User Experience as a Strategic Advantage

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    User Experience as a Strategic Advantage - Presentation Transcript

    1. User Experience
      • How to stop add features and create a dream software
    2. Part I Inspiration
    3. What is User Experience?
    4. This 222,000,000 downloads
    5. This 220,000,000 iPods sold
    6. This 22,000,000 Wii Fit sold
    7. And this
      • The first requirement is to meet the exact needs of the customer, without fuss or bother .
      • Next comes simplicity and elegance that produce products that are a joy to own, a joy to use .
      • True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design .  
      User Experience "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.
    8. Reality Austin Allegro 1973 - 1983 - Britain's worst car ever One example of its poor construction was that it was more aerodynamic when traveling backwards than when it was being driven forwards
    9. “ horrendous reliability, absurdly bad fuel economy, terrible handling and the acceleration of a grapefruit” Hummer H3 2008 - Worst car of the year
    10. Software is not different
      • Many software products have no target audience
      www.lively.com social network closed by Google in 2008
      • Most products are “rude” with dumb errors screens
    11. Developers assume that users are technically-savvy
    12. Software products are often have unpredictable behavior
    13. and bad UI
    14. and bad UI
    15. Can it be even worse?
    16. Yes!
    17. Do you think TargetProcess is a lucky exception?
    18. We have
    19. Outstanding usability
    20. Self explanatory UI
    21. Intuitive Navigation
    22. Fantastic Forms
    23. Super Consistency
    24. Sooooo Stylish UI
    25. And elegant simplicity
    26. Anybody knows this screen?
    27. So what the problem?
      • We don’t know our users (how they are going to use product, why they choose our product)
      • There is a conflict between developers’ priorities and users needs (developers focus on simple code, not on users needs)
      • There is no process that help us to understand users (can’t be delegated to users or developers)
    28. There were different times
      • Goals motivate users to use product in a defined way
      • It’s quite hard to discover real users goals
      • UI is an artifact that is not directly connected with users goals, it’s an impediment
      Goals
    29. Goals
      • Senior C# developer?
      • Scrum Master in distributed team?
      • Product Owner that shares 3 projects?
      • Smoke Tester?
      • Desperate Artist?
      • Inglorious COBOL Developer?
    30. 1. Desirable (I want this thing!) 2. Technologically possible (teleportation still not invented) 3. Valuable (we can make money!) Product success
    31. Part II Tools Tools
    32. Interaction Design
      • Task-Centered Design sucks (“What are the tasks?” is a stupid question)
      • Activity-Centered Design is better (focus on user activity)
      • Goal-Centered Design is best (why user do this? our goal is to make user more effective with help of UI)
    33. Goal-Centered Design
      • Research Phase
        • interview
        • observations
        • competitive analysis
        • market analysis
      We seek for personas and behavioral templates
    34. 2. Modeling Phase
      • Personas (behavior, needs, goals, environment, desires)
      • Scenarios (user scenarios - meet goals of the personas. “one day of [persona] life”)
      • Requirements (user stories)
      • Detalization (concrete flows, mockups, paths, etc.)
      • Development support (corrections, etc.)
    35. Personas representative users
      • Habits
      • Skill Level
      • Environment
      • Activities and Behavior
      • Goals and motivation
      Lets take HOUSE M.D. His habits, skills, etc.
      • Help to define what product should do and focus on real people needs
      • Provide patterns to solve problems
      • Communicate with team members, users, etc -> common language
      • Evaluate efficiency of the solution (we may feel they pain and problems)
      • We may include buyers persona (they usually have different goals)
    36.  
    37.  
    38.  
    39.  
    40. Scenarios
    41. Context scenarios Goal scenarios User Stories one day of life focus on a goal Scenario describes situation in a context
    42. Working with Scenarios
      • Who involved? What triggers the scenario? What happens? What is the result?
      • Imagine magic interface - no borders! Generate new ideas
      • For TP we may create current and future scenarios to see real improvements
    43. Wireframes
    44. Wireframes
      • Fast way to prototype UI
      • Create several (at least 3) completely different sets of wireframes
      • Test wireframes on users
      • Create working prototype (HTML)
    45. Sketch Boards Draw several screens on one board Visualize users navigation and flow Quickly evaluate ideas
    46. Sketch Boards
    47. Prototypes
      • “clickable wireframes”
      • Required for usability testing and proof of UI design
      • Good as UI documentation for developers
      • HTML, Visio, other tools
      • Users: Beginner , Intermediate , Experts . Most users are Intermediate , since nobody wants to be Beginners
      • Optimize for Intermediates first, for Experts next
      • Experts need fast ways (shortcuts, context actions, etc.)
      Beginners-Experts
    48. UX Principles
      • People think that beautiful interface is more usable
      • Don’t make people feel stupid. #1 principle in UX design
      • First define WHAT product should do, only then define HOW it will do that
      • Less UI (less navigation, less windows, less actions)
      • Design for flow
    49. Lipstick on a pig Improve look and feel of a broken product to promote and sell it
    50. That is not what we want to do (but tried...)
    51. Our goal is
    52. Killer UX Point-and-shoot :)
    53. Lets add UX into our dev.process
      • UX group (max to 5-6 people, including designer and PO)
      • UX culture (everybody should have basic knowledge in UX and focus on users goals)
      • UX process - personas, scenarios, wireframes, prototypes, UX stats, usability testing, perfect design
      • Full customer’s life cycle UX (web site, support, etc.)
    54. Spasibo za vnimanie!
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