Challenges for UX Professionals

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    27-Jan-2015

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This is the (translated) presentation I gave at the World Usability Day event in Cologne, Germany. Enjoy.

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  • 1. http://www.flickr.com/photos/otterman/4475203104/Challengesfor UX Professionals.Lennart Hennigs Interaction Designer

2. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 3. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques.DIN EN ISO 9241:210 4. http://www.flickr.com/photos/hoyvinmayvin/4658670973/Products. 5. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques.DIN EN ISO 9241:210 6. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 7. http://www.flickr.com/photos/hoyvinmayvin/4308697324/User focus. 8. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 9. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 10. UX method knowledge. 11. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 12. Quick reminder.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 13. http://www.flickr.com/photos/hoyvinmayvin/5406627444/Usability. 14. usable = successful ? 15. The three legged stool.Don Norman. 16. The three legged stool.Human-centered development requires three equal partners, three legs to the triad of product development: technology, marketing, and user experience. The Invisible Computer, 1998. 17. The three legged stool.Human-centered development requires three equal partners, three legs to the triad of product development: technology, marketing, and user experience. The Invisible Computer, 1998. 18. The three legged stool.Human-centered development requires three equal partners, three legs to the triad of product development: technology, marketing, and user experience. The Invisible Computer, 1998. 19. The three legged stool.Human-centered development requires three equal partners, three legs to the triad of product development: technology, marketing, and user experience. The Invisible Computer, 1998. 20. The three legged stool.Human-centered development requires three equal partners, three legs to the triad of product development: technology, marketing, and user experience.All three legs provide necessary and complementary strengths. Weaken one leg and the product falls.The Invisible Computer, 1998. 21. What does that mean for usUX Professionals? 22. http://www.flickr.com/photos/hoyvinmayvin/4823244616Think outside the box. 23. T-shaped Individuals.Bill Moggridge. 24. IDEO is an international design and innovationconsultancy founded in Palo Alto, The company helps design products, services, environments, and digital experiences. Wikipedia. 25. breadth of knowledge depth of expertise High level of expertise in one area , e. g. User Experience. (Useful) knowledge in other areas. 26. We believe the future belongs to T-shaped people. And its not easy to replace a T-shaped person. The broader your talents, the more your ability lies in the overlaps between disciplines, the less likely you will find yourself outsourced. Tom Kelley: 10 Faces of Innovation, 2005. 27. User Experience Disciplines.PsychologyUser ResearchVisual DesignInteraction DesignInformation DesignInformation ArchitectureUsability Testing 28. What kind of T am I?Psychology 1User Research2Visual Design1Interaction Design 5Information Design 3Information Architecture 5Usability Testing4 29. Useful knowledge and skills of UX Professionals.e. g.General knowledge about ProgrammingHTML / CSSCopywritingIndustrial DesignGeneral knowledge about ProcessesRequirement Engineering 30. http://www.flickr.com/photos/hoyvinmayvin/4170037141/Cooperation. 31. The ISO standard.Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques. DIN EN ISO 9241:210 32. What is missing?Human Centered DesignAn approach to system design and development that aims to makeinteractive systems more usable by focusing on the use of thesystem; applying human factors, ergonomics and usabilityknowledge and techniques.DIN EN ISO 9241:210 Working in interdisciplinary team. Cooperation with other departments / disciplines. 33. http://www.flickr.com/photos/senorwences/2366892425/UX is still a black box. 34. http://www.flickr.com/photos/dudeoflego/5105353202/We often left in the cold. 35. http://www.flickr.com/photos/otterman/5253602842/...and have no strong ties withinthe organization. 36. http://www.flickr.com/photos/hoyvinmayvin/5166095952/Our work is often challenging. 37. A typical project? A lot of stakeholders. 38. A typical project? A lot of stakeholders. ...with different expectations and priorities. 39. A typical project? A lot of stakeholders. ...with different expectations and priorities. Requirements are complex and intertwined. 40. A typical project? A lot of stakeholders. ...with different expectations and priorities. Requirements are complex and intertwined. Defining the problem is hard and the definition changes. 41. A typical project? A lot of stakeholders. ...with different expectations and priorities. Requirements are complex and intertwined. Defining the problem is hard and the definition changes. The problem is unique. 42. A typical project? A lot of stakeholders. ...with different expectations and priorities. Requirements are complex and intertwined. Defining the problem is hard and the definition changes. The problem is unique. We dont know what an optimal solution could be before we start. 43. A typical project? A lot of stakeholders. ...with different expectations and priorities. Requirements are complex and intertwined. Defining the problem is hard and the definition changes. The problem is unique. We dont know what an optimal solution could be before we start. 44. http://shattered-black-rose.deviantart.com/art/Wicked-wallpaper-38452670 PROBLEMS Horst Rittel and Melvin Webber, 1973. 45. What helps against wickedproblems? 46. What helps against wicked problems? Involve stakeholder.Camillus Strategy as a wicked problem, 2008. 47. What helps against wicked problems? Involve stakeholder. Define a common vision.Camillus Strategy as a wicked problem, 2008. 48. What helps against wicked problems? Involve stakeholder. Define a common vision. Document ideas and communicate them.Camillus Strategy as a wicked problem, 2008. 49. What helps against wicked problems? Involve stakeholder. Define a common vision. Document ideas and communicate them. Take tiny steps.Camillus Strategy as a wicked problem, 2008. 50. What helps against wicked problems? Involve stakeholder. Define a common vision. Document ideas and communicate them. Take tiny steps. Evaluate progress and iterate.Camillus Strategy as a wicked problem, 2008. 51. What helps against wicked problems? Involve stakeholder. Define a common vision. Document ideas and communicate them. Take tiny steps. Evaluate progress and iterate.Camillus Strategy as a wicked problem, 2008. 52. http://www.flickr.com/photos/hoyvinmayvin/5104399796/We need to better explainwhat we do. 53. We are the voice of the user. 54. We need to show where weas UX professionals cancontribute and add value. 55. http://www.flickr.com/photos/hoyvinmayvin/5133858870/Define a common vision. 56. We already have the tools tocreate a common vision. 57. The Vision.The User Experience we want to create. 58. For who? And why?Personas. 59. How should it look and function?Scenarios, Storyboards, Wireframes & Prototypes. 60. Strengths of our work products. They make design (decisions) tangible. ...and comprehensible. They reduce the complexity of written requirements.. They create a common understanding. 61. Well, at least in theory. 62. We need to remind ourselvesthat our documents need to beusable and accessible. 63. Usable documents. We often dont think about our readers. Our documents are hard to read and understand for non-UX people. We dont think about how our documents will be used later on in the process. 64. Usable documents. We often dont think about our readers. Our documents are hard to read and understand for non-UX people. We dont think about how our documents will be used later on in the process. User Context Tasks. We should also apply this rule to our work products. 65. Accessible documents. We often create our documents in our quiet little space. Then we send them off or store them someplace. ...and expect people not only to read but also to understand them. 66. Accessible documents. We often create our documents in our quiet little space. Then we send them off or store them someplace. ...and expect people not only to read but also to understand them. We need to create a product vision with the other project members. It should be communicated via posters, hand-outs, buttons... ... and it should be make tangible and accessible in a project room. 67. http://www.flickr.com/photos/jeremymates/2976486131/In a nutshell... 68. Summary. We need more than UX method knowledge. 69. Summary. We need more than UX method knowledge. We need to think outside the box. 70. Summary. We need more than UX method knowledge. We need to think outside the box. We need to be better communicate what our role is. 71. Summary. We need more than UX method knowledge. We need to think outside the box. We need to be better communicate what our role is. We need to show where we as UX professionals can contributeand add value. 72. Summary. We need more than UX method knowledge. We need to think outside the box. We need to be better communicate what our role is. We need to show where we as UX professionals can contributeand add value. Our strength is in creating and communicating a common vision. 73. Summary. We need more than UX method knowledge. We need to think outside the box. We need to be better communicate what our role is. We need to show where we as UX professionals can contributeand add value. Our strength is in creating and communicating a common vision. But we need to make our work products usable and accessible. 74. Thank you. 75. http://www.flickr.com/photos/gladius/3813345704/Questions?

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