Practical UX: A Future Friendly Approach to Communicating Your Ideas

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Much of the conventional design process and documentation we rely on is ineffective when it comes to communicating how we want our designs to translate across a wide range of devices and screen sizes. This talk is all about producing effective, efficient deliverables for an increasingly mobile-accessed Web, and practical design methods you can put into use right away.

But there's a catch: shaking up convention doesn't always come easy. How do you move away from assembly line design processes and an over-reliance on static deliverables? How do you overcome your stakeholders' general misconceptions about mobile use cases? If you've got a chance in hell of getting away with it all, you'll need a few tricks up your sleeve.

This session will cover collaborative sketching methods perfect for breaking mental models and building design consensus. We'll investigate the seeming demise of Photoshop, and you'll hear a whole lotta talk about prototypes—including when and why to use them, and how to pick the best prototyping tool for your project. For designers and developers alike, you'll leave with a toolbox of tricks that can help you pitch your future friendly ideas.

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Practical UX: A Future Friendly Approach to Communicating Your Ideas

  1. 1. Practical UX Mobile A FUTURE FRIENDLY APPROACH TO COMMUNICATING YOUR IDEAS @dkardys for
  2. 2. User Research Stakeholder Interviews Personas & Scenarios Card sorting enormous Sitemap Lotsa Wireframes Task flows design compS Prototypes Device testing usability testing+
  3. 3. The Deliverables Business
  4. 4. But WILL the People know to tap it?
  5. 5. Makers wanna make... not document
  6. 6. How much of the UX process is expendable?
  7. 7. Future Friendly
  8. 8. -there is a- Dissonance of Vision Future Friendly vs. BOSS’ Phone
  9. 9. -Dan Willis ...the people farthest from understanding the technology are often the ones making the strategic decisions. —Dan Willis
  10. 10. It’s up to those with the best understanding of the technology to lead the way.
  11. 11. Crossing the Chasm
  12. 12. The biggest challenges, in my experience, are to do with people. Specifically, the way that people work together. — Jeremy Keith —Jeremy Keith
  13. 13. Arm yourself with better communication tools
  14. 14. “The purpose of a design artifact, whether a wireframe, prototype or sketch, is to illustrate our thinking.” —Robert Hoekman
  15. 15. The purpose of a design artifact can also be to transform our thinking
  16. 16. Create Props NOT Paperwork
  17. 17. Assumptions | Shared understanding Silo mentality | Convergent experience Page driven design | Design systems
  18. 18. Prototyping the Experience wsol.com/practical-ux-for-mobile/
  19. 19. Participatory Sketching Getting stubborn ideas out of people’s heads and onto paper.
  20. 20. Comics & Storyboards Great for getting to people focus on goals and scenarios instead of features and screens.
  21. 21. Role Playing / Bodystorming Performing the experience http://www.flickr.com/photos/xian/3763797756/in/photostream/ http://www.flickr.com/photos/nlireland/5963130143/
  22. 22. Journey Maps / Service Blueprints Outlining the various points where users interact with a product or service, across channels. Can weave together personas, scenarios, and tasks.
  23. 23. User Journey map became more than just a journey with touchpoints, emotions, takeaways, etc... — Jeremy Keith
  24. 24. It also became a representation of the Information Architecture and the content plan, with our Personas (needs, goals, scenarios) serving as the starting point for everything — sort of like the glue that ties it all together. — Jeremy Keith —Rian Van Der Merwe
  25. 25. Find gaps in the experience. http://www.flickr.com/photos/osucommons/3385601567/
  26. 26. Paper Prototypes Quickly ideate and validate ideas.
  27. 27. KJ Method An efficient way to arrive at consensus when dealing with large or divided groups. http://www.netmagazine.com/features/how-run-effective-meeting
  28. 28. The Page Description Diagram
  29. 29. Page Tables / Content Outlines
  30. 30. Design Systems Breed Modular Markup & CSS
  31. 31. Wireframes*. Component Audits and Content Reference Wireframes
  32. 32. HTML Prototypes (or mobile app prototypes)
  33. 33. Style Prototypes & Guides
  34. 34. Facilitation.
  35. 35. Design Studio Design Mini Brief + Structured Rules for Critique
  36. 36. Totally arbitrary re-prioritization of objectives incoming!
  37. 37. Pace The Conversation Focus on one thing at a time http://www.flickr.com/photos/nlireland/5963130143/
  38. 38. Project paralysis...
  39. 39. UX is a result... not a document.
  40. 40. PREPARING for what’s to come
  41. 41. You are ALL architects of the user experience.
  42. 42. THANKS! Dennis Kardys robotregime.com wsol.com @dkardys

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