UX-Lx -a tour of non-design deliverables

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My UX Lisbon 2011 presentation "More Elements of User Experience - a tour of non-design deliverables" in which I showed the impact that non-design deliverables and processes (scope, pitch, positioning, skill sets, etc.) have on the user experience, and how designers can (and should) influence them.

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UX-Lx -a tour of non-design deliverables

  1. m re elements of user experience a tour of non-design deliverablespeter boersma@pboersma
  2. 2001
  3. 2011
  4. ?
  5. DesignStrategy Research
  6. Business Manage Strategy ProcessEvaluation Research Design
  7. Business Manage Strategy Process of nce ts rie en pe em ExEvaluation El er Research s U Design
  8. Business Manage Strategy ProcessEvaluation typical Research User-Centered Design Design
  9. Business these influence the Manage User Experience Strategy too! ProcessEvaluation Research Design
  10. Business More Elements of Manage User Experience Strategy ProcessEvaluation Research Design
  11. Pitch Estimate Business Optimize Scenarios Beta Position Roles Manage Strategy Steps Service DesignScope Competition ProcessTest Interviews Review Requirements Evaluation Research Roadmap Personas Prototype Design Sketch Detailed Design Concept
  12. for each non-design deliverable in this tour, I will show: * an example * a How-To* input by the UX team * impact on UX
  13. Pitch Business Estimate Scenarios
  14. X
  15. How-To for Pitching help your clientto en-vision the future by visualizing it
  16. UX input for a Pitch* visions of the future * partial solutions * scope items for solutions* (answers to RFP & questions)
  17. impact of the Pitch on UX* define UX Vision I* inspire & get inspired I* determine budget I* set expectations I* analyze competition I
  18. Pitch Business Estimate Scenarios
  19. how manysunflowersdo you see?
  20. “many” and “a lot”are good first guesses!
  21. input for estimates output scope items requirements assumptions approach calculations team skills explanationsexperience with subject risks experience with client experience of client when available when possible
  22. output example outputassumptions assuming we design 10 wireframes (5 complex + 5 medium) plus 15 components calculations we estimate we need 300 hours(explanations) (5x16 + 5x8) + (15x12) risks but we don’t know the documentation needs of the developer
  23. How-To for Estimating1. you determine what gets estimated 2. explore everyassumption you make(3. keep estimates honest; use any margins to wow the client)
  24. UX input for an Estimate * assumptions* what’s easy/hard? * estimates for deliverables * risks
  25. impact of an Estimate on UX* define UX Vision I* inspire & get inspired I* determine budget II* set expectations II* analyze competition I* focus attention I* define way of working I
  26. PositionStrategy Competition
  27. sales client client servicecore brand client communities client
  28. communities Competitor client Competitor Big Big Competitor Competitorsales service Competitor Competitor Competitor Competitor client Competitor core brand
  29. How-To for Positioning 1. create a map 2. find the spot that matches your vision 3. see who is there4. identify differences
  30. UX input for Positioning* attributes that are important to users * competitors, in terms of UX * scope-items that differentiate
  31. impact of Positioning on UX* define UX Vision II* inspire & get inspired I* determine budget II* set expectations II* analyze competition II* focus attention II* define way of working I
  32. PositionStrategy Competition
  33. How-To forCompetitive Analysis“know your enemy”(Sun Tzu, The Art of War)
  34. UX input forCompetitive Analysis * competitors, in terms of UX * SWOT analyses
  35. impact of Competitive Analysison UX* define UX Vision II* inspire & get inspired II* determine budget II* set expectations II* analyze competition III* focus attention II* define way of working I* know what (not) to do I
  36. InterviewsResearch Personas
  37. Design SketchDetailed Design Concept
  38. Test Evaluation Prototype
  39. Optimize Beta ManageScope
  40. essential pick just a few of these for your project! quick winner! wineasy hard repair quality contribution
  41. How-To for Scoping1. rank all candidate scope items 2. determine their dependencies 3. select the winners
  42. UX input for Scoping* what’s easy/hard? * what’s essential? * what should go together?
  43. impact of Scoping on UX* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention III* define way of working I* know what (not) to do II
  44. Optimize Beta ManageScope
  45. 28% better
  46. A
  47. B
  48. CBA
  49. How-To for Optimizing 1. experiment to learn what works with YOUR users 2. GOTO 1
  50. UX input for Optimization * UX version of KeyPerformance Indicators * alternative designs * analysis of usage
  51. impact of Optimizing on UX* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention III* define way of working I* know what (not) to do III
  52. Pitch Estimate Business Optimize Scenarios Beta Position Manage StrategyScope Competition ProcessTest Interviews Evaluation Research Personas Prototype Design Sketch Detailed Design Concept
  53. RolesSteps Service Design ProcessReview Requirements Roadmap
  54. T-modelwide experience knowledge deep
  55. informationarchitecture T-model user experience
  56. T-modeluser experience interaction design
  57. interaction design T-modelinformationarchitecture user experience
  58. user research visual design interaction designinformation architecture T-model usability testing user experience prototyping
  59. How-To for Team Roles 1. build a team,made of overlapping T-shapes 2. keep the teambalanced over time
  60. UX input for Team Roles * team skills * required skills * gap analysis * career plan
  61. impact of Team Roles on UX* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention IIII* define way of working II* know what (not) to do IIII* deliver successfully I
  62. RolesSteps Service Design ProcessReview Requirements Roadmap
  63. Area Area Area Area Area
  64. progress progressArea Area progress progress progress Area Area Area
  65. progress progress progress progressArea progress progress Area progress progress progress progress Area Area Area
  66. moment moment moment moment progress progress progress progressArea progress progress Area progress progress progress progress Area Area Area
  67. How-To for Roadmaps 1. define the future of the system2. identify incremental, meaningful steps
  68. UX input for Roadmaps * areas for progress* scope items per area * estimates * what should go together?
  69. impact of Roadmaps on UX* define UX Vision III* inspire & get inspired II* determine budget IIII* set expectations IIII* analyze competition III* focus attention IIII* define way of working II* know what (not) to do IIII* deliver successfully II
  70. RolesSteps Service Design ProcessReview Requirements Roadmap
  71. ?A B
  72. A 1 2 3 4 B 4a 2aC 1 3 4b 5 6 D 2b 4c
  73. na A P o Pers T EM SI ire- wire fr equ amesr usabi lity me nts test cr een design proto- S principles FL OW type
  74. e- design uir wire proto-req ts principles fr ames men type 1 2 3 4 a AP son TE M en usabi lity tePer cre st SI S W F LO
  75. user concept detailed prototype &research design design evaluate
  76. user research detailed design conceptC design D prototype & prototype & evaluate evaluate
  77. ?A 1 2 3 4 B
  78. wire e- design fr uir ames proto-req ts principles men type user concept detailed prototype &reseach design design evaluate a AP son TE M usabi lity te Per en st SI S cre W FLO
  79. How-To for Design Processes 1. brainstorm steps 2. create diagram3. document process (do NOT copy someone else’s diagram)
  80. UX input for Design Processes * team deliverables * preferred way of working* team responsibilities
  81. Impact of Design Processes on UX* define UX Vision IIII* inspire & get inspired II* determine budget IIII* set expectations IIIII* analyze competition III* focus attention IIIII* define way of working III* know what (not) to do IIIII* deliver successfully III
  82. Pitch Estimate Business Optimize Scenarios Beta Position Roles Manage Strategy Steps Service DesignScope Competition ProcessTest Interviews Review Requirements Evaluation Research Roadmap Personas Prototype Design Sketch Detailed Design Concept
  83. Total impact of non-design UX* define UX Vision IIII* inspire & get inspired II* determine budget IIII* set expectations IIIII* analyze competition III* focus attention IIIII* define way of working III* know what (not) to do IIIII* deliver successfully III
  84. Business these influence the Manage User Experience Strategy too! ProcessEvaluation Research Design
  85. Business More Elements of Manage User Experience Strategy Process of nce ts rie en pe em ExEvaluation El er Research s U Design
  86. m re elements of user experience a tour of non-design deliverablespeter boersma@pboersma

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