Design is no longer just the remit of designers. Everything from server infrastructure, to API design, to button interactions, to the colours in the branding can effect the user experience of the things we design and build. But when everyone on the project is making design decisions all the time, how can we ensure that they they’re the right decisions, and that when those decisions are made, everyone else is onboard?
Lily will be talking about the qualities we need make design decisions successful, and what can happen when we struggle to motivate the people we work with to buy-in to the same approach.
Designers are leaders - applying design skills to leadership, and leadership ...Lily Dart
The users experience of the services and products we build is harder to quantify than it once was. Just a few years ago, the best we could expect was some printed marketing materials and a desktop-focused website. Now that experience is made up of a collaboration of responsive websites, apps, emails, push messaging, and interactive experiences across a multitude of interfaces and devices.
Design is no longer just the remit of designers. Everything from server infrastructure to the colours in the branding can effect the user experience. So what does this new world look like for those of us who make design decisions every day? How can we ensure that dedication to a quality experience is shared by our coworkers, our organisations, and our clients?
Talk performed at SyncDevelop(HER) Norwich 22/15
Designing for the user experience (National Housing Federation - IT in Housin...Lily Dart
How do we design and deliver effective digital services for our residents? This talk discusses the core principles of user focused design, iterative development of new services, and measuring and evaluating our services for success.
People for Research User Recruitment Bootcamp @ UX Cambridge 2014Emma Millington
People for Research's User Recruitment Bootcamp is a 45 minute induction to User Recruitment. We show you how to get started (writing a brief), screening participants, metamorphosis of a persona into a brief, mastering challenging segments, making sure your participants turn up and managing the curve balls which may come your way.
How to involve children in the design process, Monica Ferraro.uxbri
Monica's talk from http://uxbrighton.org.uk/UX-for-kids/ examines the different techniques used while working with children as design partners in the design of technology. Dressing up, mixing ideas, Playmobil and Lego are great tools for generating new design ideas. Colouring pens, stickers and cardboard mockups of devices are great tools to create low-fidelity prototypes.
Have you ever asked "WHY are we using an agile approach for content?" Want some help explaining the benefits of working with user needs, feedback and evidence? Need to handle the different types of people asking tricky questions along the way? This presentation is for you!
Originally presented at the #agilecontent meetup, 2 February 2015.
UX Scotland 2014: User Research and Testing with ChildrenBorder Crossing UX
Slides from UX Scotland 2014 Tutorial: User Research and Testing with Children by Esther Stringer and Claudio Franco.
This session gave participants the toolkit and skills required when conducting user research and testing with children and young people (under the age of 18).
We begin with an overview of the guiding principles, best practices and standards for conducting research and testing with minors. Then go through practical examples and exercises of how to research and test throughout the stages of game design, as an example, with practical takeaways of tools and techniques that should be considered when designing research and testing projects with children.
Whatsapp Diaries: User Research in a mobile, connected, bite-sized worldNeelam Shetye
The deck I used for my talk at UXIndia 2014, Bangalore.
The backstory:
Over the last few years that I have been doing user research, I have seen the practice of user research - more specifically, the methods, tools & techniques that we use - stay pretty much unchanged.
But then look at the way we consume, create and communicate now. It has undergone tremendous shifts. We have become more mobile and more connected than ever before. Our attention spans and consumption patterns are completely bite-sized. Given that user research is about knowing people, its but obvious that as people evolve, the practice should evolve too.
Through this talk, I wanted to explore how user research can evolve in order to best leverage these big 'shifts' and blend with people's everyday lives.
A lot of context is lost without the accompanying 'talk' per se. But I hope the slides give a decent idea. I would love to hear from you about how you have done user research differently, what has worked and what hasn't. Do drop me a line on pg.neelam@gmail.com
Designers are leaders - applying design skills to leadership, and leadership ...Lily Dart
The users experience of the services and products we build is harder to quantify than it once was. Just a few years ago, the best we could expect was some printed marketing materials and a desktop-focused website. Now that experience is made up of a collaboration of responsive websites, apps, emails, push messaging, and interactive experiences across a multitude of interfaces and devices.
Design is no longer just the remit of designers. Everything from server infrastructure to the colours in the branding can effect the user experience. So what does this new world look like for those of us who make design decisions every day? How can we ensure that dedication to a quality experience is shared by our coworkers, our organisations, and our clients?
Talk performed at SyncDevelop(HER) Norwich 22/15
Designing for the user experience (National Housing Federation - IT in Housin...Lily Dart
How do we design and deliver effective digital services for our residents? This talk discusses the core principles of user focused design, iterative development of new services, and measuring and evaluating our services for success.
People for Research User Recruitment Bootcamp @ UX Cambridge 2014Emma Millington
People for Research's User Recruitment Bootcamp is a 45 minute induction to User Recruitment. We show you how to get started (writing a brief), screening participants, metamorphosis of a persona into a brief, mastering challenging segments, making sure your participants turn up and managing the curve balls which may come your way.
How to involve children in the design process, Monica Ferraro.uxbri
Monica's talk from http://uxbrighton.org.uk/UX-for-kids/ examines the different techniques used while working with children as design partners in the design of technology. Dressing up, mixing ideas, Playmobil and Lego are great tools for generating new design ideas. Colouring pens, stickers and cardboard mockups of devices are great tools to create low-fidelity prototypes.
Have you ever asked "WHY are we using an agile approach for content?" Want some help explaining the benefits of working with user needs, feedback and evidence? Need to handle the different types of people asking tricky questions along the way? This presentation is for you!
Originally presented at the #agilecontent meetup, 2 February 2015.
UX Scotland 2014: User Research and Testing with ChildrenBorder Crossing UX
Slides from UX Scotland 2014 Tutorial: User Research and Testing with Children by Esther Stringer and Claudio Franco.
This session gave participants the toolkit and skills required when conducting user research and testing with children and young people (under the age of 18).
We begin with an overview of the guiding principles, best practices and standards for conducting research and testing with minors. Then go through practical examples and exercises of how to research and test throughout the stages of game design, as an example, with practical takeaways of tools and techniques that should be considered when designing research and testing projects with children.
Whatsapp Diaries: User Research in a mobile, connected, bite-sized worldNeelam Shetye
The deck I used for my talk at UXIndia 2014, Bangalore.
The backstory:
Over the last few years that I have been doing user research, I have seen the practice of user research - more specifically, the methods, tools & techniques that we use - stay pretty much unchanged.
But then look at the way we consume, create and communicate now. It has undergone tremendous shifts. We have become more mobile and more connected than ever before. Our attention spans and consumption patterns are completely bite-sized. Given that user research is about knowing people, its but obvious that as people evolve, the practice should evolve too.
Through this talk, I wanted to explore how user research can evolve in order to best leverage these big 'shifts' and blend with people's everyday lives.
A lot of context is lost without the accompanying 'talk' per se. But I hope the slides give a decent idea. I would love to hear from you about how you have done user research differently, what has worked and what hasn't. Do drop me a line on pg.neelam@gmail.com
Little users; UX considerations for pre-school children - Amberlightuxbri
In their talk for http://uxbrighton.org.uk/UX-for-kids/, Filip Healy, Mansha Manohar and George Green from Aberlight plus Gemma Newell from the BBC, discuss some of the challenges of conducting user research with children under 4 and some of the design opportunities and principles that are important for this audience. In particular touchscreens have really lowered the entry level language and motor control skills required to interact with computer programs. On the one hand this provides great opportunities in early education and for busy parents to keep their children engaged, but on the other it raises some very serious ethical questions about what is an acceptable age to start encouraging children to interact with devices.
How to Redefine Success by Writing Your Own Rules : DareConf 2013Sophie Dennis
The 10 rules that have helped me define success for myself, not by other people's expectations. My talk from @DareConf 2013. Watch the full talk at http://2013.dareconf.com/videos/dennis
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Digital is a maturing industry now, compared to 10 years ago...We’ve become very good at the measurable. Infact, much of the what we do is becoming comoditised.
Websites should be as much about soul as utility...about bringing things to life. Design, branding and advertising have approaches that we can use to do this.
#digpen V - Designing Content: or how web designers can stop worrying and lea...Sophie Dennis
At #digpen V: Plymouth, 29 Sep 2012. Discussing the vital role of good content to creating great user experiences, the perils of designing without real content, and tips from content strategy practice you can use to get better content from your clients sooner in the project process.
Strategic UX - Rapid experience strategy techniques to help businesses succee...Eewei Chen
Many companies, in their haste to be first to market, forget the value of good early, strategic design thinking when creating a product or service. This results in mediocrity, and ultimately leads to an unloved brand experience where consumers become fickle and disloyal. Now, whether leading a design team, sitting on the board of directors or starting up a company, UX practitioners have made their way back up the value chain and have been re-empowered to make decisions that really can change the world.
My talk talk centers on the fact strategic design is critical to the success of the business and pulls together his insights and leanings to help set those brave enough to take on this responsibility in the right direction. I also talk about how to straddle the cross roads and actively connect that emotional relationship between the business and design.
Child-Centered Design is a mindset. Not rocket science.Sabina Idler
Why this talk?
The goal of this talk is to raise awareness for child-centered design and give a hands on guide on how to include children (0-12 years of age) in the design and development process of digital products that are designed for this very age group.
For whom?
When designing for adults, you can target them directly and sell them the advantages of user-centered design. When designing for kids things are slightly different. To be more precise, the users are slightly different. They are kids, and they deserve to be recognized as an autonomous target group. A target group that requires a different approach to design: Child-Centered Design (CCD). Now the thing is, children benefit from CCD, but neither do they care, nor do they have the decision-making power to buy stuff based on the quality of the design. Parents, teachers, and product managers on the other hand do. Are you in any way involved in the design or development process of digital products for kids? Then CCD offers you the perfect argument to sell your products to the right stakeholders.
Have you never thought about why and how designing for kids might be different than for adults? No worries, you are certainly not alone on this. But expanding ones horizont every now and then doesn’t hurt, does it? And after all, child-centered design is not rocket science.
What is the talk about?
First, the talk will briefly cover the popular concept of user-centered design and the question “Why is it that user centered design has ignored children for so long?” It will be discussed how the concept has evolved and why it is now time to reconsider the definition of the user. We can no longer ignore children as an autonomous target group for digital media.
Next, children will be introduced as new target group for interactive media. The target group will be discussed regarding their age, media habits and the key differences from adult users.
Then, the concept of child-centered design will be introduced and discussed step by step. This includes the common phases of user-centered design process, enriched by those aspects that differ for young target groups. Different age groups will be discussed by their physical, cognitive, and emotional abilities. Based on the question answer process, it will be illustrated which research methods are suitable for which age groups - and which are not.
Last but not least, the benefits of child-centered design will be discussed. Besides children, other stakeholders like parents, teachers, and product managers will also be considered. Here it is especially interesting to point out their role and discuss how they can benefit from a child-centered design approach.
Interested in Child-Centered Design? Then follow me on Twitter @SabinaIdler or visit our website at uxkids.com.
A talk from GOTO Amsterdam, on 20th June 2014.
Abstract:
We've all been there. You release a new feature, product or service, only to find it isn't quite what your customers want or need. But by the time you release, it's too late to make significant changes.
Traditionally user experience design has involved upfront user research and design, to ensure we build products that meet customer needs. But this approach doesn't always work so well within an Agile development environment. Lean UX draws inspiration from the philosophy behind Lean manufacturing, where the emphasis is on reducing waste in the production process and only working on things that create value for your customers.
In this session Michele will demonstrate how taking a Lean UX approach can help you to design the right products for your customers. Michele will share some practical tips, tools and techniques for product teams. You'll learn how to:
Get the team out of the building to find out first-hand what your customers want and need
Use rapid prototyping techniques to validate assumptions with customers, without having to code a fully functioning application.
Work collaboratively with your team to get to the right design quickly
Which matters more: content, design or technology? A rantSophie Dennis
Can we stop arguing over whose job is more important? Web design requires creative collaboration across multiple disciplines. Arguing whether content or design is more important is like arguing whether the composer or performer is more important. It's a bogus question: without both, there is no music.
The aim of this first session was to identify the diversity of problems around the world and the research challenges that result. In particular, contributors discussed the particular barriers to, and opportunities faced by, children in engaging with digital technologies in their country or region, also identifying areas where more research is needed.
Lily Dart - Building stronger teams for better user experienceCodemotion
User experience is no longer just the remit of designers. Everything from server infrastructure, to API design, to button interaction can effect the experience of the things we design and build. When the whole team is influencing the UX, it's a difficult job to keep everyone working to the same standard. So what do we do when our team dynamic is confusing our users experiences? Lily will be talking about the qualities we need as team members to make our our UX successful, and what can happen when we struggle to motivate the people we work with to work towards the same goals.
As designers and developers, we don’t always have access to research to about our end users, or the opportunity to learn about them. This can leave us building products based on our managers personal opinion, or client specifications, and never really knowing how we can serve our users better.
But the good news is there are many opportunities for user research that most designers and developers just aren’t aware of. They are cheap, easy to implement, and can used straight away on almost any project.
Lily will talk you through 3 methods of no excuse user research that you can use immediately on the websites, products, apps and services you work on every day.
Rima Gerhard is the lead Web Design instructor at the Miami International University of Art & Design. She has over 10 years of practical experience planning, developing, and testing web applications.
This is her presentation deck from Open Source Fashion's Conversion Conference at Venture Hive Miami on April 29, 2015.
http://freestyleconference.com
Service Design Introduction for RainmakersLior Smith
An introduction to service design and user research, in theory and practice, for the wider team at the consultancy Rainmaker. A recent 10 week project at HS2 is used as an example of how service design principles can be applied.
Session includes workshop about where Rainmakers' individual skills and activities fit in and around the service design process.
Little users; UX considerations for pre-school children - Amberlightuxbri
In their talk for http://uxbrighton.org.uk/UX-for-kids/, Filip Healy, Mansha Manohar and George Green from Aberlight plus Gemma Newell from the BBC, discuss some of the challenges of conducting user research with children under 4 and some of the design opportunities and principles that are important for this audience. In particular touchscreens have really lowered the entry level language and motor control skills required to interact with computer programs. On the one hand this provides great opportunities in early education and for busy parents to keep their children engaged, but on the other it raises some very serious ethical questions about what is an acceptable age to start encouraging children to interact with devices.
How to Redefine Success by Writing Your Own Rules : DareConf 2013Sophie Dennis
The 10 rules that have helped me define success for myself, not by other people's expectations. My talk from @DareConf 2013. Watch the full talk at http://2013.dareconf.com/videos/dennis
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Digital is a maturing industry now, compared to 10 years ago...We’ve become very good at the measurable. Infact, much of the what we do is becoming comoditised.
Websites should be as much about soul as utility...about bringing things to life. Design, branding and advertising have approaches that we can use to do this.
#digpen V - Designing Content: or how web designers can stop worrying and lea...Sophie Dennis
At #digpen V: Plymouth, 29 Sep 2012. Discussing the vital role of good content to creating great user experiences, the perils of designing without real content, and tips from content strategy practice you can use to get better content from your clients sooner in the project process.
Strategic UX - Rapid experience strategy techniques to help businesses succee...Eewei Chen
Many companies, in their haste to be first to market, forget the value of good early, strategic design thinking when creating a product or service. This results in mediocrity, and ultimately leads to an unloved brand experience where consumers become fickle and disloyal. Now, whether leading a design team, sitting on the board of directors or starting up a company, UX practitioners have made their way back up the value chain and have been re-empowered to make decisions that really can change the world.
My talk talk centers on the fact strategic design is critical to the success of the business and pulls together his insights and leanings to help set those brave enough to take on this responsibility in the right direction. I also talk about how to straddle the cross roads and actively connect that emotional relationship between the business and design.
Child-Centered Design is a mindset. Not rocket science.Sabina Idler
Why this talk?
The goal of this talk is to raise awareness for child-centered design and give a hands on guide on how to include children (0-12 years of age) in the design and development process of digital products that are designed for this very age group.
For whom?
When designing for adults, you can target them directly and sell them the advantages of user-centered design. When designing for kids things are slightly different. To be more precise, the users are slightly different. They are kids, and they deserve to be recognized as an autonomous target group. A target group that requires a different approach to design: Child-Centered Design (CCD). Now the thing is, children benefit from CCD, but neither do they care, nor do they have the decision-making power to buy stuff based on the quality of the design. Parents, teachers, and product managers on the other hand do. Are you in any way involved in the design or development process of digital products for kids? Then CCD offers you the perfect argument to sell your products to the right stakeholders.
Have you never thought about why and how designing for kids might be different than for adults? No worries, you are certainly not alone on this. But expanding ones horizont every now and then doesn’t hurt, does it? And after all, child-centered design is not rocket science.
What is the talk about?
First, the talk will briefly cover the popular concept of user-centered design and the question “Why is it that user centered design has ignored children for so long?” It will be discussed how the concept has evolved and why it is now time to reconsider the definition of the user. We can no longer ignore children as an autonomous target group for digital media.
Next, children will be introduced as new target group for interactive media. The target group will be discussed regarding their age, media habits and the key differences from adult users.
Then, the concept of child-centered design will be introduced and discussed step by step. This includes the common phases of user-centered design process, enriched by those aspects that differ for young target groups. Different age groups will be discussed by their physical, cognitive, and emotional abilities. Based on the question answer process, it will be illustrated which research methods are suitable for which age groups - and which are not.
Last but not least, the benefits of child-centered design will be discussed. Besides children, other stakeholders like parents, teachers, and product managers will also be considered. Here it is especially interesting to point out their role and discuss how they can benefit from a child-centered design approach.
Interested in Child-Centered Design? Then follow me on Twitter @SabinaIdler or visit our website at uxkids.com.
A talk from GOTO Amsterdam, on 20th June 2014.
Abstract:
We've all been there. You release a new feature, product or service, only to find it isn't quite what your customers want or need. But by the time you release, it's too late to make significant changes.
Traditionally user experience design has involved upfront user research and design, to ensure we build products that meet customer needs. But this approach doesn't always work so well within an Agile development environment. Lean UX draws inspiration from the philosophy behind Lean manufacturing, where the emphasis is on reducing waste in the production process and only working on things that create value for your customers.
In this session Michele will demonstrate how taking a Lean UX approach can help you to design the right products for your customers. Michele will share some practical tips, tools and techniques for product teams. You'll learn how to:
Get the team out of the building to find out first-hand what your customers want and need
Use rapid prototyping techniques to validate assumptions with customers, without having to code a fully functioning application.
Work collaboratively with your team to get to the right design quickly
Which matters more: content, design or technology? A rantSophie Dennis
Can we stop arguing over whose job is more important? Web design requires creative collaboration across multiple disciplines. Arguing whether content or design is more important is like arguing whether the composer or performer is more important. It's a bogus question: without both, there is no music.
The aim of this first session was to identify the diversity of problems around the world and the research challenges that result. In particular, contributors discussed the particular barriers to, and opportunities faced by, children in engaging with digital technologies in their country or region, also identifying areas where more research is needed.
Lily Dart - Building stronger teams for better user experienceCodemotion
User experience is no longer just the remit of designers. Everything from server infrastructure, to API design, to button interaction can effect the experience of the things we design and build. When the whole team is influencing the UX, it's a difficult job to keep everyone working to the same standard. So what do we do when our team dynamic is confusing our users experiences? Lily will be talking about the qualities we need as team members to make our our UX successful, and what can happen when we struggle to motivate the people we work with to work towards the same goals.
As designers and developers, we don’t always have access to research to about our end users, or the opportunity to learn about them. This can leave us building products based on our managers personal opinion, or client specifications, and never really knowing how we can serve our users better.
But the good news is there are many opportunities for user research that most designers and developers just aren’t aware of. They are cheap, easy to implement, and can used straight away on almost any project.
Lily will talk you through 3 methods of no excuse user research that you can use immediately on the websites, products, apps and services you work on every day.
Rima Gerhard is the lead Web Design instructor at the Miami International University of Art & Design. She has over 10 years of practical experience planning, developing, and testing web applications.
This is her presentation deck from Open Source Fashion's Conversion Conference at Venture Hive Miami on April 29, 2015.
http://freestyleconference.com
Service Design Introduction for RainmakersLior Smith
An introduction to service design and user research, in theory and practice, for the wider team at the consultancy Rainmaker. A recent 10 week project at HS2 is used as an example of how service design principles can be applied.
Session includes workshop about where Rainmakers' individual skills and activities fit in and around the service design process.
Best digital product prototyping services provider company USA.pdfsarah david
Best digital product prototyping services provider company USA are Cuneiform. We have experienced staff for product prototyping services. With our digital prototyping solutions, you get a cost-effective and efficient product development solution allowing for rapid iteration, testing, and design flexibility without the need for actual materials and tools.
Prototyping used to save time and money, reduce physical waste of the real product. It hep to improve error in virtually without making real product. Cuneiform have expert in this field to make quick and reliable solution for our client.
Best digital product prototyping services provider company USA are Cuneiform. We have experienced staff for product prototyping services. With our digital prototyping solutions, you get a cost-effective and efficient product development solution
Digital prototyping is a virtual representation of a product design and function using CAD software. In which involve design, Iterating, Idea, testing and verify the product process without any use of physical products.
The best digital prototyping Company in the USA and Canada is Cuneiform consulting Pvt ltd, which can fulfill your demands with innovative solutions and top-notch service.
We have collaborative software development spaces. While digital prototyping version control maintains track of edits to files and aids in project or document revision control.
Design, the Importance of Research, and a Call to ArmsDesignMap
Presentation for Allscripts Developer Partner conference -- Jared Spool's story about the $300m button, a baseline understanding of the difference between interaction and visual design, the importance of feed-back and feed-forward research, and some practical tools to get folks started.
In order to do great work you need to influence more parts of the design process than creating wireframes or front-end code. In this presentation, I walk you through the expanded sphere of influence on the user experience. I encourage you to look beyond your deliverables, outside of your department, and past your current way of working. I help you spot opportunities and draft a plan to improve your design process.
FRU Kathmandu: 7 ways a Developer and Designer can make each other's lives ea...Leapfrog Technology Inc.
Developers and designers usually struggle to understand each other’s mindset and procedure. However, there are several processes, tools, and checklists that help in bridging this gap. Learn about the seven ways designers and developers can help each other to achieve better collaboration and understanding.
DesignOps supports design teams (Interaction'23)Peter Boersma
Recently, several responsibilities of design managers, particularly those that focus on improving the organization of design work, have been re-assigned to DesignOps specialists. By now, the field of DesignOps has its own communities, conferences, and education programs.
This talk gives an overview - and some details - of how DesignOps specialists can support design teams and is based on the presenter’s experience as someone who has had the DesignOps mindset forever, who needed DesignOps services for his teams, and who has had the role of DesignOps Manager at Miro.
This presentation is about helping our clients make the right design decisions. This is important because Design decisions are not the type of decisions they are used to making. That's why they decide on aesthetics, the competition or other non-design criteria.
But ultimately, Design decisions are Business decisions. So helping our clients make the right design decisions is a win/win/win for clients, designers and users. In this presentation I go through 3 business cases where we had to help clients make different types of design decisions.
Customer-centered Design Organizations (Peter Merholz at Enterprise UX 2017)
Making design decisions stick
1. Making design decisions stick
Service design & user experience @lily_dart lilydart.com
Building stronger teams for
better outcomes.
2. Service design & user experience @lily_dart
Making design decisions stick
We’re all striving for great user experience
3. Service design & user experience @lily_dart
Making design decisions stick
ExperienceUser Designer
4. Service design & user experience @lily_dart
Making design decisions stick
ExperienceUser Designer
5. Service design & user experience @lily_dart
Making design decisions stick
Experience
6. Service design & user experience @lily_dart
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Experience
front-end developers
7. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
front-end developers
8. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
product managers
front-end developers
9. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
product managers
front-end developers
QA’s
10. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
sysadmins
product managers
front-end developers
QA’s
11. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
sysadmins
product managers
front-end developers
user researchers
QA’s
12. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
sysadmins
product managers
front-end developers
user researchers
QA’s
dev-ops
13. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
sysadmins
product managers
front-end developers
user researchers
QA’s
dev-ops
brand designers
14. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
sysadmins
product managers
front-end developers
user researchers
QA’s
dev-ops
brand designers
copywriters
15. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
sysadmins
product managers
front-end developers
user researchers
QA’s
dev-ops
brand designers
marketing
copywriters
16. Service design & user experience @lily_dart
Making design decisions stick
Experience
back-end developers
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front-end developers
user researchers
QA’s
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brand designers
marketing
copywriters
clients
17. Service design & user experience @lily_dart
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Experience
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customer services
18. Service design & user experience @lily_dart
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Experience
back-end developerscustomer services
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dev-ops
19. Service design & user experience @lily_dart
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User experience is a team sport
20. Service design & user experience @lily_dart
Making design decisions stick
Successful design doesn’t happen in isolation
21. Service design & user experience @lily_dart
Making design decisions stick
22. Service design & user experience @lily_dart
Making design decisions stick
front-end interactions
23. Service design & user experience @lily_dart
Making design decisions stick
front-end interactions
user journeys
24. Service design & user experience @lily_dart
Making design decisions stick
front-end interactions
user journeys
UI design
25. Service design & user experience @lily_dart
Making design decisions stick
application architecture
front-end interactions
user journeys
UI design
26. Service design & user experience @lily_dart
Making design decisions stick
coding standards
application architecture
front-end interactions
user journeys
UI design
27. Service design & user experience @lily_dart
Making design decisions stick
coding standards
application architecture
front-end interactions
user journeys
test coverage
UI design
28. Service design & user experience @lily_dart
Making design decisions stick
coding standards
accessibility standards
application architecture
front-end interactions
user journeys
test coverage
UI design
29. Service design & user experience @lily_dart
Making design decisions stick
coding standards
git workflow
accessibility standards
application architecture
front-end interactions
user journeys
test coverage
UI design
30. Service design & user experience @lily_dart
Making design decisions stick
coding standards
git workflow
accessibility standards
application architecture
front-end interactions
user journeys
test coverage
UI design
naming conventions
31. Service design & user experience @lily_dart
Making design decisions stick
coding standards
git workflow
accessibility standards
application architecture
front-end interactions
user journeys
test coverage
UI design
naming conventions
32. Service design & user experience @lily_dart
Making design decisions stick
Clear vision
33. Service design & user experience @lily_dart
Making design decisions stick
Clear vision
Good leadership
34. Service design & user experience @lily_dart
Making design decisions stick
Too many people view management as leadership.
It's not. Leadership comes from influence, and
influence can come from anyone at any level and in
any role.”
Kurt Uhlir
“
35. Service design & user experience @lily_dart
Making design decisions stick
Too many people view management as leadership.
It's not. Leadership comes from influence, and
influence can come from anyone at any level and in
any role.”
Kurt Uhlir
“
36. Service design & user experience @lily_dart
Making design decisions stick
Empathy
What's the most important skill of decision-making?
Knowing what drives people to make decisions.
Getting groups of people excited about an idea
requires understanding what motivates them. ”
Bryan Zmijewski
“
37. Service design & user experience @lily_dart
Making design decisions stick
A good leader is empathetic
38. Service design & user experience @lily_dart
Making design decisions stick
They understand our individual needs>
A good leader is empathetic
39. Service design & user experience @lily_dart
Making design decisions stick
They understand our individual needs
They listen to our expertise
>
>
A good leader is empathetic
40. Service design & user experience @lily_dart
Making design decisions stick
They understand our individual needs
They listen to our expertise
They listen to, and prioritise, our concerns
>
>
>
A good leader is empathetic
41. Service design & user experience @lily_dart
Making design decisions stick
Lack of commitment
When there is no empathy, you get:
to decisions
42. Service design & user experience @lily_dart
Making design decisions stick
“I decided not
to it that way”
Lack of commitment
to decisions
When there is no empathy, you get:
43. Service design & user experience @lily_dart
Making design decisions stick
“I decided not
to it that way”
Lack of commitment
to decisions
“The developer didn’t
follow my design”
When there is no empathy, you get:
44. Service design & user experience @lily_dart
Making design decisions stick
“I told the designer we
couldn’t do that”
“I decided not
to it that way”
Lack of commitment
to decisions
“The developer didn’t
follow my design”
When there is no empathy, you get:
45. Service design & user experience @lily_dart
Making design decisions stick
“I thought someone
else was doing that?”
“I decided not
to it that way”
Lack of commitment
to decisions
“The developer didn’t
follow my design”
“I told the designer we
couldn’t do that”
When there is no empathy, you get:
46. Service design & user experience @lily_dart
Making design decisions stick
Use empathy to connect with colleagues
47. Service design & user experience @lily_dart
Making design decisions stick
Understand what motivates them>
Use empathy to connect with colleagues
48. Service design & user experience @lily_dart
Making design decisions stick
Understand what motivates them
Take time to understand their concerns
>
>
Use empathy to connect with colleagues
49. Service design & user experience @lily_dart
Making design decisions stick
Understand what motivates them
Take time to understand their concerns
Consider colleagues needs as you would users needs
>
>
>
Use empathy to connect with colleagues
50. Service design & user experience @lily_dart
Making design decisions stick
Direction and focus
A genuine leader is not a searcher for consensus but
a molder of consensus.”
Martin Luther King, Jr.
“
51. Service design & user experience @lily_dart
Making design decisions stick
A good leader sets direction and focus
52. Service design & user experience @lily_dart
Making design decisions stick
They communicate goals, not details>
A good leader sets direction and focus
53. Service design & user experience @lily_dart
Making design decisions stick
They communicate goals, not details
They explain why those goals are important
>
>
A good leader sets direction and focus
54. Service design & user experience @lily_dart
Making design decisions stick
They communicate goals, not details
They explain why those goals are important
Open to change when change is necessary
>
>
>
A good leader sets direction and focus
55. Service design & user experience @lily_dart
Making design decisions stick
When it there is no direction and focus, you get:
Conflict
56. Service design & user experience @lily_dart
Making design decisions stick
“I know what my own
customers want”
When it there is no direction and focus, you get:
Conflict
57. Service design & user experience @lily_dart
Making design decisions stick
“I know what my own
customers want”
“This is best practice”
When it there is no direction and focus, you get:
Conflict
58. Service design & user experience @lily_dart
Making design decisions stick
“I know what my own
customers want”
“This is best practice”
When it there is no direction and focus, you get:
“Because I’ve been doing
this for 10 years”
Conflict
59. Service design & user experience @lily_dart
Making design decisions stick
“I know what my own
customers want”
“Won’t work because
of the flux capacitor”
“This is best practice”
When it there is no direction and focus, you get:
Conflict
“Because I’ve been doing
this for 10 years”
60. Service design & user experience @lily_dart
Making design decisions stick
Set goals for your work
61. Service design & user experience @lily_dart
Making design decisions stick
>
Set goals for your work
Don’t wait for someone else to define those goals
62. Service design & user experience @lily_dart
Making design decisions stick
>
> Define metrics to measure your success
Set goals for your work
Don’t wait for someone else to define those goals
63. Service design & user experience @lily_dart
Making design decisions stick
If something isn’t working, change it
>
>
>
Don’t wait for someone else to define those goals
Set goals for your work
Define metrics to measure your success
64. Service design & user experience @lily_dart
Making design decisions stick
Collaboration
Individual commitment to a group effort -
that is what makes a team work.”
Vince Lombardi
“
65. Service design & user experience @lily_dart
Making design decisions stick
A good leader facilitates collaboration
66. Service design & user experience @lily_dart
Making design decisions stick
They make space for new ideas to be considered>
A good leader facilitates collaboration
67. Service design & user experience @lily_dart
Making design decisions stick
They make space for new ideas to be considered
They empower teams to make their own decisions
>
>
A good leader facilitates collaboration
68. Service design & user experience @lily_dart
Making design decisions stick
They make space for new ideas to be considered
They empower teams to make their own decisions
They don’t claim personal credit for successes
>
>
>
A good leader facilitates collaboration
69. Service design & user experience @lily_dart
Making design decisions stick
Blame
When there is no collaboration, you get:
70. Service design & user experience @lily_dart
Making design decisions stick
“The feature
description was unclear”
Blame
When there is no collaboration, you get:
71. Service design & user experience @lily_dart
Making design decisions stick
“The feature
description was unclear”
“That bug is her fault”
Blame
When there is no collaboration, you get:
72. Service design & user experience @lily_dart
Making design decisions stick
“The feature
description was unclear”
“That bug is her fault”
Blame
When there is no collaboration, you get:
“The back-end is slow,
not the javascript”
73. Service design & user experience @lily_dart
Making design decisions stick
“The back-end is slow,
not the javascript”“The feature
description was unclear”
“That bug is her fault”
“The QA should
have checked that”
Blame
When there is no collaboration, you get:
74. Service design & user experience @lily_dart
Making design decisions stick
Facilitate collaboration
75. Service design & user experience @lily_dart
Making design decisions stick
> Be open to feedback and new ideas
Facilitate collaboration
76. Service design & user experience @lily_dart
Making design decisions stick
>
>
Be open to feedback and new ideas
Facilitate collaboration
Focus your communication on what is relevant to them
77. Service design & user experience @lily_dart
Making design decisions stick
>
>
>
Be open to feedback and new ideas
Focus your communication on what is relevant to them
Admit your mistakes, and credit others successes
Facilitate collaboration
78. Service design & user experience @lily_dart
Making design decisions stick
Be empathetic
When something doesn’t go as planned, take the time to understand why.
Use that knowledge to avoid lack of commitment to design decisions.
79. Service design & user experience @lily_dart
Making design decisions stick
Set direction and focus
Set goals to clarify that direction, and measure them.
Avoid the conflict that comes from incompatible individual opinions.
80. Service design & user experience @lily_dart
Making design decisions stick
Facilitate collaboration
Don’t be the “rockstar”; commit yourself to the success of the team.
Avoid the blame culture that stops others making the same commitment.
81. Service design & user experience @lily_dart
Making design decisions stick
Making design decisions stick
82. Service design & user experience @lily_dart
Making design decisions stick
Making design decisions stick isn’t about
writing better documentation
83. Service design & user experience @lily_dart
Making design decisions stick
It’s about building stronger teams
and being better colleagues