A Requirements Document (RD) is the first step to creating a great product. Because it is the first step, a RD has the greatest leverage of all product development activities. A small error in the direction at this stage can make a big difference in were the product ultimately ends up.
A Requirements Document (RD) is the first step to creating a great product. Because it is the first step, a RD has the greatest leverage of all product development activities. A small error in the direction at this stage can make a big difference in were the product ultimately ends up.
HIPAA: How to avoid becoming a worst case scenario ContentBacon
Danna-Gracey.com
Learn about key HIPAA issues including:
- Where the fines are coming from
- Common causes of breaches
- Success and horror stories
- Suggestions to keep your organization safe
- Insurance coverage for HIPAA issues
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.
UXPA 2023: The Report is Dead, Long Live the Report! How to Communicate Usabi...UXPA International
The best way to improve products is to have people use them, but researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk will present evidence for and against reports, and explore characteristics of reports that make them more and less successful at effecting change. We will describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on survey data from UX practitioners and experiences in the field, we’ll address these questions: Is it worth it to write a report? Are there quicker, more engaging alternatives? What makes a compelling report? How do we make usability research usable? We’ll offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
The Report is Dead, Long Live the Report! How to Communicate UX Research Find...Kathi Kaiser
The best way to improve products is to have people use them, but researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk will present evidence for and against reports, and explore characteristics of reports that make them more and less successful at effecting change. We will describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on interviews and survey data from UX practitioners, as well as our experiences in the field, we’ll address these questions:
Is it worth it to write a report?
Are there quicker, more engaging alternatives?
What makes a compelling report?
How do we make usability research usable?
We’ll offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
The Report is Dead, Long Live the Report ! Communicating Usability Research F...Centralis
The best way to improve products is to have people use them, but UX researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk presents evidence for and against reports, and explores characteristics of reports that make them more and less successful at effecting change. We describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on survey data from UX practitioners and experiences in the field, we address these questions: Is it worth it to write a report? Are there quicker, more engaging alternatives? What makes a compelling report? How do we make usability research usable? We offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
HIPAA: How to avoid becoming a worst case scenario ContentBacon
Danna-Gracey.com
Learn about key HIPAA issues including:
- Where the fines are coming from
- Common causes of breaches
- Success and horror stories
- Suggestions to keep your organization safe
- Insurance coverage for HIPAA issues
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.
UXPA 2023: The Report is Dead, Long Live the Report! How to Communicate Usabi...UXPA International
The best way to improve products is to have people use them, but researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk will present evidence for and against reports, and explore characteristics of reports that make them more and less successful at effecting change. We will describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on survey data from UX practitioners and experiences in the field, we’ll address these questions: Is it worth it to write a report? Are there quicker, more engaging alternatives? What makes a compelling report? How do we make usability research usable? We’ll offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
The Report is Dead, Long Live the Report! How to Communicate UX Research Find...Kathi Kaiser
The best way to improve products is to have people use them, but researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk will present evidence for and against reports, and explore characteristics of reports that make them more and less successful at effecting change. We will describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on interviews and survey data from UX practitioners, as well as our experiences in the field, we’ll address these questions:
Is it worth it to write a report?
Are there quicker, more engaging alternatives?
What makes a compelling report?
How do we make usability research usable?
We’ll offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
The Report is Dead, Long Live the Report ! Communicating Usability Research F...Centralis
The best way to improve products is to have people use them, but UX researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk presents evidence for and against reports, and explores characteristics of reports that make them more and less successful at effecting change. We describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on survey data from UX practitioners and experiences in the field, we address these questions: Is it worth it to write a report? Are there quicker, more engaging alternatives? What makes a compelling report? How do we make usability research usable? We offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Integrating User Experience Design into the Product LifecycleICS
There is overwhelming evidence that investing in the user experience (UX) produces a superior product. When the needs of the customer are met, it becomes much easier to meet business goals. Many companies still do not put their focus on UX, instead relying on what organically comes out of the software development process. Often, it is not a lack of interest in UX, but rather a gap in skills and knowledge that prevents good UX design practices from being applied to product development.
Learn how to put “UX First” in the product lifecycle, allowing developers to focus on engineering tasks and build the correct product to meet and exceed customer needs. We will explore the relationship of UX to Agile development methods, help explain some of the UX jargon and present strong business reasons to focus on UX no matter where you are currently in the product lifecycle.
Learn more: http://www.ics.com/ux-video
UX is everywhere that's why the UX process is more Important!
Without a solid UX design process, you have a lower chance of creating a product with good UX. A well-defined and well-executed UX process, on the other hand, makes it possible to craft amazing experiences for users.
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.
UI UX design and product design is a course that leads you to a good career. To be a good UI UX designer, a person needs to be creative and a good design thinker. UI UX design is a non code design career where you just need to do research and design a good perfect one.
You can even choose this as your career guide and project topic for computer science students.
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
UX design, does it matter to your Business?
UX is the difference between Good & Bad
A great user experience meets the exact needs of the customer, without fuss or bother, simply giving customers what they say they want.
UX is the: what, when, where, why, how, and who of a product. Pretty much everything that affects a user’s interaction with that product.
In my presentation we will talk about what is User Experience (UX) and why it is important nowadays.
Also we will briefly talk about Usability of a product and how to contact some easy Usability tests.
Finally we will learn the 10 Heuristics of Nielsen and revers-engineer our way back to designing thoughtful User Interfaces (UI) based on those rules of thumb.
Disclaimer: I am not a UX researcher or expert! I am a UX enthusiast. I am trying to study and learn as much as I can about UX (workshop, seminars, uni classes, articles etc.) and all I am trying to de here is to make people understand the importance of it, through what I have learned so far.
This is the presentation I used for my talk on the World Usability Day, WUD2010 on 11-Nov-2010.
It was targeted for the IT professionals in the audience including Senior Management, Project Managers, Business Analysts, Designers, Developers, Testers etc.
You'll learn:
- How to identify and classify design debt
- How to solve product quality issues in fast-paced teams.
- How to address, avoid, and manage design debt.
Mobile & Tablet UX | NYU School of Professional Studies | Week 1 (Intro)Liz Filardi
These are my slides for the first week of the class "Mobile and Tablet UX" at the NYU School of Professional Studies. The course is taught online in 4 sessions.
2. talking points
What is UX design?
Why does it matter?
How does UX work at DS?
How do I affect UX?
1.
2.
3.
4.
3. why does ux matter
• User Experience = Customer Experience
Good design is the difference between a complex,
frustrating product and a delightful one that adds
value to your life.
• Good UX = More Revenue
2014 study found that companies with design
embedded in their culture earn 228% more than
those that don’t. 2005 UK study found every £1 spent
on design led to more than £20 in increased revenue.
• Expectations Have Been Raised
Mobile devices have universally raised UX standards.
4. why does ux matter
• User Experience = Customer Experience
Good design is the difference between a complex,
frustrating product and a delightful one that adds
value to your life.
• Good UX = More Revenue
2014 study found that companies with design
embedded in their culture earn 228% more than
those that don’t. 2005 UK study found every £1 spent
on design led to more than £20 in increased revenue.
• Expectations Have Been Raised
Mobile devices have universally raised UX standards.
5. why does ux matter
• User Experience = Customer Experience
Good design is the difference between a complex,
frustrating product and a delightful one that adds
value to your life.
• Good UX = More Revenue
2014 study found that companies with design
embedded in their culture earn 228% more than
those that don’t. 2005 UK study found every £1 spent
on design led to more than £20 in increased revenue.
• Expectations Have Been Raised
Mobile devices have universally raised UX standards.
6. our process
The best product designs understand the needs of their
users. So we follow a user-centered process to deliver
feasible, valuable, and usable software.
• Analyze - Discovery, requirements and planning.
• Conceptualize - Sketching, wire-framing and mockups.
• Prototype - Low and high fidelity interactive prototypes.
• Validate - Usability tests with users.
• Iterate - Make smart changes. Test, improve, refine.
7. prototyping
Low Fidelity - rough representations that
help validate concepts early on in the
design process.
High Fidelity – detailed enough to make
strong conclusions about how behavior will
relate to use of the final product.
8. user testing
Don’t guess. Test. You are not your user.
• Plan - Identify what we’re trying to validate.
• Recruit - Identify the right type of user to test.
• Test Script - Outline all the tasks users will be asked
to perform, in what order and how it’s asked.
• Collect Data - We observe and record behavior rather
than just ask what they “want”.
• Present – Test data is analyzed and a document is
created that summarizes findings and next steps.
9. deliverables
Wireframes & Mockups
Embedded into stories that are assigned to engineers.
Style Guides
Defines our design language to support consistency
and best practices across designers and design teams.
Component Library
Long term goal is a web components library (W3C
standard) containing pre-built modules that already
have front-end styling encapsulated within them.
Engineers can embed the components as needed into
their projects.
10. deliverables
Wireframes & Mockups
Embedded into stories that are assigned to engineers.
Style Guides
Defines our design language to support consistency
and best practices across designers and design teams.
Component Library
Long term goal is a web components library (W3C
standard) containing pre-built modules that already
have front-end styling encapsulated within them.
Engineers can embed the components as needed into
their projects.
11. deliverables
Wireframes & Mockups
Embedded into stories that are assigned to engineers.
Style Guides
Defines our design language to support consistency
and best practices across designers and design teams.
Component Library
Long term goal is a web components library (W3C
standard) containing pre-built modules that already
have front-end styling encapsulated within them.
Engineers can embed the components as needed into
their projects.
17. how do i affect ux
• Everyone Affects UX - Every employee at our
company has some influence on the end
user experience.
• We’re All Responsible - We all have a
responsibility to be aware of how the choices
we make affect our customers.
• Be an Advocate - What’s best for our
customers is what’s best for us. Be an
advocate for them!
18. how do i affect ux
• Everyone Affects UX - Every employee at our
company has some influence on the end
user experience.
• We’re All Responsible - We all have a
responsibility to be aware of how the choices
we make affect our customers.
• Be an Advocate - What’s best for our
customers is what’s best for us. Be an
advocate for them!
It's actually the engineering culture, and the way
the organization is structured to appreciate and
support design. Everybody there is thinking about
UX and design, not just the designers. And that's
what makes everything about the product so much
better... much more than any individual designer or
design team. Everyone cares.
Mark Kawano, Sr. Designer at Apple
“
19. how do i affect ux
• Everyone Affects UX - Every employee at our
company has some influence on the end
user experience.
• We’re All Responsible - We all have a
responsibility to be aware of how the choices
we make affect our customers.
• Be an Advocate - What’s best for our
customers is what’s best for us. Be an
advocate for them!
20. how do i affect ux
• Everyone Affects UX - Every employee at our
company has some influence on the end
user experience.
• We’re All Responsible - We all have a
responsibility to be aware of how the choices
we make affect our customers.
• Be an Advocate - What’s best for our
customers is what’s best for us. Be an
advocate for them!