The presentation looks at different dimensions of prototyping in the service design field. Proto-typing is often used as a tool to communicate ideas and refine the design.
The presentation suggests that prototyping is valuable beyond that. It discusses how prototyping can be explicitly used to
• Create a common understanding amongst co-designers
• Communicate an idea to clients and co-designers
• Test ideas with users
• Co-design with clients, users and fellow designers
The presentation gives an overview of proto-typing methods for the service design field and analyses the strengths and weaknesses of
various methods throughout the design process.
It concludes with a guide for practicing service designers, which suggests when to use which prototyping methods. This includes concepts models, role plays, scena-rios, low-fi-prototypes, experience prototypes, physical models and spatial interaction.
The speakers draw from their experience in service design projects at Fjord, Nokia, inventedhere and the HPI School of Design Thinking.
Prototyping is essential to designing memorable mobile user experiences, but can often be overlooked at the beginning of building a product. Learn the types of prototypes, tools, and best practices for mobile product design (including overview of mobile flow and UI best practices, patterns, and frameworks).
This presentation is about the challenges faced when doing prototypes and to make sure that these prototypes are useful for the developers.
It is about how the prototyping activity fits into the iterative implementation cycles (Scrum Sprints) and how the triangle of UX, development and visual design works together, in particular if external service providers are involved.
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
This presentation is part of a Citrix Labs workshop introducing the concepts of rapid prototyping for developers. It focuses on the creation of early samples, models, or releases of a product built to test a concept or process or to act as a thing to be replicated or learned from.
The presentation looks at different dimensions of prototyping in the service design field. Proto-typing is often used as a tool to communicate ideas and refine the design.
The presentation suggests that prototyping is valuable beyond that. It discusses how prototyping can be explicitly used to
• Create a common understanding amongst co-designers
• Communicate an idea to clients and co-designers
• Test ideas with users
• Co-design with clients, users and fellow designers
The presentation gives an overview of proto-typing methods for the service design field and analyses the strengths and weaknesses of
various methods throughout the design process.
It concludes with a guide for practicing service designers, which suggests when to use which prototyping methods. This includes concepts models, role plays, scena-rios, low-fi-prototypes, experience prototypes, physical models and spatial interaction.
The speakers draw from their experience in service design projects at Fjord, Nokia, inventedhere and the HPI School of Design Thinking.
Prototyping is essential to designing memorable mobile user experiences, but can often be overlooked at the beginning of building a product. Learn the types of prototypes, tools, and best practices for mobile product design (including overview of mobile flow and UI best practices, patterns, and frameworks).
This presentation is about the challenges faced when doing prototypes and to make sure that these prototypes are useful for the developers.
It is about how the prototyping activity fits into the iterative implementation cycles (Scrum Sprints) and how the triangle of UX, development and visual design works together, in particular if external service providers are involved.
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
This presentation is part of a Citrix Labs workshop introducing the concepts of rapid prototyping for developers. It focuses on the creation of early samples, models, or releases of a product built to test a concept or process or to act as a thing to be replicated or learned from.
A presentation on the reasons and techniques for creating prototypes of interactive projects. From the Media Design Practices MFA at Art Center College of Design.
Updated September 2, 2017
Prototyping: A Component for Successful ProjectsChris Griffith
Ever wonder why some projects just feel ‘right’ and others don’t? Or maybe you might have the Next Big Thing, but aren’t sure if it is going to work? There is an answer to those issues, Build a Prototype!
This presentation will introduce you to the types of prototypes (paper to high fidelity), their benefits and how various Adobe tools can be used to create them. By leveraging prototypes, your team will be able better communication their ideas and avoid costly mistakes.
Boost Turku - Prototyping Workshop - Mobile and Web PrototypingJoni Juup
Here's the updated version of my presentation with notes and changes based on our discussions during the presentation - but without the awesome gifs :(
Design Thinking in an Agile process: why, how, what's the impact on businessIlaria Mauric
Queste sono le slide del talk che ho presentato sabato 17 settembre 2016 all'Università Ca' Foscari di Venezia in occasione dell'Agile Business Day 2016.
Design Thinking aggiunge cuore e cervello in un processo agile, aumentandone valore ed efficacia. Vedremo le sue fasi fondamentali, accompagnate dai suoi principi guida e spiegate con esempi reali.
Come si può innovare un prodotto? Che problema risolve di preciso? Rispondere a queste domande a colpi di brief, roadmap, requisiti, budget e processo non basta più, perché le soluzioni sono prestabilite su assunzioni, tendono a gonfiarsi di funzionalità o a omologarsi nei vincoli.
Il processo di Design Thinking aiuta ad affrontare i problemi con la mente aperta, ad esplorare opzioni guardandole da più punti di vista e a superarli con un approccio creativo, proiettato verso il futuro. Il ruolo del designer non è più solo quello di rendere usabile, funzionale e visivamente adeguato il prodotto, ma è anche quello di facilitare la collaborazione cross-team e l’esplorazione di soluzioni, presentando concetti e idee in modo tangibile e comprensibile da tutti le persone coinvolte nella sua realizzazione.
Mastering UX Design: Learning the basics for future successAlex Shirazi
When it comes to building software, an awareness of UX design methods is crucial in order to create a seamless interaction between the user and your product. But what is the full scope of UX design? Where do you start and how do you know when that task is done? When do you move onto the next task and what even is the next task?
In this webinar Alex Shirazi, the founder of the UX-focused software firm Phlint, will look at and explain some of the most crucial areas of UX, like user research and testing, visual design, user interface design, and interaction design, as well as delving into some of the hottest issues in each category. Participants will be given the chance to ask questions and gain an insight into the processes and types of software companies in Silicon Valley are using to grow their UX credentials.
In this webinar, you'll learn:
- Which factors have the biggest impact on user experience
- How to approach user research, testing, and design to maximize your efforts
- The hottest trends in UX Design that Silicon Valley companies are using today
Agile Prototyping for Software Development ProjectsInvolved IT
De techniek van Agile Prototyping werd door Involved in huis ontwikkeld. Het is de tegenslag en de uitdagingen die we de afgelopen jaren op projecten tegenkwamen die de uitwerking van deze techniek bepaald hebben.
Agile Prototyping is een algemene projectaanpak waarbij het gekende SCRUM framework met enkel zeer specifieke zaken wordt uitgebreid. Het zijn concrete taken uit de wereld van User-Experience Design in combinatie met enkele specifieke "regels" die ons helpen sneller, betere software op te leveren. Concreet helpt Agile Prototyping om het voortschrijdend inzicht te versnellen, het budget onder controle te houden en de kwaliteit van het finale product te verbeteren.
IxDA October Event: Prototyping Approaches and OutcomesIxDA Chicago
Prototyping is not a new concept, but the role it plays in the design process has changed dramatically in the last few years. Proliferation of agile methods and the grassroots nature of design thinking have opened up new opportunities where research and design happen simultaneously. New tools for building digital prototypes have given design teams numerous options from very simple demos to complex proof of concepts.
Learn about the Devbridge Design team's experience as they explore cases where prototyping has driven the design and research process. With varying levels of complexity and fidelity, each has had a different outcome.
Make it or Break It: Evolutionary or Throwaway Prototypingjsokohl
Prototyping is a key tool for improving the user experience and defining a product. What's the best approach: incrementally use the target development environment to create the code, or use a technique that explores design ideas without delivering on the prototype platform?
First users: Heuristics for designer/developer collaborationJonathan Abbett
From the University of Illinois Web Conference 2013.
Ask a web designer who his “first users” are, and he’ll probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, I’ve performed an informal user research project where the “users” were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, I’ve created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. I’ll show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
A presentation on the reasons and techniques for creating prototypes of interactive projects. From the Media Design Practices MFA at Art Center College of Design.
Updated September 2, 2017
Prototyping: A Component for Successful ProjectsChris Griffith
Ever wonder why some projects just feel ‘right’ and others don’t? Or maybe you might have the Next Big Thing, but aren’t sure if it is going to work? There is an answer to those issues, Build a Prototype!
This presentation will introduce you to the types of prototypes (paper to high fidelity), their benefits and how various Adobe tools can be used to create them. By leveraging prototypes, your team will be able better communication their ideas and avoid costly mistakes.
Boost Turku - Prototyping Workshop - Mobile and Web PrototypingJoni Juup
Here's the updated version of my presentation with notes and changes based on our discussions during the presentation - but without the awesome gifs :(
Design Thinking in an Agile process: why, how, what's the impact on businessIlaria Mauric
Queste sono le slide del talk che ho presentato sabato 17 settembre 2016 all'Università Ca' Foscari di Venezia in occasione dell'Agile Business Day 2016.
Design Thinking aggiunge cuore e cervello in un processo agile, aumentandone valore ed efficacia. Vedremo le sue fasi fondamentali, accompagnate dai suoi principi guida e spiegate con esempi reali.
Come si può innovare un prodotto? Che problema risolve di preciso? Rispondere a queste domande a colpi di brief, roadmap, requisiti, budget e processo non basta più, perché le soluzioni sono prestabilite su assunzioni, tendono a gonfiarsi di funzionalità o a omologarsi nei vincoli.
Il processo di Design Thinking aiuta ad affrontare i problemi con la mente aperta, ad esplorare opzioni guardandole da più punti di vista e a superarli con un approccio creativo, proiettato verso il futuro. Il ruolo del designer non è più solo quello di rendere usabile, funzionale e visivamente adeguato il prodotto, ma è anche quello di facilitare la collaborazione cross-team e l’esplorazione di soluzioni, presentando concetti e idee in modo tangibile e comprensibile da tutti le persone coinvolte nella sua realizzazione.
Mastering UX Design: Learning the basics for future successAlex Shirazi
When it comes to building software, an awareness of UX design methods is crucial in order to create a seamless interaction between the user and your product. But what is the full scope of UX design? Where do you start and how do you know when that task is done? When do you move onto the next task and what even is the next task?
In this webinar Alex Shirazi, the founder of the UX-focused software firm Phlint, will look at and explain some of the most crucial areas of UX, like user research and testing, visual design, user interface design, and interaction design, as well as delving into some of the hottest issues in each category. Participants will be given the chance to ask questions and gain an insight into the processes and types of software companies in Silicon Valley are using to grow their UX credentials.
In this webinar, you'll learn:
- Which factors have the biggest impact on user experience
- How to approach user research, testing, and design to maximize your efforts
- The hottest trends in UX Design that Silicon Valley companies are using today
Agile Prototyping for Software Development ProjectsInvolved IT
De techniek van Agile Prototyping werd door Involved in huis ontwikkeld. Het is de tegenslag en de uitdagingen die we de afgelopen jaren op projecten tegenkwamen die de uitwerking van deze techniek bepaald hebben.
Agile Prototyping is een algemene projectaanpak waarbij het gekende SCRUM framework met enkel zeer specifieke zaken wordt uitgebreid. Het zijn concrete taken uit de wereld van User-Experience Design in combinatie met enkele specifieke "regels" die ons helpen sneller, betere software op te leveren. Concreet helpt Agile Prototyping om het voortschrijdend inzicht te versnellen, het budget onder controle te houden en de kwaliteit van het finale product te verbeteren.
IxDA October Event: Prototyping Approaches and OutcomesIxDA Chicago
Prototyping is not a new concept, but the role it plays in the design process has changed dramatically in the last few years. Proliferation of agile methods and the grassroots nature of design thinking have opened up new opportunities where research and design happen simultaneously. New tools for building digital prototypes have given design teams numerous options from very simple demos to complex proof of concepts.
Learn about the Devbridge Design team's experience as they explore cases where prototyping has driven the design and research process. With varying levels of complexity and fidelity, each has had a different outcome.
Make it or Break It: Evolutionary or Throwaway Prototypingjsokohl
Prototyping is a key tool for improving the user experience and defining a product. What's the best approach: incrementally use the target development environment to create the code, or use a technique that explores design ideas without delivering on the prototype platform?
First users: Heuristics for designer/developer collaborationJonathan Abbett
From the University of Illinois Web Conference 2013.
Ask a web designer who his “first users” are, and he’ll probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, I’ve performed an informal user research project where the “users” were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, I’ve created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. I’ll show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
Health UX - Ed Matthews - Using Inclusive Design Principles: how to create an...Monkeyshot
The Helen Hamlyn Centre for Design is one of the pioneers of Inclusive Design. Ed describes the principles and methodologies that have been developed, initially for creating better products, processes, systems and services. In addition, examples are shown of their highly successful application in digital healthcare interventions that tackle problems in mental health, hospital ward logistics, and the psychological impact on patients in Intensive Care environments.
Invloed en overtuiging monkeytalk 2015 spring editionMonkeyshot
How can we change behavior? And when do we speak of manipulation? Senior UX Architect Wim Janssens gives concrete examples and insights in how to integrate users into your story.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
This presentation looks at how the principles behind Maslow's pyramid of needs can be applied to the online world.
Created for a webinar Watchfire (now part of IBM) invited me to conduct in June 2001, the presentation was based on an article I wrote for ClickZ in March 2001: “Creating a Hierarchy of User-Experience Needs” http://www.clickz.com/839221
Health UX - Mark A. M. Kramer - Technology Experience within Healthcare: Monkeyshot
How technology has evolved and influenced the healthcare experience. Emphasis will be placed on the “Technology Experience” of patients and healthcare providers (medical doctors, nurses, technicians) Furthermore, this keynote shares personal observations of how technology experience within medicine and healthcare is evolving from a patient perspective.
A 4 hour workshop as a follow up to the "What is UX?" presentation.
Group exercises designed to get people thinking about how UX skills are applied to their daily digital work.
Putting the theory of UX into practice with some simple core tasks.
UXing All The Things: Applying The User-Centered Process to Design, Life, and...J+E Creative
The defining characteristic of UX design is it's focus on the user and on an iterative, user-centered, approach to creating solutions. But what if we applied the user-centered design process to non-UX challenges? Would the adjective in front of design—be it experience, graphic, service, or broadcast—become superfluous? This talk will look at the ultimate channel-agnostic approach to design, showing how the core user-centered creative process can be applied to UX design, book design, life and career planning, parenting, and the ultimate challenge—Legos.
Agile and Design: creating and implementing products (in Italy) is possibleIlaria Mauric
The wiseman says: "A company specialized in IT consultancy cannot make products."
If you decide to break this taboo, the road is only one: understanding how that product can be realized and working hard to make it.
This is the story of Indyco, a tool born merging an agile dev team and a lean design team. Teams that didn't know each other before. And they made Indyco real in 6 months.
We will share the simple but powerful principles that lead us up to the go-live.
Now we are measuring and collecting data for next step.
These slides have been presented at Better Software 2014.
Agile and Design: creating and implementing products (in Italy) is possibleManuel Spezzani
The wiseman says: "A company specialized in IT consultancy cannot make products."
If you decide to break this taboo, the road is only one: understanding how that product can be realized and working hard to make it.
This is the story of Indyco, a tool born merging an agile dev team and a lean design team. Teams that didn't know each other before. And they made Indyco real in 6 months.
We will share the simple but powerful principles that lead us up to the go-live.
Now we are measuring and collecting data for next step.
These slides have been presented at Better Software 2014.
With the increasingly rapid rate of change in technology, it comes with no surprise that we've seen a significant shift in what clients expect from user experience designers. Remember when UX was traditionally a deliverables-based practice? As a Director of User Experience, I’m always re-evaluating how I articulate what I do, how I deliver what I create, and how that output adds value to any given project. Designing user interfaces still requires the same amount of thinking and attention, but our typical UX deliverables (site map, user flows, wireframes) are often no longer as useful or even needed to quickly realize a finished product. At a recent presentation at FLUPA UX Day in Paris, I discussed the principles and methods I’ve found helpful in uncovering the "new UX deliverable.”
In the following presentation, I offer some examples and recommendations on how to successfully evolve your practice and process in response to new client expectations.
Dealing with multiple teams in a product development organization is always a challenge.
I would like to share with you a live case study about how we switched from a traditional R&D structure into a small product oriented start-up’s teams.
These are some of the challenges we had to deal with:
How to brake a single product development team into small pieces while keeping autonomy and productivity?
How to use technical guilds to maintain a high technical level, personal development and collaboration between the “distributed” development team?
How to create a culture, based on developer accountability even without a direct manager around?
How to maintain high developers utilization in a small heterogenous feature team (iOS, Android, Web, Infrastructure)?
How we use release trains model for lean development in cross mobile platforms world and, what is our strategy for continuous delivery implementation.
I invite you to hear our personal experience about growing from a small start-up, to a middle size development organization. I invite you to hear how we maintained our developer happiness, start-up culture, productivity and giving each team members the ability to affect the product development (in both product and technical aspects).
User experience (UX) is the basis for all Web activity, and thus underpins everything we do in Web design and development. Successful projects bake UX in from the ground up, from discovery through planning, iteration, testing and deployment. No matter how beautiful our code may be, of what use is it if it’s irrelevant to our users?
Let's collaborate remotely - Simon JaillaisSimon JAILLAIS
With an increasing number of teams working remotely, work efficiency tends to drop, along with the weakening of relationship and collaboration between members. Simon shares the value and challenges of remote working and how to keep teams motivated.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
People Over Process: Turning Assumptions into Shared Understandingmjovel
Every project is based on a number of assumptions. Assumptions about our users and assumptions that our team has a shared vision of what we are building and why we are building it. The longer we hold onto these assumptions, the greater we increase the risk of not meeting our users needs and ultimately, our project fails.
This talk will be about how we ensure we are meeting our users needs. In addition to learning project workflow, we will cover specific techniques that you can use to ensure that the user is at the center of our design and that you create a shared understanding among your team.
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Advocating for your users is key to project success. Kirsten Burgard and I show how, even developers can accomplish this via our process and case studies.
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.
All Method, No Madness: Guiding Agile Teams Through ResearchAggregage
Many Product Managers feel quality user research can't keep up with the fast-paced agile teams. However, if you're willing to adapt, you don't have to sacrifice agility or insights. Join Amanda Stockwell, President of Stockwell Strategy, as she covers issues agile teams have and how to solve them.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
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.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
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.
1. UX DESIGN WITH
DISTRIBUTED TEAMS
how to ideate, prototype & research together remotely
Johannes Baeck - @jbaeck - johannesbaeck.com
UX Camp Hamburg - August 2015
2. Hi, I'm Johannes
• M.A. International
Information Management
• UX Consultant & Designer
at usability.de
(before: Aperto Berlin, IBM)
• Lecturer User-centered Design
at the University of Hildesheim
• UX Design Mentor
at CareerFoundry
• Maker of Music
at the piano and with my ukulele
@jbaeck
3. Lately, I have been working more
and more with distributed teams
Hannover
Berlin Pune
Hamburg
Fürth
Nürnberg
4. Lately, I have been working more
and more with distributed teams
London Hannover
San Francisco
New York
5. And yes I have been in awful
conference calls
“A conference call in real life”
https://youtu.be/DYu_bGbZiiQ
7. There are many types of distribution
All distributedOne/some remote Teams in different
locations
inspired by James Kalbach (http://blog.mural.ly/remote-design-collaboration-survey-results-part-1/)
12. Ideation sessions using shared
virtual whiteboards
Distributed agency Hanno uses virtual sticky notes in
mural.ly for remote design thinking ideation sessions.
https://logbook.hanno.co/remote-design-thinking-with-murally/
13. Designers at EightShapes use document cameras and screen
sharing to see what their teammate is sketching in real time.
Sharing paper sketches remotely
with document cameras
http://www.eightshapes.com/blog/2011/08/19/sharing-sketches-remotely/
14. Co-located workshops as a starting
point for remote collaboration
An effective design studio session at the beginning of a project
can set the stage for further remote team work.
17. fallback when nothing
else works out
Show, don’t tell — always have a
flexible screen sharing stack available
for this one
corporate client
standard for
internal use
new standard for
corporate clients?
MY CURRENT SETUP
18. Let stakeholders directly interact
with the design you are talking about
InVision LiveShare gives every participant a cursor and the
possibility to directly comment inside the design layout
19. Axure Team Projects make both
remote and non-remote work easier
Axure Team Projects let designers work together in one file
with version control.
20. Set up a workable spec workflow
and adapt to developer tools
UX Design Team
Dev Team
Product
Management
EXAMPLE SETUP
JIRA Agile Board
for functional spec
and clarification
Confluence Wiki
for requirements
and research data
Hosted Axure prototype
incl. visual design spec
with version history
22. Why remote user research?
• Reach globally distributed users in their natural environment
• Save time and money (do more iterations)
• Have more research tools in your toolbox
• Moderated (e.g. screen-sharing)
• Self-moderated / Automated (e.g. usertesting.com)
• Diary studies
23. Involve remote stakeholders by
streaming research sessions
Dubai
Stakeholder
Location D
Test Participant
Location B
User Researchers
Location A
Stakeholders
Location E
ScreenSharing
Streaming
24. Before you start with remote research
• Know your audience
(are they tech-savvy? how well do they speak your language?)
• Prepare for technology and connectivity issues
• People may behave differently remotely
(scheduling: people less committed to being there, trust:
“can you control my computer?”)
• Combine with contextual interviews or lab usability tests for
better results — if possible
26. Be aware of your remote constellation
and deliberately rethink your process
- Leif Singer (iDoneThis)
On a high level I think just being aware that you need to have a
remote strategy is important. Don't assume that things will
work the same as in a colocated situation. Don't assume that
it will just work. Try to communicate more than you'd actually
need to. Commit fully, or not at all.
http://www.pajamas.io/leif-singer-idonethis/
27. Learn to choose your mode of
communication wisely
Mail / IM / JIRA
Audio Call
Video Call
Co-located Workshop
Building trust and relationships
Exploring big ideas
Tackling complex problems
Getting “routine” work done
Following a “maker schedule”
Clarifying urgent issues
28. Build and keep connections
Virtual presence
Sqwiggle shows a snapshot of
each team member which updates
throughout the day
In-person meetups
Distributed team at Zapier
on a company retreat
https://zapier.com/learn/the-ultimate-guide-to-remote-working/how-build-culture-remote-team / www.sqwiggle.com
29. Balance remote / non-remote
meetings — prepare & facilitate!
- Jason Fried (Basecamp)
By rationing in-person meetings, their status is evaluated to
that of a rare treat. They become something to be savored,
something special.
http://37signals.com/remote/
30. But why should I care?
Let’s just avoid working with
distributed teams altogether…
?
31. Why thinking about your remote
ux process might prove useful
• You might not be able to avoid working remotely - so make
the most of it!
• You get access to more users for user research and you
can involve more stakeholders
• Your process becomes more flexible —
do more iterations (e.g. ideation sessions)