Making your design vision a reality

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A talk about how to improve your UX design and implementation process to ensure the end product retains the beauty and integrity of your original concept.
UX Fest at Fresh Tilled Soil, Watertown, MA

Published in: Design, Technology, Art & Photos
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Making your design vision a reality

  1. 1. Making Your Design Vision A Reality How to improve your UX design and implementation process to ensure the end product retains the beauty and integrity of your original concept
  2. 2. What are we here for? Does your end product ever look much less awesome than the beautiful designs you made? Does your product have obvious design flaws, but no one seems to be fixing them? Let’s learn how to prevent this
  3. 3.  Director of Products, GrabCAD  previously rendering software engineer at Gemvara Who is this guy? Grant Thomas-Lepore grant.thomas.lepore@gmail.com
  4. 4. GrabCAD
  5. 5. Workbench
  6. 6. Overview  Typical product process  Part 1: User stories help everyone  Part 2: Test mockups and iterate before development  Part 3: Bringing designs to life  Q & A
  7. 7. User stories help everyone
  8. 8. Typical Product Process User testing
  9. 9. Who is your user?
  10. 10. What are they trying to do?  Take the user stories and rank the actions they are trying to perform: Grandma: 1. Upload 2-3 photos 2. Make one desktop background 3. Write message 4. Send to daughter Teenager: 1. Upload 100 photos 2. Delete some. 3. Organize best ones into album. 4. Write message 5. Send to 10 friends
  11. 11. Consolidate into frequency list 1. Upload photos 2X 2. Write message 2X 3. Send to friends 2X 4. Etc.  This list will help you figure out what buttons to make big:  And smaller: Upload Organize
  12. 12. Qualaroo
  13. 13. What next?  Share this list with Product Managers, with Engineering, with Operations, etc…  They make decisions every day that affect performance, you want them to know what are primary customer actions.
  14. 14. GrabCAD – 3 funnels Upload Convert Invite
  15. 15. Test mockups and iterate before development
  16. 16. User testing is easy  Testing just 5 users is enough to be significant (Jakob Nielsen, 2000)  Better to test more frequently with fewer users, than vice versa. PROFIT!!
  17. 17. Many good ways to user test For first page impressions (button copy, A/B testing mockups for page purpose). For user flows and more complex interactions, even 2 videos is definitely worth it. For almost anything, in-person reactions are free and invaluable. For testing complexity: the Mom test!
  18. 18. It’s about the questions  Don’t: lead test subjects to know what a button/function does: “Is „New‟ or „New project‟ clearer to you for the red button?”  Do: Ask open-ended questions that get at the actions a real user may want to do: “How would you start a new project?”
  19. 19. Example “How do you view more results?” 5/5 5/5 “Does this site have interesting content?” 1/5 4/5 View more View more A B
  20. 20. Share these results  Variation B will be harder to build.  Engineers working on this feature actually do care to know why Variation B is better than Variation A.
  21. 21. Bringing designs to life
  22. 22. Get engineers involved early
  23. 23. Make it easy to get right
  24. 24. Screen record user flows  Simple screen capture tools such as http://www.screenr.com/ can save you countless minutes writing explanations of user flows.  But even better - It can save engineers hours figuring out what you were trying to describe and how you want it work. Thank you to Braden Kowitz for the idea, http://www.designstaff.org/articles/story-centered-design-2012-03-22.html
  25. 25. Fixing problems  Don’t wait until it’s on a staging server, or worse, production!  Be proactive – find out who is working on it and reach out directly to them.  Get screenshots from the engineer’s local build, or sit down next to them to go through what’s been done so far.  Write a list of issues, prioritized by what you think is most critical/obvious.
  26. 26. Designs are a blueprint
  27. 27. Summary  Send out the user frequency list, so everyone knows the key actions of your product early on.  Iterate mockups and share why more difficult Variation B is better than Variation A.  Encourage feedback on designs from entire organization! 1. Upload photos 2. Write message 3. Send to friends
  28. 28. Q&A Go crazy

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