Your SlideShare is downloading. ×
Designing Better Applications, Websites and Intranets
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

Designing Better Applications, Websites and Intranets


Published on

Creating great websites and applications is hard work. There are so many aspects to juggle; so much complexity to control. You have to understand the needs of your users, get buy-in from stakeholders, …

Creating great websites and applications is hard work. There are so many aspects to juggle; so much complexity to control. You have to understand the needs of your users, get buy-in from stakeholders, organize lots of content and create an intuitive interface. This is no small order.

Fortunately, nForm has created a simple resource to pass on a little of what we’ve learned about planning for great design. Our User Experience Cards feature tried-and-true methods for designing better interactive products of all kinds--from online stores to corporate intranets to mobile apps.

Learn about why these methods are needed, how they can help you achieve success, and how you can use the User Experience Cards to plan your own projects.

Published in: Design, Technology, Education

1 Like
  • Be the first to comment

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
  • Designing = hard work. Complicated. Lots of room for error - easy to hang yourself - always more than enough rope. Likely, we ’ re all constantly thinking of ways to do it better. Better in what way? // Has anyone here ever heard comments like this about something you ’ ve worked on...
  • Someone having an experience that leaves them... underwhelmed? Angry? Frustrated? When people interact with products or services, they have an experience of some kind.
  • Designed interaction that results in an experience. // So if we ’ re talking about products that create better experiences, where does experience come from? What things contribute to it? What aspects of a project?
  • This is important to highlight because sometimes we think that experience=artsy soft-skill people stuff. That stuff we do at the end of the project. Look and feel. The flashy stuff. Not the nitty gritty business analysis, functional requirements and technical work.
  • Despite that reminder many think design (therefore UX) = activities at the end of a project. More sophisticated ppl think UX grows out of structural design activities more in the middle. But in fact, all of the decisions about a product are design decisions and have an impact on UX. Bad news: des & ux won ’ t save you at the end.
  • The good news: a user ’ s experience can be influenced by the choices we make. This is the opportunity. So our project activities are building blocks for creating experience.
  • When we talk about project activities, we most often encounter something like this. 3 major steps.
  • The focus is on
  • These are just two legs of a stool. Two critical legs. You could use it, but it wouldn ’ t be great. How do we make it great?
  • You add a 3rd leg. And what is that 3rd leg?
  • The 3rd leg is user needs. You can ’ t create that truly great product without considering user needs. This is where we often have trouble - bringing users into the process. How do we do that?
  • One approach is to ask them what they want.
  • To understand user needs - define who the users are. And a big thing to remember is that they are not you. RE: Simpsons // RE: people don ’ t care as much as you do. Fits into their world very differently than yours.
  • Then you need to understand... // Why do they do what they do? How can you match the design to fit their way of thinking?
  • Ideally...
  • Fortunately, there are a lot of tried and true methods. We ’ ve captured some of the most popular in the UX cards.
  • That ’ s our business. We want you to have the benefits of ux methods. We wanted to create a handy tool to help people like you to start to think more about UX methods and to incorporate them into projects so you can get better results.
  • Before we talked about a rough process.
  • To those we can start adding some user focused activities.
  • Starter kit for ux toolbox
  • Example of methods in action. Client had trouble with an online application process. Asked for our help to make it better.
  • Don ’ t deal in pie-in-the-sky situations. Lots of constraints.
  • What methods can we use to understand how it works now and where the pain points might be?
  • We did detailed process flows to see how a user would move through the application process, and where they would encounter pain points.
  • Saturate the design space. Not fixate on one solution. Explore options, but do it quickly.
  • We did a collaborative sketching workshop with the product team responsible for the application process.
  • We were working with a high level team and they needed something to help them communicate decisions out to developers.
  • Comprehensive annotated wireframes.
  • Transcript

    • 1. Designing Better Applications, Websites & Intranets
    • 2. “ We ’ re getting a lot of calls... ”
    • 3. “ It looks great but... ”
    • 4. “ My customers can ’ t find... ”
    • 5. “ Adoption is low ”
    • 6. = bad user experience
    • 7.
      • product or service =
      • application
      • website
      • intranet
      • business process
      • in-person service
      • multi-channel service
           
    • 8.
      • *
      • experience is the cumulative effect all of the decisions that go into making a product or service
    • 9.
      • “ Design is not just what it looks like and feels like.
      • Design is how it works.”
      • -Steve Jobs
    • 10. It’s all design The Elements of User Experience by Jesse James Garrett: Design }
    • 11. experience can be influenced
    • 12.
      • research
      • design
      • evaluation
      business requirements technical + visual design UAT
    • 13.
      • business needs
      • technology
    • 14.  
    • 15.  
    • 16.
      • business needs
      • user needs
      • technology
      + +
    • 17.
      • Ask them what they want?
    • 18.  
    • 19.
      • Ask them what they want?
    • 20.
      • users are not designers
      • - good at stating problems
      • - not good at solutions
    • 21. define the users who are they?
    • 22. understand the user ’ s - goals - - motivations - - knowledge -
    • 23. add activities that directly involve users
    • 24. tried and true methods to: - understand users - - design & prototype - - get timely feedback -
    • 25. user experience cards
    • 26.
      • Why did we make these?
    • 27.
      • We want to help you be successful
    • 28. 6 Disciplines
      • User Research
      • Information Architecture
      • Experience Strategy
      • Interaction Design
      • Usability
      • Analytics
    • 29. User Research Helps us understand people ’ s needs & motivations
    • 30. Information Architecture Helps us structure information to meet peoples ’ needs
    • 31. Experience Strategy Helps us plan a holistic approach to how we interact with customers or users
    • 32. Interaction Design Defines how the system will behave, and how people will interact with it
    • 33. Usability Assesses whether people can effectively use a product/service
    • 34. Analytics Uses data to better understand how people are using your product/service
    • 35.
      • Discipline
      Stage Description Illustration Method Title
    • 36.
      • research
      • design
      • evaluation
      business requirements technical + visual design UAT
    • 37.
      • research
      • design
      • evaluation
      business requirements technical + visual design UAT user requirements functional design usability evaluation
    • 38. UX toolbox
    • 39. An example
    • 40. lots of constraints - don ’ t talk to end users - - technical constraints - - limited time / budget -
    • 41. Where is it broken? research
    • 42.  
    • 43.  
    • 44. How can we quickly generate a lot of ideas? design
    • 45.  
    • 46. How do we document a solution? design
    • 47.  
    • 48. Results - bounce rate cut in half - - exit rate 1/3 lower - - 5000+ people per month - “ massive difference ”
    • 49. How can the cards help you?
    • 50. An introduction to UX methods
    • 51. Suggest methods for solving specific problems
    • 52. Suggest activities for your project plan or RFP
    • 53. Why bother?
    • 54. Reduce risk - lower the odds of failure
    • 55. Increase adoption rates
    • 56. Reduce costs
    • 57. Shall we play a game?
    • 58. How is the current site performing?
    • 59. Why are users having problems?
    • 60. What do users need/expect from the site?
    • 61. How should the content be organized?
    • 62. How can we know early on if our ideas are on the right track?
    • 63. How can we ensure that our design is fully understood by the team before coding?
    • 64. Is our proposed design usable?
    • 65. We have competing ideas. How can we know which is best?
    • 66. Questions?
    • 67. Go make better experiences
    • 68. Dennis Breen [email_address] twitter: @dennisbreen