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UX-Lx -a tour of non-design deliverables

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My UX Lisbon 2011 presentation "More Elements of User Experience - a tour of non-design deliverables" in which I showed the impact that non-design deliverables and processes (scope, pitch, …

My UX Lisbon 2011 presentation "More Elements of User Experience - a tour of non-design deliverables" in which I showed the impact that non-design deliverables and processes (scope, pitch, positioning, skill sets, etc.) have on the user experience, and how designers can (and should) influence them.

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  • 1. m re elements of user experience a tour of non-design deliverablespeter boersma@pboersma
  • 2. 2001
  • 3. 2011
  • 4. ?
  • 5. DesignStrategy Research
  • 6. Business Manage Strategy ProcessEvaluation Research Design
  • 7. Business Manage Strategy Process of nce ts rie en pe em ExEvaluation El er Research s U Design
  • 8. Business Manage Strategy ProcessEvaluation typical Research User-Centered Design Design
  • 9. Business these influence the Manage User Experience Strategy too! ProcessEvaluation Research Design
  • 10. Business More Elements of Manage User Experience Strategy ProcessEvaluation Research Design
  • 11. Pitch Estimate Business Optimize Scenarios Beta Position Roles Manage Strategy Steps Service DesignScope Competition ProcessTest Interviews Review Requirements Evaluation Research Roadmap Personas Prototype Design Sketch Detailed Design Concept
  • 12. for each non-design deliverable in this tour, I will show: * an example * a How-To* input by the UX team * impact on UX
  • 13. Pitch Business Estimate Scenarios
  • 14. X
  • 15. How-To for Pitching help your clientto en-vision the future by visualizing it
  • 16. UX input for a Pitch* visions of the future * partial solutions * scope items for solutions* (answers to RFP & questions)
  • 17. impact of the Pitch on UX* define UX Vision I* inspire & get inspired I* determine budget I* set expectations I* analyze competition I
  • 18. Pitch Business Estimate Scenarios
  • 19. how manysunflowersdo you see?
  • 20. “many” and “a lot”are good first guesses!
  • 21. input for estimates output scope items requirements assumptions approach calculations team skills explanationsexperience with subject risks experience with client experience of client when available when possible
  • 22. 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
  • 23. How-To for Estimating1. you determine what gets estimated 2. explore everyassumption you make(3. keep estimates honest; use any margins to wow the client)
  • 24. UX input for an Estimate * assumptions* what’s easy/hard? * estimates for deliverables * risks
  • 25. impact of an Estimate on UX* define UX Vision I* inspire & get inspired I* determine budget II* set expectations II* analyze competition I* focus attention I* define way of working I
  • 26. PositionStrategy Competition
  • 27. sales client client servicecore brand client communities client
  • 28. communities Competitor client Competitor Big Big Competitor Competitorsales service Competitor Competitor Competitor Competitor client Competitor core brand
  • 29. How-To for Positioning 1. create a map 2. find the spot that matches your vision 3. see who is there4. identify differences
  • 30. UX input for Positioning* attributes that are important to users * competitors, in terms of UX * scope-items that differentiate
  • 31. impact of Positioning on UX* define UX Vision II* inspire & get inspired I* determine budget II* set expectations II* analyze competition II* focus attention II* define way of working I
  • 32. PositionStrategy Competition
  • 33. How-To forCompetitive Analysis“know your enemy”(Sun Tzu, The Art of War)
  • 34. UX input forCompetitive Analysis * competitors, in terms of UX * SWOT analyses
  • 35. impact of Competitive Analysison UX* define UX Vision II* inspire & get inspired II* determine budget II* set expectations II* analyze competition III* focus attention II* define way of working I* know what (not) to do I
  • 36. InterviewsResearch Personas
  • 37. Design SketchDetailed Design Concept
  • 38. Test Evaluation Prototype
  • 39. Optimize Beta ManageScope
  • 40. essential pick just a few of these for your project! quick winner! wineasy hard repair quality contribution
  • 41. How-To for Scoping1. rank all candidate scope items 2. determine their dependencies 3. select the winners
  • 42. UX input for Scoping* what’s easy/hard? * what’s essential? * what should go together?
  • 43. impact of Scoping on UX* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention III* define way of working I* know what (not) to do II
  • 44. Optimize Beta ManageScope
  • 45. 28% better
  • 46. A
  • 47. B
  • 48. CBA
  • 49. How-To for Optimizing 1. experiment to learn what works with YOUR users 2. GOTO 1
  • 50. UX input for Optimization * UX version of KeyPerformance Indicators * alternative designs * analysis of usage
  • 51. impact of Optimizing on UX* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention III* define way of working I* know what (not) to do III
  • 52. Pitch Estimate Business Optimize Scenarios Beta Position Manage StrategyScope Competition ProcessTest Interviews Evaluation Research Personas Prototype Design Sketch Detailed Design Concept
  • 53. RolesSteps Service Design ProcessReview Requirements Roadmap
  • 54. T-modelwide experience knowledge deep
  • 55. informationarchitecture T-model user experience
  • 56. T-modeluser experience interaction design
  • 57. interaction design T-modelinformationarchitecture user experience
  • 58. user research visual design interaction designinformation architecture T-model usability testing user experience prototyping
  • 59. How-To for Team Roles 1. build a team,made of overlapping T-shapes 2. keep the teambalanced over time
  • 60. UX input for Team Roles * team skills * required skills * gap analysis * career plan
  • 61. impact of Team Roles on UX* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention IIII* define way of working II* know what (not) to do IIII* deliver successfully I
  • 62. RolesSteps Service Design ProcessReview Requirements Roadmap
  • 63. Area Area Area Area Area
  • 64. progress progressArea Area progress progress progress Area Area Area
  • 65. progress progress progress progressArea progress progress Area progress progress progress progress Area Area Area
  • 66. moment moment moment moment progress progress progress progressArea progress progress Area progress progress progress progress Area Area Area
  • 67. How-To for Roadmaps 1. define the future of the system2. identify incremental, meaningful steps
  • 68. UX input for Roadmaps * areas for progress* scope items per area * estimates * what should go together?
  • 69. impact of Roadmaps on UX* define UX Vision III* inspire & get inspired II* determine budget IIII* set expectations IIII* analyze competition III* focus attention IIII* define way of working II* know what (not) to do IIII* deliver successfully II
  • 70. RolesSteps Service Design ProcessReview Requirements Roadmap
  • 71. ?A B
  • 72. A 1 2 3 4 B 4a 2aC 1 3 4b 5 6 D 2b 4c
  • 73. na A P o Pers T EM SI ire- wire fr equ amesr usabi lity me nts test cr een design proto- S principles FL OW type
  • 74. e- design uir wire proto-req ts principles fr ames men type 1 2 3 4 a AP son TE M en usabi lity tePer cre st SI S W F LO
  • 75. user concept detailed prototype &research design design evaluate
  • 76. user research detailed design conceptC design D prototype & prototype & evaluate evaluate
  • 77. ?A 1 2 3 4 B
  • 78. wire e- design fr uir ames proto-req ts principles men type user concept detailed prototype &reseach design design evaluate a AP son TE M usabi lity te Per en st SI S cre W FLO
  • 79. How-To for Design Processes 1. brainstorm steps 2. create diagram3. document process (do NOT copy someone else’s diagram)
  • 80. UX input for Design Processes * team deliverables * preferred way of working* team responsibilities
  • 81. Impact of Design Processes on UX* define UX Vision IIII* inspire & get inspired II* determine budget IIII* set expectations IIIII* analyze competition III* focus attention IIIII* define way of working III* know what (not) to do IIIII* deliver successfully III
  • 82. Pitch Estimate Business Optimize Scenarios Beta Position Roles Manage Strategy Steps Service DesignScope Competition ProcessTest Interviews Review Requirements Evaluation Research Roadmap Personas Prototype Design Sketch Detailed Design Concept
  • 83. Total impact of non-design UX* define UX Vision IIII* inspire & get inspired II* determine budget IIII* set expectations IIIII* analyze competition III* focus attention IIIII* define way of working III* know what (not) to do IIIII* deliver successfully III
  • 84. Business these influence the Manage User Experience Strategy too! ProcessEvaluation Research Design
  • 85. Business More Elements of Manage User Experience Strategy Process of nce ts rie en pe em ExEvaluation El er Research s U Design
  • 86. m re elements of user experience a tour of non-design deliverablespeter boersma@pboersma

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