Applying design
principles to software
development
Adriaan Fenwick

User Experience Designer
	 @adriaanfenwick

	 www.designandux.com
Stop making bland things
Users = most important aspect when building a product.
Know your users.

Understand their needs (and wants).

Solve their problems.
Create products that people love.

Too many mediocre half-baked products in wild.
One for all and all for one
http://en.wikipedia.org/wiki/File:Dartagnan-musketeers.jpg
The Musketeers
One for all and all for one
UX belongs to everyone!

Break down silos.
http://en.wikipedia.org/wiki/File:Dartagnan-musketeers.jpg
The Musketeers
http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal
http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal
http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal
http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal
http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal
Love triangle
Love triangle
Users
https://www.flickr.com/photos/futurilla/5456748089
Movie
Systems treat users badly
https://www.flickr.com/photos/futurilla/5456748089
Movie
Systems treat users badly
“I fight for the Users!”

- Tron
“I'm a User, I'll improvise.”

- Sam Flynn
Users

What are they?
Users

What are they? Humans
Users

What are they? People
Users
People
Users
People
Students
Doctors
Professionals
Employees
Patients
Simple and Usable
web, mobile and interaction design
by Giles Colborne
Experts
Happy to explore your product or service and to
push the limits of what it can do.
!
Willing adopters
Tempted to use something more sophisticated, but
they're not comfortable playing with something
entirely new.
!
Mainstreamers
Don't use technology for its own sake; they use it
to get a job done.
Personas
Who are your users?

What are they trying to achieve?

Make making decisions easier.
“But this makes sense to me, if the user doesn’t get it they are stupid.”

- Team member

“We don’t need to test the system - I am the user.”

- Executive member
Sometimes you have to get creative to
get your team to buy into your process
Source: http://www.flickr.com/photos/21202433@N08/8524623559/
Needs and wants
“If I had asked people what they wanted,
they would have said faster horses.”

- Henry Ford
Needs are important,

but we often forget about the wants.

Usable and useful + pleasurable.
User Experience (UX)
User Experience (UX) involves a person's behaviors, attitudes, and
emotions about using a particular product, system or service. User
Experience includes the practical, experiential, affective, meaningful
and valuable aspects of human–computer interaction and product
ownership.

Source: http://en.wikipedia.org/wiki/User_experience
User Experience Design (UXD)
User experience design (UXD or UED) is the process of enhancing
customer satisfaction and loyalty by improving the usability, ease of
use, and pleasure provided in the interaction between the customer
and the product.

Source: http://en.wikipedia.org/wiki/User_experience_design
Want, but don’t really need.
Need, but don’t really want.
Uncover needs, while listening to wants.
Observe.

Ask “Why” until it feels awkward,

then ask why a few more times.
Story about a bridge
Source: https://www.flickr.com/photos/peterthoeny/10357858173
A pleasurable experience
Connect their needs

on an emotional level

with their wants.
Make special moments
Disney and his team had a sharp focus on creating a unique
experience that guests could not get anywhere else. This focus on
making as many special moments as possible resulted in happy
(and repeat) customers. Human beings retain bad memories more
than good, so providing happy moments results in people revisiting
in a desire to relive or recapture those special moments.

Source: http://uxmag.com/articles/walt-disney-the-worlds-first-ux-designer
How do you cater for pleasurability in estimations?
How do you cater for pleasurability in estimations?
SCRUM
Source: https://www.flickr.com/photos/aglet/8373084083
Sometimes it does feels this way
There is a tension and imbalance

between ux and agile methodologies.

Features are rarely iterated on to improve.

User review contain no users.
Design is iterative by nature.

Design creates many solutions to truly solve the problem.

Estimation undermine design.
Understand they are different processes.

Staying ahead of the curve is a challenge.

Big picture design thinking competes with delivering small business
impact value.
Doesn’t quite fit, does it?
SCRUM.
SCRUM. AGILE.
SCRUM. AGILE. UX.
We need to figure out how we can make it work.
SCRUM. AGILE. UX.
Product discovery: a better way
If we want to design better, more useful products, we need to stop
designing solutions too early and start instead with product discovery:
a process that helps us understand the problem properly so we don’t
just design things better, but design better things.

Usable yet Useless: Why Every Business Needs Product Discovery,

by Rian van der Merwe
Source: http://alistapart.com/article/usable-yet-useless-why-every-business-needs-product-discovery
Design is messy
Lean startup and the MVP
MVP Product
Lean startup and the MVP
Lean in agile dev =

Creating donuts without sprinkles.
Lean startup and the MVP
Lean in agile dev =

Creating donuts without sprinkles.
Stop making
bland things
Lean startup
UCD framework at its core.
Lean startup
UCD framework at its core.
Measure
Learn
Build
Problem with interpretation of MVP.

Too often focused on MP and not the V.

Usable, useless. Not a pleasant experience.
Too many half-baked products.

Too many donuts without sprinkles.
Laura Klein - UX for Lean Startups
Introduced the cupcake concept
to the Lean Startup world.
Wedding cake. Not minimum.
Half-baked / Raw ingredients. Not viable.
Cupcake. Minimum viable cake.
Lean startup and the MVP with a better user experience
Heuristics
Applied to SCRUM (QA Testing process).

Sharing with the team.

Printed examples based on project.
Visibility
Match
Control
Consistency
Prevention
Recognition
Flexibility
Minimalism
Recover
Help
Universal Methods of Design

Bella Martin

Bruce Hanington
Design principles
Based on goals of product.

Selective process - very collaborative.

Decision making.
Design standards
Enables consistency.

Create a vocabulary and visual

language the team understands.

Prevents the perception of interns running

around behind the scenes.
Living standards = ui pattern library.

Supports autonomy on the team.
Usability testing
Take team along to testing = creates empathy.

Record video.

Document as soon as possible.
Extensive user testing.

Quick guerrilla testing.

Remote usability testing.
UserTesing.

Optimal Workshop.
The ABC’s of Research
A (Attitude)

B (Behavior)

C (Comprehension)
Source: http://uxpamagazine.org/choosing-the-right-research-method/
Less is more
“A designer knows he has achieved perfection
not when there is nothing left to add, but when
there is nothing left to take away.”

- Antoine de Saint-Exupery
“Simpler than a bike, until you try to ride it”
- Simple and Usable by Giles Colborne
Not that kind of simple
New features add complexity.
Challenge: each new feature - remove another.
If-syndrome.
“Experts often want features that would horrify mainstreamers”
- Simple and Usable by Giles Colborne
Sketching
Without sketching and testing,

it’s like playing pictionary with your users.

Can your users guess what to do?
Inexpensive way to gain feedback.

Enables richer vivid conversations.

Test assumptions more clearly.
Whiteboard.

Wireframes.

Prototypes.
Source: http://commons.wikimedia.org/wiki/File:Iron_Man_Mark_4,_5,_6,_7.jpg
Tony Stark knows how

to prototype and iterate
Evangelise
DID YOU KNOW? 553
EXPERTS OFTEN WANT
FEATURES THAT
WOULD HORRIFY
MAINSTREAMERS.
@adriaanfenwick

www.designandux.com
Now go rid the world of all the evil donuts!

Stop making bland things