The document discusses user experience (UX) design methods for involving stakeholders throughout a project. It describes conducting stakeholder interviews, audience surveys, card sorting, and stakeholder workshops where stakeholders provide input on goals, site structures, and personas. Wireframing and usability testing are also reviewed with stakeholders for collaboration. The overall process aims to include stakeholders at each step to achieve a shared vision and ensure they are invested in the final design.
How UX Research Fits Into an Agile Development ProcessKyle Soucy
The document discusses how user experience (UX) research can fit into an agile development process. It outlines three main options: 1) conducting UX research in parallel sprints simultaneously with development sprints, 2) using staggered sprints where UX research precedes development sprints, and 3) using techniques like rapid iterative testing and evaluation (RITE) and design studios that allow for quick UX research within sprints. It emphasizes the importance of UX researchers being integrated into scrum teams and participating in activities like sprint planning and retrospectives. Conducting just enough research up front or in a "sprint zero" is also recommended to help guide development without slowing it down.
Micro Feedback – Maximum Insights? UX Camp Europe 2015, Berlin, #uxce15Julius Dietz
Talk and discussion at uxcamp Europe ux (un)conference in Berlin. Looking at examples of Microfeedback such as micro surveys around the web and a little case study from our own webapp: Brandwatch Analytics.
UX at Canadian Tire: Baking empathy into projectsUserTesting
Steve McGuire, Associate Manager of Usability and Optimization at Canadian Tire, shares how his team uses empathy to drive amazing UX and how to spread this empathy to other team members in the user testing process.
You'll learn:
- How having empathy for customers helps Canadian Tire better understand their frustrations and delights
- How involving team members in the user testing process gets everyone working towards creating frictionless user experiences
- How empathy for other team members and stakeholders benefits the final product
Blind Dates - Or the right choice of Test U sersReto Laemmler
1. The document discusses different strategies for choosing test users for user testing, including testing with exact target demographics, representative users, primary and secondary personas, and by test object.
2. It emphasizes the importance of getting feedback from real users over making assumptions, and recommends testing early and often with both expert and non-expert users.
3. Key tips include choosing smaller, iterative tests over extensive studies, and recognizing that UX is an ongoing process so testing shouldn't be delayed until feeling fully ready.
Design Centred User: A reality check on UCDReto Laemmler
We all talk and dream about User Centred Design. The reality shows that very often the user gets ignored which puts back the designer in the center. This presentation talks about the IDEAL vs. REAL world of UCD.
Storyboarding for the User Experience: It's like building a houseFrank Garofalo
The document discusses using storyboarding for user experience design similar to how architects use blueprints to plan a house. It explains that storyboarding involves different levels - strategy to define concepts and users, concept to focus on workflows, and design to create wireframes and interface graphics. Just like a construction crew needs blueprints, user experience teams need storyboards to plan an interface without having to redo major work later.
This document discusses the importance of design patterns and guidelines for Android applications. It notes that design patterns provide proven solutions to common problems, and consistency through visual cues and context helps users intuitively understand applications. While innovation is still possible, breaking guidelines requires a good reason. Patterns should only be used if they solve real problems for an application.
Sneaking in Good UX Without a UX Budget - WordCamp Chicago 2017 - anthonydpaulAnthony D. Paul
We all want to design and build better projects—to feel proud of what we’ve made and to have our end users love it too. Sometimes our projects afford us research budgets and sometimes they don’t. So how do we build in a better user experience when our clients don’t want to pay for those line items?
In this talk, I’ll share some practical tools and tips to “sneak in good UX” as one of my bosses used to say, with minimal impact on your budget but a positive impact on your team’s understanding of key problems to solve.
How UX Research Fits Into an Agile Development ProcessKyle Soucy
The document discusses how user experience (UX) research can fit into an agile development process. It outlines three main options: 1) conducting UX research in parallel sprints simultaneously with development sprints, 2) using staggered sprints where UX research precedes development sprints, and 3) using techniques like rapid iterative testing and evaluation (RITE) and design studios that allow for quick UX research within sprints. It emphasizes the importance of UX researchers being integrated into scrum teams and participating in activities like sprint planning and retrospectives. Conducting just enough research up front or in a "sprint zero" is also recommended to help guide development without slowing it down.
Micro Feedback – Maximum Insights? UX Camp Europe 2015, Berlin, #uxce15Julius Dietz
Talk and discussion at uxcamp Europe ux (un)conference in Berlin. Looking at examples of Microfeedback such as micro surveys around the web and a little case study from our own webapp: Brandwatch Analytics.
UX at Canadian Tire: Baking empathy into projectsUserTesting
Steve McGuire, Associate Manager of Usability and Optimization at Canadian Tire, shares how his team uses empathy to drive amazing UX and how to spread this empathy to other team members in the user testing process.
You'll learn:
- How having empathy for customers helps Canadian Tire better understand their frustrations and delights
- How involving team members in the user testing process gets everyone working towards creating frictionless user experiences
- How empathy for other team members and stakeholders benefits the final product
Blind Dates - Or the right choice of Test U sersReto Laemmler
1. The document discusses different strategies for choosing test users for user testing, including testing with exact target demographics, representative users, primary and secondary personas, and by test object.
2. It emphasizes the importance of getting feedback from real users over making assumptions, and recommends testing early and often with both expert and non-expert users.
3. Key tips include choosing smaller, iterative tests over extensive studies, and recognizing that UX is an ongoing process so testing shouldn't be delayed until feeling fully ready.
Design Centred User: A reality check on UCDReto Laemmler
We all talk and dream about User Centred Design. The reality shows that very often the user gets ignored which puts back the designer in the center. This presentation talks about the IDEAL vs. REAL world of UCD.
Storyboarding for the User Experience: It's like building a houseFrank Garofalo
The document discusses using storyboarding for user experience design similar to how architects use blueprints to plan a house. It explains that storyboarding involves different levels - strategy to define concepts and users, concept to focus on workflows, and design to create wireframes and interface graphics. Just like a construction crew needs blueprints, user experience teams need storyboards to plan an interface without having to redo major work later.
This document discusses the importance of design patterns and guidelines for Android applications. It notes that design patterns provide proven solutions to common problems, and consistency through visual cues and context helps users intuitively understand applications. While innovation is still possible, breaking guidelines requires a good reason. Patterns should only be used if they solve real problems for an application.
Sneaking in Good UX Without a UX Budget - WordCamp Chicago 2017 - anthonydpaulAnthony D. Paul
We all want to design and build better projects—to feel proud of what we’ve made and to have our end users love it too. Sometimes our projects afford us research budgets and sometimes they don’t. So how do we build in a better user experience when our clients don’t want to pay for those line items?
In this talk, I’ll share some practical tools and tips to “sneak in good UX” as one of my bosses used to say, with minimal impact on your budget but a positive impact on your team’s understanding of key problems to solve.
The document discusses the process of task and feature analysis in user experience design. It explains that task analysis defines what users need to do and how they should do it. The steps are to break tasks down into detailed subtasks from the user's perspective and identify potential points of frustration. Creating a user flow diagram can reveal the hidden complexity of tasks. Feature analysis involves mapping out all user requirements and prioritizing them as essential, simple, complex, or nice to have. The document provides exercises for analyzing the tasks and user flows of booking a hotel room on different websites.
The document outlines a proposed plan for integrating a user experience (UX) team into an organization's software development lifecycle. It recommends establishing core UX roles including a UX architect, interaction designer, visual designer, researcher, and content strategist. An ideal developer-to-UX member ratio of 5-10 to 1 is suggested. The plan also maps how UX should be integrated at different stages of the software development process, including requirements gathering, design, testing, and post-launch activities. Finally, it discusses moving from an initial external agency-supported model to a long-term internal UX team structure.
Prototyping at Scale: Designing Future Cars! (SXSW)Conor Sheehan
SXSW 2018 Workshop
We want to do a workshop to run folks through the fun of working on prototypes at real-life size & scale. To do that, we'll have them work with a full size model of a car, some fun tools, and a little creativity! The goal is to give attendees a chance to experience and practice rapid prototyping using simple, low-fidelity materials as a way to explore design and externalizing thinking.
https://schedule.sxsw.com/2018/events/PP74329
User-centered design (UCD) is a design philosophy that focuses on the needs of users throughout the design process. The document discusses the key steps in UCD, which include defining the project and users, creating concepts, designing visual solutions, development, and deployment. It emphasizes early and continuous user research methods like interviews and usability testing to help ensure designs meet user needs.
Updated deck of previous GOTO talk from Chicago. Looking at the current pace of technology and how we have evolved our process at Carbon Five to handle dynamic teams and fast, iterative development.
This document discusses the importance of usability in websites. It notes that over 83% of users will leave a website if it takes too many clicks to find what they are looking for, and $25 billion is lost every year due to usability issues. The document then examines existing tools to evaluate website usability, including tools that obtain feedback from experts, track real user behavior and actions, and check for compliance with usability guidelines. It also references a Netcraft report finding that only 29.3% of existing websites are currently active, suggesting that websites need to be usable or users will stop using them.
The document summarizes a presentation by Patrick Neeman and Troy Parke on how to effectively tell stories through a portfolio to land UX design jobs. They discuss common questions about portfolios, including whether template sites are acceptable, how many projects to include, how to handle confidential work, and what information to include in an "About Me" section. The speakers emphasize using case studies to tell stories about projects, focusing on the problem, process, results and applicant's involvement. They advise showing personality and consistency across profiles and avoiding generic templates or galleries of screenshots without context.
This document provides advice for getting a first job in UX design. It recommends showcasing your UX process and portfolio, which should include deliverables from each stage of the design process like personas, user flows, prototypes, and test results. Examples of portfolio websites from other UX designers are provided, as well as a list of common UX job roles. Generalist roles that combine skills are suggested as a good fit for beginners seeking their first job.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Making The Source for Macmillan Cancer Support: Rob Pearson's talk at Product...Rob Pearson
Making The Source: using lean, collaborative UX to make The Source, a new digital product for Macmillan Cancer Support. A talk at Product Tank Brighton, 16 July 2015
Roberts provides a portfolio of UX design work including projects for Meetup, Pique, and Fordham Law School. She has experience in interior design, improv theatre, and the Peace Corps which inform her work. She is passionate about UX design and wants to join a team where she can grow and be inspired.
Self introduction of UX Researcher and consultant_Liyun Li Omega Li
I am a user researcher having more than 7 years experiences. My path covers websites, games, to mobiles, ranging from usability test, user research to strategy design. I like to work with talent people, creating exciting products. I care about people, consider design is a life style, interested and own psychology certificate, learn different language to broaden views.
What is service prototyping? How do you do it? When? An introduction to the topic with an overview on a practical case, presented during Rome's Service Design Jam 2017
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
Tomasz Urbaszek discusses lessons learned from one year of contributing to open source software projects. The presentation outlines 10 key lessons: 1) You can be young, as most open source contributors are over 40; 2) You don't need experience, as open source welcomes contributors of all backgrounds; 3) You don't need to know how to code, as there are many non-coding roles; 4) Open source is a great place to learn through feedback and without judgment of mistakes; 5) Community is more important than code, as code relies on community support; 6) Value people over code contributions, which may change; 7) Consider the big picture of stakeholders, decisions, and asking questions; 8)
The document describes an agenda for a presentation on prototyping and design research. The presentation will include an introduction to Goodpatch, a discussion of prototyping at Stanford University, breakout groups to brainstorm design topics, a challenge to build low-fidelity prototypes, and time to share and test prototypes. The goal is for attendees to learn best practices for prototyping and receive feedback on their prototype ideas.
The document provides details on the initial design of an app called "Unstuck.Me" that allows coding experts to provide live help to people stuck on coding problems. After user feedback and market analysis, it was determined that the revenue potential was low. The document then outlines a pivot to a new app called "Design Crutch" where designers and PMs can get paid feedback on their work from other designers. Personas are provided for target users of Eugene, a UX designer, and Pedro, a product manager. A competitive analysis shows how Design Crutch differs from sites like 99Designs and Upwork by allowing expert critique instead of full project work. A prototype of the Dribbble design is evaluated against us
The document discusses the process of task and feature analysis in user experience design. It explains that task analysis defines what users need to do and how they should do it. The steps are to break tasks down into detailed subtasks from the user's perspective and identify potential points of frustration. Creating a user flow diagram can reveal the hidden complexity of tasks. Feature analysis involves mapping out all user requirements and prioritizing them as essential, simple, complex, or nice to have. The document provides exercises for analyzing the tasks and user flows of booking a hotel room on different websites.
The document outlines a proposed plan for integrating a user experience (UX) team into an organization's software development lifecycle. It recommends establishing core UX roles including a UX architect, interaction designer, visual designer, researcher, and content strategist. An ideal developer-to-UX member ratio of 5-10 to 1 is suggested. The plan also maps how UX should be integrated at different stages of the software development process, including requirements gathering, design, testing, and post-launch activities. Finally, it discusses moving from an initial external agency-supported model to a long-term internal UX team structure.
Prototyping at Scale: Designing Future Cars! (SXSW)Conor Sheehan
SXSW 2018 Workshop
We want to do a workshop to run folks through the fun of working on prototypes at real-life size & scale. To do that, we'll have them work with a full size model of a car, some fun tools, and a little creativity! The goal is to give attendees a chance to experience and practice rapid prototyping using simple, low-fidelity materials as a way to explore design and externalizing thinking.
https://schedule.sxsw.com/2018/events/PP74329
User-centered design (UCD) is a design philosophy that focuses on the needs of users throughout the design process. The document discusses the key steps in UCD, which include defining the project and users, creating concepts, designing visual solutions, development, and deployment. It emphasizes early and continuous user research methods like interviews and usability testing to help ensure designs meet user needs.
Updated deck of previous GOTO talk from Chicago. Looking at the current pace of technology and how we have evolved our process at Carbon Five to handle dynamic teams and fast, iterative development.
This document discusses the importance of usability in websites. It notes that over 83% of users will leave a website if it takes too many clicks to find what they are looking for, and $25 billion is lost every year due to usability issues. The document then examines existing tools to evaluate website usability, including tools that obtain feedback from experts, track real user behavior and actions, and check for compliance with usability guidelines. It also references a Netcraft report finding that only 29.3% of existing websites are currently active, suggesting that websites need to be usable or users will stop using them.
The document summarizes a presentation by Patrick Neeman and Troy Parke on how to effectively tell stories through a portfolio to land UX design jobs. They discuss common questions about portfolios, including whether template sites are acceptable, how many projects to include, how to handle confidential work, and what information to include in an "About Me" section. The speakers emphasize using case studies to tell stories about projects, focusing on the problem, process, results and applicant's involvement. They advise showing personality and consistency across profiles and avoiding generic templates or galleries of screenshots without context.
This document provides advice for getting a first job in UX design. It recommends showcasing your UX process and portfolio, which should include deliverables from each stage of the design process like personas, user flows, prototypes, and test results. Examples of portfolio websites from other UX designers are provided, as well as a list of common UX job roles. Generalist roles that combine skills are suggested as a good fit for beginners seeking their first job.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Making The Source for Macmillan Cancer Support: Rob Pearson's talk at Product...Rob Pearson
Making The Source: using lean, collaborative UX to make The Source, a new digital product for Macmillan Cancer Support. A talk at Product Tank Brighton, 16 July 2015
Roberts provides a portfolio of UX design work including projects for Meetup, Pique, and Fordham Law School. She has experience in interior design, improv theatre, and the Peace Corps which inform her work. She is passionate about UX design and wants to join a team where she can grow and be inspired.
Self introduction of UX Researcher and consultant_Liyun Li Omega Li
I am a user researcher having more than 7 years experiences. My path covers websites, games, to mobiles, ranging from usability test, user research to strategy design. I like to work with talent people, creating exciting products. I care about people, consider design is a life style, interested and own psychology certificate, learn different language to broaden views.
What is service prototyping? How do you do it? When? An introduction to the topic with an overview on a practical case, presented during Rome's Service Design Jam 2017
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
Tomasz Urbaszek discusses lessons learned from one year of contributing to open source software projects. The presentation outlines 10 key lessons: 1) You can be young, as most open source contributors are over 40; 2) You don't need experience, as open source welcomes contributors of all backgrounds; 3) You don't need to know how to code, as there are many non-coding roles; 4) Open source is a great place to learn through feedback and without judgment of mistakes; 5) Community is more important than code, as code relies on community support; 6) Value people over code contributions, which may change; 7) Consider the big picture of stakeholders, decisions, and asking questions; 8)
The document describes an agenda for a presentation on prototyping and design research. The presentation will include an introduction to Goodpatch, a discussion of prototyping at Stanford University, breakout groups to brainstorm design topics, a challenge to build low-fidelity prototypes, and time to share and test prototypes. The goal is for attendees to learn best practices for prototyping and receive feedback on their prototype ideas.
The document provides details on the initial design of an app called "Unstuck.Me" that allows coding experts to provide live help to people stuck on coding problems. After user feedback and market analysis, it was determined that the revenue potential was low. The document then outlines a pivot to a new app called "Design Crutch" where designers and PMs can get paid feedback on their work from other designers. Personas are provided for target users of Eugene, a UX designer, and Pedro, a product manager. A competitive analysis shows how Design Crutch differs from sites like 99Designs and Upwork by allowing expert critique instead of full project work. A prototype of the Dribbble design is evaluated against us
The UX Lexicon is Born – clear communication and understanding for all resear...Ray Poynter
Presentation by Michele Ronsen, Founder, Curiosity Tank.
The UX Lex is “an evolving, interactive glossary,” which started with UX research terms, and has since evolved to include market research terms too.
Several confusions and questions inspired the search for a trusted source to define our terms, to spark dialogue with colleagues and clients, and to recommend to students. Surprisingly, nothing comprehensive exists!
Join us to hear how we created the UX Lex, what we hope it will accomplish for our industry, and how you and your colleagues can benefit from this robust resource.
Access the full recording via NewMR.org/Play-Again
A New Toolbox: Artifact Providence 2013Kevin Sharon
Kevin and Sophie reveal Happy Cog’s design process through their experience building a responsive site from beginning to end, including: kicking off the project, the collaborative design process, and the tools they tweaked along the way. Find out what worked and what they learned. In the end, it should be clear that this is a time for experimentation and finding new approaches for new tasks.
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
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
This document summarizes a hands-on workshop on prototyping for web and mobile. It covers introducing prototyping, the elements that go into a design like user research and personas, and hands-on exercises in sketching wireframes and creating interactive prototypes using tools like Fluid UI. It also discusses testing prototypes with users to iterate on designs, emphasizing the importance of testing early and often with small groups to refine designs.
This master's thesis examines how to design voice assistants as non-human actors in service design while limiting gender bias. The author conducted research on voice assistants, including a literature review and surveys. Based on the research, the author developed personas for potential new voice assistants using service design methods. The personas were tested with users and evaluated by experts. The final output is a persona tool for service designers to use when developing personalities for digital voice assistants as non-human actors in different contexts. The tool is intended to both limit gender bias and allow for customization.
The document is a resume and portfolio for Jonah Osawa, a User Experience Designer. It summarizes his background in music and marketing and specialties in user testing, interviews, wireframing, and design processes like research, discovery, synthesis, design, and visual design. It provides a case study for a project redesigning the website Texts.com to make textbook prices more affordable for students, where Jonah conducted user research, designed wireframes and prototypes, and ensured the design was intuitive through usability testing.
The document proposes enhancements to the Handshake platform to help students find jobs. It outlines new features like Swipe-It for intelligent job recommendations, Student Connect to allow students to post jobs, and AI Interview to provide mock interview preparation. User research and personas are presented to motivate the features. A product roadmap details the planned launch of the new features along with expansion and further enhancements.
The document summarizes a presentation about using design thinking to help library staff build empathy, think through problems, and design innovative solutions. It discusses how the presenters' library used various design thinking tools and techniques over two years to engage staff and users in the design process. These included forming working groups, creating service blueprints and journey maps, holding design sandboxes and workshops, and employing personas and experience mapping. The presentation aims to teach attendees how design thinking approaches can improve project problem-solving by centering users and boosting creativity.
Similar to UX Camp Brighton 2014 Rob Pearson 1.1 (20)
APNIC Foundation, presented by Ellisha Heppner at the PNG DNS Forum 2024APNIC
Ellisha Heppner, Grant Management Lead, presented an update on APNIC Foundation to the PNG DNS Forum held from 6 to 10 May, 2024 in Port Moresby, Papua New Guinea.
Ready to Unlock the Power of Blockchain!Toptal Tech
Imagine a world where data flows freely, yet remains secure. A world where trust is built into the fabric of every transaction. This is the promise of blockchain, a revolutionary technology poised to reshape our digital landscape.
Toptal Tech is at the forefront of this innovation, connecting you with the brightest minds in blockchain development. Together, we can unlock the potential of this transformative technology, building a future of transparency, security, and endless possibilities.
Understanding User Behavior with Google Analytics.pdfSEO Article Boost
Unlocking the full potential of Google Analytics is crucial for understanding and optimizing your website’s performance. This guide dives deep into the essential aspects of Google Analytics, from analyzing traffic sources to understanding user demographics and tracking user engagement.
Traffic Sources Analysis:
Discover where your website traffic originates. By examining the Acquisition section, you can identify whether visitors come from organic search, paid campaigns, direct visits, social media, or referral links. This knowledge helps in refining marketing strategies and optimizing resource allocation.
User Demographics Insights:
Gain a comprehensive view of your audience by exploring demographic data in the Audience section. Understand age, gender, and interests to tailor your marketing strategies effectively. Leverage this information to create personalized content and improve user engagement and conversion rates.
Tracking User Engagement:
Learn how to measure user interaction with your site through key metrics like bounce rate, average session duration, and pages per session. Enhance user experience by analyzing engagement metrics and implementing strategies to keep visitors engaged.
Conversion Rate Optimization:
Understand the importance of conversion rates and how to track them using Google Analytics. Set up Goals, analyze conversion funnels, segment your audience, and employ A/B testing to optimize your website for higher conversions. Utilize ecommerce tracking and multi-channel funnels for a detailed view of your sales performance and marketing channel contributions.
Custom Reports and Dashboards:
Create custom reports and dashboards to visualize and interpret data relevant to your business goals. Use advanced filters, segments, and visualization options to gain deeper insights. Incorporate custom dimensions and metrics for tailored data analysis. Integrate external data sources to enrich your analytics and make well-informed decisions.
This guide is designed to help you harness the power of Google Analytics for making data-driven decisions that enhance website performance and achieve your digital marketing objectives. Whether you are looking to improve SEO, refine your social media strategy, or boost conversion rates, understanding and utilizing Google Analytics is essential for your success.
Gen Z and the marketplaces - let's translate their needsLaura Szabó
The product workshop focused on exploring the requirements of Generation Z in relation to marketplace dynamics. We delved into their specific needs, examined the specifics in their shopping preferences, and analyzed their preferred methods for accessing information and making purchases within a marketplace. Through the study of real-life cases , we tried to gain valuable insights into enhancing the marketplace experience for Generation Z.
The workshop was held on the DMA Conference in Vienna June 2024.
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
Discover the benefits of outsourcing SEO to Indiadavidjhones387
"Discover the benefits of outsourcing SEO to India! From cost-effective services and expert professionals to round-the-clock work advantages, learn how your business can achieve digital success with Indian SEO solutions.
2. @robotperson
Slideshare readers
Welcome Slideshare viewers.
Many of these slides only make sense with the
speaker notes. To read them click the ‘notes’ tab
below the slides:
5. @robotperson
Stakeholders
“Be kind.
Everyone you meet is fighting a bangle
you know nothing about.”
Ben Sauer, UX Brighton 2014, quoting someone else, complete with my
autocorrect error
36. @robotperson
The process
Stakeholder
interviews
Audience
survey
Card sort
Stakeholder
workshop
Sketching
and concept
testing
Wireframing
and
task-based
usability
Visual design
collaboration
37. @robotperson
The process
Stakeholders involved wherever possible
- Shake out the inconsistencies, achieve a
shared vision of the website
- Collaborate on design: make it their idea
- If its their ideal they’re invested, they own it
- No surprises, no big reveal
- Lean
- One path to…
39. @robotperson
Smooth simple projects for
happy, happy stakeholders
ROB PEARSON
Director, Amido
@robotperson
rob@robotperson.com
Editor's Notes
So my talk is a very simple description of my typical UX team of 1 process
I’m really interested in different practitioners’ processes
It’s a lean approach because my clients almost always are working to a budget
Lets start by defining terms. People mean different things by “Stakeholder”
SH to me means individuals within the client organisation that have a say or that should have a say in the project
Eg. Marketing, Technology, Leader with a vision
This is an approach for peacemakers. Not necessarily for super disruptive UX people who are looking to make really memorable websites
It’s a pragmatic approach for people in real world projects trying to get the best for the users and their client organisation
It’s an approach that allows us to understand what motivates our stakeholders, and develop a relationship with them, which means we’ll be we’re more able to influence them positively when we’re advocating for our users
Here’s a tweet from Peter Merholz quoted by Andy Dennis as UX Brighton yesterday
We’re supposed to be an empathic discipline. Why shouldn’t we extend our empathy to Stakeholders?
This process helps to do this
Here’s another quote that Ben Sauer said yesterday
So let’s show our stakeholders the kind of empathy that we’re so good at showing our users and work with them
I like the idea that we’re all fighting Suzannah Hoffs
So I’m going to outline a 7 step process
The first step is to interview our stakeholders
And I like to do this first because you can go in with a largely pro-forma list of questions (i.e. not much prep required) and it’s definitely the quickest way to start getting up to speed
We’re idiots to begin with
I like to do them 1-1
People feel free to talk
You can give people your undivided attention. Their pain often pours out. It can be therapeutic
It’s a chance to form a rapport with individuals. Super important! If your stakeholders like you then the chances of you dealing with problems smoothly are much better
You absolutely must remember their name!
Also evaluation: metrics /. Goals / appraised?
Opportunities / pitfalls
Future developments
Best practice
Successful project
Who else should we be talking to?
I record the audio and make notes
Compile all the points into a big SWOT mindmap
I use a free mindmapping tool called Freemind http://freemind.sourceforge.net/wiki/index.php/Main_Page
Then I compile a SWOT report.
The purpose of this is to highlight all the contradictions and gain a common understanding of the problem
People will contradict each other – that’s okay
People will talk about problems that are outside of the scope of this project – that’s okay too
Here I asked about the overly wide focus
So if the stakeholder interviews were getting the organisation’s view, this step is about getting the user’s view
I ask a few questions to allow me to segment against audience type – survey for Macmillan – Donor, fundraiser, campaigner,
Ask these at the end BTW – priming
Criticism: we’re asking an already engaged audience – subscribers, FB followers, Twitter followers and existing committee members
We’re doing the best we can with the resources available
One critical question – take various forms, but what we’re trying to do is identify a content hierarchy for the site
We clear questions with the client, so we’ve collaborated on this
The primary output is a goals hierarchy for the site: we can aggregate the survey results and get an overall view of how important the different goals are to users.
We can also segment the data by the different user types to get goals hierarchies for different user specific landing pages
Step 3 is a card sort
One of the question you ask in the survey is if people would be interested in taking part in further research
Content inventory to compile a list of cards
I use optimal sort online tool. It’s great
If you select your cards to test out specific hypotheses you have formed during the content inventory then the analysis becomes a lot easier: you’re basically looking to see if your hypotheses have been resolved
Example shown was a sort for the University of Warwick library
Here’s an example output: a dendrogram
Example labels for nodes supplied by participants are given
Turn it on its side and draw demarcations to get the new proposed site map – see next slide
Example shown was a sort for the University of Warwick library
Example shown was a sort for the University of Warwick library
So we’ve got organisational data from the interviews
We have user data from the survey
And we have a decent idea of optimal content structure
Now we have to present all of this back to the stakeholders
Gain a shared vision of the purpose of the project
So if the three activities we’ve done so far feels familiar, here’s why
It’s the classic three pillars of information architecture from the Polar Bear book – IA for the WWW by Morville and Rosenfeld
Context is the business environment – covered by the stakeholder work
Users is obvious – the survey
Content is the card sort
We’ve covered all the main inputs and now it’s time to present it all back to the stakeholder group in a workshop
Agenda:
SWOT findings: shake out all of the inconsistencies, present contradictions, gain a shared view of the goals of the project
Card sort results: agree on a new-top level sitemap
Survey results
Personas sketching
Home page sketching
Here: SWOT. Expect lots of discussion
Risks to the project are important to highlight
We run through all the survey data
I run through the overall aggregated data, ending in the content hierarchy
Next I ask stakeholders to sketch out archetypal users for all the different constituencies
Round the table may be 10 stakeholders: I try to assign a particular user type to a pair of stakeholders responsible for those goal, i.e. a course attendee user type to the training team members present.
I give each pair a printed-out set of graphs that relate to that user type: demographics, goals hierarchy etc.
It’s important to present this as evidence for discussion: it’s not proscriptive, we want stakeholders to combine this evidence with their own expertise and experience to come up with personas
Here’s an example result from an actual stakeholder workshop.
I have a massive stack of stock images printed out, and whilst the pairs are working I’ll spread these out on the table and ask stakeholders to choose an image.
It’s incredibly important for them to do this, and to choose a name and biographical details. Once a stakeholder has named a persona they ‘own’ it: collectively the organisation owns the personas, rather than me as the UX guy. These are personas that we create collaboratively, and they’re better than you or I could have produced independently.
When they’re done we go around the table, with pairs presenting back their user type. I invite other participants to add anything to the description or call out anything that doesn’t ring true. It’s rare for anything to get added or removed, but again it’s important to allow the opportunity for participants to feed back. Simply giving them the opportunity makes them very unlikely to question this work downstream: they’ve had their say.
The personas are a way for us to collaboratively synthesise all of the information we’ve covered so far: SWOT, survey, goals hierarchy.
After the workshop I’ll basically copy their work into the template for a super fast set of personas.
Useful for:
Getting the design team in the right space
Stakeholders evangelising internally: I ask them to print them out A3 and stick them up on the wall
Agreed standard against which to recruiting usability test participants
Articulate goals and motivations
Last exercise is a sketching activity, the purpose of which is to establish a design direction
This is Brad Frost idea: check here, step 4: http://bradfrost.com/blog/post/establishing-design-direction/
The goal is to do 4 sketches of the new home page in 3 mins. Stakeholders usually freak a bit at this point!
The idea is for them to articulate all of the findings so far in a sketch.
I ask participants to present back their ideas and explicitly state that everyone should listen and steal ideas that they like.
We then repeat the exercise: 4 designs in 3 minutes.
Hopefully the results show some improvement and consistency.
I do 4 sketches in 3 minutes – 6 feels a bit much, and usually stakeholders are hard pushed to do more than 2
The idea is to provide a platform on which to begin the deisgn phase such that we can tie the eventual wireframes back to this collaborative process.
This lessens the risk of criticism when it comes to presenting the UX designs because features and functions can generally be tied back to something we did collaboratively
After the workshop I pin these up and draw out commonalities. It forms the foundation of the design phase.
Example refined sketch for a retirement finances organisation
So we validate the concept: I took this into a pub and for the price of a few pints I got some amazingly valuable feedback.
Great to have your client with you at this point – selecting participants, seeing the feedback is impossible to argue with
I’ve done guerrilla testing at conferences, in Starbucks, at the pub… think creatively: where can you find your target audience?
You get used to the rejection pretty quickly. About 1 in 6 usually says yes.
Wireframing … we know about this. I create clickable prototypes in Axure
Usability testing follows: usually one day with 6 users in 50m sessions.
Again, get your stakeholders to witness
And get them to do the recruitment if you can, or build in recruitment via a 3rd party market research agency to the costs (£120 / participants typically) because this is a massive pain otherwise.
I capture my usability notes on a printed-out grab of each page, using a different colour for each participant.
It’s much easier to compile a report this way as opposed to going through loads of text notes.
I usually do it without assistance, btw.
The resulting sheet is like a heat map of issues.
This is some testing I did for Medecins sans Frontieres
Of course, the visual design is where we ditch absolutely everything we’ve done so far and decide to make something “memorable” …Not.
This slide is a sarcastic reference to Andy Clarke’s talk at UX Brighton (the previous day) where he called for memorable web design like the classic TV ads of our youth (eg. The PG Tips chimp adverts). I did not agree with this.