean Startup
  • 10. DESIGN THINKING DESIRABILITY (HUMAN) VIABILITY (BUSINESS) FEASIBILITY (TECHNICAL) INNOVATION
  • 11. 1 Empathy for the customer 2 Broadens horizons 3 Fosters collaboration & mutual understanding 4 Innovation
  • 12. AGILE METHODOLOGIES
  • 13. 1 People and interactions 2 Working software 3 Customer collaboration 4 Responding to change
  • 14. THE LEAN STARTUP
  • 15. 1 Business approach 2 MVP or Experiments 3 Risk management
  • 16. PRINCIPLES
  • 17. 1 CONTINUOUS LEARNING QUALITATIVE INFO QUANTITATIVE INFO PROCESS
  • 18. 2 ASSUMPTIONS & HYPOTHESES EVERY PROJECT STARTS WITH ASSUMPTIONS
  • 19. 3 FOCUS ON COLLABORATION PEOPLE ARE WHAT MAKES EVERYTHING POSSIBLE
  • 20. 4 FOSTER MAKING DON’T DESIGN A PRODUCT DESIGN EXPERIMENTS
  • 21. 5 MANAGING OUTCOMES DON’T TRACK OUTPUT FOCUS ON OUTCOME
  • 22. 6 DEALING WITH CHANGE MENTAL MODELS PARADIGMS AND BARRIERS
  • 23. The PROCESS
  • 24. DECLARE ASSUMPTIONS FEEDBACK & RESEARCH The PROCESS RUN EXPERIMENT CREAT E AN 2 MVP
  • 25. How DOES it WORK?
  • 26. INITIAL PREPARATION BENCHMARK KPI DATA PERSONAS
  • 27. DECLARE ASSUMPTIONS PROBLEM & HYPOTHESES METRICS FOR SUCCESS
  • 28. INCEPTION / IMPACT MAPPING
  • 29. PROBLEM STATEMENT [Our service/product] was designed to achieve [these goals]. We have observed that it isn’t meeting [these goals], which is causing [this adverse effect] to our business. How might we improve it so that our customers are more successful based on [these measurable criteria]?
  • 30. HYPOTHESIS STATEMENT We believe [doing this] for [these personas] will achieve [this outcome]. We will know we’re [right/wrong] with [this qualitative feedback], [quantitative feedback] or [KPI changes].
  • 31. CREATE AN MVP SIMPLEST THING YOU CAN BUILD TO VALIDATE
  • 32. THE BUTTON TO NOWHERE
  • 33. COLLABORATIVE DESIGN
  • 34. USER STORY MAPPING & RELEASE PLAN
  • 35. SKETCHS/WIREFRAMES
  • 36. PROTOTYPING
  • 37. SPRINT PLANNING MEETING
  • 38. CROSS FUNCTIONAL PAIRING
  • 39. RUN EXPERIMENT JUST DO IT
  • 40. FEEDBACK & RESEARCH TALK TO EVERYONE PATTERNS & TRENDS
  • 41. CONTINUOUS DISCOVERY
  • 42. LEAN UX WORKFLOW CONCEPT PROTOTYPE VALIDATE INTERNALLY ITERATE LEARN FROM USER TEST EXTERNALLY
  • 43. LEAN UX AGENCY WORKFLOW CONCEPT CLIENT VALIDATES ITERATE CLIENT VALIDATES ITERATE LEARN FROM USER TEST EXTERNALLY PROTOTYPE
  • 44. Some ISSUES
  • 45. YES! it DOES!
  • 46. 1 LEAN UX & SCRUM LEARNING MATURE TEAM CO-LOCATION
  • 47. STAGGERED SPRINTS DEVELOP IMPLEMENT HIGH DEV LOW UI IMPLEMENT DESIGNS DESIGN SPRINT 0 DE DE CO CO PLAN & GATHER DATA IMPLEMENT DESIGNS N N SIG E SIG E D D DESIGN FOR SP2 DATA FOR SP3 SPRINT 1 DATA TEST SP1 CODE DESIGN SP3 DATA FOR SP4 SPRINT 2 DATA TEST SP2 CODE DESIGN SP4 DATA FOR SP5 SPRINT 3
  • 48. THEMED SPRINTS THEME 2 WEEKS SPRINT IDEATION & SKETCHING 2 WEEKS SPRINT PLANNING MEETING 2 WEEKS SPRINT TEST USABILITY AND VALUE
  • 49. 2 UX DEBT & FOCUS REFACTOR YOUR UX
  • 50. EXPERIENCE CANVAS
  • 51. 3 TESTS & SUBJECTS HARD TO FIND RECRUTIMENT EXPENSES
  • 52. THANK YOU!
  • 53. ? José E. Rodríguez Huerta Agile Coach, Software Craftsman & Entrepreneur I’m on twitter as @jrhuerta