The document discusses prototyping for lean UX in an agile environment. It provides tips for prototyping including defining an MVP, using tools like Cardboard to quickly prototype, conducting prototype cycles to test if users can and would use a design. The goal of prototyping is to learn quickly through doing. Sketches should be open to interpretation and not the end goal, but rather a way to learn. Prototyping is for designing a solution, not the definitive solution. Various prototyping tools are listed that can be used for quick prototyping like Balsamiq, Pencil, Axure, POP, and Flinto to get feedback and iterate designs early.
Presented at TalkUX, Atlanta Georgia, September 30, 2016
http://www.talk-ux.com/
The field of User Experience (UX) offers many opportunities for interesting, meaningful (and well paid) work. The number of skills required to do this work can feel overwhelming. As you create your own UX practice, what do you need to know? How deeply must you know it? Is it better to be a generalist or a specialist? Are unicorns real? In this talk, I'll share what I learned in my own journey from designer to founder and present some useful models for charting your own course.
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
This workshop had 5 main goals:
1) Overview about design thinking
2) Understand a bit about how our mind works through the 30 circles exercise
3) Work deep on the problem definition
4) Brainstorming through using Disney Method to stimulate the creative side of the mind
5) Prototype something tangible
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Get out of the lab and into the real worldcxpartners
This is my presentation from UXCambridge 2013.
Last year I found myself working on a user research project that made me try a new approach to user research.
Typically I conduct my research in the lab but given the average age of my users was 83 I needed to go to their homes.
This approach threw up all manner of new challenges. In this presentation I talk about how I overcame them and how by the end of it I never wanted to test in the lab again.
Presented at TalkUX, Atlanta Georgia, September 30, 2016
http://www.talk-ux.com/
The field of User Experience (UX) offers many opportunities for interesting, meaningful (and well paid) work. The number of skills required to do this work can feel overwhelming. As you create your own UX practice, what do you need to know? How deeply must you know it? Is it better to be a generalist or a specialist? Are unicorns real? In this talk, I'll share what I learned in my own journey from designer to founder and present some useful models for charting your own course.
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
This workshop had 5 main goals:
1) Overview about design thinking
2) Understand a bit about how our mind works through the 30 circles exercise
3) Work deep on the problem definition
4) Brainstorming through using Disney Method to stimulate the creative side of the mind
5) Prototype something tangible
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Get out of the lab and into the real worldcxpartners
This is my presentation from UXCambridge 2013.
Last year I found myself working on a user research project that made me try a new approach to user research.
Typically I conduct my research in the lab but given the average age of my users was 83 I needed to go to their homes.
This approach threw up all manner of new challenges. In this presentation I talk about how I overcame them and how by the end of it I never wanted to test in the lab again.
Drawing Out Your Users: Using Sketch Techniques for User ResearchBennett King
Workshop Presentation from UX Speakeasy's Sketchcamp San Diego on October 6th, 2012.
This presentation centers on using sketching techniques as another form of data collection for user research. The presentation covers the reasons for using sketching, some background behind origins in Psychology, and three activities which can be used during research.
The process of design thinking starts with Empathy. This presentation aims to give an overview of the process, a few tactics and ideas to help learners understand what design thinking is, and why it can be so powerful.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Centre for Entrepreneurship (C4E) of the University of Cyprus and Berklee Institute for Creative Entrepreneurship (ICE) present the:
Why are some designs better than others, and what can you do about it? (The workshop)
If you've ever described a poster as heavy, a website as dense, an app as clumsy or an object as whimsical, you probably already know the answer. Recent psychology research is showing that experiential metaphors are key emotional drivers that impact our perception of the world. Applying these findings to design confirms what designers have learned throughout their careers—good design is subconscious first and rational second. Michael will share stories from this research and the IDEO portfolio then share tools to help you be more consciously subconscious.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
Whiteboard Warrior at the Stanford d.school 2/14/15Molly Wilson
Notebook Neophyte to Whiteboard Warrior is a d.school pop-up class on the fundamentals of visual communication. @katerutter and I teach it. More info at http://whiteboardwarrior.org.
Lego Serious Play & Business Model CanvasJan Peeters
I made a report on the Lego Serious Play workshop I organized together with Flanders DC. We used the Lego Serious Play method to deliver a business model canvas for an innovative carpet.
What's makes the difference between good and great design? Or for that matter, between good and great designers?
I don't pretend to know the answer. I've been designing for 10+ years and I still don't consider myself a great designer. What this presentation offers, however, are a few principles I've learned along the path to becoming a great designer.
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
Design Sprints for Awesome Teams: Workshop at Museums & the Web 2017Dana Mitroff Silvers
Slides from "Design Sprints for Awesome Teams: Running Design Sprints for Rapid Digital Product Development" at the 2017 Museums and the Web conference in Cleveland, Ohio.
Presented at Innovate VA 2014 in Glen Allen VA.
This presentation is for all experience levels of engineers, project managers, product leads, designers, UX researchers and anyone who makes products (software, apps, websites, hardware) that others use.
In this presentation you’ll get candy thrown at you and also learn:
The best reasons for creating personas together
How to, as a team, quickly create accurate personas that fit into a sprint
And most importantly, how to use personas in collaborative design
Intro to User Journey Mapping for Building Better Websites - WordCamp Ottawa...Anthony D. Paul
You’ve asked the right questions and maybe you have some personas. There’s a heap of feature requests from your client and a whole lot of content to organize into a sitemap (IA) document and wireframes. However, something’s not sitting right and you wonder how your WordPress site fits into the bigger customer journey with the client’s brand, business, and products. In this talk, I’ll show you how to get started with taking all of that subject matter expertise you’ve been collecting in your mind, and to convert it into one of several useful types of journey maps. I’ll share process, examples, context on how they fit into a larger project, and share how they help bring agreement among your client decision-makers.
During my time in this agency in over two and a half years, I have been trying to ensure that our clients have a more positive and enhanced experience of accessing our prototypes such as website designs, mock-up prototypes and so on. So far I have been using After effect, Indesign and Flash and other applications to certain success. I have found that designing prototypes using those applications to be a lengthy and complex process.
Drawing Out Your Users: Using Sketch Techniques for User ResearchBennett King
Workshop Presentation from UX Speakeasy's Sketchcamp San Diego on October 6th, 2012.
This presentation centers on using sketching techniques as another form of data collection for user research. The presentation covers the reasons for using sketching, some background behind origins in Psychology, and three activities which can be used during research.
The process of design thinking starts with Empathy. This presentation aims to give an overview of the process, a few tactics and ideas to help learners understand what design thinking is, and why it can be so powerful.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Centre for Entrepreneurship (C4E) of the University of Cyprus and Berklee Institute for Creative Entrepreneurship (ICE) present the:
Why are some designs better than others, and what can you do about it? (The workshop)
If you've ever described a poster as heavy, a website as dense, an app as clumsy or an object as whimsical, you probably already know the answer. Recent psychology research is showing that experiential metaphors are key emotional drivers that impact our perception of the world. Applying these findings to design confirms what designers have learned throughout their careers—good design is subconscious first and rational second. Michael will share stories from this research and the IDEO portfolio then share tools to help you be more consciously subconscious.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
Whiteboard Warrior at the Stanford d.school 2/14/15Molly Wilson
Notebook Neophyte to Whiteboard Warrior is a d.school pop-up class on the fundamentals of visual communication. @katerutter and I teach it. More info at http://whiteboardwarrior.org.
Lego Serious Play & Business Model CanvasJan Peeters
I made a report on the Lego Serious Play workshop I organized together with Flanders DC. We used the Lego Serious Play method to deliver a business model canvas for an innovative carpet.
What's makes the difference between good and great design? Or for that matter, between good and great designers?
I don't pretend to know the answer. I've been designing for 10+ years and I still don't consider myself a great designer. What this presentation offers, however, are a few principles I've learned along the path to becoming a great designer.
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
Design Sprints for Awesome Teams: Workshop at Museums & the Web 2017Dana Mitroff Silvers
Slides from "Design Sprints for Awesome Teams: Running Design Sprints for Rapid Digital Product Development" at the 2017 Museums and the Web conference in Cleveland, Ohio.
Presented at Innovate VA 2014 in Glen Allen VA.
This presentation is for all experience levels of engineers, project managers, product leads, designers, UX researchers and anyone who makes products (software, apps, websites, hardware) that others use.
In this presentation you’ll get candy thrown at you and also learn:
The best reasons for creating personas together
How to, as a team, quickly create accurate personas that fit into a sprint
And most importantly, how to use personas in collaborative design
Intro to User Journey Mapping for Building Better Websites - WordCamp Ottawa...Anthony D. Paul
You’ve asked the right questions and maybe you have some personas. There’s a heap of feature requests from your client and a whole lot of content to organize into a sitemap (IA) document and wireframes. However, something’s not sitting right and you wonder how your WordPress site fits into the bigger customer journey with the client’s brand, business, and products. In this talk, I’ll show you how to get started with taking all of that subject matter expertise you’ve been collecting in your mind, and to convert it into one of several useful types of journey maps. I’ll share process, examples, context on how they fit into a larger project, and share how they help bring agreement among your client decision-makers.
During my time in this agency in over two and a half years, I have been trying to ensure that our clients have a more positive and enhanced experience of accessing our prototypes such as website designs, mock-up prototypes and so on. So far I have been using After effect, Indesign and Flash and other applications to certain success. I have found that designing prototypes using those applications to be a lengthy and complex process.
Usability testing – Just Do It. Five methods for improving usability in-houseVolkside
Introduction to usability testing and five methods you can use to improve usability in your own projects.
Read more: http://www.volkside.com/2011/05/usability-testing-just-do-it-5-methods-for-improving-usability-inhouse
This deck was created as part of a Webinar with UI Breakfast.
This is a guide to conducting your own workshop with your client, or customers on User Experience Journey Mapping
Lean Design Thinking: Where product, design and development converge in an ag...Alex Sherman
No one likes to build things that people won't use. Two years into using the Design thinking approach, I'm going to share what one team has learned trying to make a product people actually want to use in a lean and agile environment. We'll go through the basic steps taken along with some take-aways and approaches to make qualitative and quantitative product decisions.
Blog post here: https://medium.com/@alex_sherman/lean-design-thinking-968af935fc85#.9pdatucl8
[NOTES] When Your Community Does the Blogging | MuseumNext IndyLori Byrd-McDevitt
Notes for the presentation "When Your Community Does the Blogging: What, Why, and How," at MuseumNext Indianapolis, September 2015. This talk discusses the Community Blogging programs at The Children's Museum of Indianapolis.
Getting SEO's at the Adult Table with Search Infused MarketingWil Reynolds
SEO's for years have been sat at the little boys and girls table, when big marketing decisions were being made. How often have YOU said to yourself, only if I was there when decision X was made, we would have infused search into it. Well this is your jump start of ideas how to help people in various departments, that often get invited to the adults table - breaking down silos across your organization or across agencies. When budgets are discussed, SEO is never there, when brand campaigns are discussed, we are never there, social, marketing, email, etc so often we are not invited, and I think if we start being better helpers across our organization, using our swiss army knives of tools to help others, we will start getting those invites - getting search more visibility.
This last Wednesday, we hosted a webinar called Intro to Sketching Prototypes (http://www.youtube.com/watch?v=RMMn88sP2NQ). These are the slides from that presentation.
You can download the prototyping tool shown in the presentation here:
http://www.infragistics.com/products/indigo-studio
Webinar Description: Sketching prototypes? Yep, you heard that right—you'll have to watch to learn what it means! :) This webinar tangos with the theory behind effective prototyping, illustrates some of the tools at our disposal, and demonstrates how to effectively leverage a new software prototyping tool that tackles this practice head on--Indigo Studio. You'll come away more empowered to design software that exceeds expectations.
Collaborative Sketching for Secure & Usable AppsRobert Stribley
Presentation on Collaborative Sketching for Secure & Usable Apps as presented by Robert Stribley at Internet Freedom Festival, Friday, March 10th, 2017
My talk and workshop on how to use UX frameworks in your startup. Taking inspiration from my own PhD research and the EPUI methodology I now try to adapt to startups and especially the Lean process.
Journey Maps with Legs! Best practices & hot tips for research, design and di...UXPA International
Based on interviews with leading client-side and independent researchers, Jeanne Turner & Julie Francis will share best practices for journey mapping. Their suggestions & stories will cover many facets, including
Kick-off and Discovery: How to structure a productive journey map kickoff
Research: Which research methodologies, questions, & activities reveal the most useful insights
The deliverable: What features make a great journey map?
Dissemination: How to maximize the impact of your journey map
These tips, stories, best practices and case studies will be drawn from expert interviews with researchers, stakeholders & designers with a focus on service design and multi-channel retail. You’ll walk away with practical things you can do to deliver great journey maps that have staying power.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
An overview of how UX Research is conducted in entrepreneurial Lean UX organizations. Principles and practices of Lean/Agile UX teams in high-tech, mostly Silicon Valley, settings.
Presented by Susan Wilhite to startupUCLA, an accelerator for UCLA students, on June 7, 2012 on the campus. Watch the startupUCLA web site for a video of the live presentation.
From Sketch Camp 2013 - Paper prototyping is an excellent tool for iterating through ideas and getting them in front of an audience for testing as quickly as possible. Using paper and pencil as a medium, paper prototyping can be done efficiently and with minimal budgeting. This talk with cover best practices for ideation, paper prototyping, prepping these prototypes for testing using a mobile app like POP (Prototypes on Paper), and then showing them to an audience for guerrilla usability testing.
See->Sort->Sketch : Pen & Paper Tools to get from Research to Design : IA Sum...Kate Rutter
In the world of user experience, learning about your customers is key to making great stuff. But design research reports are dense and boring. Unlock the power of sketching and pen and paper tools to create research outputs that are vibrant, sticky and that reflect personality, human perspective and that move seamlessly into design.
IA Summit 2010 presentation
10 pieces of advice that will lead to a successful UX careerettain group
Are you a UX professional? Are you curious what it takes to have a successful career in UX? We surveyed 10 UX professionals and found out what it takes to be successful!
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
14. “Find the quickest path
to experience.”
“Doing is the best kind of thinking.”
Tom Chi
15.
16.
17. “The sketch is not the end goal. The end
goal of the drawing process is what you
learn while sketching. So don’t worry if
you can’t sketch.”
Joshua Brewer – “Sketch, Sketch, Sketch”
23. “Learning from sketches is based largely on the ambiguous
nature of their representation. That is, they do not specify
everything and lend themselves to, and encourage, various
interpretations that were not consciously integrated into
them by their creator.”
Bill Buxton – “Sketching User Experiences”
Context for my prototyping experiences.
Core teams are important to our process because they create co-ownership and a shared understanding of the product
UX does a little PM
Dev does a little UX
PM is the CEO of the product and has the final say.
The canvas for understanding our product work is often a story map. It’s a journey through the problem we are trying to solve, from the perspective of our customer.
Broken down into Goals – tasks and features.
Next we carve out a section we can execute quickly, is technically feasible, and answers the “would they use it” question.
"If Google Docs and Post It Notes had a kid, it would look like CardBoard"
Now that we have defined MVP prototyping can begin.
So, why do we prototype?
Fail early and inexpensively – Real innovation always includes a risk of failure. Thomas Edison once joked, “We now know a thousand ways not to build a light bulb.” By building a prototype, you can quickly weed out the approaches that don’t work to focus on the ones that do.
Quickly iterate
----- Meeting Notes (5/6/14 13:46) -----
If you asked a user - they will tell you a faster horse
If have to read between the lines - look for the yummy sound
Will your idea work?
Two major research questions that prototypes can answer.
This is where fidelity plays a role.
Related to fidelity is the scope of prototype
Horizontal – display a wide range of features but without fully implementing all of those features;
Vertical – focus on implementing a small set of features in a nearly-complete fashion
TRANS to Sketching: More about higher fidelity later (with some examples), let’s start with the lowest fidelity …..
Lead experience team defining new strategic opportunities for Google via rapid experimentation and productization. Specialized in rapid prototyping, product development and strategy, contributing to several projects and filing 41 patents. Hired several dozen folks to staff UX/ME/ID for the division.
Curently running ‘X’
Building a team and meta-team that can build anything in the world. Looking for makers of all sorts (software, hardware, mechanical, digital design, product design) for engagements from 2 days to 2 months, but mostly starting with intense 1-2 day engagements with awesome contract rates.
Assuage fear and build confidence by just making some marks
Draw some lines
Draw some squares
Draw circles
Draw triangles
How to represent blocks of text
How to represent pictures
STOP and practice
Joshua Brewer notes in “Sketch, Sketch, Sketch”:
Pick an idea from the “hat” and sketch a solution (or more than one)
STOP and sketch 15 minutes
use your neighbor to test your design – 15 minutes
DISCUSS
So, why do we prototype?
Fail early and inexpensively – Real innovation always includes a risk of failure. Thomas Edison once joked, “We now know a thousand ways not to build a light bulb.” By building a prototype, you can quickly weed out the approaches that don’t work to focus on the ones that do.
Quickly iterate
----- Meeting Notes (5/6/14 13:46) -----
If you asked a user - they will tell you a faster horse
If have to read between the lines - look for the yummy sound
Bill Buxton says in Sketching User Experiences:
Tool range from DYI simple interfaces, and to complex offerings like REDAYconfirm?
Why "Balsamiq"?#
Balsamic vinegar, the high-end, aged for 25+ year kind, has a lot in common with what we want our software to be: rich, smooth, pleasurable, expensive. OK our software is actually pretty affordable but we still want it to feel like a treat! :)
Like a fine balsamic vinegar, our software adds flavor to something else (in our case wikis and bug trackers), requires craftmanship and is made in Italy!
Pencil in an opensource GUI prototyping and sketching tools, developed by Evolus based on Mozilla technologies. This tools greatly help business analysts and GUI developers quickly draw GUI of applications to prepare proposal documents for clients to collect requirements, and for developer as a base document about GUI.
Pencil project is one of the effort Evolus to contribute back to the community. Therefore, Pencil is released under an opensource license (GPL) so everyone can have opportunities to use, access to source code for modification and upgrade.
Axure is free and comes with Axshare, an online web server.
Axure is good for low fidelity and high fidelity prototypes. Also is great for mobile when used with Axshare.
Similar to Flinto but with lots of collaboration tools. Maybe for remote teams. Live mark-up, etc.
Online drag and drop
Like a browser-based Axure
How they don’t get sued by Axure – not sure. Some extra gesture support fo mobile but steeper learning curve.
Not good for responsive because of fixed break points
Theoretically usable code. Better than most but seems like a beta application
Dev folks might be interested on this. Not sure if the code can be used,
Remember the core team? They spearhead the discovery.
PM spends about 80% of time on discovery and Dev about 20%
Interviewed about 20 small business owners
Ask the same 10 questions
how did you get started
describe a typical day
describe your hiring process
where do you see yourself in 5 years?
how do you use your mobile device
Took a picture
Put our notes on cards and centrally located the board near the team so they could get to know them
Next we looked at the data from our interviews and identified four main categories of attributes: Personal Back Ground, Store Operations, Posting/Interviews Practices, Hiring Practices
Within each category, we found five attributes that spanned a range of two extremes.
For example – Technology IQ – low on one end and expert on the other or Power Role – very controlling one on end and dependent on other partners and employees on the other.
Then we plotted each interview along the continuum for each attribute. As we did this, patterns formed and from hos patterns emerged personas.
We had persona cards made and handed them out
Most importantly, we used Brendan in stories so team members and stakeholder could visualize the customers.
Also created a shared understanding across the team of our customer’s goals and frustrations.
It help senior leaders understand the vision of our product ideas.