This document describes a workshop on exploring Lean UX techniques and when they should be applied. [1] The goals of the workshop are to learn about Lean UX techniques that can be used at different development stages and do a collaborative design session to develop a minimum viable product (MVP) mobile app. [2] The workshop involves reviewing development stages and commonly used Lean UX techniques, brainstorming additional techniques, and doing a collaborative design exercise where teams research, scope, prototype, test and pitch a mobile networking app for conference attendees. [3] A retrospective is held at the end to discuss lessons learned.
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
This document discusses guerrilla usability testing techniques that can provide insights with minimal resources. It recommends conducting interviews, participatory design sessions, card sorting, creating mental models and user flows to understand users. It also suggests storyboards, paper prototyping and remote usability testing to evaluate designs. The goal is to embrace agility through collaboration with customers and responding quickly to feedback.
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
Slides for a short course I taught for UXPA DC on Feb 27, 2013. This is a UX 101- basics if you are new to UX and Usability. The focus is on desktop websites, but many of these principles apply to other products (e.g., surveys, apps) and devices (e.g., tablets, smartphones). Stay tuned for an updated version that is mobile-heavy.
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Using rapid prototying_for_design_iterationdrewz lin
This document discusses using rapid prototyping and iterative design to incorporate user feedback into the product development process. It advocates for:
1) Conducting user research like contextual inquiries and creating work models to understand user needs before design.
2) Developing low-fidelity paper prototypes to validate the product structure and features with users.
3) Iteratively testing prototypes with users, interpreting the feedback, and quickly modifying the prototypes.
4) Integrating this user-centered design process into an Agile development methodology with short sprints to incorporate user input at each stage of design.
This document provides a summary of a presentation about UX design for developers. The presentation introduces the user-centered design process and a user task-centric mindset. It outlines a 5-step UX design checklist for developers to follow when designing new features: 1) Discover the problem by learning about users and business needs, 2) Model the optimal user flow, 3) Find relevant design patterns, 4) Draft UI concepts, and 5) Gain confidence in the design through validation. The presentation emphasizes understanding users, aligning designs with user goals, and leveraging design best practices to create usable interfaces without reinventing solutions. It does not replace working with expert designers for more polished, user-centered results.
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
This document discusses guerrilla usability testing techniques that can provide insights with minimal resources. It recommends conducting interviews, participatory design sessions, card sorting, creating mental models and user flows to understand users. It also suggests storyboards, paper prototyping and remote usability testing to evaluate designs. The goal is to embrace agility through collaboration with customers and responding quickly to feedback.
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
Slides for a short course I taught for UXPA DC on Feb 27, 2013. This is a UX 101- basics if you are new to UX and Usability. The focus is on desktop websites, but many of these principles apply to other products (e.g., surveys, apps) and devices (e.g., tablets, smartphones). Stay tuned for an updated version that is mobile-heavy.
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Using rapid prototying_for_design_iterationdrewz lin
This document discusses using rapid prototyping and iterative design to incorporate user feedback into the product development process. It advocates for:
1) Conducting user research like contextual inquiries and creating work models to understand user needs before design.
2) Developing low-fidelity paper prototypes to validate the product structure and features with users.
3) Iteratively testing prototypes with users, interpreting the feedback, and quickly modifying the prototypes.
4) Integrating this user-centered design process into an Agile development methodology with short sprints to incorporate user input at each stage of design.
This document provides a summary of a presentation about UX design for developers. The presentation introduces the user-centered design process and a user task-centric mindset. It outlines a 5-step UX design checklist for developers to follow when designing new features: 1) Discover the problem by learning about users and business needs, 2) Model the optimal user flow, 3) Find relevant design patterns, 4) Draft UI concepts, and 5) Gain confidence in the design through validation. The presentation emphasizes understanding users, aligning designs with user goals, and leveraging design best practices to create usable interfaces without reinventing solutions. It does not replace working with expert designers for more polished, user-centered results.
This document provides an overview of prototyping for software development. It defines prototyping as using simplified models to explore design ideas, requirements, and functionality. Prototyping benefits include verifying assumptions, clarifying requirements, identifying issues early, and minimizing risks. The document outlines best practices for prototyping, including following a process of planning, preparation, design, results, and deployment. This process involves verifying requirements, defining users, developing task flows, determining prototype characteristics, and reviewing and validating the design.
Usability behaviors: Usability and the SDLCTed Tschopp
A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
The Essentials of Great Search Design (ECIR 2010)Vegard Sandvold
This document outlines an essential search design process called "Sprint 0" that involves cross-disciplinary collaboration. It emphasizes learning from stakeholders, users, and technical experts to understand business goals, user needs, and technological capabilities. Concepts are developed through inspiration, ideation, and iterative prototyping and testing of interaction and technical designs. The goal is to unite business goals, user needs, and technological possibilities to discover solutions and innovate through an inclusive design process.
Activity-Based Serendipitous Recommendations with the Magitti Mobile Leisure ...bo begole
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
This document provides an overview of usability design principles for user interfaces. It discusses concepts like the IBM Iceberg Model which breaks down UI elements into visual, interaction, and user model components. It also discusses the usability process involving concept, strategy, solution, innovation and iteration. Key principles discussed include understanding human biases, simplifying tasks, making elements visible, standardizing mappings, allowing for errors and iterating designs. Resources on visual prototyping, UI patterns and the universal principles of design are also referenced.
This document discusses how to maintain a core user experience process when project scope and budgets change. It recommends structuring deliverable selection using a task table to allocate time based on factors like lifespan, screens, complexity, user inputs, novelty, timeline, budget, and other stakeholders. Shortcuts can be taken when leveraging existing information, but entire steps should not be skipped as that could lead to regret. The document concludes by emphasizing the importance of keeping user experience at the core of the process even when dealing with variable project sizes and scopes.
Application Prototyping - Pablo González - Capturing and Managing RequirementsVisure Solutions
The document discusses user-centered design and the importance of prototyping in software development. It notes that user-centered design is a process that gives extensive attention to end users' needs, wants and limitations at each stage of the design process. Effective prototyping methods like creating clickable mockups and high-fidelity prototypes are recommended to validate functional requirements with users and gain approval for applications. Prototyping helps reduce costs, risks and time to market compared to relying only on requirements documents or wireframes.
Designing an MVP that works for users (2 and 1/2 hours) @Lean UX NYC 2013Ariadna Font Llitjos
2 and 1/2 hour workshop that covers contextual inquiry, empathy map, user experience map, MVP, elevator pitch, flow diagrams, stories, paper prototype and guerrilla usability testing.
OSCON 2007: Open Design, Not By CommitteeTed Leung
1) The document discusses challenges with open design not driven by committee, including difficulties modularizing design and lack of functional tests for designs.
2) Examples are provided of what worked with open design processes at OSAF, such as clear goals and decision drivers, and what didn't work, like lack of agreement on design approaches.
3) The document calls for establishing a firm design foundation with clear users, scenarios and approaches, and cultivating community engagement through participation and experimentation to further open design goals.
Are agile and user experience design compatible? Can they work together or is agile a square hole to the UX round peg? We contend that they are compatible. We help you recognize your company's UX appetite, regardless of software methodology. We then look at how agile changes things, discuss some of the UX practices developers need to understand (including CRAP), show how UX and developers can collaborate, and finally discuss agile and UX in the wild.
This presentation was made by Adam Monago in China in 2009. It covers topics like
Agile and Analysis: Common Misconceptions
Agile Analysis
Agile Analysis Life Cycle
Defining Objectives and Trade-Offs
Nailing It Down: Detailed Design to Preserve the UX Visionjsokohl
Here are the key details for this page:
- Header displays reservation details like dates, room type, number of guests
- Breakdown of nightly rate, taxes, and total amount due per night
- Total for entire stay displayed prominently
- Links to terms, cancel policy displayed
- Large "Confirm Reservation" CTA button
- Footer with site links
Developer: Please implement the following:
- Pull reservation details like dates, room type, guests from booking API
- Calculate nightly rates, taxes, totals programmatically
- Display totals for full stay by multiplying nightly totals
- "Confirm Reservation" button triggers confirmation workflow
- Ensure all styling/layout matches existing
Here are some tips for effective brainstorming:
- Defer judgment. Don't criticize ideas as they're being generated.
- Encourage wild ideas. Unusual, even seemingly ridiculous ideas can spark better ideas.
- Build on ideas. Improve and combine ideas from others instead of proposing your own at every turn.
- One conversation. Don't have side conversations that exclude others.
- Stay focused. Keep ideas related to the topic to keep the brainstorm productive.
- Go for quantity. Generate as many ideas as possible to increase the chances of good ideas emerging.
- Record all ideas. Capture all ideas to avoid losing potentially good ones.
The goal of brainstorming is to generate a
This document provides an overview of UX design techniques taught in a course at EPFL in spring 2012. It discusses conducting interviews to gather initial feedback, creating personas to represent user segments, developing scenarios to illustrate how personas would interact with a system, and using concepts, storyboards and prototypes at varying levels of detail to visualize and validate ideas early in the design process. The goal of concepting is to help manage risks by discovering if an idea is not viable before significant resources are invested in development.
UX Vision, Strategy and Teams by Susan Wolfe, Optimal ExperienceUIDesign Group
The document discusses developing a user experience (UX) vision and strategy, including defining a UX strategy, implementing the vision through a UX team, and measuring success. It addresses obstacles to consider such as organizational culture and opportunities to leverage. The presentation provides techniques and examples for scoping a UX strategy, developing a vision, implementing through a UX team, and measuring the strategy's success.
The document outlines an agenda for a workshop on designing user experiences for users located in different countries or continents. The workshop covers evaluating systems through methods like heuristic evaluation and usability testing in the morning session. The afternoon session focuses on understanding users through personas, scenarios, and mental models. Heuristic evaluation is discussed in detail as a method where experts evaluate a system against established usability heuristics to identify problems without requiring users.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
What makes websites a strong channel for the company? Is it the visuals or what it does for its customers? As success is increasingly fought at the experience level, can design help you build websites that people truly value? And if so, how?
This presentation is about good design discovery by way of effective User Experience research. It's a set of methods you can mix and match to truly understand who you're designing for, according to what the medium is and what your business needs.
If you've ever wondered how to conduct good UX research or what's going on in that designer's mind (again), look no further.
Presented at DrupalNorth Regional Summit (August 2018)
This document provides an overview of prototyping for software development. It defines prototyping as using simplified models to explore design ideas, requirements, and functionality. Prototyping benefits include verifying assumptions, clarifying requirements, identifying issues early, and minimizing risks. The document outlines best practices for prototyping, including following a process of planning, preparation, design, results, and deployment. This process involves verifying requirements, defining users, developing task flows, determining prototype characteristics, and reviewing and validating the design.
Usability behaviors: Usability and the SDLCTed Tschopp
A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
The Essentials of Great Search Design (ECIR 2010)Vegard Sandvold
This document outlines an essential search design process called "Sprint 0" that involves cross-disciplinary collaboration. It emphasizes learning from stakeholders, users, and technical experts to understand business goals, user needs, and technological capabilities. Concepts are developed through inspiration, ideation, and iterative prototyping and testing of interaction and technical designs. The goal is to unite business goals, user needs, and technological possibilities to discover solutions and innovate through an inclusive design process.
Activity-Based Serendipitous Recommendations with the Magitti Mobile Leisure ...bo begole
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
This document provides an overview of usability design principles for user interfaces. It discusses concepts like the IBM Iceberg Model which breaks down UI elements into visual, interaction, and user model components. It also discusses the usability process involving concept, strategy, solution, innovation and iteration. Key principles discussed include understanding human biases, simplifying tasks, making elements visible, standardizing mappings, allowing for errors and iterating designs. Resources on visual prototyping, UI patterns and the universal principles of design are also referenced.
This document discusses how to maintain a core user experience process when project scope and budgets change. It recommends structuring deliverable selection using a task table to allocate time based on factors like lifespan, screens, complexity, user inputs, novelty, timeline, budget, and other stakeholders. Shortcuts can be taken when leveraging existing information, but entire steps should not be skipped as that could lead to regret. The document concludes by emphasizing the importance of keeping user experience at the core of the process even when dealing with variable project sizes and scopes.
Application Prototyping - Pablo González - Capturing and Managing RequirementsVisure Solutions
The document discusses user-centered design and the importance of prototyping in software development. It notes that user-centered design is a process that gives extensive attention to end users' needs, wants and limitations at each stage of the design process. Effective prototyping methods like creating clickable mockups and high-fidelity prototypes are recommended to validate functional requirements with users and gain approval for applications. Prototyping helps reduce costs, risks and time to market compared to relying only on requirements documents or wireframes.
Designing an MVP that works for users (2 and 1/2 hours) @Lean UX NYC 2013Ariadna Font Llitjos
2 and 1/2 hour workshop that covers contextual inquiry, empathy map, user experience map, MVP, elevator pitch, flow diagrams, stories, paper prototype and guerrilla usability testing.
OSCON 2007: Open Design, Not By CommitteeTed Leung
1) The document discusses challenges with open design not driven by committee, including difficulties modularizing design and lack of functional tests for designs.
2) Examples are provided of what worked with open design processes at OSAF, such as clear goals and decision drivers, and what didn't work, like lack of agreement on design approaches.
3) The document calls for establishing a firm design foundation with clear users, scenarios and approaches, and cultivating community engagement through participation and experimentation to further open design goals.
Are agile and user experience design compatible? Can they work together or is agile a square hole to the UX round peg? We contend that they are compatible. We help you recognize your company's UX appetite, regardless of software methodology. We then look at how agile changes things, discuss some of the UX practices developers need to understand (including CRAP), show how UX and developers can collaborate, and finally discuss agile and UX in the wild.
This presentation was made by Adam Monago in China in 2009. It covers topics like
Agile and Analysis: Common Misconceptions
Agile Analysis
Agile Analysis Life Cycle
Defining Objectives and Trade-Offs
Nailing It Down: Detailed Design to Preserve the UX Visionjsokohl
Here are the key details for this page:
- Header displays reservation details like dates, room type, number of guests
- Breakdown of nightly rate, taxes, and total amount due per night
- Total for entire stay displayed prominently
- Links to terms, cancel policy displayed
- Large "Confirm Reservation" CTA button
- Footer with site links
Developer: Please implement the following:
- Pull reservation details like dates, room type, guests from booking API
- Calculate nightly rates, taxes, totals programmatically
- Display totals for full stay by multiplying nightly totals
- "Confirm Reservation" button triggers confirmation workflow
- Ensure all styling/layout matches existing
Here are some tips for effective brainstorming:
- Defer judgment. Don't criticize ideas as they're being generated.
- Encourage wild ideas. Unusual, even seemingly ridiculous ideas can spark better ideas.
- Build on ideas. Improve and combine ideas from others instead of proposing your own at every turn.
- One conversation. Don't have side conversations that exclude others.
- Stay focused. Keep ideas related to the topic to keep the brainstorm productive.
- Go for quantity. Generate as many ideas as possible to increase the chances of good ideas emerging.
- Record all ideas. Capture all ideas to avoid losing potentially good ones.
The goal of brainstorming is to generate a
This document provides an overview of UX design techniques taught in a course at EPFL in spring 2012. It discusses conducting interviews to gather initial feedback, creating personas to represent user segments, developing scenarios to illustrate how personas would interact with a system, and using concepts, storyboards and prototypes at varying levels of detail to visualize and validate ideas early in the design process. The goal of concepting is to help manage risks by discovering if an idea is not viable before significant resources are invested in development.
UX Vision, Strategy and Teams by Susan Wolfe, Optimal ExperienceUIDesign Group
The document discusses developing a user experience (UX) vision and strategy, including defining a UX strategy, implementing the vision through a UX team, and measuring success. It addresses obstacles to consider such as organizational culture and opportunities to leverage. The presentation provides techniques and examples for scoping a UX strategy, developing a vision, implementing through a UX team, and measuring the strategy's success.
The document outlines an agenda for a workshop on designing user experiences for users located in different countries or continents. The workshop covers evaluating systems through methods like heuristic evaluation and usability testing in the morning session. The afternoon session focuses on understanding users through personas, scenarios, and mental models. Heuristic evaluation is discussed in detail as a method where experts evaluate a system against established usability heuristics to identify problems without requiring users.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
What makes websites a strong channel for the company? Is it the visuals or what it does for its customers? As success is increasingly fought at the experience level, can design help you build websites that people truly value? And if so, how?
This presentation is about good design discovery by way of effective User Experience research. It's a set of methods you can mix and match to truly understand who you're designing for, according to what the medium is and what your business needs.
If you've ever wondered how to conduct good UX research or what's going on in that designer's mind (again), look no further.
Presented at DrupalNorth Regional Summit (August 2018)
This document discusses integrating user experience (UX) design into agile development processes. It describes common UX activities like user research, prototyping, and testing. It then provides examples of how companies have structured UX work within sprints, including frontloading UX work, biweekly design reviews, and participatory sketching sessions. The goal is to embed UX designers in teams to inform decisions early while still allowing flexibility.
Practicing What We Preach: designing usage centered deliverablesAviva Rosenstein
Slides and worksheets from a workshop presented at the IA Summit, 2011
During any product development process, interaction designers and researchers must communicate with internal and external team members and decision makers. All too often we talk the UX talk but we forget to walk the UX walk: we send out deliverables without thinking about our needs, the needs of the recipients and what we want to achieve.
Creating design deliverables that address the needs, goals and constraints of those team members will enhance your credibility as a design expert while improving the overall effectiveness of your organization.
This presentation includes a lean framework for understanding users' needs and goals that can help you design the right deliverable (or interface) at the right time for any working environment.
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Building Serious Games for Medical Intervention and TrainingBrock Dubbels
This document provides an overview of the G-ScalE game development lab at McMaster University led by Brock R. Dubbels. It discusses using games to improve reading comprehension, sustained engagement, cooperative learning and more. It also touches on applying games to math, science, dance and other subjects. The document outlines elements of game design like roles, rules and imagery/visualization. It emphasizes the need for serious games to provide quantifiable evidence that they are achieving desired outcomes.
User Vision Breakfast Briefing - PrototypingUser Vision
This document discusses prototyping for user experience design. It defines prototypes as approximations used to communicate ideas and explores why they are useful, such as enabling quick identification of mistakes. Common prototyping tools are examined, including paper, office software, drawing tools, and specialized prototyping programs. Six key principles of prototyping are outlined, such as aiming to finish a prototype in a day and borrowing designs liberally. The document provides resources for further prototyping information.
User Experience Design: 5 Techniques for Creating Better Websites and Applica...nForm User Experience
The document discusses five techniques for improving user experience in website and application design:
1. Design early by incorporating user experience design into requirements gathering to better understand user needs.
2. Test early and often through prototyping, usability testing, and engaging users to iterate on designs before development is complete.
3. Make prototypes like sketches, flows, and mockups to generate ideas, get stakeholder buy-in, and test designs at low cost before implementing.
4. Focus on user behavior by asking open-ended questions about what users actually do rather than what they say they want.
5. Make "good mistakes" through exploratory prototyping to learn about problems and
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
User experience (UX) is the basis for all Web activity, and thus underpins everything we do in Web design and development. Successful projects bake UX in from the ground up, from discovery through planning, iteration, testing and deployment. No matter how beautiful our code may be, of what use is it if it’s irrelevant to our users?
Pre-Conference Course: UX and Agile: Making a Great Experience - UXPA International
In this tutorial for experienced practitioners you will learn how to manage work and make great experiences one sprint at a time. We'll look at common Agile methodologies such as Scrum and Kanban and what opportunities and risks are inherent for UX teams. We will look at team makeup, balancing longer-term research with production needs and strategies for making the most of design spikes. We'll also go through the pros and cons of a Sprint Zero and alternatives. Participants will come away with the tools they need to be successful in their Agile environment
This is an overview of the tools used by User Experience Designers. Software is important, but in UX you need to master a wide variety of techniques. This presentation covers an overview of the UX workflow, Discovery, Synthesis, Interaction, and Refinement, and outlines the tools that are critical to each step. In the end, the emphasis is not on mastering all the tools, but understanding their strengths and weaknesses, so the right tool can be chosen based on the situation.
Agile2012 presentation miki_konno (aug2012)drewz lin
Miki Konno presented agile UX research practices that can provide user feedback to development teams on a sprint cadence. These include RITE studies that allow continuous design iteration and testing in a single day, online customer panels run bi-weekly by product owners, and quick pulse studies that can be completed in a week with findings provided to the team. Other approaches include creating personas to represent target users and involving the team through field visits and persona happy hours to build empathy for users. These agile UX research methods aim to provide faster feedback to teams compared to traditional research.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
This is a high level overview of this presentation. This focus of this presentation is how to leverage lean UX in Drupal. First this is not a development / UX approach for everyone. First determine your site vision and key performance indicators. Then craft user stories and define functional specs. Build, test, iterate! Go with the flow of Drupal and find more project success.
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
The document discusses integrating user experience (UX) design into agile development processes. It describes four common approaches: big upfront design, just-in-time design, design spikes, and sprint pairs. The sprint pairs approach has designers work one sprint ahead of developers. The document also discusses tailoring agile projects for UX work, creating UX release plans and roadmaps, conducting user research, and establishing a usability backlog to track and prioritize issues. Seven keys to success with integrating UX and agile are outlined.
Similar to Exploring ux practices 4 product development agile2012 (20)
Web security-–-everything-we-know-is-wrong-eoin-kearydrewz lin
1) Web application security is often approached incorrectly, focusing too much on annual penetration tests and compliance, rather than ongoing monitoring and prevention through the development process.
2) Many vulnerabilities are introduced through third party libraries and dependencies, which are not properly tested or managed. Continuous testing across the full software supply chain is needed.
3) Not all vulnerabilities are equal - context is important. A risk-based approach should prioritize the most critical issues based on factors like impact, likelihood, and the development environment. Compliance alone does not ensure real security.
This document summarizes a presentation about the mobile security Linux distribution Santoku Linux. It discusses how Santoku Linux was created by modifying Lubuntu to include mobile forensic and security tools from the company viaForensics. Some key tools discussed include AFLogical OSE for Android logical acquisitions, iPhone Backup Analyzer, and utilities for analyzing mobile malware samples. Real-world examples of analyzing the Any.DO task manager app and Korean banking malware are also provided.
This document discusses sandboxing untrusted JavaScript from third parties to improve security. It proposes a two-tier sandbox architecture that uses JavaScript libraries and wrappers, without requiring browser modifications. Untrusted code is executed in an isolated environment defined by policy code, and can only access approved APIs. This approach aims to mediate access between code and the browser securely and efficiently while maintaining compatibility with existing third-party scripts.
This document discusses how HTML5 features can be used for authentication purposes and addresses some security challenges. It describes APIs like local storage, canvas, geolocation, and notifications that could be leveraged for authentication factors like passwords, patterns, and one-time passwords. However, it also notes risks like storing sensitive data on devices, spoofing locations, and notifications not being reliable. The document advocates using HTML5 responsibly and understanding privacy and user behavior when designing authentication solutions.
Owasp advanced mobile-application-code-review-techniques-v0.2drewz lin
The document discusses code review techniques for advanced mobile applications. It begins with an overview of why mobile security is important given the rise in mobile usage. It then discusses different mobile application types and architectures that can be code reviewed, including native, hybrid, and HTML5 applications. The document outlines the goals of mobile application code reviews, such as understanding the application and finding security vulnerabilities. It provides the methodology for conducting code reviews, which includes gaining access to source code, understanding the technology, threat modeling, analyzing the code, and creating automation scripts. Finally, it discusses specific vulnerabilities that may be found in Windows Phone, hybrid, Android, and iOS applications.
The document discusses research conducted by Gregg Ganley and Gavin Black at MITRE in FY13-14 on iOS mobile application security. It describes their work on a tool called iMAS (iOS Mobile Application Security) which aims to provide additional security controls and containment for native iOS applications. iMAS addresses vulnerabilities related to runtime access, device access, application access, data at rest, and threats from app stores/malware. It utilizes techniques like encrypted code modules, forced inlining, secure MDM and more to raise security levels above standard iOS but below a fully customized/rooted mobile device environment. The document outlines the motivation, capabilities and future research directions for the iMAS project.
Defeating xss-and-xsrf-with-my faces-frameworks-steve-wolfdrewz lin
This document discusses how to defeat cross-site scripting (XSS) and cross-site request forgery (XSRF) when using JavaServer Faces (JSF) frameworks. It covers validating user input, encoding output, and protecting view states to prevent XSS, as well as configuring JSF implementations to protect against XSRF by encrypting view states and adding tokens to URLs. The presentation emphasizes testing validation, encoding, and protection in specific JSF implementations since behaviors can differ.
This document summarizes a presentation on defending against CSRF (cross-site request forgery) attacks. It discusses four main design patterns for CSRF defenses: the synchronizer token pattern, double submit cookies, challenge-response systems, and checking the referrer header. It then provides details on implementing these patterns, specifically looking at libraries and features in .NET, .NET MVC, Anticsrf, CSRFGuard, and HDIV that can help implement CSRF tokens and validation. The document covers the tradeoffs of different approaches and considerations for using them effectively on the code and server level.
Chuck willis-owaspbwa-beyond-1.0-app secusa-2013-11-21drewz lin
This document provides an overview of the OWASP Broken Web Applications (OWASP BWA) project. It discusses the background and motivation for the project, describes the current status including what applications are included in the virtual machine, outlines future plans, and solicits feedback to help guide and expand the project. The goal of OWASP BWA is to provide a free, open-source virtual machine containing a variety of intentionally vulnerable web applications to aid in testing tools and techniques for finding and addressing security issues.
This document provides a summary of a presentation by Robert Hansen on the future of browser security. Hansen argues that while browser developers want to improve security and privacy, their companies' business models focused on advertising revenue prohibit them from doing so. He outlines various techniques used by advertisers and browser companies to track users against their preferences. Hansen advocates for technical controls that allow users to opt out of tracking through a "can not track" approach, rather than relying on ineffective "do not track" policies. He concludes by discussing WhiteHat Security's focus on privacy and their plans to add more security and privacy features to their Aviator browser.
Appsec usa2013 js_libinsecurity_stefanodipaoladrewz lin
This document summarizes Stefano di Paola's talk on security issues with JavaScript libraries. It discusses how jQuery's $() method can be considered a "sink" that executes HTML passed to it, including examples of XSS via jQuery selectors and AJAX calls. It also covers problems with JSON parsing regular expressions, AngularJS expression injection, and credentials exposed in URLs. Solutions proposed include validating all input, auditing third-party libraries, and moving away from approaches like eval() that execute untrusted code.
Appsec2013 presentation-dickson final-with_all_final_editsdrewz lin
(1) A study surveyed 600 software developers and found that most did not have a basic understanding of software security concepts, with 73% failing an initial survey and the average score being 59% before training. (2) However, after training, developers' understanding of key concepts increased, with some areas like cross-site scripting seeing a 20 percentage point gain. (3) The study concluded that targeted security training can improve developers' knowledge in the short-term, though retention of this knowledge may require refresher training over time.
This document summarizes Bruno Gonçalves de Oliveira's talk on hacking web file servers for iOS. It introduces Bruno and his background in offensive security and discusses how iOS devices store a lot of information and mobile applications are often poorly designed and vulnerable. It provides examples of vulnerable file storage apps, outlines features and vulnerabilities like lack of encryption, authentication, XSS issues, and path traversal flaws. The document demonstrates exploits like unauthorized access to file systems on jailbroken devices and how to find vulnerable systems through mDNS queries. It concludes that mobile apps are the future but designers still do not prioritize security and there are too many apps for users to vet carefully.
Appsec 2013-krehel-ondrej-forensic-investigations-of-web-exploitationsdrewz lin
This document discusses forensic investigations of web exploitations. It presents a scenario where a web server in a DMZ zone was exploited but logs are unavailable, so network traffic must be analyzed. Wireshark will be used to analyze a PCAP file of recorded traffic to determine what happened and find any traces of commands or malware. The document also provides information on the costs of different types of cyber attacks, how to decode HTTP requests, and discusses tools that can be used for network forensics investigations like Wireshark, tcpdump, and Xplico.
Appsec2013 assurance tagging-robert martindrewz lin
The document discusses engineering software systems to be more secure against attacks. It notes that reducing a system's attack surface alone is not enough, as software and networks are too complex and it is impossible to know all vulnerabilities. It then discusses characteristics of advanced persistent threats, including that the initial attack may go unnoticed and adversaries cannot be fully kept out. Finally, it argues that taking a threat-driven perspective beyond just operational defense can help balance mitigation with detection and response.
The document summarizes a presentation on vulnerabilities found in SCADA systems between 2009-2013. It analyzed vulnerabilities by component, with the majority (66%) found in communication components like Modbus and DNP3 protocols. Examples of vulnerabilities are described for several devices. Real-world issues with SCADA systems are discussed like lack of authentication and patching. Recommendations are provided like auditing SCADA networks, implementing secure protocols and password policies, and keeping systems updated.
This 3-page document discusses the real-world challenges of implementing an agile software development lifecycle (SDLC) approach from the perspectives of Chris Eng and Ryan O'Boyle. It was presented at the OWASP AppSec USA conference on November 20, 2013 and focuses on practical lessons learned and best practices for incorporating security throughout an agile SDLC.
This document outlines a presentation given by Simón Roses Femerling on software security verification tools. It discusses BinSecSweeper, an open source tool created by VulnEx to scan binaries and check that security best practices were followed in development. The presentation covers using BinSecSweeper to verify in-house software, assess a company's software security posture, and compare the security of popular browsers. Examples of plugin checks and reports generated by BinSecSweeper are also provided.
Exploring ux practices 4 product development agile2012
1. Exploring UX Techniques and
Practices
When should they be applied?
Let s practice!
Ariadna Font
UX Lead @Vivisimo, an IBM Company
@quicola #leanux #agile2012 ariadna.font.cat
2. The Goals
THEORY:
• Learn more about what Lean UX techniques you
can apply at different development stages
PRACTICE
• Collaborative design session
• Focus on delivering an MVP fast with user-driven
design/development
4. What s UX (User Experience)?
• How do people feel about (using) a product / site
• User-Centered design and development
• Experiential, affective aspects of human-computer
interaction
• Perceptions of utility, easy of use and efficiency
• Subjective in nature
• Dynamic, it changes overtime
5. The Plan
• Review Development stages with commonly used
Lean UX techniques Board
30 min theory
• Brainstorm new/other Lean UX techniques
• Select most interesting ones
• Brief Description of selected UX techniques
1 h practice
• Collaborative design session - Build a Mobile App!
User Research, Scoping, Prototyping and Testing
6. UX techniques @Product Development Stages
Research & Scoping and Prototyping
Development
Testing
…
Analysis
Initial Design
Contextual Collaborative Sketches
BDD
Quantitative
inquiry (CI)
design sessions
Usability Testing
(Inception deck)
Wireframes
Just-in-time (JIT)
Personas
design
Pair testing
Storyboard
Paper prototyping
Empathy map
Wireframes
Controlled
Sketchboard
Paper prototype experiments (A/B
Stakeholder map
Usability Testing
Testing)
Flow diagram
User Experience
Qualitative Usability Cognitive
map
Elevator pitch
Testing
walkthrough
Journey map
Stories
Mockups
Heuristic
evaluation
Story mapping
Functional prototype
“Agile schedule”
BDD
7. 2 min
Any other cool Lean UX Techniques?
Experts: Add other cool Lean UX Techniques
• One per orange sticky (no abbreviations please)
• When do you typically do this? Add to appropriate
column
8. 2 min
Dot voting of unknown techniques
+
Everybody
• 3 votes each
• On any sticky(ies) that you’d like to know more about
9. 15 min
Briefly describe new techniques
Need volunteers for orange stikies
(See template on handout/next slide)
10. 2 min
Brief Description Template
1. Lean UX Technique name & primary development stage
(when do people do this?)
2. Brief description
3. Who does it?
4. Key benefits (or why should anyone do this?)
5. Challenges (problems you might run into)
12. Contextual inquiry @Research & Analysis
First hand observation of how people perform and structure their
work (or any other relevant tasks)
Who does it? UX person or other team member. A pair of
observers is ideal
Key benefits:
• Best way to understand your users
• Only way to know what the real work flow/process is (vs the official one)
• Opportunity to discuss with users what they are doing and why
13. Stakeholder mapping @Research & Analysis
A network diagram of the people involved with (or impacted by) a
given system design
Who does it? The team
Key Benefits:
• Establish shared ideas about stakeholders
• Help team focus on people, not technology
• Guide plans for user research
• Document research activities
14. User experience map @Research & Analysis
Visual representation of the user workflow for accomplishing a
goal. Key elements include:
• Questions to signal areas where more information/understanding is needed
• Comments with known information that clarifies / lends meaning
• Ideas to illustrate an interesting concept that could enhance a step
Who does it? The team
Key Benefits:
• Make team’s (lack of) knowledge explicit
• Good to figure out areas that need (further) user research
15. Personas @Research & Analysis
Characterization of a type of user that we want to target with our
product/application
Who does it? Ideally, UX or somebody who has done some user
research.
Key Benefits:
• Provide insights into who the real
users are
• Remind team of users needs and motivations
(different from managers and buyers)
• Allow team to ground communication throughout development
16. Empathy Map @Research & Analysis
Explore a target user (persona) from different perspectives:
Behavior, See –Motivations, Do – Features, Say, Feel
Who does it? Team, preferably with input from UX/BA
Key Benefits:
• Very quick way to have a holistic view of your target user
• Forces you to think about more than their role
• Allow team to ground communication throughout
development
17. Elevator Pitch @Scoping
Short summary used to quickly and simply define a product and its
value proposition.
• For [target customer]
Who does it? The Team
• who [statement of the need or opportunity]
• the [product name]
Key Benefits:
• is a [product category]
• Provides Business
relevance and context
• that [key benefit, compelling reason to buy].
• Forces to agree on killer
• Unlike [primary competitive alternative]
feature(s)
• our product [statement of primary differentiation].
18. Inception deck @Scoping Jonathan Rasmusson
1. Ask why we are here.
Who does it? The Team
2. Create an elevator pitch.
3. Design a product box.
Key Benefits:
4. Create a NOT list (out of scope)
• Eliminate confusion and
5. Meet your neighbors.
misunderstanding
6. Show the solution.
• Set expectation
7. What keeps us up at night (identify risks)
• Highlight challenges
8. Size it up (weeks, 3 months, 6 months?)
• Get alignment
9. What’s going to give.
BEFORE PROJECT BEGINS
10. What’s it going to take.
19. User stories @Scoping
Software system requirement formulated in one or two sentences
in everyday or business language that makes explicit the user’s
need. Example:
As a [type of user] !
I want to [perform some task] !
so that I can [reach some goal]!
Who does this? The team (dev, tester, doc or UX)
Key Benefits:
• Provides a thinking template; token for a conversation
• Description of why the product needs to do what it does
20. Story mapping @Scoping
by Jeff Patton
Board with organized and prioritized system functionality (user
stories)
Who does this? The team with Product Owner (Business person)
Key Benefits:
• Provides the high-level vision of the system, which includes workflow or value
chain as well as hierarchy information
21. Journey Map @Research & Analysis
Document that visually illustrates an individual user’s needs, the
series of interactions that are necessary to fulfill those needs, and
the resulting emotional states a user experiences throughout the
process.
Who does it? UX with team’s help
Key Benefits:
• Encourages conversation and collaboration
• Highlights the flow of the customer experience
• Enables stakeholders to collectively discuss opportunities for improving the
overall customer experience
22. Storyboard @Scoping
Use of story telling to quickly visualize/share a solution to specific
requirements making use of personas and their behaviors, stories
and any known constraints.
Who does it? The Team (engage the client if you can) – you don’t
need to be good at drawing.
Key Benefits:
• Help us think about the problem in a creative way
• Facilitates focused communication
• Affordable and easy to do
23. Sketchboard @Scoping/@Prototyping
It’s like story boarding but with sketches, almost like a biomap of
the system you are building or about to build.
Who does it? Team with UX/designer’s help
Key Benefits:
• Provides Big Picture using initial design ideas
• Very iterative and highly collaboratively
• Very focused requirement discussions
24. Agile Schedule , Rich Visual Backlog or Visual
Project Board @Scoping ariadna.font.cat
Visual project schedule/plan on butcher paper containing:
• Milestones
• Design and layout info
• User stories with due dates
• “Non-functional” requirements
• Any high-level task that needs to
be tracked and completed
Who does it? Ideally, the team; at least Project lead with UX
Key Benefits:
• Provides shared understanding and current status to the whole team
• Provides context and layout information
• Deadlines are made explicit
25. Wireframes @Prototyping
Grayscale mockups showing layout and position of page elements
(can range from low-fidelity to exact grid-based resolution)
Who does this? Typically UX, designer, but anyone can do it!
Key Benefits:
• Easiest/cheapest way to realize and test ideas
• Great to get early feedback
• Can be done at any stage of development
26. Behavior-driven development (BDD) @Development
A set of techniques to use in conversations which help the team
explore the intended behavior of the system and the problems it
solves, then carry the conversations and language into the code.
Given some initial context (the given)!
When an event occurs!
Then some outcomes should occur
Who does it? Ideally a threesome (dev, tester and business)
Key Benefits:
• Deliberately discovering key misunderstandings and uncertainty
• Makes it easier for technical and business people to communicate
• Accelerates learning
27. Just-in-time (JIT) design @Development
Designing and implementing what you know the team needs right
now, not worrying about future issues until absolutely necessary
(last responsible moment). The opposite of Big Design Up Front
(BDUF).
Who does it? Designer or UX expert"
Key Benefits:
• Quick and as low-fidelity as possible
• Focuses on high-value high-priority functionality
• Saves time wasted on irrelevant designs (YAGNI – you ain’t going to need it)
28. Usability Testing @Testing
Technique used in user-centered interaction design to evaluate a
product or an application by testing it on users.
Who does it? UX or UT expert
Key Benefits:
• It gives direct input on how real users use the system
• Measures the easy of use of a specific interface or product
29. Paper prototype usability testing @Any time
Usability testing on paper versions of wireframes or sketches that
users can simulate slicks and talk through their thoughts and
decisions
Who does it? Anyone can do this
Key Benefits:
• Fastest way to validate ideas/assumptions
• Cheapest way to validate ideas/assumptions
• You can do this at any time you are not sure what is the best UI for a specific
problem
30. Qualitative Usability Testing @Any time
Quick and easy usability testing of qualitative nature that anyone
can do (just read Steve’s book!)
Who does it? Anybody in the team
Key Benefits:
• Relative inexpensive, can afford multiple tests
• Can provide improved design insight insight
• Results can be fed back into the design process
immediately
32. The Goals
THEORY:
• Learn more about what Lean UX techniques you
can apply at different development stages
PRACTICE
• Collaborative design session
• Focus on delivering an MVP fast with user-driven
design/development
34. Challenge
Develop a Mobile App that helps
promote networking and interaction
between all conference attendees
35. 2 min
Form teams of 4-6 people
Introduce yourself (role, something unusual)
You will collaboratively work on:
1. User Research and Analysis
2. Scoping
3. Prototyping
4. Usability Testing
5. Pitching your App
36. 10 min
1. Research & Analysis
As a team, grab one (new) technique from the first
stage (column) and apply it to start building your
Mobile App
Question:
Who are your users? What do they need/want?
37. 10 min
2. Scoping
Grab one (new) technique for the second stage
(column) and apply it to start defining your MVP
functionality
Question:
What do they want to do with the app? (must haves
vs nice to haves)
38. 15 min
3. Prototyping
Grab one (new) technique for the third column and
apply it to design your killer feature(s).
Tip: make sure your prototype is testable (next
step)
39. 10 min
4. Usability Testing
Now let s test your paper prototype!
Question:
Can somebody outside your team use it?
• Recruit user(s) from other teams
• Do they know what they can do? and how to
do it?
• Are there any big usability issues that would
prevent your MVP from being broadly adopted?
40. 10 min
5. Pitch it!
Show it to other teams
Question:
Does anybody outside your team want to buy it?
41. The Goals
THEORY:
• Learn more about what Lean UX techniques you
can apply at different development stages
PRACTICE
• Collaborative design session
• Focus on delivering an MVP fast with user-driven
design/development
42. Retrospective
• What was your favorite part of the session?
• What was your least favorite part?
• Will you be able to take something you learned in this
session back to your work/life? (if so, what?)
• Any final thoughts or questions?