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5 reasons your company has bad UX

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5 reasons your company has bad UX

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Most enterprise companies are terrible at user experience. Despite having a great team or agency it still doesn't turn out right. The problem is your culture and in this deck I break down what to look out for.

Most enterprise companies are terrible at user experience. Despite having a great team or agency it still doesn't turn out right. The problem is your culture and in this deck I break down what to look out for.

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5 reasons your company has bad UX

  1. 1. Why your company is bad at UX The 5 things preventing great UX in your enterprise
  2. 2. User Experience is a lot of things • UX is really a mixture of disciplines that when can combined create something special • This advice really all about your digital products no your advertising or marketing
  3. 3. 1. Know your goals
  4. 4. Outcomes over deliverables • Goals are not deliverables • Use things like, revenue, downloads, engagement, conversation, retention & referrals • Outcomes should always be measurable • Know how you will track these outcomes
  5. 5. Know the potential • You shouldn’t start a project without knowing its potential value to the company • Know what a 1% improvement on your key metics translates into in revenue • Some projects turn out to not be worth very much when calculated this way, don't do those projects
  6. 6. 2. Marketing is not the same as product
  7. 7. Create a clear owner for your UX and product • Marketing owners may not have the right mandate, they often ask for the wrong things • Your marketing team likely lacks real product skills and domain knowledge • Ensure that on both client and agency side you have product and UX expertise
  8. 8. Don’t make random annual budgets • Most big companies create random budgets for their projects or departments • Base your budget on the potential • The wrong budget sends the wrong signal to the team building your product
  9. 9. If you want to outsource, find product people • Always hire the right team for the right job, don't hire ad people to make products. • UX has its own skills, culture, team structure, processes, business models, timelines
  10. 10. 3. Create alignment
  11. 11. Always create a dedicated team • A focus on outcomes over deliverables means you need a team to see a project from start to finish • You want people to identify with the product they are building not the discipline they are a part of • The client product manager is a full time member of this team with no exceptions
  12. 12. Experiment with new compensation agreements • If you know that 1% conversation increase is worth $500k a year, why not give an incentive? • If you find that you don't have that much to gain from the project, maybe rethink doing it
  13. 13. Separate your goals from user goals • Bad UX happens when you prioritize your companies goals over your users goals • List your users goals against yours so you can find and fix any conflicts
  14. 14. 4. Go faster
  15. 15. Build prototypes and iterate • You can start testing within days of starting a project • Build prototypes of small but key parts of the product • If you are a month into a project with nothing to test you are doing it wrong
  16. 16. You seriously need to ship sooner • Shipping means putting it online for real users to use • Shipping your product doesn't require a lot of fanfare, ad campaigns or press releases • The big marketing push should come later only when your product is hitting its metrics
  17. 17. Empower your team • Bureaucracy, committees, meetings are the death of speed • If you know your goals then you don't need to go back to get approval for every little thing • Reviews with executives are pointless, test things and share results • Create a project owner and empower them to make big choices quickly and on their own
  18. 18. 5. Products are never finished
  19. 19. Launch day is really just the start • Launch is really just the first day you can start working on UX in a meaningful way • Plan your budgets, engagements, contracts, teams accordingly. • Since you are testing and shipping sooner, launch day isn't a big deal
  20. 20. Bring some of the work in house • Working on it with an agency forever will not be within your budget, bring some tasks in house • Continue to outsource the key parts you can’t do • If you know the value then continuing to work on your product should make you money, not cost you
  21. 21. Continue to measure and share data • Don’t ever stop measuring • Share the data with everyone, be super transparent • Be honest to yourself and your team mates about the data, even if its bad • Use the data to move quickly and make changes
  22. 22. Thanks! Come talk to us at TWG about products and UX

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