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Top 3 ways to use your UX team - producttank DFW Meetup
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
“A well-made product is not
enough. A successful product must meet the needs and aspirations of its users” IDC Report Building Experience-Driven software: Insights for Modern Application Development
Top 3 ways to use
your UX team Product Management + User Experience = Happy Customers
UX has moved from a
practice of creating screens, to creating a shared understanding of your customer’s behavior
UX IS MOVING TO… Tools
Paint Strategy Process Photoshop Sketch HTML Looks Good! Make it blue. On Brand! What should we build? What do our customers need? Where can we be effective? What is your hypothesis? What methods do we use? How are we synthesizing the data? Patterns Buttons! Interactions flows
“In 13 cases, the entire
team reported brainstorming new features together, and in 51 cases, brainstorming was done about equally by PMs and UX designers… …perhaps the most evenly split task was customer discovery…” Build Better Products - A Practical Handbook for Product Managers and Entrepreneurs http://rosenfeldmedia.com/books/build-better-products/
User Researcher: “User researchers are
the eyes, ears and conscience of your product manager,” the guide explains. User researchers provide the knowledge that ensures that you “build products that delight your customers through a great user experience.” 13 Jobs That Now Matter The Most, From A Digital Perspective
“…learning everything about the customers
becomes the most important focus of creating the product strategy. When companies talk about features, they are saying, “Look at us. Look at what we can do.” When companies talk about the problems of the customers, they are saying, “Look at what you’re dealing with. Look at how we want to help.”” - Bruce McCarthy
Fast Path to a Great
UX: Increased Exposure Hours “It's the closest thing we've found to a silver bullet…” “The solution? Exposure hours. The number of hours each team member is exposed directly to real users interacting with the team's designs or the team's competitor's designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces.” https://www.linkedin.com/pulse/fast-path-great-ux-increased-exposure-hours-jared-spool
“..would-be entrepreneurs, designers, and coders
should all get out of the office and into the field more often. "It’s the Achilles’ heel of the tech industry," he says of the armchair tendency. "It’s easy to think you can sit at your computer and come up with the next big thing."
“However, the more we share
our work in progress, using a variety of testing methods at every stage of design, the more input we can get from the people the design is for. Multiple research methods ensure that we receive diverse feedback; and more diverse feedback helps our products better meet our users’ needs.” http://alistapart.com/article/sharing-our-work-testing-feedback-in-design
“Investing in user research is
just about the only way to consistently generate a rich stream of data about customer needs and behaviors. As a designer, I can’t live without it. And as data about customers flows through your team, it informs product managers, engineers, and just about everyone else. It forms the foundation of intuitive designs, indispensable products, and successful companies. So what are you waiting for? Go listen to your customers!”
“Apple is looking for a
Hardware Human Factors and Ergonomics Researcher to apply user- centered design principles to product research, design, and development of all hardware products. Conduct user-centered research and testing for design concept models on a diverse user population…"
“…the term "user-friendly" was coined
in 1982 at Apple by Don Norman (the grandfather of User Centered Design), around the time of the Apple Lisa computer.” “The first iteration of Apple's WIMP interface was a floppy disk where files could be spatially moved around. After months of usability testing, Apple designed the LISA interface of windows and icons.”
The Case for Talking to
Users in the Age of Big Data “Observing users in person provides you with data that surveys and behavioral data simply can’t, just as surveys and behavioral metrics provide you with data and reliability that qualitative work can’t. You need both — and you need to do both well” https://medium.com/@mgallivan/the-case-for-talking-to-users-in-the-age-of-big-data-bca4159e9620
“As I watched Pedroia take
infield practice, grabbing throws from Kevin Youkilis, the team’s hulking third baseman, and relaying them to his new first baseman Casey Kotchman, it was clear that there was something different about him. Pedroia’s actions were precise, whereas Youkilis botched a few plays and Kotchman’s attention seemed to wander. But mostly there was attitude: Pedroia whipped the ball around the infield, looking annoyed whenever he perceived a lack of concentration from his teammates.”
“The problem is, no customer
experience technology platform, by itself, can provide deep insights into why customers do what they do. These systems can track an infinite number of transactions, but they can't identify the key actions the company must take to gain more fully engaged customers.” http://www.gallup.com/businessjournal/185345/quantitative-customer-experience-metrics-aren-enough.aspx?utm_source=twitterbutton&utm_medium=twitter&utm_campaign=sharing Quantitative Customer Experience Metrics Aren't Enough
“Users should be a part
of the design process from the very beginning to help validate concepts and refine final direction. Your team needs to be open to experimenting and taking risks and then quickly learning and iterating…” http://www.mckinsey.com/insights/marketing_sales/what_every_executive_needs_to_know_about_design
“The single most important attribute
of any Product Manager worthy of the title is a fanatical devotion to the customer (and no, we’re not talking about Monty Python’s Spanish Inquisition). The customer, and more specifically the end- user, should be the North Star for whatever a Product Manager does, says, plans, or thinks about… …and to know the customer, you have to engage with them on a regular basis.” http://www.cleverpm.com/2015/09/09/what-makes-a-good-product-manager/ www.cleverpm.com
“I’m also hoping very much
to see more validation of ideas. In other words, let’s stop just shipping features, crossing our fingers, and hoping they work. Let’s figure out how we can test whether we’re moving in the right direction before we commit six months and hundreds of thousands of dollars toward building something. I also think that we’ll continue to see more teams using qualitative research in conjunction with quantitative data.” http://blog.wootric.com/product-managers-stop-worrying-about-building-the-wrong-thing-on-schedule-a-qa-with-laura-klein/ - Laura Klein
1:10:100 “…from $1 invested in
UX, you save $10 in fixing issues during development, and $100 if the product has been already released.” http://nearsoft.com/blog/how-to-make-100-for-every-dollar-you-invest-in-ux-3/
“15% of IT projects are
abandoned and at least 50% of a programmers’ time during the project is spent doing rework that is avoidable.” http://www.usability.gov/what-and-why/benefits-of-ucd.html