Sara Fortier presented 10 principles for product managers to practice user experience design techniques in the real world. The principles included practicing what you preach by applying UX methods internally, breaking down walls by fostering interdisciplinary collaboration, and giving a damn by caring about the work. Other principles focused on evangelizing for user research, building empathy with users, learning and adopting UX techniques, and having fun. The overall message was that UX requires an organizational mindset shift and small actions can help enable user-centered design.
we are nois3 a creative web agency based in Rome, Italy.
nois3 is an iteration of nois3lab, the design studio we started in 2007.
nois3 is built on some hard-earned lessons that taught us to be more
agile, fluid and flexible.
We focus on the customer needs and continuos delivery of valuable software.
Business people, creatives and developers must work together daily throughout the
project in order to promote sustainable and suitable products and services.
At nois3, you talk directly to people involved with building your project.
In case we don't have a particular skill set required for it, we hire it from the market and take full responsibility for the quality and timing.
From Personas to Production: The Role of Personas, Design Briefs, Stories, St...Paul Sherman
From Personas to Production:
The Role of Personas, Design Briefs,
Stories, Storyboards, and Wireframes in
the Ideation/Design/Build Process
-Presented at ProductCampAustin09, 15 August 2009.
As an organization grows and its products proliferate, how can it maintain a coherent sense of identity and usability across them, while allowing room for flexibility and growth?
For a family of online communications channels or applications, design guidelines can document and disseminate the organization’s UX principles and patterns. A guidelines repository can potentially encompass everything that impacts the user experience: interaction design, information architecture, brand styles, and much more. It functions as a tool for a variety of stakeholders, not just UX practitioners.
Embarking upon a guidelines project can seem like a “nice to have” at best, and utterly overwhelming at worst. Our presentation offers resources and insights from both practitioners and professionals outside the field who have undertaken these types of projects together. We discuss the benefits of a repository and the role of the IA and other actors in this effort, and identify challenges and opportunities.
we are nois3 a creative web agency based in Rome, Italy.
nois3 is an iteration of nois3lab, the design studio we started in 2007.
nois3 is built on some hard-earned lessons that taught us to be more
agile, fluid and flexible.
We focus on the customer needs and continuos delivery of valuable software.
Business people, creatives and developers must work together daily throughout the
project in order to promote sustainable and suitable products and services.
At nois3, you talk directly to people involved with building your project.
In case we don't have a particular skill set required for it, we hire it from the market and take full responsibility for the quality and timing.
From Personas to Production: The Role of Personas, Design Briefs, Stories, St...Paul Sherman
From Personas to Production:
The Role of Personas, Design Briefs,
Stories, Storyboards, and Wireframes in
the Ideation/Design/Build Process
-Presented at ProductCampAustin09, 15 August 2009.
As an organization grows and its products proliferate, how can it maintain a coherent sense of identity and usability across them, while allowing room for flexibility and growth?
For a family of online communications channels or applications, design guidelines can document and disseminate the organization’s UX principles and patterns. A guidelines repository can potentially encompass everything that impacts the user experience: interaction design, information architecture, brand styles, and much more. It functions as a tool for a variety of stakeholders, not just UX practitioners.
Embarking upon a guidelines project can seem like a “nice to have” at best, and utterly overwhelming at worst. Our presentation offers resources and insights from both practitioners and professionals outside the field who have undertaken these types of projects together. We discuss the benefits of a repository and the role of the IA and other actors in this effort, and identify challenges and opportunities.
What do UX specialist and PHP developers have in common? Probably more than you are aware.
I will be doing a session covering what UX is, how it's different than UI and how UX is a close cousin to development with plenty of "how to get started" info.
So come join us this Oct for a light philosophical discussion on disciplines and how to get start doing UX in your programming life.
Ladies that UX - CPH
We had our #2 meetup Wednesday, January 11th where we dived into the question "What the F*** is UX" and the different roles of the UX Designer.
The entire thing is always in a state of flux because the field of technology and people is always changing.
So look at this more as guidelines than something that's set in stone!
We want to thank Momondo for hosting us and their wonderful UX ladies to share insights into their work!
#LTUXCPH #CPHFTW
What is UX? Where user experience begins and ends.100 Shapes
What actually is UX? Where does it begin and end?
The problem with ‘UX’ is that it has become a buzzword, a convenient catch-all for a set of issues that UX teams are commonly asked to deal with. We frequently hear ‘UX’ substituted for usability (“we need some UX testing”), user-centred design (“UX process”), wireframes (“when can I see the UX?”). Replacing ‘UX’ with ‘user experience’ in these examples doesn’t work. The idea that the experience of a product or service is affected by more than usability and wireframes is lost, and with it the opportunity to really understand and improve it.
User experience is everywhere
None of the factors listed above fall under the perceived ‘UX’ discipline, some of them are not even within the control of the business, but they are obviously part of the user experience. So, we have a discrepancy between what the UX team is expected to achieve (to define and manage user experience) and their actual remit (to define how users interact with the digital interface).
In order to achieve user experience greatness, every team needs to consider how their decisions affect the user’s experience of the product. Not just the obvious, direct implications for the current screen or process, but subtle effects elsewhere. What expectations does this set? And how is this experience affected by the user expectations set elsewhere?
This presentation explores these themes and the role that UX plays in product development.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
A virtual guest lecture for a Digital Content Management class at the University of Hawaii at Manoa, introducing the students to UX in general, talking about my career/experience/projects, and suggesting tie-ins with library science and content.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
Andy Kirk's Webinar for Tableau (July 2016)Andy Kirk
These are the slides from the talk given by Andy Kirk (@visualisingdata) on a webinar hosted by Tableau Software on 20th July 2016. The title is 'Bringing Method to the Madness' and concerns a demonstration of a data visualisation design workflow.
What do UX specialist and PHP developers have in common? Probably more than you are aware.
I will be doing a session covering what UX is, how it's different than UI and how UX is a close cousin to development with plenty of "how to get started" info.
So come join us this Oct for a light philosophical discussion on disciplines and how to get start doing UX in your programming life.
Ladies that UX - CPH
We had our #2 meetup Wednesday, January 11th where we dived into the question "What the F*** is UX" and the different roles of the UX Designer.
The entire thing is always in a state of flux because the field of technology and people is always changing.
So look at this more as guidelines than something that's set in stone!
We want to thank Momondo for hosting us and their wonderful UX ladies to share insights into their work!
#LTUXCPH #CPHFTW
What is UX? Where user experience begins and ends.100 Shapes
What actually is UX? Where does it begin and end?
The problem with ‘UX’ is that it has become a buzzword, a convenient catch-all for a set of issues that UX teams are commonly asked to deal with. We frequently hear ‘UX’ substituted for usability (“we need some UX testing”), user-centred design (“UX process”), wireframes (“when can I see the UX?”). Replacing ‘UX’ with ‘user experience’ in these examples doesn’t work. The idea that the experience of a product or service is affected by more than usability and wireframes is lost, and with it the opportunity to really understand and improve it.
User experience is everywhere
None of the factors listed above fall under the perceived ‘UX’ discipline, some of them are not even within the control of the business, but they are obviously part of the user experience. So, we have a discrepancy between what the UX team is expected to achieve (to define and manage user experience) and their actual remit (to define how users interact with the digital interface).
In order to achieve user experience greatness, every team needs to consider how their decisions affect the user’s experience of the product. Not just the obvious, direct implications for the current screen or process, but subtle effects elsewhere. What expectations does this set? And how is this experience affected by the user expectations set elsewhere?
This presentation explores these themes and the role that UX plays in product development.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
A virtual guest lecture for a Digital Content Management class at the University of Hawaii at Manoa, introducing the students to UX in general, talking about my career/experience/projects, and suggesting tie-ins with library science and content.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
Andy Kirk's Webinar for Tableau (July 2016)Andy Kirk
These are the slides from the talk given by Andy Kirk (@visualisingdata) on a webinar hosted by Tableau Software on 20th July 2016. The title is 'Bringing Method to the Madness' and concerns a demonstration of a data visualisation design workflow.
Setting Course: Design Research to Experience RoadmapJason Ulaszek
Presented by Jason Ulaszek and Brian Winters at Interactions '13 on January 28th, 2013.
Have you ever been enlisted by your company or client to create a consumer “vision” for the evolution of their product or service? As design-thinking principles and activities continue to become centerstage in transforming business models, creating new products and services to meet consumer and market demand, we'll be counted on to leverage our skill to help inform business direction.
So, how do you do it?
Design research is critical. Creating foundational, living documentation about the needs, beliefs and behaviors of your customer is of the utmost importance. And, being able to identify needs, opportunities and the future direction for the business, based on both sound process and analytical thought, will be your keys to short and long-term success.
In this session you'll learn how to turn design research activities into a mental model, identify potential new business opportunities and derive business and experience direction from your newly found consumer insight. And, you'll look like a freakin' rockstar in your company doing it.
Similar to Macadamian product camp - uxd for product managers research and design techniques - sara fortier march 2013 (20)
Setting Course: Design Research to Experience Roadmap
Macadamian product camp - uxd for product managers research and design techniques - sara fortier march 2013
1. UxD FOR PRODUCT MANAGERS
RESEARCH & DESIGN
TECHNIQUES FOR THE REAL
WORLD
Sara Fortier
sfortier@macadamian.com
Confidential 13-03-23
2. AGENDA
PART 1
Who we are?
PART 2
10 PRINCIPLES for the real world
PART 3
Final Thoughts
2
3. ABOUT THE SPEAKER: Sara Fortier
! Sara Fortier is a Lead UX Designer for Macadamian, an
integrated software and design consulting firm in the bay
area.
! She holds a Bachelor’s degree in Industrial Design and a
Masters in Interdisciplinary Design from Carleton University.
She is an evangelist for design and design research in her
own company, and is passionate about inspiring organization
change, motivating and leading cross-disciplinary teams to
embrace varying perspectives to collaborate and produce
meaningful and compelling experiences for clients and
users.
3
4. ABOUT MACADAMIAN
We create compelling user experiences for:
! Consumer and enterprise desktop applications
! Healthcare applications – both mobile and desktop
! Interfaces embedded into physical products
! Mobile interfaces and applications on multiple platforms
! Web applications and cloud-based applications
Confidential 13-03-23 4
7. WHAT WE DO: UX services
! UX Strategy ! UX Design
§ Goal setting and strategy § Information Architecture
workshops § Content Modeling
§ SWOT Analysis § Interaction Design
§ Competitive Analysis § Visual Design
§ Secondary Research
§ User Centric Maps and Models
! UX Training
§ UX Strategy and Customer Centric
! UX Research Models
§ Customer Interviews, Observation, § UX Design
and Contextual Inquiry § Mobile Design
§ Task Analysis § Agile Design
§ On-line Surveys § UX in Your Organization
§ Focus Groups § Usability Testing
§ Usability Testing
§ Card-sorting
7
8. 10 PRINCIPLES
FOR THE REAL WORLD
Confidential 13-03-23 8
9. #1: PRACTICE WHAT YOU PREACH
! Turn your organization into a design project
! Incorporate UX methodologies
! Consider user needs and research
! Collaborate
! Push back
! Embrace change
! Bring in others to complement your skill set
Confidential 13-03-23
1 9
10. #1: PRACTICE WHAT YOU PREACH:
Macadamian Customer Journey Map
Confidential 13-03-22 10
12. #2: BREAK DOWN WALLS – relationships matter
! Don’t throw it over the wall!
! Interdisciplinary collaboration
§ Collaborative project planning
§ Collaborative requirements and design sessions
§ Sketchboards and design thinking
! Actually talk to people
! Collocate teams whenever possible
2
! Trust
! Emotional literacy – know who you’re talking to and appreciate the context
! It takes time to build relationships…
! But your design iteration time will be reduced!
Confidential 13-03-22 12
13. #3: GIVE A DAMN – care about your work
Confidential 13-03-22 13
14. #3: GIVE A DAMN – care about your work
! Find your passion
! Or find another job
! You’re not going to do great work if you don’t believe in your product
! Care about the product and the users
Confidential 13-03-22
3 14
15. #4: SUPPORT THE CAUSE –
evangelize for user research and UX Design
! Doesn’t matter who’s doing the UX – you win
! Repetition, data-driven points
! Invest time required for change
! Create an environment conducive to design and innovation
§ Pipe cleaners
§ Conferences
§ White boards
4
§ Sharpies
§ Relationships!
Confidential 13-03-22 15
16. #5: BUILD EMPATHY – get to know your users
! Create an emotional connection for your users
! Internal research team
! External research team
! Involve the whole product team - have them listen in
! Friends of friends
§ Friends, coworkers, people on the street, everyone!
§ But… Your wife/husband is not your user
5
! Consider Context
Confidential 13-03-23 16
17. #5: BUILD EMPATHY – get to know your users
! Many Ways to Get User Feedback
§ Observation
§ Contextual inquiry
§ Participatory design
§ Card sorting and structured in person activities
§ Usability
§ Surveys
Confidential 13-03-22 17
18. #5: BUILD EMPATHY – get to know your users
! Consider Context – understand your users as people with busy,
complex lives and many external influences.
Confidential 13-03-23 18
20. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
! Design thinking approach
§ Agile and iterative
§ Cross-disciplinary
§ User-centric
! Methods worth adopting
§ Personas, mental models, design principles and other user-centric models
§ Usage scenarios/use cases
§ Sketchboards, paper prototypes, and other collaborative design techniques
§ User research as a part of the design process
§ Allow design to inform requirements
§ Simplify simplify simplify where you can
§ Process guidelines to help organization cooperate
Confidential 13-03-23 20
21. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
simple models to help educate and evangelize
21
22. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
documented process – how would your organization benefit?
! Reinforce collaboration
and check points
! Include guidelines
knowing everyone won’t
really follow the process
22
23. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
Find your North Star
North Star could be 3-8
Guiding Design Principles
23
24. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
personas are a tool to rally the troops
! People typically connect
with stories better than
reports
! Paint a picture of key
user types
! Demonstrate use cases
and priority tasks
! Use a quote to express
the impact the product
has on the user
24
25. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
sketch! and sketch again!
! Explore more ideas
faster
! It takes a while to get it
right
! Sketchboards as a
collaborative design tool
! Roll it up and take it with
you
25
26. #6: LEARN, ADOPT & ENCOURAGE UX TECHNIQUES
different audiences require different methods
! Who are you trying to
convince?
! What are their needs?
What do they care
about?
! What will you highlight?
Confidential 13-03-23 26
27. #7: BEWARE OF UX TOP 10 LISTS & DOGMATIC
ADVICE
Checklists are helpful. But they can’t replace expertise.
27
28. #7: BEWARE OF UX TOP 10 LISTS & DOGMATIC
ADVICE
! Like this one! J
! “Make sure users can get to everything in three clicks!”
! One list isn’t the end all, be all – it’s not that simple
! Figure out what works for you and your organization
28
30. #8: IF YOU LIKE IT, STEAL IT
! It doesn’t need to be your idea
! Learn from people, processes, methods, and designs out there
30
31. #9: BREAK SOME RULES
! Design something out of scope
! Participate in an unexpected way
! Data is important, but so is instinct!
! Get users involved regardless of scope
! Don’t be afraid to be wrong
! Throw it out and start again
31
33. YOU CAN’T BECOME A HERO OVERNIGHT
! Pick one thing to start with:
§ Invite a designer to collaborate on requirements
§ Call a cross functional brainstorm
§ Print out sketch templates
§ Identify one piece of user feedback that would help your product
§ Identify one type of project that would benefit from formalized UX process
§ Share this presentation with coworkers
§ Reach out to a UX agency or individual for help
! You don’t need to do it all yourself, but you need to enable it!
33
34. THANKS!
! Was this inspiring?
! Are you walking away with at least one actionable technique?
Sara Fortier
Lead User Experience Designer
sfortier@macadamian.com
Confidential 13-03-23 34
35. REFERENCED RESOURCES
! The Designful Company: How to build a culture of nonstop innovation, Marty
Neumeier
! Innovation Workshop, Marty Neumeier
! Switch: How to Change Things When Change is Hard, Chip Heath and Dan Heath
! Change by Design: How Design Thinking Transforms Organizations and Inspired
Innovation, Tim Brown
! Inside Apple, Adam Lashinsky
Sketchboard Resources:
! http://www.adaptivepath.com/ideas/sketchboards-discover-better-faster-ux-solutions
! http://www.youtube.com/watch?v=iVFTBj_BYy0
! http://www.slideshare.net/ugleah/sketchboards-prototypes-presentation
Persona Resources:
! http://www.cooper.com
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