1. Work with people, not against them
2. Introducing UX from the ground up
3. Goal Driven
4. Decide fast
5. Generate many options
6. Delivery, not deliverables
7. Validate hypothesis - go for wins
8. Good Design today is better than great design tomorrow
Guerilla UX Manifest*
* Proudly stolen and modiﬁed from the amazing Bowles & Box.
Word of advice. Do research. Today.
Graph - why research? Cost of change.
EPUI - methodology to integrate users in the interaction design process (Obal, 2013)
Quantitative - do your homework on the competition
Be a ninja, not a voyeur.
Interview where the interaction happens
Ask open-ended questions (look for HOW & WHY)
Avoid ﬁxed set of questions
Avoid leading questions
(esp. what's wrong with your existing product or Do you like our idea?)
Focus on goals instead of tasks
Ask for Show & Tell (people love it!)
Master your small talk & improvise
Make sense of “Explore”
Brainstorming & Bodystorming
Afﬁnity Diagrams / mapping
(with your whole team)
v1.0 You participate
Be the user. 1st hand experience.
Master and apprentice (Contextual Inquiry cntnd)
_Play in_ - let your users "play"
Mobile ethnography: User diaries. Frustration diary.
Platform for collaboration / communication
(eg. FB, G+)
Group show & tell - let them bring their diaries and
talk about it
Future workshop - also could be critical design.
Let your users go wild. Don't constrain them!
Topic: the problem you identiﬁed
Co-design / Participatory design
Only here you start designing your actual product
Personas and Scenarios
User Journeys - more crucial than personas
My fav: Experience maps
Touchpoints where user interacts with your service/product
! Know your touch points - They are NOT Channels or medium
Paper prototype - team creates it ﬁrst
Quick usability study with users
(Show & share the prototypes)
“Congrats. Your users are ready to design with you.”
Participatory design workshops
Process: Sketch / Build / Measure / Prioritise
Play IN / Play OUT
Always keep your participating users in the loop -
give them an intro as well as an epilog
Users co-owning your product = fans for life
Also look: Gamestorming cheat sheet
(a selection by Brynn Evans)