User Centered Execution for Mobile UX Designers

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The biggest barrier to good experiences (as well as the largest problem for most UX designers) is in getting well-intended, well-designed systems executed as the business owners and design teams intend. I present the problem, and a series of philosophical changes and specific tactics to alleviate this, and to work with implementation teams to get design executed correctly.Slideshow I will present 29 Feb 2012 at 10 am PT as an O'Reilly webcast:http://oreillynet.com/pub/e/2103

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User-Centered Execution

How UX and development can work better together

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Patterns for interaction design

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Principle of Most Time: The most elegant and simple

solution to any design problem will be the one that requires the most developer effort.

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Every product we build is a product we build for ourselves to solve our own problems…making decisions based on

real opinions trumps making decisions based on imaginary

opinions.

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Adapt or succumb?

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No one has to looseWe need each other, equally. Everyone contributes to the final product.

Implementation:• Build software, storage,

etc.• Launch products• Maintain forever

Delivered to the users, efficiently & reliably.

User Experience:• Define scope• Consider whole

experience• Design detailed

interactions

Create the right solution, the first time, with less rework.

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No more hand waves

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Shared principles

• Modular• Iterative • Incremental• Patterns and best practices

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Modular

Re-usable components make work quicker and more efficient, more repeatable, easier to understand for regular teams and easier to improve or fix.

Implementation:

Good programming principles (whichever you embrace) encourage re-use, consistent naming and resource allocation, and using the simplest solution.

User Experience:

We don’t draw every page and state independently, but consider the design holistically, and draw many items to be used across the product.

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Iterative

Whether week two or release two, work is never thrown away, but improved on and expanded to become better and more capable.

Implementation:

Start simple, learn as you go from both solutions and needs of the customer/client, and build improvements on what you build before.

User Experience:

Review designs internally, with user research and by analytics when launched. Identify, learn and improve, on small and large timescales.

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Incremental

Resources – both people and time – are limited. Deliberately break up work in an ordered manner for management, and coordination.

Implementation:

Assigning developers one task helps focus, and allows the team and management to track progress, and further split (or combine) work as needed.

User Experience:

Conceive holistically, but design in easy-to-manage chunks. Split the work to who can best perform the work, and deliver in pieces if needed for speed.

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Patterns & Best Practices

All of our work builds on history, knowledge and evidence.

But watch out for best vs. common practices.

Implementation:

Apply existing knowledge and re-use known good solutions, but , extend and combine to meet the system needs and project goals.

User Experience:

Speeds work and constrains the problem space with libraries, patterns and stencils. Analyzes or researches to find the best solution.

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Your fears are baseless

• There’s no time• Process mismatches • Excess documentation• We don’t speak the

language

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There’s no time• There’s plenty of time• Scale the engagement• It pays off in the end

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Process mismatches• Everyone has the same goals• One process is very much like another • Gaps usually interlock• It’s a team effort

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Excess documentation• Don’t fear the documentation• We think by drawing• Your team uses documentation…• …and the next one certainly will• Whiteboards work in a pinch

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We don’t speak the language• UX is the translator• Know all the people• Know all the needs• Know all the systems• Foster conversation, collaboration

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Tactics for success

• Don’t walk away• Set goals for everyone• Design and build objects• Practice polymorphism• Project principles

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Don’t walk awayIt’s your project still, so stick with it:• Answer questions. • Check on progress. • Solve problems.

The team is the same, regardless of phase.

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Set goals for everyone• Turn principles into

metrics. Then measure them.

• Push for these to be the project level metrics of success.

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Design and build objects• Patterns are objects.

• Objects are re-usable components, whether in design or code.

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Practice polymorphism• Variations of objects

are still the same object.

• Tell everyone, so variations are built as you designed them.

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Project principles• Develop good objectives• Design holistically• Get everyone to buy into it• Own your design

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Steven Hoober

steven@4ourth.com

+1 816 210 0455

@shoobe01

shoobe01 on:

www.4ourth.com

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