UX Beyond UCD (Peter Boersma, UXCE12)

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Peter Boersma's presentation "UX Beyond UCD" from UX Camp Europe 2012. Shows deliverables that influence the user experience that are not part of the standard User Centered Design set. Includes deliverables from business, strategy, (project) management, and process design.

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UX Beyond UCD (Peter Boersma, UXCE12)

  1. 1. power up! UX beyond ucD (expand your influence) @pboersmaMay 26, UX Camp Europe 2012, Berlin, Germany 1
  2. 2. 2
  3. 3. 3
  4. 4. 4
  5. 5. 2001 5
  6. 6. 2012 6
  7. 7. 7
  8. 8. ? 8
  9. 9. DesignStrategy Research 9
  10. 10. Business Manage Strategy ProcessEvaluation Research Design 10
  11. 11. Business Manage Strategy Process of nce ts rie en pe mEvaluation le r Ex E e Research s U Design 11
  12. 12. Business Manage Strategy ProcessEvaluation typical Research User-Centered Design Design 12
  13. 13. Business More Manage Elements of Strategy User Experience ProcessEvaluation Research Design 13
  14. 14. Business you can influence non-design Manage deliverables Strategy ProcessEvaluation Research Design 14
  15. 15. Pitch Business Estimate Optimize Scenarios you can Beta influence Position these non-design Roles Manage deliverables Strategy Steps RoadmapScope Competition ProcessTest Interviews Review Requirements Evaluation Research Service Design Personas Prototype Design Sketch Detailed Design Concept 15
  16. 16. power up! UX beyond ucD (expand your influence) 16
  17. 17. for each deliverable I will show: an example tips & tricks input from the ux team influence on UX 17
  18. 18. Pitch Business Estimate Scenarios 18
  19. 19. press play to start 19
  20. 20. opponent:The Account Manager 20
  21. 21. 21
  22. 22. 22
  23. 23. 23
  24. 24. X 24
  25. 25. 25
  26. 26. 26
  27. 27. 27
  28. 28. Tips & tricks for the pitch: pitch en-vision the future by visualizing it set expectations around client-contribution 28
  29. 29. input from ux team on the pitch: pitch visions of the future sketches of partial solutions 29
  30. 30. INFLUENCE OF THE PITCH ON UX:* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 30
  31. 31. Pitch Business Estimate Scenarios 31
  32. 32. Select Game Length: 1 min 5 min 15 min 30 min 60 min 32
  33. 33. opponent:The Estimator 33
  34. 34. how manydots do you see? 34
  35. 35. “many” and “a lot”are good first guesses! 35
  36. 36. input for estimates output scope items requirements assumptions approach calculations team skills explanations experience with risks subjectexperience with client experience of client when available when possible 36
  37. 37. output example outputassumptions assuming we design 10 wireframes (5 complex + 5 medium) plus 15 components calculations we estimate we need 300 hours(explanations) (5x16 + 5x8) + (15x12) risks but we don’t know the documentation needs of the developer 37
  38. 38. Tips & tricks for estimating estimating: you determine what gets estimated explore every assumption 38
  39. 39. input by ux team on estimates: estimates assumptions & risks what is easy/hard? estimates for deliverables 39
  40. 40. INFLUENCE OF an estimate ON UX:* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 40
  41. 41. PositionStrategy Competition 41
  42. 42. select player 1 42
  43. 43. opponent:The Brand Strategist 43
  44. 44. sales service clientcore brand communities client 44
  45. 45. communities Competitor client Competitor Big Big Competitor Competitorsales service Competitor Competitor Competitor Competitor client Competitor core brand 45
  46. 46. Tips & tricks for positioning positioning: 1. create a map 2. find the spot that matches your ux vision 3. see who else is there 4. identify differences 46
  47. 47. input by ux team on positioning: positioning attributes that are important to users competitors, in terms of UX scope items that differentiate 47
  48. 48. INFLUENCE OF positioning ON UX:* define UX Vision ux vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 48
  49. 49. PositionStrategy Competition 49
  50. 50. select player 2 50
  51. 51. opponent:The Competitor 51
  52. 52. 52
  53. 53. 53
  54. 54. 54
  55. 55. 55
  56. 56. 56
  57. 57. Tips & tricks for competitive analysis analysis: “know your enemy” (sun tzu, the art of war) 57
  58. 58. input by ux team on competitive analysis: competitors, in terms of UX swot analyses (strengths-weaknesses- opportunities-threats) 58
  59. 59. INFLUENCE OF competitive analysis ON UX:* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 59
  60. 60. Test Interviews Evaluation typical Research User-Centered Design Personas Prototype Design Sketch Detailed Design Concept 60
  61. 61. Optimize Beta ManageScope 61
  62. 62. select difficulty easy medium hard expert 62
  63. 63. opponent:The Project Manager 63
  64. 64. essential pick just a few of these for your project! quick winner! wineasy hard repair quality contributes 64
  65. 65. Tips & tricks for scoping scoping:1. rank all scope-item candidates2.determine their dependencies3.select the winners 65
  66. 66. input by ux team on scoping scoping: what is easy / hard? what contributes / is essential? what should go together? 66
  67. 67. INFLUENCE OF scoping ON UX:* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 67
  68. 68. Optimize Beta ManageScope 68
  69. 69. play again? yes no 69
  70. 70. opponent:The Perfectionist 70
  71. 71. A 71
  72. 72. B 72
  73. 73. C 73
  74. 74. 74
  75. 75. 28% better 75
  76. 76. Tips & tricks for optimizing: optimizing 10 experiment to learn what works for your users 20 goto 10 76
  77. 77. input by ux team on optimizing: optimizing ux version of KPI’s (key performance indicators) alternative designs analysis of usage 77
  78. 78. INFLUENCE OF optimizing ON UX:* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 78
  79. 79. Pitch Business Estimate Optimize Scenarios Beta Position Manage StrategyScope Competition ProcessTest Interviews Evaluation Research Personas Prototype Design Sketch Detailed Design Concept 79
  80. 80. RolesSteps Roadmap ProcessReview Requirements Service Design 80
  81. 81. set up campaign 81
  82. 82. opponent:The Procrastinator 82
  83. 83. progress progress progressprogress 83
  84. 84. moment moment moment moment progress progress progress progressArea progress progress Area progress progress progress progress Area Area Area 84
  85. 85. 85
  86. 86. Tips & tricks for roadmaps roadmaps: 1. define the future of the system 2.identify incremental steps 3.group into meaningful releases 4.learn & adjust the roadmap 86
  87. 87. input by ux team on roadmaps: roadmaps areas for progress scope-items (progress) per area estimates per scope-item what should go together? 87
  88. 88. INFLUENCE OF roadmaps ON UX:* define UX Vision ux vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 88
  89. 89. RolesSteps Roadmap ProcessReview Requirements Service Design 89
  90. 90. Create new map? yes no 90
  91. 91. opponent:The Process Freak 91
  92. 92. ?A B 92
  93. 93. A 1 2 3 4 B 4a 2aC 1 3 4b 5 6 D 2b 4c 93
  94. 94. s ona M AP P er TE SI ui re- wire framesreq usabi lity me nts test cr een design proto- S principles FL OW type 94
  95. 95. e- design uir wire proto-req ts principles fram es men type 1 2 3 4 a AP r son TE M ree n usabi lity tePe Sc st SI W F LO 95
  96. 96. e- design uir wire proto-req ts principles fram es men type user concept detailed prototype &research design design evaluate a AP r son TE M en usabi lity tePe cre st SI S W F LO 96
  97. 97. user research detailed designC concept design D prototype & prototype & evaluate evaluate 97
  98. 98. ?A 1 2 3 4 B 98
  99. 99. 99
  100. 100. 100
  101. 101. 101
  102. 102. 102
  103. 103. 103
  104. 104. 104
  105. 105. 105
  106. 106. 106
  107. 107. 107
  108. 108. 108
  109. 109. 109
  110. 110. 110
  111. 111. 111
  112. 112. wire e- design fram uir es proto-req ts principles men type user concept detailed prototype &reseach design design evaluate a AP r son TE M usabi lity te Pe en st SI S cre W FLO 112
  113. 113. Tips & tricks for the design processes processes: 1. brainstorm deliverables 2. create a diagram 3. document the entire process do not copy someone else’s diagram 113
  114. 114. input by ux team on the design process: process ux team deliverables ux team responsibilities preferred way of working 114
  115. 115. INFLUENCE OF the design process ON UX:* define UX Vision ux vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 115
  116. 116. Pitch Business Estimate Optimize Scenarios Beta Position Roles Manage Strategy Steps RoadmapScope Competition ProcessTest Interviews Review Requirements Evaluation Research Service Design Personas Prototype Design Sketch Detailed Design Concept 116
  117. 117. Business you can influence these Manage non-design Strategy deliverables ProcessEvaluation Research Design 117
  118. 118. Business More Manage Elements of Strategy User Experience Process of nce ts rie en pe mEvaluation le r Ex E e Research s U Design 118
  119. 119. 119
  120. 120. 120
  121. 121. These opponents:influence the UX 121
  122. 122. Pitch Business Estimate Optimize Scenarios Beta Position Roles Manage Strategy Steps RoadmapScope Competition ProcessTest Interviews Review Requirements Evaluation Research Service Design Personas Prototype Design Sketch Detailed Design Concept 122
  123. 123. INFLUENCE OF non-design deliverables ON UX:* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully 123
  124. 124. power up! UX beyond ucD (expand your influence) @pboersmaMay 26, UX Camp Europe 2012, Berlin, Germany 124
  125. 125. game over @pboersma 125

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