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INCREASE Relevance, REDUCE Complexity, and IMPROVE Timing. USER EXPERIENCE IS ALL ABOUT THE Human Experience.
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UXDEMYSTIFIEDalan blood,
design manager, familysearch.org
Part 1
WHAT UX ISPart 2
BUSINESS & CODEPart 3
REAL LIFE
...UX, UI, IXD, ID, UE, USABILITY TESTING, HUMAN FACTORS, DESIGN, GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE, LOCALIZATION, INTERNATIONALIZATION, GLOBALIZATION, PICTURE SUPERIORITY EFFECT...
...UX, UI, IXD, ID, UE, USABILITY TESTING, HUMAN FACTORS, DESIGN, GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE, LOCALIZATION, INTERNATIONALIZATION, GLOBALIZATION, PICTURE SUPERIORITY EFFECT...
“Information Age”=
TOO MUCH INFORMATION=
IRONY
THE
Purpose OF UX...
INCREASE RelevanceREDUCE Complexity
IMPROVE Timing
USER EXPERIENCEIS ALL ABOUT THE
Human Experience
THE MANYUX Roles & Disciplines
BOIL DOWN TO3 BASIC TYPES...
INCREASE Relevance
REDUCE Complexity
IMPROVE Timing
NEED PROOF?
OK, PROFESSOR.
HERE’S YOUR SCIENCE STUFF:http://dl.acm.org/citation.cfm?id=1089108
http://www.acsu.buffalo.edu/~rkishore/papers/Kim-CACM-48-10.pdf
PLEASE NOTE:UX IS NOT A TOOLBOX
It’s people trained in UX
PERIOD
Part 1
WHAT UX ISPart 2
BUSINESS & CODEPart 3
REAL LIFE
WHAT ABOUT Lean ?
FOCUS OF LEAN METHODS:LEARN FROM DATA, BUILD IDEAS,
MEASURE SUCCESS OFMINIMUM VIABLE PRODUCTS,
PIVOT OR PERSEVERE
Formulate a HypothesisDECIDE WHAT TO MEASURE
EXPERIMENTBAIL or CONTINUE
Lean = Business Focus
SO, WHAT ABOUT Agile ?
FOCUS OF AGILE DEVELOPMENT:TEST AND RELEASE SOLID CODE,
AS QUICKLY AND ACCURATELYAS POSSIBLE, COLLABORATE
Agile = Technology Focus
AND REMEMBER THAT
UX = User Focus( )
HERE’S A SUMMARY:(UX + BUSINESS + CODE) = Value
SO, HOW DOAgile, Lean, and UX
FIT TOGETHER?
2 Phases:DISCOVER
PRODUCE&
DISCOVERTURN THE LEAN
“STEERING WHEEL”
dig into datadiscover stuff
build ideas (prototypes)measure the codepivot or persevere
PRODUCEAPPLY THE AGILE
“GAS PEDAL”
design (the code)build stuffconfigure
testrelease
Phase 1 Phase 2
DISCOVERTURN THE LEAN
“STEERING WHEEL”
dig into datadiscover stuff
build ideas (prototypes)measure the code
pivot or persevere
PRODUCEAPPLY THE AGILE
“GAS PEDAL”
design (the code)build stuffconfigure
testrelease
Phase 1 Phase 2
DISCOVERTURN THE LEAN
“STEERING WHEEL”
dig into datadiscover stuff
build ideas (prototypes)measure the code
pivot or persevere
PRODUCEAPPLY THE AGILE
“GAS PEDAL”
design (the code)build stuffconfigure
testrelease
Phase 1 Phase 2+ UX Folks +Business Folks Technology Folks
DesignTHINKING
ACROSS PHASES
“Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to
integrate the needs of people, the possibilities of technology, and the requirements for business success.
- Tim Brown, PRESIDENT & CEO OF IDEO
User Experience FolksARE THE GLUE
SEE WHAT HAPPENS WHEN
User Experience FolksARE NOT WELL UTILIZED...
Phase 1 Phase 2
Phase 1 Phase 2
Phase 1 Phase 2
Phase 1 Phase 2
AGILE AND LEAN ARE GREAT
AT ZEROING-IN...
Phase 1 Phase 2
BUT, ZEROING-IN
TO WHAT?
Phase 1 Phase 2
...AND WILL THE END RESULT
work for users?
DID CUSTOMER WANTS
LINE UP WITH
User Needs?
SEE WHAT HAPPENS WHEN
User Experience FolksARE AN EQUAL PARTNER...
Partner with your UX resources!
Phase 1 Phase 2
Work with UX to hammer out business
value...
Phase 1 Phase 2
..UX helps to ensure that the solution works
for your users!
Phase 1 Phase 2
Phase 1 Phase 2
Phase 1 Phase 2
ZERO-IN USING
Triangulation
“Triangulation is a powerful technique that facilitates validation of data through cross verification from two
or more sources. In particular, it refers to the application and combination of several research
methodologies in the study of the same phenomenon.
Bogdan, R. C. & Biklen, S. K. (2006). Qualitative research in education: An introduction to theory and methods. Allyn & Bacon. ISBN 978-0-205-51225-6.
“Triangulation gives a more detailed and balanced picture of the situation.
Altrichter, H., Feldman, A., Posch, P. & Somekh, B. (2008). Teachers investigate their work; An introduction to action research across the professions. Routledge. p. 147. (2nd edition).
INCREASE Relevance
REDUCE Complexity
IMPROVE Timing
UX (USERS)+
LEAN (BUSINESS) +
AGILE (TECHNOLOGY) =
Value for People
OATH OF NON-ALLEGIANCE
- Alistair Cockburn
“I promise not to exclude from consideration any idea based on its source, but to consider ideas
across schools and heritages in order to find the ones that best suit the current situation.
Part 1
WHAT UX ISPart 2
BUSINESS & CODEPart 3
VALUE FOR PEOPLE
NASA, APOLLO 13,AND TOO MANY KINDS OF
CO2 SCRUBBERS
MINIMUM VIABLE PRODUCT
LIMITED TO MATERIALS ON-HANDAIR TOXICITY INCREASING
LIVES COULD BE LOST
Constraints InspireCreativity
MINIMUM VIABLE PRODUCT
HAD TO WORK THE FIRST TIMEUSER CIRCUMSTANCES MUST BE KNOWN
SOLUTION MUST BE PROVED
User Research and TestingWere Required
MINIMUM VIABLE PRODUCT
COULDN’T DELIVER AN OBJECTDELIVERY REQUIRED HANDHOLDING
FEEDBACK LOOP HAD TO BE CLOSED
Simple, Relevant,and Timely
AGILE
TEAM WAS FOCUSED AND CAPABLE RAPID DEVELOPMENT OF SOLUTION
EFFECTIVE COLLABORATION
Had to be developed on groundAND in space...
USER EXPERIENCE
GROUND CREW UNDERSTOOD USERS SOLUTION EFFECTIVELY RELAYED
ASTRONAUTS UNDERSTOOD
Understanding of users wasrequired, or lives would be lost
UX (USERS)+
LEAN (BUSINESS) +
AGILE (TECHNOLOGY) =
3 Lives Saved
Yes, there’s a
PUNCHLINE
HOW MUCHMONEY AND TIME WAS LOST
because there were
TWO DIFFERENTCO2 FILTER DESIGNSON THE APOLLO 13 MISSION?
THE LIVES OFJames Lovell,John Swigert,
and Fred Haise
COULD HAVE BEEN
LOST
IN THE FINAL ANALYSIS
WAS IT WORTH
the cost and the risk TO NEGLECT THEUSER EXPERIENCE?
Thank you.
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