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Building an mvp that works for users

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Building an mvp that works for users

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ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.

ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.

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Building an mvp that works for users

  1. 1. Building an MVP that works for users Ariadna Font UX Lead @Vivisimo, an IBM Company @quicola #leanux #ale2012 ariadna.font.cat
  2. 2. The Goals THEORY: •  Brief introduction of a few Lean UX techniques you can apply at different development stages PRACTICE •  Focus on delivering an MVP fast with user-driven design/development
  3. 3. The Plan 45 min practice 10 min theory Brief Description of UX techniques Collaborative design session - Build a Mobile App! User Research, Scoping, Prototyping and Testing
  4. 4. UX techniques @Product Development Stages Research & Scoping and Prototyping Development Testing … Analysis Initial Design Contextual Collaborative Sketches BDD Quantitative inquiry (CI) design sessions Usability Testing (Inception deck) Wireframes Just-in-time (JIT) Personas design Pair testing Storyboard Paper prototype Empathy map Wireframes Controlled Sketchboard Paper prototype experiments (A/B Stakeholder map Usability Testing Testing) Elevator pitch User Experience Qualitative Usability Heuristic map Flow diagram Testing evaluation Journey map Stories Mockups Cognitive walkthrough Heuristic Story map Functional prototype evaluation “Agile schedule” Cognitive walkthrough BDD Benchmarking
  5. 5. Lean UX Techniques Briefly Explained
  6. 6. Empathy Map @Research & Analysis Explore a target user (persona) from different perspectives: Who am I? Behavior, See –Motivations, Do – Features, Say, Feel Who does it? The Team Key Benefits: •  Very quick way to have a holistic view of your target user •  Forces you to think about more than their role •  Allow team to ground communication throughout development
  7. 7. Stakeholder mapping @Research & Analysis A network diagram of the people involved with (or impacted by) a given system design Who does it? The Team Key Benefits: •  Establish shared ideas about stakeholders •  Help team focus on people, not technology •  Guide plans for user research •  Document research activities
  8. 8. Stakeholder mapping @Research & Analysis Tips: •  Draw simple icons to represent individual people •  Label individuals by specific role •  Write a speech-bubble to summarize thoughts and feeling •  Draw lines with arrows connecting the people •  Label lines to describe relationships between people •  Circle and label related groupings
  9. 9. Elevator Pitch @Scoping For [target user] ! who [statement of need or opportunity] ! the [product/app name] is a [product category] ! that [key benefit, compelling reason to buy/use]. ! Unlike [primary competitive alternative] ! our product/app [statement of primary differentiation]! Who does it? The Team Key Benefits: •  Allows team to focus on differentiator feature(s) and direct their energy to features with the highest business value •  Quick and inexpensive
  10. 10. Storyboard @Scoping Use of story telling to quickly visualize/share a solution to specific problem making use of personas and their behaviors, stories and any known constraints. Who does it? The Team Key Benefits: •  Help us think about the problem in a creative way •  Facilitates focused communication •  Affordable and easy to do
  11. 11. Sketchboard @Scoping/@Prototyping It’s like story boarding but with sketches, almost like a biomap of the system you are building or about to build. Who does it? Team with UX/designer’s help Key Benefits: •  Provides Big Picture using initial design ideas •  Very iterative and highly collaboratively •  Very focused requirement discussions
  12. 12. Flow diagram @Prototyping Visualize the workflow the user has to follow through the application to complete a task or achieve a goal. Can I use it? Who does it? The Team Key Benefits: •  Quick way to run through the system from a user perspective •  Allows you to identify gaps in your current flow •  Affordable and easy to do
  13. 13. Wireframes @Prototyping Grayscale mockups showing layout and position of page elements (can range from low-fidelity to exact grid-based resolution) Who does this? Typically UX, designer, but anyone can do it! Key Benefits: •  Easiest/cheapest way to realize and test ideas •  Great to get early feedback •  Can be done at any stage of development
  14. 14. Paper prototype usability testing @Any time Usability testing on paper versions of wireframes or sketches that users can simulate slicks and talk through their thoughts and decisions Who does it? Anyone can do this (be an observer) Key Benefits: •  Fastest and cheapest way to validate ideas/assumptions •  Results can be fed back into the design process immediately •  You can do this at any time you are not sure what is the best UI for a specific problem
  15. 15. To learn more about how to run your own UT… Read this book
  16. 16. Let s Practice! Collaborative Design Session
  17. 17. Challenge Develop a Mobile App that helps promote networking and interaction between all unconference attendees
  18. 18. 2 min Form teams of 4-6 people Introduce yourself (role, something unusual) You will collaboratively work on: 1.  User Research and Analysis 2.  Scoping 3.  Prototyping 4.  Usability Testing
  19. 19. 10 min 1. Research & Analysis As a team, pick a (new) technique and apply it to start building your Mobile App: Empathy map (template) or Stakeholder map (tips slide) Question: Who are your users? What do they need/want?
  20. 20. 10 min 2. Scoping Pick one technique and apply it to start defining your MVP functionality: Elevator pitch (template) or Must vs Nice to haves Question: What do they want to do with the app? What’s our business proposition and the value added?
  21. 21. 15 min 3. Prototyping Now, pick a technique and apply it to design your killer feature (differentiator): Flow diagram (template) or other paper artifact that you can use to do UT with Question: Can I use it?
  22. 22. 5 min 4. Usability Testing Now let s test your paper prototype! Question: Can somebody outside your team use it? •  Recruit user(s) from other teams •  Do they know what they can do? and how to do it? •  Are there any big usability issues that would prevent your MVP from being broadly adopted?
  23. 23. Retrospective... •  What was your favorite part of the session? •  What was your least favorite part? •  Will you be able to take something you learned in this session back to your work/life? (if so, what?) •  Any final thoughts or questions?
  24. 24. The Goals THEORY: •  Brief introduction to a few Lean UX techniques you can apply at different development stages PRACTICE •  Focus on delivering an MVP fast with user-driven design/development
  25. 25. @quicola #leanux #ale2012 ~ ariadna.font.cat Thanks!

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