UX Matters

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A talk given to the entrepreneurs at LaunchBox Digital 2009 about how to value and incorporate User Experience principles in their products.

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UX Matters

  1. 1. HEY LAUNCHBOX: USER EXPERIENCE REALLY MATTERS
  2. 2. INTRODUCTIONS
  3. 3. We work here
  4. 4. @ barn BRIAN WILLIAMS CEO & President of News Operations
  5. 5. @wh afro M. JACKSON WILKINSON User Experience Strategist & Music Director
  6. 6. That’s “Michael” M. JACKSON WILKINSON User Experience Strategist & Music Director
  7. 7. WHAT IS UX?
  8. 8. IMPROVING THE USER’S PERCEPTION OF A PRODUCT THROUGH GREAT ARCHITECTURE AND INTERACTION DESIGN
  9. 9. IMPROVING THE USER’S PERCEPTION OF A PRODUCT THROUGH GREAT ARCHITECTURE AND INTERACTION DESIGN
  10. 10. IMPROVING THE USER’S PERCEPTION OF A PRODUCT THROUGH GREAT ARCHITECTURE AND INTERACTION DESIGN
  11. 11. IMPROVING THE USER’S PERCEPTION OF A PRODUCT THROUGH GREAT ARCHITECTURE AND INTERACTION DESIGN
  12. 12. FINDING WHAT YOU NEED
  13. 13. SOLVING A PROBLEM
  14. 14. IMPORTANT?
  15. 15. ONE WORD:
  16. 16. & p aste c opy no MM S at&t DESPITE SHORTCOMINGS no Fla sh era cam no video
  17. 17. We’ve learned and struggled for a few years here figuring out how to make a decent phone. PC guys are not going to just figure this out. They’re not going to just walk in. Ed Colligan CEO, Palm
  18. 18. EXPERIENCE
  19. 19. But even in version 1.0, the iPhone is still the most sophisticated, outlook- changing piece of electronics to come along in years. It does so many things so well, and so pleasurably, that you tend to forgive its foibles. David Pogue The New York Times
  20. 20. CART SIGN IN CHECK OUT
  21. 21. SIGN IN CART CHECK OUT
  22. 22. $300 MILLION
  23. 23. QUESTIONS?
  24. 24. WHERE IS UX?
  25. 25. VISUAL DESIGN
  26. 26. VISUAL USER EXPERIENCE DESIGN PLANNING
  27. 27. VISUAL USER EXPERIENCE DESIGN PLANNING INTERACTIVE DESIGN
  28. 28. UX PLANNING a user-centric approach to determining our goals and how we can best achieve them (UX: User Experience)
  29. 29. DESIGN RESEARCH determines goals, needs, omissions, & pain points through a variety of lenses
  30. 30. DESIGN RESEARCH determines goals, needs, omissions, & pain points through a variety of lenses HEURISTIC ANALYSIS
  31. 31. DESIGN RESEARCH determines goals, needs, omissions, & pain points through a variety of lenses HEURISTIC USER ANALYSIS RESEARCH
  32. 32. DESIGN RESEARCH determines goals, needs, omissions, & pain points through a variety of lenses HEURISTIC USER OTHER ANALYSIS RESEARCH SOURCES
  33. 33. STRATEGY drafts broad objectives to satisfy established needs and goals within established parameters
  34. 34. TACTICAL ANALYSIS determines methods that execute the strategy for the project in the most effective way reasonable
  35. 35. INTERACTIVE ARCHITECTURE structures the final product based on the tactics and strategy developed previously, aiming to provide the best user experience
  36. 36. VISUAL DESIGN A brand-centric approach to projecting the appropriate visual personality for the project
  37. 37. BRAND RESEARCH establishes the brand’s personality and any parameters on its use for this project
  38. 38. BRAND RESEARCH establishes the brand’s personality and any parameters on its use for this project BRAND GUIDELINES
  39. 39. BRAND RESEARCH establishes the brand’s personality and any parameters on its use for this project BRAND BRAND GUIDELINES SURVEYS
  40. 40. MOODBOARD MOODBOARD MOODBOA BRAND DESIGN EXPLORATION conceptualizes multiple possible design directions from one or more designer based on the established brand personality & the project context
  41. 41. MOODBOARD MOODBOARD MOODBOA BRAND DESIGN EXPLORATION conceptualizes multiple possible design directions from one or more designer based on the established brand personality & the project context
  42. 42. DESIGN DIRECTION synthesizes feedback from the design exploration to yield a single direction for the design of the project
  43. 43. INITIAL DESIGN a first-take at a synthesis between the established visual design direction and the interactive architecture provided by the user experience planning process
  44. 44. FINAL DESIGN a completed refinement of the initial design based on feedback from clients, stakeholders, and often users themselves. to build
  45. 45. QUESTIONS SO FAR?
  46. 46. PRINCIPLES
  47. 47. FOCUS ON HUMANS
  48. 48. STRIVE FOR SIMPLICITY
  49. 49. EMBRACE THE CURVE
  50. 50. CONTEXT IS KING
  51. 51. ESTABLISH TRUST
  52. 52. CREATE DELIGHT
  53. 53. It is not enough that we build products that function, that are understandable and usable. We also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Donald Norman The Design of Everyday Things
  54. 54. BE HUMAN
  55. 55. QUESTIONS?
  56. 56. UX IN PRACTICE
  57. 57. USER RESEARCH
  58. 58. CONCEPT MODELING
  59. 59. USER STORIES
  60. 60. USER FLOWS
  61. 61. WIREFRAMES & PROTOTYPES
  62. 62. USER RESEARCH
  63. 63. QUICK TIPS
  64. 64. SPEED MATTERS. PERCEPTION MATTERS MORE.
  65. 65. BEWARE OF COGNITIVE OVERLOAD
  66. 66. CONSIDER TERMS YOUR USERS WILL USE
  67. 67. TRIGGER WORDS
  68. 68. PROVIDE SENSIBLE DEFAULTS
  69. 69. TRY BEFORE YOU BUY
  70. 70. TAKE ADVANTAGE OF HUMAN NATURE
  71. 71. FAIL WITH FEEDBACK
  72. 72. VOLUNTEERS FOR A QUICK LIVE AUDIT
  73. 73. QUESTIONS?
  74. 74. FIN
  75. 75. JACKSON@VIGET.COM BRIAN@VIGET.COM
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