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JACOB GEIB-ROSC
H

@JacobGeibRosch
Modular UX Process
MODULÄR ANVÄNDARUPPLEVELSE FÖRFARANDE
• UX is evidence-based.


• Time is limited; we want to waste minimal effort.


• Client buy-in is not guaranteed. Stakeholders are
reluctant to spend resources on UX.
ASSUMPTIONS
PROBLEM
• Many processes rigidly prescribe speci
fi
c steps, tasks
and deliverables for UX design.


• Rigid approaches to UX processes do not account for
differences in teams, clients and projects.
• Many processes rigidly prescribe speci
fi
c steps, tasks
and deliverables for UX design.


• Rigid approaches to UX processes do not account for
differences in teams, clients and projects.


• UX is about recognizing the essential humanity of software.


• Our processes should re
fl
ect the humanity of our teams
and account for those differences.


• A one-size-
fi
ts all approach will not work all the time.
PREMISE
Be Flexible
• Collect evidence in a way that suits your team’s
needs.


• Answer the highest-risk questions for your
product as ef
fi
ciently as possible.


• Decide where to draw the line. How much research
is enough?
THE CHALLENGE
An approach that allows us to:


• discover only the information we need


• that
fi
ts our team’s needs


• on a project-by-project basis


• by mixing-and-matching UX activities
THE SOLUTION
• There are about 873 different UX activities and methods.


• All UX activities are not created equal


• different learning


• about different constituencies


• for different phases of development and


• for different types of projects.
UX ACTIVITIES
• How to
fi
gure out which to use when
?

• Determine your goals.


• What do you need to know to meet those goals?


• What will resonate with the client?
UX ACTIVITIES
• What are your goals
?

• Increase user satisfaction?


• Increase sales/revenue?


• Build stakeholder/team buy-in?


• Build understanding of team, company culture or
product?
GOALS
Project Plan


• Planning and Discovery Phase


• Sets goals and methods for learning how to accomplish them.


User Interview
s

• Research Phase


• Collects initial user guidance.


• Can be on your own or with your team for buy-in.
UX ACTIVITIES
Card Sorting
 

• Research Phase


• Helps organize complex information trees.


Persona
s

• Research Phase


• Helps team gain perspective about customers.


• Great for empathy, but can seem abstract on the surface.
UX ACTIVITIES
UX ACTIVITIES
Wireframe
s

• Design Phase


• A relatively low-cost visual representation of your product.


Prototype Testin
g

• Testing and Validation Phase


• A relatively low-cost interactive representation of your
product.
• Be
fl
exible. Know when to document and when not to
document.


• There is no absolute right amount of documentation;


it depends on the situation.
DOCUMENTATION
• Be
fl
exible. Know when to document and when not to
document.


• There is no absolute right amount of documentation;


it depends on the situation.
DOCUMENTATION
• Keep your focus on what you’re
making, not writing about what
you’re making.


• Break down tasks into detailed
chunks when it feels right.
Documentation
is about
communication.
• How much research is the right amount?


• Which activities answer your questions the best?


• How much documentation is the right amount?
IT DEPENDS
• The point is that we need to stop thinking in terms
of “Agile,” “Waterfall,” or “Lean.”


• These labels are useful, but UX doesn’t
fi
t neatly
into any of these methodologies, and it shouldn’t.
THE POINT
• We need to use goal-oriented thinking.


• Mix and match activities


• to learn what we need to learn


• to make what we need to make.
THE POINT
UX activities are tools in a
toolkit that are used to answer
questions about our users.
SUGGESTED READING
• The User Experience
Team of One by Leah Buley


• Lean UX by Jeff Gothelf
• Just Enough Research


by Erika Hall


• User Story Mapping by
Jeff Patton

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Modular UX Process

  • 1. JACOB GEIB-ROSC H @JacobGeibRosch Modular UX Process MODULÄR ANVÄNDARUPPLEVELSE FÖRFARANDE
  • 2. • UX is evidence-based. • Time is limited; we want to waste minimal effort. • Client buy-in is not guaranteed. Stakeholders are reluctant to spend resources on UX. ASSUMPTIONS
  • 3. PROBLEM • Many processes rigidly prescribe speci fi c steps, tasks and deliverables for UX design. • Rigid approaches to UX processes do not account for differences in teams, clients and projects.
  • 4. • Many processes rigidly prescribe speci fi c steps, tasks and deliverables for UX design. • Rigid approaches to UX processes do not account for differences in teams, clients and projects. • UX is about recognizing the essential humanity of software. • Our processes should re fl ect the humanity of our teams and account for those differences. • A one-size- fi ts all approach will not work all the time. PREMISE
  • 6. • Collect evidence in a way that suits your team’s needs. • Answer the highest-risk questions for your product as ef fi ciently as possible. • Decide where to draw the line. How much research is enough? THE CHALLENGE
  • 7. An approach that allows us to: • discover only the information we need • that fi ts our team’s needs • on a project-by-project basis • by mixing-and-matching UX activities THE SOLUTION
  • 8. • There are about 873 different UX activities and methods. • All UX activities are not created equal • different learning • about different constituencies • for different phases of development and • for different types of projects. UX ACTIVITIES
  • 9. • How to fi gure out which to use when ? • Determine your goals. • What do you need to know to meet those goals? • What will resonate with the client? UX ACTIVITIES
  • 10. • What are your goals ? • Increase user satisfaction? • Increase sales/revenue? • Build stakeholder/team buy-in? • Build understanding of team, company culture or product? GOALS
  • 11. Project Plan • Planning and Discovery Phase • Sets goals and methods for learning how to accomplish them. User Interview s • Research Phase • Collects initial user guidance. • Can be on your own or with your team for buy-in. UX ACTIVITIES
  • 12. Card Sorting • Research Phase • Helps organize complex information trees. Persona s • Research Phase • Helps team gain perspective about customers. • Great for empathy, but can seem abstract on the surface. UX ACTIVITIES
  • 13. UX ACTIVITIES Wireframe s • Design Phase • A relatively low-cost visual representation of your product. Prototype Testin g • Testing and Validation Phase • A relatively low-cost interactive representation of your product.
  • 14. • Be fl exible. Know when to document and when not to document. • There is no absolute right amount of documentation; 
 it depends on the situation. DOCUMENTATION
  • 15. • Be fl exible. Know when to document and when not to document. • There is no absolute right amount of documentation; 
 it depends on the situation. DOCUMENTATION • Keep your focus on what you’re making, not writing about what you’re making. • Break down tasks into detailed chunks when it feels right.
  • 17. • How much research is the right amount? • Which activities answer your questions the best? • How much documentation is the right amount? IT DEPENDS
  • 18. • The point is that we need to stop thinking in terms of “Agile,” “Waterfall,” or “Lean.” • These labels are useful, but UX doesn’t fi t neatly into any of these methodologies, and it shouldn’t. THE POINT
  • 19. • We need to use goal-oriented thinking. • Mix and match activities • to learn what we need to learn • to make what we need to make. THE POINT
  • 20. UX activities are tools in a toolkit that are used to answer questions about our users.
  • 21. SUGGESTED READING • The User Experience Team of One by Leah Buley • Lean UX by Jeff Gothelf • Just Enough Research 
 by Erika Hall • User Story Mapping by Jeff Patton