The document discusses managing UX (user experience) debt, which refers to design decisions that negatively impact users. It identifies common sources of UX debt such as acquisitions, outsourcing, neglect, and intentional vs unintentional mistakes. The document provides strategies for identifying UX debt through active awareness, inventorying, and exposing teams to users. It also discusses classifying and prioritizing debt, and addressing it through bankruptcy, do-overs, or phased approaches. Avoiding debt requires research, attention to detail, modularity, and documentation.
1. I’ll gladly pay
you Tuesday for a
hamburger today.
Managing UX Debt
Jack Moffett
Manager App Development – GUI
Inmedius, a Boeing Company
@jackmoffett
jackmoffett@mac.com
designaday.tumblr.com
2. UX debt is the
accumulation of
decisions made
during design and
development that
negatively impact
the users of a
product or service.
Photo by Trey Guinn
13. Acquisition
UX should be involved in evaluation of products
considered for acquisition.
Document the debt as soon as acquisition
occurs, and track it.
18. Outsourcing
UX should collaborate closely with contractors.
Set clear expectations at the outset.
Schedule regular quality checks and
involvement from all parts or your team: design,
development, testing, and management.
22. Neglect
Put processes in place that assure awareness
of development efforts.
Team dynamics are hugely important.
23. Neglect
Put processes in place that assure awareness
of development efforts.
Team dynamics are hugely important.
Resist the urge to turn a blind eye to things
you don’t feel like working on.
50. Perform A UX Debt Inventory
Use the product. Take notes.
51. Perform A UX Debt Inventory
Use the product. Take notes.
Better yet, have a teammate take notes. Then switch.
52. Perform A UX Debt Inventory
Use the product. Take notes.
Better yet, have a teammate take notes. Then switch.
Validate it by observing and talking with users.
53. Perform A UX Debt Inventory
Use the product. Take notes.
Better yet, have a teammate take notes. Then switch.
Validate it by observing and talking with users.
55. Expose Your Team
“It seems that six weeks was the bare
minimum for a two-hour exposure
dose. The teams with members who
spent the minimum of two hours
every six weeks saw far greater
improvements to their design’s user
experience than teams who didn’t
meet the minimum.”
– Jared Spool
56. Expose Your Team
“It seems that six weeks was the bare
minimum for a two-hour exposure
dose. The teams with members who
spent the minimum of two hours
every six weeks saw far greater
improvements to their design’s user
experience than teams who didn’t
meet the minimum. And teams with
more frequent exposure, say two-
hours every three weeks, saw even
better results.”
– Jared Spool
60. 4 UX Debt Categories
Technical
Back End
Performance, Database, Security
61. 4 UX Debt Categories
Technical
Back End
Front End
Performance, Database, Security
Browser Version Support
Outdated HTML/Frameworks
Poor Coding Practices
79. Addressing
UX Debt
Declare bankruptcy
People think focus means saying yes to the thing you’ve
got to focus on. But that’s not what it means at all. It
means saying no to the hundred other good ideas that
there are. You have to pick carefully. I’m actually as
proud of the things we haven’t done as the things I have
done. Innovation is saying “no” to 1,000 things.
Steve Jobs