10.04.2013User ExperienceA definition and 6 lessonsDamian Cranney
• An Introduction• Defining User Experience• 6 Things I’ve Learned
Hi! I’m Damian.Trust me, I’m a(product) designer
Big Motive is a CreativeTechnology business.We apply insight, designand technology to createdigital products that makethe ...
We develop apps, games,video and web technologiesfor mobile, connected TVand beyond.We work in lots of industriesbut espec...
New PlatformsWebsites / eCommerce Mobile / Tablet Connected TV
BBC TWOJames May’s Things You Need to Know — iPhone App
NATIONAL TRUSTAugmented Reality Tourism App
CHANNEL 4Paralympics Samsung SmartTV App
SENDMYBAG.COMBrand Identity & E-Commerce Website
NET-A-PORTERLive Kinect Game
Definition.What is User Experience?
User ExperienceresearchUser interfacedesignService designBrand experienceInteraction designInformationarchitectureExperien...
Trust me, I’m a(UX/UI) designer
Breakfast UX
Source: Ed Lea
Source: Ed Lea
Source: Ed Lea
Source: Ed Lea
Source: Ed Lea
UI = how it looksUX = how it makes me feel
What do youknow about UX?
Henry DreyfusStandardising productsDonald NormanDesigning Everyday ThingsVictor PapanekDesigning for the Real WorldDieter ...
Lesson 1.Iteration
UX is not a creative act... but a process of successive improvementsbased on validated learning
Start early andgo off and dosomething else...Drafting (iterate) inshort frequent bursts...
Perpetual BetaAgile developmentprocess and plan tolaunch a private beta.Build it, launch it,improve it, repeat.
Lesson 2.Prototyping
The Lean Startup, Eric Ries
‘MinimumViableProduct’Prototype youridea quickly – useraw materialsWhat can you do toprove your concept,before you waste t...
Lesson 3.Product Systems
Creativity is just connecting things.When you ask creative people howthey did something, they feel a littleguilty because ...
Lesson 4.Users, not Customers
77% of US CEOs arerevising strategies inresponse to consumerdemand.Source:PWC 2012 Global CEO SurveyUser feedback is drivi...
Branding is a by-product ofhaving a great product thatpeople love to use.Hans Snook, Founder, Orange Telecom
Make power, not steam
Lesson 5.Patterns
Planning is essential.Plans are useless.General Stanley McCrystal.
Everyone has a planuntil they getpunched in the face.Mike Tyson
Rseaerch icntidaes taht theoerdr of the ltteers in a wroddnsoe’t relaly mettar. Wahtrelaly mtteras is the frist andlsat le...
Design for coherenceover consistency
Lesson 6.Story-telling
1. Iteration - start early2. Prototyping - iterate quickly3. Product Systems - are you creating aproduct or a platform?4. ...
BELFAST21 TALBOT STREETCATHEDRAL QUARTERBELFASTBT1 2LD@BIG_MOTIVEBIGMOTIVE.COMThanksLONDON27 PAUL STREETSHOREDITCHLONDONEC...
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
User Experience. A definition and 6 Lessons
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This is a presentation I delivered for the Irish Internet Association and UXPA

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User Experience. A definition and 6 Lessons

  1. 1. 10.04.2013User ExperienceA definition and 6 lessonsDamian Cranney
  2. 2. • An Introduction• Defining User Experience• 6 Things I’ve Learned
  3. 3. Hi! I’m Damian.Trust me, I’m a(product) designer
  4. 4. Big Motive is a CreativeTechnology business.We apply insight, designand technology to createdigital products that makethe real world work better.
  5. 5. We develop apps, games,video and web technologiesfor mobile, connected TVand beyond.We work in lots of industriesbut especially love media,fashion, travel, educationand tech start-ups.
  6. 6. New PlatformsWebsites / eCommerce Mobile / Tablet Connected TV
  7. 7. BBC TWOJames May’s Things You Need to Know — iPhone App
  8. 8. NATIONAL TRUSTAugmented Reality Tourism App
  9. 9. CHANNEL 4Paralympics Samsung SmartTV App
  10. 10. SENDMYBAG.COMBrand Identity & E-Commerce Website
  11. 11. NET-A-PORTERLive Kinect Game
  12. 12. Definition.What is User Experience?
  13. 13. User ExperienceresearchUser interfacedesignService designBrand experienceInteraction designInformationarchitectureExperiential designProduct designUser Experience
  14. 14. Trust me, I’m a(UX/UI) designer
  15. 15. Breakfast UX
  16. 16. Source: Ed Lea
  17. 17. Source: Ed Lea
  18. 18. Source: Ed Lea
  19. 19. Source: Ed Lea
  20. 20. Source: Ed Lea
  21. 21. UI = how it looksUX = how it makes me feel
  22. 22. What do youknow about UX?
  23. 23. Henry DreyfusStandardising productsDonald NormanDesigning Everyday ThingsVictor PapanekDesigning for the Real WorldDieter RamsBeauty in Reduction
  24. 24. Lesson 1.Iteration
  25. 25. UX is not a creative act... but a process of successive improvementsbased on validated learning
  26. 26. Start early andgo off and dosomething else...Drafting (iterate) inshort frequent bursts...
  27. 27. Perpetual BetaAgile developmentprocess and plan tolaunch a private beta.Build it, launch it,improve it, repeat.
  28. 28. Lesson 2.Prototyping
  29. 29. The Lean Startup, Eric Ries
  30. 30. ‘MinimumViableProduct’Prototype youridea quickly – useraw materialsWhat can you do toprove your concept,before you waste timeon serious work?
  31. 31. Lesson 3.Product Systems
  32. 32. Creativity is just connecting things.When you ask creative people howthey did something, they feel a littleguilty because they didnt really do it,they just saw something. It seemedobvious to them after a while.— Steve Jobs39
  33. 33. Lesson 4.Users, not Customers
  34. 34. 77% of US CEOs arerevising strategies inresponse to consumerdemand.Source:PWC 2012 Global CEO SurveyUser feedback is drivingstrategic changes77%
  35. 35. Branding is a by-product ofhaving a great product thatpeople love to use.Hans Snook, Founder, Orange Telecom
  36. 36. Make power, not steam
  37. 37. Lesson 5.Patterns
  38. 38. Planning is essential.Plans are useless.General Stanley McCrystal.
  39. 39. Everyone has a planuntil they getpunched in the face.Mike Tyson
  40. 40. Rseaerch icntidaes taht theoerdr of the ltteers in a wroddnsoe’t relaly mettar. Wahtrelaly mtteras is the frist andlsat leettr in the wrod. If tehyare in the rhgit palce, you canraed the wdors.
  41. 41. Design for coherenceover consistency
  42. 42. Lesson 6.Story-telling
  43. 43. 1. Iteration - start early2. Prototyping - iterate quickly3. Product Systems - are you creating aproduct or a platform?4. Users, not Customers - what can youraudiences do through you?5. Patterns - what can you learn fromexisting patterns?6. Story-telling - engage users throughrelevant stories
  44. 44. BELFAST21 TALBOT STREETCATHEDRAL QUARTERBELFASTBT1 2LD@BIG_MOTIVEBIGMOTIVE.COMThanksLONDON27 PAUL STREETSHOREDITCHLONDONEC2A 4JUEmail DC@BIGMOTIVE.COMTwitter @DEECAST

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