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UXDEMYSTIFIED
alan blood,
design manager, familysearch.org
Part 1
WHAT UX IS
Part 2
BUSINESS & CODE
Part 3
REAL LIFE
GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE,
CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED
DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER
RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION,
TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB
DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN,
ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART
DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY,
USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH,
MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR
THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER
INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS,
MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN
UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN,
SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT,
80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE,
DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW,
HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR,
PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB,
WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE,
TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF
THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3,
PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES,
JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE,
GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE,
CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED
DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER
RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION,
TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB
DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN,
ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART
DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY,
USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH,
MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR
THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER
INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS,
MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN
UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN,
SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT,
80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE,
DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW,
HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR,
PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB,
WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE,
TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF
THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3,
PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES,
JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE,
“Information Age”
=
TOO MUCH INFORMATION
=
IRONY
THE
Purpose
OF UX...
INCREASE Relevance
REDUCE Complexity
IMPROVE Timing
USER EXPERIENCE
IS ALL ABOUT THE
Human Experience
THE MANY
UX Roles & Disciplines
BOIL DOWN TO
3 BASIC TYPES...
INCREASE
Relevance
REDUCE
Complexity
IMPROVE Timing
NEED PROOF?
OK, PROFESSOR.
HERE’S YOUR SCIENCE STUFF:
http://dl.acm.org/citation.cfm?id=1089108
http://www.acsu.buffalo.edu/~rkishore/papers/Kim-CACM-48-10.pdf
PLEASE NOTE:
UX IS NOT A TOOLBOX
It’s people trained in UX
PERIOD
Part 1
WHAT UX IS
Part 2
BUSINESS & CODE
Part 3
REAL LIFE
WHAT ABOUT Lean ?
FOCUS OF LEAN METHODS:
LEARN FROM DATA, BUILD IDEAS,
MEASURE SUCCESS OF
MINIMUM VIABLE PRODUCTS,
PIVOT OR PERSEVERE
Formulate a Hypothesis
DECIDE WHAT TO MEASURE
EXPERIMENT
BAIL or CONTINUE
Lean = Business Focus
SO, WHAT ABOUT Agile ?
FOCUS OF AGILE DEVELOPMENT:
TEST AND RELEASE SOLID CODE,
AS QUICKLY AND ACCURATELY
AS POSSIBLE, COLLABORATE
Agile = Technology Focus
AND REMEMBER THAT
UX = User Focus( )
HERE’S A SUMMARY:
(UX + BUSINESS + CODE) = Value
SO, HOW DO
Agile, Lean, and UX
FIT TOGETHER?
2 Phases:
DISCOVER
PRODUCE
&
DISCOVER
TURN THE LEAN
“STEERING WHEEL”
dig into data
discover stuff
build ideas (prototypes)
measure the code
pivot or persevere
PRODUCE
APPLY THE AGILE
“GAS PEDAL”
design (the code)
build stuff
configure
test
release
Phase 1 Phase 2
DISCOVER
TURN THE LEAN
“STEERING WHEEL”
dig into data
discover stuff
build ideas (prototypes)
measure the code
pivot or persevere
PRODUCE
APPLY THE AGILE
“GAS PEDAL”
design (the code)
build stuff
configure
test
release
Phase 1 Phase 2
DISCOVER
TURN THE LEAN
“STEERING WHEEL”
dig into data
discover stuff
build ideas (prototypes)
measure the code
pivot or persevere
PRODUCE
APPLY THE AGILE
“GAS PEDAL”
design (the code)
build stuff
configure
test
release
Phase 1 Phase 2
+ UX Folks +Business Folks Technology Folks
Design
THINKING
ACROSS PHASES
“Design thinking is a human-centered approach to
innovation that draws from the designer's toolkit to
integrate the needs of people, the possibilities of
technology, and the requirements for business success.
- Tim Brown,
PRESIDENT & CEO OF IDEO
User Experience Folks
ARE THE GLUE
SEE WHAT HAPPENS WHEN
User Experience Folks
ARE NOT WELL UTILIZED...
Phase 1 Phase 2
Phase 1 Phase 2
Phase 1 Phase 2
Phase 1 Phase 2
AGILE AND LEAN ARE GREAT
AT ZEROING-IN...
Phase 1 Phase 2
BUT, ZEROING-IN
TO WHAT?
Phase 1 Phase 2
...AND WILL THE END RESULT
work for users?
DID CUSTOMER WANTS
LINE UP WITH
User Needs?
SEE WHAT HAPPENS WHEN
User Experience Folks
ARE AN EQUAL PARTNER...
Partner with your UX resources!
Phase 1 Phase 2
Work with UX to
hammer out business
value...
Phase 1 Phase 2
..UX helps to ensure
that the solution works
for your users!
Phase 1 Phase 2
Phase 1 Phase 2
Phase 1 Phase 2
ZERO-IN USING
Triangulation
“Triangulation is a powerful technique that facilitates
validation of data through cross verification from two
or more sources. In particular, it refers to the
application and combination of several research
methodologies in the study of the same phenomenon.
Bogdan, R. C. & Biklen, S. K. (2006). Qualitative research in education:
An introduction to theory and methods. Allyn & Bacon. ISBN 978-0-205-51225-6.
“Triangulation gives a more detailed and balanced
picture of the situation.
Altrichter, H., Feldman, A., Posch, P. & Somekh, B. (2008). Teachers investigate their work;
An introduction to action research across the professions. Routledge. p. 147. (2nd edition).
INCREASE
Relevance
REDUCE
Complexity
IMPROVE Timing
UX (USERS)
+
LEAN (BUSINESS)
+
AGILE (TECHNOLOGY)
=
Value for People
OATH OF NON-ALLEGIANCE
- Alistair Cockburn
“I promise not to exclude from consideration any
idea based on its source, but to consider ideas
across schools and heritages in order to find the
ones that best suit the current situation.
Part 1
WHAT UX IS
Part 2
BUSINESS & CODE
Part 3
VALUE FOR PEOPLE
NASA, APOLLO 13,
AND TOO MANY KINDS OF
CO2 SCRUBBERS
MINIMUM VIABLE PRODUCT
LIMITED TO MATERIALS ON-HAND
AIR TOXICITY INCREASING
LIVES COULD BE LOST
Constraints Inspire
Creativity
MINIMUM VIABLE PRODUCT
HAD TO WORK THE FIRST TIME
USER CIRCUMSTANCES MUST BE KNOWN
SOLUTION MUST BE PROVED
User Research and Testing
Were Required
MINIMUM VIABLE PRODUCT
COULDN’T DELIVER AN OBJECT
DELIVERY REQUIRED HANDHOLDING
FEEDBACK LOOP HAD TO BE CLOSED
Simple, Relevant,
and Timely
AGILE
TEAM WAS FOCUSED AND CAPABLE
RAPID DEVELOPMENT OF SOLUTION
EFFECTIVE COLLABORATION
Had to be developed on ground
AND in space...
USER EXPERIENCE
GROUND CREW UNDERSTOOD USERS
SOLUTION EFFECTIVELY RELAYED
ASTRONAUTS UNDERSTOOD
Understanding of users was
required, or lives would be lost
UX (USERS)
+
LEAN (BUSINESS)
+
AGILE (TECHNOLOGY)
=
3 Lives Saved
Yes, there’s a
PUNCHLINE
HOW MUCH
MONEY AND TIME WAS LOST
because there were
TWO DIFFERENT
CO2 FILTER DESIGNS
ON THE APOLLO 13 MISSION?
THE LIVES OF
James Lovell,
John Swigert,
and Fred Haise
COULD HAVE BEEN
LOST
IN THE FINAL ANALYSIS
WAS IT WORTH
the cost and the risk
TO NEGLECT THE
USER EXPERIENCE?
Thank you.

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User Experience (UX) Demystified

  • 2. Part 1 WHAT UX IS Part 2 BUSINESS & CODE Part 3 REAL LIFE
  • 3. GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE,
  • 4.
  • 5. GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE, “Information Age” = TOO MUCH INFORMATION = IRONY
  • 8. USER EXPERIENCE IS ALL ABOUT THE Human Experience
  • 9. THE MANY UX Roles & Disciplines BOIL DOWN TO 3 BASIC TYPES...
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 16. NEED PROOF? OK, PROFESSOR. HERE’S YOUR SCIENCE STUFF: http://dl.acm.org/citation.cfm?id=1089108 http://www.acsu.buffalo.edu/~rkishore/papers/Kim-CACM-48-10.pdf
  • 17.
  • 18. PLEASE NOTE: UX IS NOT A TOOLBOX It’s people trained in UX PERIOD
  • 19. Part 1 WHAT UX IS Part 2 BUSINESS & CODE Part 3 REAL LIFE
  • 21. FOCUS OF LEAN METHODS: LEARN FROM DATA, BUILD IDEAS, MEASURE SUCCESS OF MINIMUM VIABLE PRODUCTS, PIVOT OR PERSEVERE
  • 22. Formulate a Hypothesis DECIDE WHAT TO MEASURE EXPERIMENT BAIL or CONTINUE
  • 24. SO, WHAT ABOUT Agile ?
  • 25. FOCUS OF AGILE DEVELOPMENT: TEST AND RELEASE SOLID CODE, AS QUICKLY AND ACCURATELY AS POSSIBLE, COLLABORATE
  • 27. AND REMEMBER THAT UX = User Focus( )
  • 28. HERE’S A SUMMARY: (UX + BUSINESS + CODE) = Value
  • 29. SO, HOW DO Agile, Lean, and UX FIT TOGETHER?
  • 31. DISCOVER TURN THE LEAN “STEERING WHEEL” dig into data discover stuff build ideas (prototypes) measure the code pivot or persevere PRODUCE APPLY THE AGILE “GAS PEDAL” design (the code) build stuff configure test release Phase 1 Phase 2
  • 32. DISCOVER TURN THE LEAN “STEERING WHEEL” dig into data discover stuff build ideas (prototypes) measure the code pivot or persevere PRODUCE APPLY THE AGILE “GAS PEDAL” design (the code) build stuff configure test release Phase 1 Phase 2
  • 33. DISCOVER TURN THE LEAN “STEERING WHEEL” dig into data discover stuff build ideas (prototypes) measure the code pivot or persevere PRODUCE APPLY THE AGILE “GAS PEDAL” design (the code) build stuff configure test release Phase 1 Phase 2 + UX Folks +Business Folks Technology Folks
  • 35. “Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success. - Tim Brown, PRESIDENT & CEO OF IDEO
  • 37. SEE WHAT HAPPENS WHEN User Experience Folks ARE NOT WELL UTILIZED...
  • 41. Phase 1 Phase 2 AGILE AND LEAN ARE GREAT AT ZEROING-IN...
  • 42. Phase 1 Phase 2 BUT, ZEROING-IN TO WHAT?
  • 43. Phase 1 Phase 2 ...AND WILL THE END RESULT work for users?
  • 44. DID CUSTOMER WANTS LINE UP WITH User Needs?
  • 45. SEE WHAT HAPPENS WHEN User Experience Folks ARE AN EQUAL PARTNER...
  • 46. Partner with your UX resources!
  • 47. Phase 1 Phase 2 Work with UX to hammer out business value...
  • 48. Phase 1 Phase 2 ..UX helps to ensure that the solution works for your users!
  • 51. Phase 1 Phase 2 ZERO-IN USING Triangulation
  • 52. “Triangulation is a powerful technique that facilitates validation of data through cross verification from two or more sources. In particular, it refers to the application and combination of several research methodologies in the study of the same phenomenon. Bogdan, R. C. & Biklen, S. K. (2006). Qualitative research in education: An introduction to theory and methods. Allyn & Bacon. ISBN 978-0-205-51225-6.
  • 53. “Triangulation gives a more detailed and balanced picture of the situation. Altrichter, H., Feldman, A., Posch, P. & Somekh, B. (2008). Teachers investigate their work; An introduction to action research across the professions. Routledge. p. 147. (2nd edition).
  • 55. UX (USERS) + LEAN (BUSINESS) + AGILE (TECHNOLOGY) = Value for People
  • 56. OATH OF NON-ALLEGIANCE - Alistair Cockburn “I promise not to exclude from consideration any idea based on its source, but to consider ideas across schools and heritages in order to find the ones that best suit the current situation.
  • 57. Part 1 WHAT UX IS Part 2 BUSINESS & CODE Part 3 VALUE FOR PEOPLE
  • 58. NASA, APOLLO 13, AND TOO MANY KINDS OF CO2 SCRUBBERS
  • 59. MINIMUM VIABLE PRODUCT LIMITED TO MATERIALS ON-HAND AIR TOXICITY INCREASING LIVES COULD BE LOST Constraints Inspire Creativity
  • 60. MINIMUM VIABLE PRODUCT HAD TO WORK THE FIRST TIME USER CIRCUMSTANCES MUST BE KNOWN SOLUTION MUST BE PROVED User Research and Testing Were Required
  • 61. MINIMUM VIABLE PRODUCT COULDN’T DELIVER AN OBJECT DELIVERY REQUIRED HANDHOLDING FEEDBACK LOOP HAD TO BE CLOSED Simple, Relevant, and Timely
  • 62. AGILE TEAM WAS FOCUSED AND CAPABLE RAPID DEVELOPMENT OF SOLUTION EFFECTIVE COLLABORATION Had to be developed on ground AND in space...
  • 63. USER EXPERIENCE GROUND CREW UNDERSTOOD USERS SOLUTION EFFECTIVELY RELAYED ASTRONAUTS UNDERSTOOD Understanding of users was required, or lives would be lost
  • 64. UX (USERS) + LEAN (BUSINESS) + AGILE (TECHNOLOGY) = 3 Lives Saved
  • 66. HOW MUCH MONEY AND TIME WAS LOST because there were TWO DIFFERENT CO2 FILTER DESIGNS ON THE APOLLO 13 MISSION?
  • 67. THE LIVES OF James Lovell, John Swigert, and Fred Haise COULD HAVE BEEN LOST
  • 68. IN THE FINAL ANALYSIS WAS IT WORTH the cost and the risk TO NEGLECT THE USER EXPERIENCE?