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Big-tent UX (UX Camp West 2016)

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We’re all camping at UX Camp West, so I thought I’d use the metaphor of a tent to share with you my view on the field of User Experience. I will describe the 7 poles of the tent's structure (research, design, evaluation, implementation, business, strategy, and management) and show you some random objects that I found in its corners. It is my goal that afterwards, we can all appreciate the beauty of the big tent, and realise how we contribute to a happy stay.

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Big-tent UX (UX Camp West 2016)

  1. 1. Big-tent UX @pboersma
 UX Camp West 2016
  2. 2. Peter Boersma * Dutch
 but married to Hamburger Deern * information ergonomist
 = computer science
 + cognitive ergonomics * interaction designer * UX strategist * design process freak * UX Cocktail Hours
 in Amsterdam since 2001
  3. 3. T-model for UX (2004)
  4. 4. every field shallow skills deep skills business skills skills of other fields skills of other fields
  5. 5. UX = many related fields
  6. 6. UX = many related fields user experience skills
  7. 7. every UX practitioner is unique user experience practitioner X
  8. 8. every UX practitioner is unique user experience practitioner Y
  9. 9. every UX practitioner is unique user experience practitioner Z
  10. 10. every UX practitioner is unique unicorn
  11. 11. 7 main pillars
  12. 12. Business
  13. 13. Strategy
  14. 14. Resource Management
  15. 15. Research
  16. 16. Design
  17. 17. Evaluation
  18. 18. Implementation
  19. 19. 7 main pillars
  20. 20. Big-tent UX
  21. 21. Business
  22. 22. X
  23. 23. Business
  24. 24. Strategy
  25. 25. sales service communitiescore brand client client
  26. 26. competitor competitor competitor competitorcompetitor big competitor big competitor client client competitor competitor sub-brand
 communities core
 brand online support online sales client
  27. 27. Strategy
  28. 28. Resource Management
  29. 29. Roadmap Management
  30. 30. progress progress progress progress
  31. 31. area area area area area progress progress progress progress progress progress progress progress progress progress moment momentmoment moment
  32. 32. Scope Management
  33. 33. easy hard merely contributes essential quick win repair quality winner! pick just a few of these for your release!
  34. 34. Time & Budget Management
  35. 35. estimate assumptions calculations (explanations) risks
  36. 36. example estimate assuming
 we design 10 wireframes
 (5 complex + 5 medium)
 plus 15 components
 we estimate
 we need 300 hours
 but
 we don’t know the documentation needs of the developer (5x16 + 5x8) + (15x12)

  37. 37. Culture Management
  38. 38. Kim Goodwin on Org. Culture
  39. 39. People’s Social Style
  40. 40. Guarded Open Indirect Direct
  41. 41. Guarded Open Indirect Direct People oriented
  42. 42. Guarded Open Indirect Direct Task oriented
  43. 43. Guarded Open Indirect Direct Slow
 pace
  44. 44. Guarded Open Indirect Direct Fast pace
  45. 45. Relator Socializer Thinker Director Guarded Open Indirect Direct
  46. 46. Resource Management
  47. 47. Research
  48. 48. ask what is the idea? will it help you reach your goals? will customers accept it? why now? how fast can you move? and find out value of answers
  49. 49. ask: what is the idea?
  50. 50. ask: why now?
  51. 51. and find out the value of answers
  52. 52. ask who are you? what do you use now? how do you feel about it? when is it a good/bad day? what should it be like? and find out value of answers
  53. 53. Design Research
  54. 54. Research
  55. 55. Design
  56. 56. MOBILE APP MUSIC PLAYER IN BAR matching user profile bar profile OUT OF SCOPE
  57. 57. “Concept diagram” for bank site Life Play Buy based on
 real motivations
 of real people with modules
 to discover
 and personalise with information
 about products
 & processes Learn aimed at selling
 relevant products
 in a transparent
 fashion
  58. 58. Design
  59. 59. Evaluation
  60. 60. Evaluation With a few people
 * focus group
 * usability test
 * releasing an MVP With many people
 * public beta With all users
 * analytics
 * A/B tests
 * SEO
  61. 61. A
  62. 62. B
  63. 63. C
  64. 64. 28% better
  65. 65. Evaluation
  66. 66. Implementation
  67. 67. WTF is “the full allotment”!? Thank you for submitting your application to the American Kennel Club. Unfortunately, we are unable to complete the processing of your application. The dog name you selected cannot be used because American Kennel Club has already registered the full allotment of this breed with your requested name. So that we may continue processing your application, please print a VALID name choice in the space below.
  68. 68. American Kennel Club guidelines
  69. 69. Agile and UX Agile is useful
 for in-house developers
 of increments to
 existing systems.
  70. 70. Promising applications of Agile
  71. 71. Promising applications of Agile
  72. 72. Promising applications of Agile
  73. 73. The 5-day sprint (2010)
  74. 74. Implementation
  75. 75. 7 main pillars
  76. 76. from pillars to tent
  77. 77. Process
  78. 78. why document your process? 1. to agree on what ‘things’ are called 2. to link design activities with other processes 3. to increase efficiency through standardization 4. to speed up integration of team members 5. to explain to your client where they are involved 6. to measure your work, so you can improve it
  79. 79. Start with sketching your process
  80. 80. SITEMAP wireframes require- ments usability
 test Screen FLOW proto- type design principles Persona
  81. 81. 1 2 3 4 Persona SITEMAP wireframes require- ments usability
 test Screen FLOW proto- type design principles
  82. 82. 1 2 3 4user research concept design detailed design prototype & evaluate Persona SITEMAP wireframes require- ments usability
 test Screen FLOW proto- type design principles
  83. 83. http://www.slideshare.net/Hienadz.Drahun/
 50-visual-definitions-of-user-experience
  84. 84. user research concept design detailed design prototype & evaluate Persona SITEMAP wireframes require- ments usability
 test Screen FLOW proto- type design principles
  85. 85. 10 steps 1. identify your current deliverables 2.create diagram with deliverables & phases 3.describe activities, specifying input & output 4.present process to rest of company 5.improve diagram & descriptions ...
  86. 86. 10 steps ... 6.create templates & instructions for deliverables 7.update diagram & descriptions 8.promote your process, internally & externally 9.measure & evaluate working with the process 10. continue to improve the process
  87. 87. a plan for process improvement I will <do something>
 together with <another role>
 and we will change <a part of the process>
 to improve <a success metric>
 before <a deadline>.
  88. 88. Process
  89. 89. Big-tent UX Business Strategy Resource Management Design EvaluationImplementation Research
  90. 90. Big-tent UX Business Strategy Resource Management Design EvaluationImplementation Research Process
  91. 91. UX = many related fields user experience skills
  92. 92. every UX practitioner is unique user experience practitioner X
  93. 93. Big-tent UX @pboersma
 UX Camp West 2016

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