We all want to make products that are developed with our users’ needs in mind. But when it comes to user research, many teams view it as too time consuming. This leads to usability problems, or worse, spending weeks or months working on features that our audience doesn’t even want or need.
I believe that it doesn’t have to be that way—talking to users doesn’t have to be a time-consuming, formal process led by trained researchers. In this presentation, originally given at Booster 2015 in Norway, I share some “quick and dirty” methods that I’ve used in the past while working on software products and apps. You’ll learn some tips for how you can check in with your own users, which will ultimately help you to develop more useful, usable, and desirable products.
Avoid the “thud!” Or: How to deliver products people actually wantJenny Shirey
Too many software products are made that have solid code, are beautifully designed, and promise many exciting features, and yet fall flat when they are released into the world. How do we make sure we don’t waste time creating things that no one wants to use or buy? In this talk, we’ll share how we use a process called “Discovery” at Trustpilot to test concepts with potential users before we build them. We will share how this has changed the way we work and helped us to focus on providing value to users. This presentation was given at a Codher event at Trustpilot in Copenhagen, Denmark.
Using a Google Design Sprint as a product superpowerAaron Kovalcsik
At the beginning of the year, our senior leadership team was going product by product and deciding which ones were worth funding and which ones should have their talent re-assigned.
The product I work on from within the Indeed Tokyo tech office rivaled some of the biggest competitors in the market and leveraged a team smaller than most start-ups. Obviously we thought our product was safe from such a massive culling and thought the value of our team was well known within the company.
Unfortunately, that was not the case - and our product was now on the chopping block. The senior leadership team asked us to answer 3 questions: prove that there was a user need for this, prove there was a business need, and prove that there is a roadmap and vision worth investing in.
With our jobs on the line and a product we believed in, we decided to prove that our product was worth continued investment. There were many tools that we could have chosen to do this, but we decided to use a Google Design Sprint as the cornerstone to our strategy for answering these core questions.
Our team undertook coordinating 2 back-to-back sprints that incorporated remote and local participants from marketing, product, customer service, sales, engineering, QA, and UX teams in a truly global effort. In true Indeed fashion, we modified the Google Design Sprint script slightly to fit Indeed's work culture and accommodate local and remote experts.
With this session I will identify where we differed from the sprint book, the effort we undertook to coordinate a global sprint, and the lessons we learned about proving value in a product and defining a long-term vision.
The session itself follows a dramatic story arc detailing how our jobs were on the line, the challenges our team faced coordinating 2 back-to-back global sprints, and the eventual outcome that paves the way for continued investment in our product and a vision.
However, the core concept is that regardless of the outcome of the sprint, we were building a cohesive and cross-functional team that could carry out a product launch from across the org chart successfully. We weren’t just building a product in 5 days - we were building a global team capable of working together to drive a successful product launch.
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
Validate Your Ideas Quickly with Google Design SprintBorrys Hasian
This was presented at Compfest, an annual one-stop IT event held by students of Faculty of Computer Science, University of Indonesia. The deck is about Design Thinking and Google Design Sprint.
Discover more to learn detail with google design sprint, great tools to maximize and validate your idea with lack of creativity and enhancing collaboration.
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
New York Bestseller Jake Knapp’s book, Sprint, explores how companies and teams can replicate Google’s sprint process to solve a problem within five days.
So how does a design sprint actually work, and how can you use a sprint to devise effective solutions in such a short period of time?
Enhance your productivity through design sprints, you’ll learn:
- What is a Design Sprint
- Design sprint case studies and success stories
- How you can run a design sprint effectively
Avoid the “thud!” Or: How to deliver products people actually wantJenny Shirey
Too many software products are made that have solid code, are beautifully designed, and promise many exciting features, and yet fall flat when they are released into the world. How do we make sure we don’t waste time creating things that no one wants to use or buy? In this talk, we’ll share how we use a process called “Discovery” at Trustpilot to test concepts with potential users before we build them. We will share how this has changed the way we work and helped us to focus on providing value to users. This presentation was given at a Codher event at Trustpilot in Copenhagen, Denmark.
Using a Google Design Sprint as a product superpowerAaron Kovalcsik
At the beginning of the year, our senior leadership team was going product by product and deciding which ones were worth funding and which ones should have their talent re-assigned.
The product I work on from within the Indeed Tokyo tech office rivaled some of the biggest competitors in the market and leveraged a team smaller than most start-ups. Obviously we thought our product was safe from such a massive culling and thought the value of our team was well known within the company.
Unfortunately, that was not the case - and our product was now on the chopping block. The senior leadership team asked us to answer 3 questions: prove that there was a user need for this, prove there was a business need, and prove that there is a roadmap and vision worth investing in.
With our jobs on the line and a product we believed in, we decided to prove that our product was worth continued investment. There were many tools that we could have chosen to do this, but we decided to use a Google Design Sprint as the cornerstone to our strategy for answering these core questions.
Our team undertook coordinating 2 back-to-back sprints that incorporated remote and local participants from marketing, product, customer service, sales, engineering, QA, and UX teams in a truly global effort. In true Indeed fashion, we modified the Google Design Sprint script slightly to fit Indeed's work culture and accommodate local and remote experts.
With this session I will identify where we differed from the sprint book, the effort we undertook to coordinate a global sprint, and the lessons we learned about proving value in a product and defining a long-term vision.
The session itself follows a dramatic story arc detailing how our jobs were on the line, the challenges our team faced coordinating 2 back-to-back global sprints, and the eventual outcome that paves the way for continued investment in our product and a vision.
However, the core concept is that regardless of the outcome of the sprint, we were building a cohesive and cross-functional team that could carry out a product launch from across the org chart successfully. We weren’t just building a product in 5 days - we were building a global team capable of working together to drive a successful product launch.
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
Validate Your Ideas Quickly with Google Design SprintBorrys Hasian
This was presented at Compfest, an annual one-stop IT event held by students of Faculty of Computer Science, University of Indonesia. The deck is about Design Thinking and Google Design Sprint.
Discover more to learn detail with google design sprint, great tools to maximize and validate your idea with lack of creativity and enhancing collaboration.
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
New York Bestseller Jake Knapp’s book, Sprint, explores how companies and teams can replicate Google’s sprint process to solve a problem within five days.
So how does a design sprint actually work, and how can you use a sprint to devise effective solutions in such a short period of time?
Enhance your productivity through design sprints, you’ll learn:
- What is a Design Sprint
- Design sprint case studies and success stories
- How you can run a design sprint effectively
Using a Design Sprint to Accelerate Innovation - Agile AustraliaRob Scherer
Last year, we worked on a project where we trialled the design sprint process created by Google Ventures.
We’d identified an opportunity. We had a segment of the market that we weren’t serving particularly well and when we had a look around, it seemed that nobody else was either. The area was ripe for disruption and we believed that if we didn't disrupt ourselves, somebody else would.
This talk covers:
1. what a design sprint is
2. some of the modifications we made to the Google Ventures process
3. a few practical tips that might help if you're running your own sprints
Kickstart Your Product with a Design Sprint by thestartupfactory.techProduct School
In a fluid and fast-paced world of Product, Product Management and building Product Roadmaps, even the most skilled of teams can struggle with a specific proposition, have misaligned priorities or simply get stuck from time to time. That's where the Design Sprint comes in – a process born at Google Ventures. This presentation unravels how a Design Sprint can get you and your team back on track in just 5 days. Not only that, but get a sneak peek into Design Sprint 2.0: now 20% faster than the original!
Southwest Airlines has hired the design team to improve the passenger experience at Boston Logan Airport from arrival to departure. On the first day, the team conducted assumption storming and empathy mapping to understand passenger pain points. They defined the problem as making passengers happy during their pre-flight experience. On day two, the team generated ideas through job stories and six-ups. On day three, they converged on ideas through sketching and $100 testing. Day four involved prototyping the selected idea. On the final day, the team tested their prototype with passengers and analyzed the results.
The document describes the Design Sprint process, which allows teams to solve design problems and test ideas with customers in 2-5 days. The process involves 5 stages: 1) Understand the problem through research, 2) Diverge by generating many potential solutions through brainstorming techniques, 3) Converge by defining a prototype and assumptions to test, 4) Prototype quickly using paper or digital tools, and 5) Validate by testing the prototype with users and gathering feedback. Design Sprints use methods from Design Thinking to help teams break out of processes and focus on the user perspective to create innovative products.
No matter what we make, we have to understand people. Whether you create reports, tools, services, or software, a person is ultimately going to use your product. In this workshop you will learn how to find out what your users truly need, what motivates them, what jobs they need your product for, and how to leverage what you learn from them so you can deliver something that is useful, desired and possibly even delightful. You will get hands-on practice in crafting interview questions that help uncover valuable insights, conducting successful interviews, and forming solid personas to guide your product development. At the end, you will be armed with knowledge and methods that you can use immediately to improve your work.
Solving Design and Business Problems in 3 Days with Google Design Sprint by B...Borrys Hasian
This document provides an overview of the Design Sprint process, which is a framework for teams of any size to solve design problems in 2-5 days. It outlines the 6 stages of a Design Sprint: 1) Understand, 2) Define, 3) Diverge, 4) Decide, 5) Prototype, and 6) Validate. For each stage, it describes the overall goal and provides examples of methods that can be used, such as affinity mapping, user journey mapping, storyboarding, prototyping, and usability testing. The goal of a Design Sprint is to explore ideas, make decisions, and validate solutions with users in a short, intensive process to solve business and design challenges quickly.
Light Weight Methods to Drive Your Designs ForwardNicole Capuana
Product teams these days need to be moving quickly and iteratively in delivering great products. At times though, teams can get stuck on how to move the designs forward. Sometimes it’s because of unexpected complexity and other times there are multiple paths to explore.
In this workshop, participants will experience a variety of methods that help teams gain a shared understanding through collaboration with clients, product owners, and key stakeholders. Each of the methods covered are light-weight and can be adopted by teams at any stage in the product design and development. Learn how to:
+ get started with user research,
+ define personas,
+ generate and turn ideas into solid solutions,
+ create low-fidelity mockups that can be tested with users immediately,
+ conduct a usability test,
+ synthesize your findings,
+ and gain focus for the product through games and structured discussion.
Every method covered will focus on designing a mobile app so that participants get the full experience of how each method fits into designing a product.
Don't worry if you don't have any UX background, this workshop will guide you through exercises. And if you're a UX rockstar, come flex your usability prowess with other professionals. Come learn and share tips & tricks! Everyone on a product team can benefit from this hands-on practice.
The document provides an overview of the 5 day Design Sprint framework used by TOPdesk to solve challenges through rapid prototyping. Each day focuses on a different stage: Day 1 involves understanding the problem through research and insights; Day 2 is for divergent brainstorming of solutions; Day 3 narrows ideas through prioritization; Day 4 builds high-fidelity prototypes; Day 5 gets user feedback through testing of assumptions. Exercises are outlined for each stage to guide the process from understanding to validating a solution. The goal is to answer critical questions quickly through cross-functional collaboration and early user involvement.
This presentation was prepared for a meetup session hosted by MindLinks.de to inform audience about "Google Design Sprint" and how everyone can use it for their projects. This community in Munich provides a creative space to young professionals and refugees with a shared interest in academic discussions.
The document describes the Design Sprint process, which is a time-boxed framework for solving problems through understanding, diverging, building, and testing solutions over the course of a sprint. It provides examples of exercises used in each phase, such as empathy mapping to understand users, storyboarding and prototyping to generate and refine ideas, and assumption mapping to test prototypes and gather feedback. The goal is to increase the chances of creating solutions that people want by involving the team in collaborative problem solving and rapid iteration.
Google Design Sprint - Case-Study by MAK3itDaniel Bartel
MAK3IT conducted a Google Design Sprint to test whether it is an effective method for identifying problems and testing solutions. Over five days, the team generated many ideas but the "great" idea was rejected by customers. However, they validated learning about the problem and generated new solution ideas for future sprints. The sprint showed that good facilitation, the right team composition, and focus are keys to success with the Google Design Sprint method.
Practicing Design Studio Method: a hands-on workshopNicole Capuana
An overview of Design Studio Method, why and how you facilitate a session, and a real-world problem from a Cleveland start-up to practice on. Additional resources to understand Design Studio Method.
Design Studio method is a collaborative thinking and design exercise that is used to quickly generate many ideas to solving particular design challenges. It involves sketching, critique and refinements to surface a diverse set of possibilities.
This will be a hands-on workshop to solve a design challenge for one of Cleveland’s growing startups. We will break into teams and you will learn how, when and why to use the Design Studio method.
If you can draw a square, a circle, and a triangle you can do it!
The document discusses how to embrace user experience (UX) design within an agile development process. It acknowledges challenges of incorporating UX into short sprint cycles with little upfront design but provides tips to make it work, such as supplementing user stories with low-fidelity prototypes, working in parallel with developers, and training developers to conduct basic design tasks. The document emphasizes that UX is needed in agile development to set the product direction, specify cohesive features, and prevent developers from dictating the product vision alone.
This document outlines the process and activities for a design sprint to solve problems and validate ideas over 4 days. It involves expert interviews on Day 1 to understand problems and frame them as design challenges. Teams then generate ideas and concepts and vote on the most promising ones. On Day 2, they create storyboards and prototypes. On Day 3, they conduct user testing of prototypes. On Day 4, they test prototypes with 5-7 external users, collect feedback, and identify lessons to apply to the next sprint. The outcome is a working prototype with validated user testing and accelerated learning about what works and doesn't work.
Now that you know how to plan for and construct bullet-proof usability script, take your experience to the next level - learn how to be an effective moderator!
There was once a time in product development where waterfalls ruled but today smart teams and companies are shifting their approaches to be more nimble and iterative. As they adopt approaches like Agile and Lean Startup many are also realizing that design matters. It’s not just what a product looks like but rather the entire experience that differentiates between good and great products. And they’re all looking for a UX unicorn to help them.
With some real-world examples, I’ll share with you:
+ how to become a UX unicorn
+ how the industry works & how it’s changing
+ how to work in Agile as a designer
+ leverage light-weight methods to work quickly
+ what I've learned along the way
Slides from a 3-hour workshop that's intended to teach the principles of Design Sprints. It is NOT a complete design sprint. Certain exercises have been highlighted while others skipped in the interest of expediency.
Get out of the lab and into the real worldcxpartners
James Chudley conducted user research for an ecommerce site selling frozen meals to elderly customers by visiting customers in their homes rather than using a lab. This provided invaluable insights into the real-world challenges customers faced using computers and the site. It allowed the client to understand users' experiences firsthand and provided an engaging, memorable experience for the client compared to traditional lab research. While more complicated to plan than lab research, home visits can provide more natural, empathetic insights into how users interact with products in their actual environments.
This document categorizes different types of artifacts, campaigns and information dealing with water and plastic issues. It identifies time-based videos and presentations, interactive digital and online content, physical objects and exhibits, posters and print materials. It also analyzes how some artifacts track users' own actions, invoke social norms, use statistics, explicitly encourage action, aim to be entertaining or funny, and take mostly negative, positive or neutral emotional tones in their messages.
Using a Design Sprint to Accelerate Innovation - Agile AustraliaRob Scherer
Last year, we worked on a project where we trialled the design sprint process created by Google Ventures.
We’d identified an opportunity. We had a segment of the market that we weren’t serving particularly well and when we had a look around, it seemed that nobody else was either. The area was ripe for disruption and we believed that if we didn't disrupt ourselves, somebody else would.
This talk covers:
1. what a design sprint is
2. some of the modifications we made to the Google Ventures process
3. a few practical tips that might help if you're running your own sprints
Kickstart Your Product with a Design Sprint by thestartupfactory.techProduct School
In a fluid and fast-paced world of Product, Product Management and building Product Roadmaps, even the most skilled of teams can struggle with a specific proposition, have misaligned priorities or simply get stuck from time to time. That's where the Design Sprint comes in – a process born at Google Ventures. This presentation unravels how a Design Sprint can get you and your team back on track in just 5 days. Not only that, but get a sneak peek into Design Sprint 2.0: now 20% faster than the original!
Southwest Airlines has hired the design team to improve the passenger experience at Boston Logan Airport from arrival to departure. On the first day, the team conducted assumption storming and empathy mapping to understand passenger pain points. They defined the problem as making passengers happy during their pre-flight experience. On day two, the team generated ideas through job stories and six-ups. On day three, they converged on ideas through sketching and $100 testing. Day four involved prototyping the selected idea. On the final day, the team tested their prototype with passengers and analyzed the results.
The document describes the Design Sprint process, which allows teams to solve design problems and test ideas with customers in 2-5 days. The process involves 5 stages: 1) Understand the problem through research, 2) Diverge by generating many potential solutions through brainstorming techniques, 3) Converge by defining a prototype and assumptions to test, 4) Prototype quickly using paper or digital tools, and 5) Validate by testing the prototype with users and gathering feedback. Design Sprints use methods from Design Thinking to help teams break out of processes and focus on the user perspective to create innovative products.
No matter what we make, we have to understand people. Whether you create reports, tools, services, or software, a person is ultimately going to use your product. In this workshop you will learn how to find out what your users truly need, what motivates them, what jobs they need your product for, and how to leverage what you learn from them so you can deliver something that is useful, desired and possibly even delightful. You will get hands-on practice in crafting interview questions that help uncover valuable insights, conducting successful interviews, and forming solid personas to guide your product development. At the end, you will be armed with knowledge and methods that you can use immediately to improve your work.
Solving Design and Business Problems in 3 Days with Google Design Sprint by B...Borrys Hasian
This document provides an overview of the Design Sprint process, which is a framework for teams of any size to solve design problems in 2-5 days. It outlines the 6 stages of a Design Sprint: 1) Understand, 2) Define, 3) Diverge, 4) Decide, 5) Prototype, and 6) Validate. For each stage, it describes the overall goal and provides examples of methods that can be used, such as affinity mapping, user journey mapping, storyboarding, prototyping, and usability testing. The goal of a Design Sprint is to explore ideas, make decisions, and validate solutions with users in a short, intensive process to solve business and design challenges quickly.
Light Weight Methods to Drive Your Designs ForwardNicole Capuana
Product teams these days need to be moving quickly and iteratively in delivering great products. At times though, teams can get stuck on how to move the designs forward. Sometimes it’s because of unexpected complexity and other times there are multiple paths to explore.
In this workshop, participants will experience a variety of methods that help teams gain a shared understanding through collaboration with clients, product owners, and key stakeholders. Each of the methods covered are light-weight and can be adopted by teams at any stage in the product design and development. Learn how to:
+ get started with user research,
+ define personas,
+ generate and turn ideas into solid solutions,
+ create low-fidelity mockups that can be tested with users immediately,
+ conduct a usability test,
+ synthesize your findings,
+ and gain focus for the product through games and structured discussion.
Every method covered will focus on designing a mobile app so that participants get the full experience of how each method fits into designing a product.
Don't worry if you don't have any UX background, this workshop will guide you through exercises. And if you're a UX rockstar, come flex your usability prowess with other professionals. Come learn and share tips & tricks! Everyone on a product team can benefit from this hands-on practice.
The document provides an overview of the 5 day Design Sprint framework used by TOPdesk to solve challenges through rapid prototyping. Each day focuses on a different stage: Day 1 involves understanding the problem through research and insights; Day 2 is for divergent brainstorming of solutions; Day 3 narrows ideas through prioritization; Day 4 builds high-fidelity prototypes; Day 5 gets user feedback through testing of assumptions. Exercises are outlined for each stage to guide the process from understanding to validating a solution. The goal is to answer critical questions quickly through cross-functional collaboration and early user involvement.
This presentation was prepared for a meetup session hosted by MindLinks.de to inform audience about "Google Design Sprint" and how everyone can use it for their projects. This community in Munich provides a creative space to young professionals and refugees with a shared interest in academic discussions.
The document describes the Design Sprint process, which is a time-boxed framework for solving problems through understanding, diverging, building, and testing solutions over the course of a sprint. It provides examples of exercises used in each phase, such as empathy mapping to understand users, storyboarding and prototyping to generate and refine ideas, and assumption mapping to test prototypes and gather feedback. The goal is to increase the chances of creating solutions that people want by involving the team in collaborative problem solving and rapid iteration.
Google Design Sprint - Case-Study by MAK3itDaniel Bartel
MAK3IT conducted a Google Design Sprint to test whether it is an effective method for identifying problems and testing solutions. Over five days, the team generated many ideas but the "great" idea was rejected by customers. However, they validated learning about the problem and generated new solution ideas for future sprints. The sprint showed that good facilitation, the right team composition, and focus are keys to success with the Google Design Sprint method.
Practicing Design Studio Method: a hands-on workshopNicole Capuana
An overview of Design Studio Method, why and how you facilitate a session, and a real-world problem from a Cleveland start-up to practice on. Additional resources to understand Design Studio Method.
Design Studio method is a collaborative thinking and design exercise that is used to quickly generate many ideas to solving particular design challenges. It involves sketching, critique and refinements to surface a diverse set of possibilities.
This will be a hands-on workshop to solve a design challenge for one of Cleveland’s growing startups. We will break into teams and you will learn how, when and why to use the Design Studio method.
If you can draw a square, a circle, and a triangle you can do it!
The document discusses how to embrace user experience (UX) design within an agile development process. It acknowledges challenges of incorporating UX into short sprint cycles with little upfront design but provides tips to make it work, such as supplementing user stories with low-fidelity prototypes, working in parallel with developers, and training developers to conduct basic design tasks. The document emphasizes that UX is needed in agile development to set the product direction, specify cohesive features, and prevent developers from dictating the product vision alone.
This document outlines the process and activities for a design sprint to solve problems and validate ideas over 4 days. It involves expert interviews on Day 1 to understand problems and frame them as design challenges. Teams then generate ideas and concepts and vote on the most promising ones. On Day 2, they create storyboards and prototypes. On Day 3, they conduct user testing of prototypes. On Day 4, they test prototypes with 5-7 external users, collect feedback, and identify lessons to apply to the next sprint. The outcome is a working prototype with validated user testing and accelerated learning about what works and doesn't work.
Now that you know how to plan for and construct bullet-proof usability script, take your experience to the next level - learn how to be an effective moderator!
There was once a time in product development where waterfalls ruled but today smart teams and companies are shifting their approaches to be more nimble and iterative. As they adopt approaches like Agile and Lean Startup many are also realizing that design matters. It’s not just what a product looks like but rather the entire experience that differentiates between good and great products. And they’re all looking for a UX unicorn to help them.
With some real-world examples, I’ll share with you:
+ how to become a UX unicorn
+ how the industry works & how it’s changing
+ how to work in Agile as a designer
+ leverage light-weight methods to work quickly
+ what I've learned along the way
Slides from a 3-hour workshop that's intended to teach the principles of Design Sprints. It is NOT a complete design sprint. Certain exercises have been highlighted while others skipped in the interest of expediency.
Get out of the lab and into the real worldcxpartners
James Chudley conducted user research for an ecommerce site selling frozen meals to elderly customers by visiting customers in their homes rather than using a lab. This provided invaluable insights into the real-world challenges customers faced using computers and the site. It allowed the client to understand users' experiences firsthand and provided an engaging, memorable experience for the client compared to traditional lab research. While more complicated to plan than lab research, home visits can provide more natural, empathetic insights into how users interact with products in their actual environments.
This document categorizes different types of artifacts, campaigns and information dealing with water and plastic issues. It identifies time-based videos and presentations, interactive digital and online content, physical objects and exhibits, posters and print materials. It also analyzes how some artifacts track users' own actions, invoke social norms, use statistics, explicitly encourage action, aim to be entertaining or funny, and take mostly negative, positive or neutral emotional tones in their messages.
This document contains advertisements for a website called "honestyinproducts.com" that aims to provide information about the ingredients in personal care products. Visitors are encouraged to text certain words to numbers or visit the website to learn more about common product ingredients like lead in lipstick, what's in their lotion, and what parabens are and whether they should be concerned about them. The ads describe mirror decals that reveal messages about ingredients as the viewer approaches the mirror.
This document discusses barriers to choosing natural personal care products and potential solutions. It identifies the main barriers as unawareness of product ingredients and costs/time constraints. To address these barriers, it proposes raising awareness through attention-grabbing campaigns and simplifying information by creating a list of top ingredients to avoid. Next steps include choosing a target audience and conducting further research like interviews to inform solutions.
This presentation shows a short summary of my Design Master's thesis, which I worked on during my final year at Carnegie Mellon. During this time, I had explored how communication design could influence people's behavior related to environmentally-friendly decisions. I did exploratory and generative research, ran a couple of experiments, and ended up creating a handbook, which brought together established psychology principles that could be applied to communication design.
This document summarizes Jenny Shirey's thesis project on designing persuasive communications for environmental issues. She conducted research on persuasive technology and environmental psychology to understand how to influence behavior change. Her goal was to provide recommendations to designers. She developed prototypes targeting bottled water use and tested their effectiveness. Her initial findings showed that tracking behavior, commitments, and reasonable goals can motivate changes. Her next steps are further analysis and developing design recommendations.
Presentation for WeWork Labs where you will learn how to use User Research to validate your Value Proposition, MVP or Hypothesis. Gabriel, Product Strategist from the UX agency Osynlig will walk you through practical advice and tools to ensure that you understand what your customers wants and needs from your product or service.
Prototyping and user testing is the best way to create successful products, but many enterprises skip this important step, ultimately leading to overspending and underdelivery. This presentation shares key learnings from working with enterprises attempting to drive innovation around digital product initiatives, the challenges encountered, and how we are using rapid prototyping to overcome.
Using Automated Testing Tools to Empower Your User ResearchUserZoom
In this Webinar, you'll learn:
-Guidelines for when to use moderated vs. unmoderated testing
-How to structure studies and set up tasks to get valid research results that achieve business objectives for testing
-Tried-and-true tricks for avoiding the most common pitfalls of unmoderated testing
-Advice for recruitment, screening and use of online panels
-How to use automated testing with agile design and development sprints to accommodate tight timelines and satisfy usability needs
This document provides tips for designers to avoid failure and improve their design process. It suggests that designers (1) take initiative to do work without waiting for invitations, (2) view every project as an opportunity to learn by including learning objectives and experiments, and (3) share their work early and often to get feedback and make the entire team part of the design process. The overall message is for designers to focus on learning, be open to improving, and involve others.
Axa Hackathon: User Centric Guide to Application PrototypingJay Suthar
Prepared presentation for hackathon participants to communicate key aspects of user centric design process; research (personas, task analysis), design (rapid prototyping to design experience and iterate (collect findings)) and adapting (conducting guerrilla usability testing).
Slides Nis Frome recently used in his discussion w/ mentees of The Product Mentor.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
The document describes methods for conducting a design sprint, which is a framework for teams to solve design problems in 2-5 days. It discusses the typical stages of a design sprint: understand the problem, define strategies, diverge ideas, decide on ideas, prototype the selected ideas, and validate them with users. It provides examples of specific methods that can be used at each stage, such as conducting user interviews and lightning talks in the understand stage, creating user journeys and defining design principles in the define stage, and testing prototypes with users in the validate stage. The document is intended to help teams plan and facilitate effective design sprints.
The document discusses the UX design process. It begins by explaining what UX design process is, which is an iterative design process used to improve usability and optimal interface design. It then outlines the main stages of the UX design process: research to identify user problems, gathering and analyzing user data, brainstorming design solutions, prototyping solutions, and testing designs. Finally, it provides examples of specific techniques used in each stage, such as conducting interviews, affinity mapping ideas, creating wireframes, user testing, and more. The overall process is focused on an iterative, user-centered approach to design.
How do you plan a successful UX project?
You need to include activities to answer each of
the following questions:
1. What are the business requirements?
2. What are the user requirements?
3. What is the best design solution that meets
both the business and user requirements?
5 Lessons Learned in Product Management by Twitch Senior PMProduct School
Main takeaways:
- How to take a non traditional path to product management
- How to leverage your unique background to differentiate yourself as a Product Manager
- Steps you can take to build your product management skills/portfolio while in other fields
This document discusses how UX design can be incorporated into an Agile development process. It begins with an overview of Agile and Scrum fundamentals. Then it provides recommendations for UX activities at different stages of an Agile project lifecycle, including project initiation, design during sprints, and collaboration methods like design studios and story mapping. The document aims to give guidance on adjusting common UX methods for use in Agile and questions are posed about integrating different types of projects into an Agile process.
This document discusses usability testing and related methodologies. It provides information on what usability testing is, how it is conducted, and factors to consider when deciding which methodology to use. Specifically, it notes that usability testing involves systematically observing users under controlled conditions to determine how well they can use a product. When conducting a test, key steps include recruiting representative participants, creating tasks, observing users without guidance, and analyzing the results to identify issues. The goal is to identify problems and improve the user experience.
The document discusses the need for a usability integration plan for an expense management system. It notes that while some initial user interviews, personas, and wireframes were created, more user input is still needed. A discounted usability integration plan is proposed to address budget and timeline constraints by focusing on re-interviewing users, documenting information, updating personas and wireframes, and conducting usability testing to address the most critical issues.
For many Agile teams, delivering software is the end of a journey. We ship one feature, have a beer, and move on to the next highest feature on the product backlog. However, shipping software is simply the beginning. Several studies cite that users on average use less than 30% of the features in a software application, yet our goals and metrics seem aligned with shipping more features. Agile teams talk more about increasing throughput or reducing cycle time than building features that better engaging with their users, so in some ways, Agile has actually accelerated the pace of ‘feature-itis.’
ResearchOps Berlin Meetup #2 - UX Maturity - How to Grow User Research in you...ResearchOps Meetup Berlin
In our spring edition of ResearchOps Berlin we will likewise talk about growing and maturing.
Our host FlixBus will give us insights into how they started UX in their organization and how they accelerated research in terms of such as their team set-up or research methods. Luky Primadani, Katja Borchert, Carolina Schomer and Pietro Romeo will provide us with use cases and how they see the next steps in becoming more UX mature.
Building excellent products gaza, jan 2017Lama K Banna
The document provides guidance on building excellent products based on a condensed class for new engineers and product managers at Google. It discusses the importance of knowing users through research, defining critical user journeys, prioritizing issues to address, avoiding common pitfalls, measuring success, and continuously improving through experiments. The key lessons are to focus on users, conduct research, make products that help users achieve their goals, prioritize the most important problems to solve, avoid usability issues, quantify metrics that matter to users, and test assumptions and changes through experiments.
The document outlines the UX process which includes 8 stages: 1) Strategy, 2) Research, 3) Analysis, 4) Design, 5) Development, 6) Testing, 7) Evaluate, and 8) Launch. It provides details on each stage such as conducting user research, creating personas and scenarios, designing wireframes and prototypes, usability testing, and measuring analytics after launch. The goal is to understand users, design solutions to meet their needs, develop the product, test it with users, and evaluate the results to improve future versions.
Field Research At The Speed Of BusinessPaul Sherman
This document discusses user observation research methods. It defines user observation research as observing customers in their real-world contexts to understand their goals, workflows, and how a product could fit into their behaviors. The document recommends observing users directly rather than relying on interviews or focus groups, as behavior is more truthful than self-reported accounts. It provides tips for planning an observation study, including defining goals, recruiting real users, collecting structured or unstructured data, summarizing findings daily, and adjusting the process for agile development cycles.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
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Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
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skills are required for this role.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
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during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
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https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
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Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
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Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
1. No time for user research?
BOOSTER 2015 WORKSHOP
Jenny Shirey
Lead Product Designer, Citrix
March 10, 2015
Methods for creating user-centered products
without holding up the process
2. Practice and learn: 3 methods
What we’ll cover today
Guerilla user interviews Concept speed dating “Cheap & cheerful”
usability testing
3. »» In-depth discussions on each method
»» Details on synthesis (what happens after)
»» How to present the data to your teammates
What we won’t cover
4. »» A taste of user research
»» Hands-on practice
»» Ideas and tips to get you started
What you’ll get out of it
6. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Research done with people who use or would
potentially use your product.
It helps us understand what users want and need.
User research can be done at all stages of the
design and development process. It can be
exploratory, generative, or evaluative.
What’s user research?
7. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Common myths about user research
8. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Myth 1: It takes too much time
9. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Myth 1: It takes too much time
Many methods can be done in just a few days.
User research also saves the team from wasting time
developing features people don’t want, don’t need,
or can’t figure out how to use.
10. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Myth 2: User research must be done
by a trained usability / UX expert
11. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Myth 2: User research must be done
by a trained usability / UX expert
Anyone who is relatively patient and open-minded can
do user research.
You might not get “flawless” results, and you might
miss a few things. But the benefits of learning from
users will outweigh any mistakes you make.
12. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Let’s learn and practice
some user research methods
13. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Method 1:
Guerilla user interviews
http://planet.globalservicejam.org/sites/default/files/gsj14/project/files/DSCF1847_0.JPG
Name credit: Leah Buley, author of “The User Experience Team of One”
14. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
A user interview isn’t just chatting with users.
It’s a series of questions designed to get insights
that will help you make a better product.
What’s a user interview?
15. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
»» To get into our users’ heads
»» To learn more about processes and environments
»» To validate hypotheses
»» To identify pain points, needs, and desires
Why do we do user interviews?
16. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
... what people actually do
... whether people will really use your product
... how people will use your product
To get these insights, you’ll have to observe
actual behaviors.
User interviews won’t tell you...
17. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Ask questions you’ve
prepared ahead of time
based on what you want
to find out
3 Ideally, pair up so one
person can take notes,
or record the session
4Go to a place where
you’ll find people
similar to your
target audience
1 Plan to spend
about 15-30
minutes talking
to each person
2
The basics
18. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
3-4 hours
2-4 hours
2-4 hours
1 hour
Prepare questions; choose a place to find people
15- to 30-minute interviews with at least several people
Synthesize the data
Informal read out with team
Total time: 2 days
Timeline
19. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Tips
20. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Be open-minded; don’t assume
Instead of “You store your files in a folder on your desktop, right?”
Try: “Where do you store your files?”
1
21. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
2
Get them to tell stories
“Tell me about the last time you...”
“Can you tell me more?”
“I’d love to hear about your process for...”
22. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
3
Don’t be afraid of silence
Sometimes people need time to think
23. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Demo
My goal: to learn about the participant’s
morning routine and identify potential
areas for improvement
24. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
1. Find a partner
2. On your own, write down some questions you want to ask
about your partner’s morning routine (2 minutes)
3. Interview your partner – one of you is the interviewer,
the other is the participant (4 minutes)
4. Switch roles (4 minutes)
Practice (10 minutes)
25. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Debrief
26. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Method 2:
Concept speed dating
Photo: Michael Dean
27. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Showing one or several early-stage concepts to
potential users to get feedback.
You can show sketches, storyboards, videos,
or prototypes.
The lower the fidelity, the more likely that people
will focus on the concept.
What is concept speed dating?
28. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
»» To gauge whether an idea makes sense and seems
useful for our target audience
»» To get qualitative feedback about a concept so
that we can improve it
»» To get a sense of whether it’s worth moving
forward with a concept or feature
Why do it?
29. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Lauren Chapman
www.lchapmandesigns.com
Sample concept
30. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Briefly explain the
concept and ask
“what do you think?”,
then listen
3 Ask questions to
prompt for more
info or make sure
you understand
4Sketch out some
concepts (stick
figures are fine!)
and write the story
1 Show concepts
to participants
in person or with
screen sharing
2
The basics:
31. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
1-3 hours
1-2 hours
1 hours
1 hour
Sketching concepts
Finding 3-5 people and showing them the concepts
Pull together feedback
Informal read out with team; deciding how to iterate
on concepts
Total time: 1 day
Timeline
32. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Tips
33. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Introduce the concepts in a neutral way
“My team wanted me to show this to you”
1
34. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Play “psychologist” and
answer questions with questions
If the participant says, “how would this work”,
you can ask “how would you like it to work?”
2
35. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Focus on whether the participant finds
the concept useful, not just “I like it”
3
36. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Don’t get into marketing mode
Your job is learn, not to sell the product
4
37. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Demo
38. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
1. Find a partner
2. Review the concept and questions on your sheet (2 minutes)
3. Explain the concept to your partner and ask questions.
You can use the sample questions to get started. (4 minutes)
4. Switch roles (4 minutes)
Practice (10 minutes)
39. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Debrief
40. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Method 3:
“Cheap & cheerful”
usability testing
41. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
A participant is shown something (a website,
a mobile app, a clickable prototype, sketches
on paper, etc.) and asked to complete some
typical tasks.
The moderator prompts the participant to
“think out loud” and observes how the participant
uses the prototype and any issues.
What is usability testing?
42. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
»» To learn whether people have problems using our app/
website/product
»» To find out whether a design is working before spending a lot
of time and effort on coding it
»» To learn whether a message is clear or confusing
Why do we do usability testing?
43. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Things you can test...
NetworkDevices Settings On/Off
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Paper prototypes Wireframes High-fidelity prototypes
Existing products
44. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
The basics:
Find 3-4 users to
test with
3
Ideally, pair up with
an observer. Record
the session (audio
and screen)
Ask users to complete
the tasks. Observe what
they do (don’t help
them). Remind them to
think out loud.
4 5Decide what you’ll
show; if needed,
create prototype
1 Write a script with
a few key tasks
2
45. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
2 hours
1-4 hours
2 hours
1 hour
Total time:
*Designs have to be complete and show all screens needed; this can take extra time
1-2 days
Write basic script with key tasks
Create a prototype using static screens and hot spots*
30-minute tests with 3-4 people
Debrief with team and decide what to change
Timeline
46. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Tips
47. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Be careful not to “lead” the user
Instead of “That was easy wasn’t it?”, say “How was that?”
Try to maintain neutral body language and facial expressions
1
48. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Observe what the participant does
and doesn’t do, and where they have issues
Don’t help them (unless absolutely necessary to finish the study)
If they ask how to do something,
say “How do you think you would do that?”
2
49. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
If the participant is quiet,
ask what they’re thinking
3
50. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Verify your assumptions
with the participant
“I noticed that you tried to tap this icon. What were you expecting?”
4
51. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Demo
52. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
1. On your own, choose an app on your phone to test.
2. Decide on 3 tasks you want your partner to do. Write them
down. (5 minutes)
3. Give your partner your phone and go through your script
and tasks (5 minutes)
4. Switch roles (5 minutes)
Practice (15 minutes)
53. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Debrief
55. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
1. Get the data out of your head
Use post-its, whiteboards, or just pen and paper
2. Listen to the recordings if needed to grab quotes
3. Use structure to frame the data
4. Share findings with your team; use images and quotes
to make the data more compelling.
What do you do afterward?
56. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Say
Do
Think
Feel
Sample structure
57. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Testing resources
Invision app
Very easy to upload screens and add hotspots
Turn on “user testing mode” to make the hotspots invisible
Can test on mobile or computer
Usertesting.com
Must have a prototype or app that can be viewed with a link
(web or mobile)
Studies can be moderated (best results) or unmoderated
58. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Testing resources
Gotomeeting Free
free.gotomeeting.com
Voice, video, and screen sharing with up to 3 people
Screenflick
www.araelium.com/screenflick
Recording on a Mac ($29)
59. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Keep in mind
60. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
User research isn’t about people telling you
what to make; it’s about learning, gaining empathy,
and identifying potential needs
61. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Getting into a habit of talking to a few users
at regular time intervals makes it less intimidating
and easier to fit into your dev cycle
62. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Make sure there’s a process to take action
based on what you find out!
63. Booster 2015 workshop // No time for user research?
METHOD 1: GUERILLA INTERVIEWS METHOD 2: SPEED DATING METHOD 3: USABILITY TESTING WRAPUPINTRODUCTION
Jenny Shirey // Lead Product Designer // Citrix
Where you can learn more
Don’t Make Me Think
Steve Krug
Interviewing Users
Steve Portigal
The User Experience
Team of One
Leah Buley