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USER EXPERIENCE & PROTOTYPING Integra(ng Design & Product Development Pune, September 24th, 2014 KshiBz Anand Professor (Design), InsBtute of Product Leadership
Hello, I am @kshiBz Presently
Dean & Director -‐ India OperaBons at L'École de Design Nantes Atlan(que Professor (Design) -‐ Ins(tute of Product Leadership Founder & Principal Designer -‐ Happy Horizons Consul(ng
Previous
Design Head, Kuliza Technologies Founder & Director, Deskala Research and Design & Consul(ng Designer @Motorola, Infosys
EducaBon
MS in HCI Design , Indiana University Bloomington, USA BDes in CommunicaBon Design, IIT Guwaha(, India
Contact
[email protected] Twi[er: @kshiBz LinkedIn: in.linkedin.com/in/kshiBzanand/ Website: www.kshiBzanand.com
Are you a designer?
Design is such a natural human ability ���that almost everyone is designing most of the time - whether they are conscious of it, or not.���- Harold Nelson, Erik Stolterman, in ‘The Design Way’
The best designs are the ones that do not need a separate user manual !
We live in interesBng Bmes! According to the 2011 Census, 46.9% Indians do not have toilets at home, while 63.2% have landlines or mobiles. 53.2% own mobile phones.
<< Show ConnecBng Film (18 mins) hZp://youtu.be/lciYKwVLTuk >>
Mobile has made us …… ?
How many of you have a smartphone?
Does it delight you?
1993
2014
Where did we come from? Where do we go?
Then & Now
To have a good User experience is to Delight!
Delight = Features ?
Design should solve problems for your business by solving problems for your user -‐ Laura Klein
Reference: Putting people together to create new products; Jonathan Korman http://www.cooper.com/journal/2001/10/putting_people_together_to_cre.html
Key to Product Success
A requirement is short statement of the problem
A specificaBon is how to solve the problem
* Source: On Reqs and Specs: The Roles and Behaviors for Effective Product Definition http://www.pragmaticmarketing.com/publications/topics/09/on-reqs-and-specs
Prod
uct M
anag
emen
t Engineering
UX
WHAT HOW
Sweet spot
Requirements vs. specificaBons
How much of UX should a Product Manager know?
Reference: h*p://boxesandarrows.com/transi8oning-‐from-‐user-‐experience-‐to-‐product-‐management/
Are usually Business-‐centered
Are usually User-centered
Design for people, emoBons, behaviors. Do not design for technology.
VISCERAL BEHAVIORAL REFLECTIVE
A more detailed look and feel and function that is got by interactions i.e. the total experience of using a product
Refers primarily to that initial impact, to its appearance Appearance is rooted in form, aesthetics
Ones thoughts afterwards, how it makes one feel, the image it portrays, the message it tells others about the owner's taste
Time spent
Interac8on
VISCERAL
BEHAVIORAL
REFLECTIVE
Products were once designed for the functions they performed. But when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment while maintaining the power. If functions are equated with cognition, pleasure is equated with emotion; today we want products that appeal to both cognition and emotion. – Don Norman
Internet users per 100 inhabitants
Reference : h*p://en.wikipedia.org/wiki/File:Internet_users_per_100_inhabitants_ITU.svg
Importance Of UX Today
Reference: h*p://wearesocial.net/
Reference: h*p://scoop.intel.com/celebra8ng-‐interna8onal-‐internet-‐of-‐things-‐day/
User Experience Google Trends
USER EXPERIENCE
DELIVERING
DELIGHT SINCE MID 90s
CUSTOMER
h*p://www.stephenthomas.com/about/images/what_is_ux.jpg
Unclear boundaries
T shaped (UX) professional
PETER MORVILLE’S HONEYCOMB MODEL Image Source: h*p://seman8cstudios.com/publica8ons/seman8cs/000029.php
The goal of UX
UX is a team effort
UX Process
Reference: h*p://www.thinkbrownstone.com/design-‐process/
UX Design Process
Research à Ideate à Prototype à Evaluate & Feedback à Release
UX Design Process
RESEARCH à discovery & the ways of knowing IDEATE à conceptualizaBons, features & funcBonaliBes PROTOTYPE à get your hands dirty, bringing the ideas to life EVALUATE & ITERATE à gather feedback RELEASE à launch , deliver for development
Steps in UX Design Process
Companies Customize the design process
Comparing UX Process
HOW DO YOU FIT UX INTO YOUR
ORGANISATION?
The elements of user experience design
Just remember this
The UX role Shim
FROM AESTHETICS TO PROCESS TO PRODUCTS TO SERVICE TO STRATEGY
The product is no longer the basis of value. The experience is.
Design is the conscious effort to impose a meaningful order. -‐ Victor Papanek
ACTIVITY : Deconstruc*ng the UX Exercise (10 mins)
The UX of Angry Birds – what makes it successful ?
“The” experience
An experience
An experience
An experience
An experience
An experience
An experience An
experience
An experience
John Dewey American Educator & Philosopher
The mistakes we make!
² Most experiences are inchoate and not thought through
² They are unfulfilled as they get interrupted ² FrustraBng and not significant and leads to
an unpleasant experience
THE AESTHETIC : the “look and feel”
THE INTELLECTUAL : business & strategy
THE PRACTICAL:
what user actually interacts with and
experiences and its performance
+ +
MulBple things have to come together to create the experience
Take a break!
Somware (products) should behave like a considerate human being! What does being considerate mean?
• Take an interest in user’s actions • Are differential • Are forthcoming • Anticipate people’s needs • Are conscientious • Don’t burden you with extra information • Keep you informed • Are perceptive • Don’t ask you a lot of questions • Take responsibility • Know when to bend the rules
• GIVES A GOOD USER EXPERIENCE
CONSIDERATE PRODUCTS
<<Show Pomegranate Phone video>>
UX could be different across plaoorms. How ? Mac OS vs Windows Desktops vs Tablet vs mobile iOS vs Android vs Windows
Plaoorms and their experiences differ
Think of a product that delighted you (or did not) ? Why so? (THAT YOU USE REGULARLY)
USER RESEARCH Why is it important ? How do we do it ?
QUESTION THE STATUS QUO Fly on the wall Observa(on
What does this image say ?
Design interven(ons in daily life ANALYSING USAGE CONTEXT
UNDERSTANDING USER GROUPS Crea(on of Personas
WHAT IS A PERSONA? WHY PERSONAS ARE IMPORTANT?
PERSONAS • A representation of the goals and behavior of
a real user group.
• They are captured in a range of formats (depending on the requirements of the client) that typically include behavior patterns, goals, skills, attitudes, and environment; with a few fictional personal details to bring the persona to life.
• Giving a face to your users • Helps in generating Use Cases • Helpful for Scenario Generation
• Scenarios gives insights
WHY PERSONAS ARE IMPORTANT?
Ac(vity: Finding Primary, Secondary user groups STAKEHOLDER MAPPING
Mapping your stakeholders
Ac(vity: Experiencing what personas feel, do, see, hear EMPATHY MAPPING
Research is important for the success of any design
• On Location User Research – Actual User Interviews – Studying User environments – Contextual Inquiries
• Remote User Research – Questionnaire – Surveys – Telephonic Interviews – Video recordings of users performing their
tasks
User Research Techniques
When do you use what kind of User Research Method ? <<Discussion>>
ACTIVITY Wallet Mapping Exercise (20 mins)
–Laura Klein, Author of UX for Lean Startups
QuanBtaBve research tells you WHAT your problem is. QualitaBve research tells you WHY you have that problem.
User Based Research
Qualita5ve: Lesser number of par?cipants Quan5ta5ve: Higher number of par?cipants
Popular User Research Techniques
Popular User Research Techniques
TOOLS FOR USER RESEARCH & TESTING
h*p://uxdesign.cc/ux-‐tools/
It would get people finally noticing design - because when design's working properly, you don't notice it.
PROTOTYPES The real thing in UX!
The 4 dimensions of Prototyping
1. Representation à Describes the form of the prototype, e.g., sets of paper sketches or computer simulations
2. Precision à Describes the level of detail at which the prototype is to be evaluated; e.g., informal and rough or highly polished
3. Interactivity à Describes the extent to which the user can actually interact with the prototype; e.g., watch-only or fully interactive
4. Evolution à Describes the expected life-cycle of the prototype
WHY PROTOTYPE?
Reference: h*p://designinstruct.com/web-‐design/prototyping-‐is-‐essen8al/
Find Design issues early
Iterate more quickly on a design concept
Compare design variaBons quickly
Reference: h*p://refereemindset.com/give-‐feedback
Gather design feedback be[er
Use prototypes as a presentaBon tool
à FAST à EASY à GETS STAKEHOLDERS INVOLVED SOONER à SAVES MONEY
If a picture is worth 1000 words, a prototype is worth 1000 meetings!
WHAT ARE THE DIFFERENT WAYS TO PROTOTYPE?
Reference: h*p://www.slideshare.net/visualrinse/prototyping-‐23421094
We will never all agree on what “design” is. But we can probably agree that sketching is an archetypal activity associated with design!
VariaBons in elements and style in prototyping
Reference: h*p://www.usability.gov/how-‐to-‐and-‐tools/methods/prototyping.html
Tracy Lepore, from Ideation towards Usability
© Bill Buxton, Sketching the User Experience h*p://www.cs.cmu.edu/~bam/uicourse/Buxton-‐SketchesPrototypes.pdf
Getting the term right
Stages of prototyping in Product Design & Engineering Sketch à Earlier stage à Lesser cost à More reviewed Prototype à Later Stage à Larger cost à More acceptance
Before making the Prototype ask this:
1. What needs to be real
2. What can we fake?
3. Where will they use it?
4. How will the interface work ?
5. Will the users understand where to click next? 6. Have I covered all possible user pathways?
Watch Google Glass Prototyping VIDEO : h*ps://www.youtube.com/watch?v=d5_h1VuwD6g
Discussion: would you prototype this differently ?
GESTALT’S THEORY : How the mind organizes and perceives Visual InformaBon
• Gestalt theory focuses on the mind’s perceptive processes
• The word "Gestalt" has no direct translation in English
• • It refers to "a way a thing has been gestellt ;
i.e., ‘placed,’ or ‘put together”
• Common translations include "form" and "shape"
Gestalt psychologists are interested in the way that, within a world of ongoing change and endless variety, people can make sense of so much visual stimuli (Schamber, 1986)
Characters, punctuation
Words, numbers
Sentences, paragraphs
Story
Points, lines, shapes
Type, pictures, space
Layout
DESIGN
Component
Vocabulary
Syntax
Message
VERBAL VISUAL
Adapted from Schamber, 1986
The whole is greater than the sum of it’s parts
What did you see first here?
• Law of Similarity / Anamoly – Similarity occurs when objects look similar
to one another. People often perceive them as a group or pattern.
Gestalt’s principles
Anomaly uses the principle of similarity but alters one figure to draw attention to difference.
The eye differen?ates an object from its surrounding area. A form, silhoueMe, or shape is naturally perceived as figure (object), while the surrounding area is perceived as ground (background).
The dark background encourages your eye to see the square as an opening.
Gestalt’s principles • Figure and Ground
Effec?ve figure/ground rela?onship. Compe?ng figure/ground rela?onship.
Image placement can also create depth as in this flyer. So much centered text, however, is difficult to read. Limit centered text to major ?tles. Use the principle of proximity and alignment for other textual informa?on.
Gestalt’s principles • Law of Proximity
– Proximity occurs when elements are placed close together. They tend to be perceived as a group.
Proximity overpowers similarity in color/contrast
Gestalt’s principles • Law of Closure
– Closure occurs when an object is incomplete or a space is not completely enclosed. If enough of the shape is indicated, people perceive the whole by filling in the missing information.
Closure can also be used to reinforce a concept in a clever way. No?ce how the brand “Spartan” is presented in the graphic as both a Greek warrior, complete with helmet, and a man swinging a golf club.
Gestalt’s principles • Law of Continuity
– Continuation occurs when the eye is compelled to move through one object and continue to another object.
Understanding Visual Hierarchy When we look at visual information, we look for hierarchy because it helps us sort what is most important. The size of objects, shape, and color, and placement provide cues that help us notice those things that are most important and others that are supplemental.
Which circle did you notice first? Which one draws your attention more? What conclusions can you draw based on your response to the two circles?
We also look for patterns as well as similarity and difference to make sense of what we are seeing.
Most of us will view the square as more important than the circles. The focal point in a design governs the visual hierarchy and should draw the viewers interest while it also helps them understand what they are looking at.
The focal point in this data-driven infographic is the large image of corn. Notice how the designer applied principles of alignment and proximity for text and other supporting images.
Crea?ve thought
Gestalt laws
Good design
What are some ways you can create Visual Hierarchy in interfaces?
à Foreground – background à Highlights à Playing with color à Font sizes à Font emphasis à Font family à Contrast between different elements
GRIDS -‐ soul and skeleton of good design
More about GRIDS • Optimum – Designing with the 960 Grid
System for the most commonly used 1024x768 screen resolution
• Grids divide the screen into areas • All spacing becomes multiple of the
smallest spacing between elements • Enhances Consistency of screens • Standardizations reduces design time
The value of typography
Can you tell Arial from HelveBca?
Limit the Number of Fonts to Two: One for headings and one for text copy.
KEEP IT SIMPLE
What are the popular UI mistakes that people make ? <<Discussion>>
The Basics to remember
• Building Prototypes should be Easy • Prototypes should not need to be pixel perfect • The goals need to be clearly spelled out prior to
creaBon • Build prototypes that have an output that everyone
can see • Do not complicate things • Create flows / sketches on paper first
7 Easy to remember User Interface rules
1. Law of Clarity
2. Law of preferred acBon
3. Law of context
4. Law of defaults
5. Law of Guided AcBon
6. Law of feedback
7. Law of easing
REMEMBER à Place users in control of the interface à Reduce users’ memory load à Make the user interface consistent.
5 Prevalent Pitfalls when Prototyping Prototypes are a fabulous way to explore ideas with a team. They shorten the time between “This is what we’re thinking...” and “Oh, I get it.”
#1: Focus on the Deliverable, not on the Learning
#2: Too Much Converging; Not Enough Diverging #3: Working in the Wrong Fidelity
#4: Too Li[le EvaluaBng
#5: FixaBng On A Single Prototyping Tool
“It's really hard to design products by focus group. A lot of times, people don't know what they want until you show it to them.” -Steve Jobs
VISUAL DESIGN What most people think (UX) Design is !
Visual Design
Last in First Out User E
xperience
The whole process
People want Visual Design but ask for UX
But by then its too late !
The basics of Color
KEEP IT SIMPLE Dark font, light background. Light font, dark background.
Color Difference: The red and blue colors have the same value, and the effect is jarring to the eyes. The text seems to vibrate.
Color Value: Same color in the background and text, but the values are different, so it does not vibrate but creates an easy to read text.
POPULAR DESIGN TRENDS
2014 Web Design Trends
Reference: h*p://www.pinterest.com/melissacales/2014-‐design-‐trends/
Reference: h*ps://econsultancy.com/blog/64096-‐18-‐pivotal-‐web-‐design-‐trends-‐for-‐2014
Flat UI
MicrointeracBons / UX
Less text
Minimalist NavigaBon
Richer Content experiences
Making full use of one page
MonochromaBc Designs
Bold Colors
Tile / App style UI
Larger Images
Increased use of typography & info-‐graphics
Fixed posiBon navigaBon menus
Video in the background
Reference: h*p://www.fastcodesign.com/3028471/google-‐ventures-‐your-‐design-‐team-‐needs-‐a-‐war-‐room-‐heres-‐how-‐to-‐set-‐one-‐up
Reference: h*p://www.slideshare.net/goldengekko/mobile-‐apps-‐design-‐trends-‐2014
Prototyping tools
Reference: h*ps://hackdesign.org/toolkit/rapid-‐prototyping
Reference: h*ps://hackdesign.org/toolkit/rapid-‐prototyping
Reference: h*ps://hackdesign.org/toolkit/rapid-‐prototyping
BALSAMIQ • Good repository of UI elements • Almost all popular UI elements used • Highly collaborative • Make it interactive
…. and then you just Play J
Idea Tool/ PPT /
Balsamiq
HTML / CSS CODE
iOS UI Style Guide
• hZps://developer.apple.com/library/ios/documenta(on/userexperience/conceptual/MobileHIG/index.html
Android UI Pa[erns
Android InteracBon Pa[erns
Android InteracBon Pa[erns
Windows apps UX Guidelines
Reference: h*p://msdn.microsoe.com/en-‐us/library/windows/apps/hh465424.aspx
Take a break
Afternoon working session
Reference: h*p://www.ndtv.com/ar8cle/india/india-‐is-‐world-‐s-‐coronary-‐diabe8c-‐capital-‐says-‐expert-‐447189
The problem at hand
Today’s class Design Challenge
• With the Internet of Things gexng larger day by day, our lives are more connected than ever. It is not just about people, but also our devices that are connected. This has resulted in change in user behavior and with changing lifestyles comes diseases and health problems that were not heard of before.
• The consumers on the other side are more aware about healthcare and are doing various things in different capaciBes to keep track of their health and wellbeing.
• Healthcare professionals and informaBon is more accessible today.
• Insurance companies are cashing onto this phenomenon as well.
• With the advent of smart devices, healthcare is finally becoming a buzzword, but something that needs our most a[enBon.
Your role as a product designer is to help consumers use a tablet or phone app that helps in beZer healthcare management.
Design of Healthcare App
TODAY’s UX DESIGN CHALLENGE Design of naBve app for managing healthcare for Indians Things to do • Map out your system, define your focus area • Define your User Group • Do Interviews of Actual Users • Create InformaBon Architecture • Create Wireframes • Make paper prototypes • Refine design concept • Present before class
How is MOBILE UX different? Would there be a difference in the approach to UX on the Mobile websites and Mobile apps ?
Your Opinion?
MOBILE FIRST What are the advantages and disadvantages of it ? <<DISCUSSION>>
Graceful DegradaBon vs. Progressive Enhancement
or
What does Mobile Device mean? A mobile device is a handheld tablet or other device that is made for portability, and is therefore both compact and lightweight. New data storage, processing and display technologies have allowed these small devices to do nearly anything that had previously been tradi(onally done with larger personal computers.
MOBILE FIRST PRINCIPLES Towards beHer User Experience
Make best use of screen real estate
Image : h*ps://www.flickr.com/photos/sierragoddess/5435989568
PrioriBze your informaBon and acBons
Image : h*ps://www.flickr.com/photos/johanl/5547851770
Design for scalability
Image: h*ps://www.flickr.com/photos/sierragoddess/5435989568
Image: h*ps://www.flickr.com/photos/koalazymonkey/2626094585
Giving ParBal a[enBon vs full a[enBon
Image : h*ps://www.flickr.com/photos/29881930@N00/2086642736
Use task-‐based design
Design for interrupBon when a task has to be abandoned midway
Image: h*ps://www.flickr.com/photos/whiteafrican/2911951329
Image: h*ps://www.flickr.com/photos/epsos/3842690051
Design by understanding hardware and plaoorms capability
Image: h*ps://www.flickr.com/photos/osde-‐info/763025492
Screen size implies a user’s state. User’s state infers their commitment to what is on the screen
Image: h*ps://www.flickr.com/photos/skohlmann/14772342171
IdenBfy your users well. Users have a personal relaBonship with mobile!
Good design or Bad design ?
Reference : h*p://uxmag.com/ar8cles/avoiding-‐featuri8s-‐in-‐the-‐connected-‐car-‐gold-‐rush
SYSTEM MAPPING CLASS ACTIVITY: Put down everything that comes to your mind when you think of the word ‘healthcare’ System comprises of context, products, stakeholders Write down any dependencies if applicable
10 mins
Framing your research quesBons the 5Ws and 1 H
Digital NaBves Vs Digital Immigrants
• Nearly all Digital NaBves possess a phone and a computer • They use their phones conBnuously during the day • 100% have a mobile phone and 89% of those are smartphones
• Digital NaBves spend an average of 3.5 hours per-‐day using their phones
• 80% say they can’t stand a single day without the Internet • On average, they spend two hours per day surfing the Internet
• The majority of Digital NaBves feel disconnected and “off the radar” without their phones.
User Group : Digital NaBves
à A Highly Social GeneraBon à An ImpaBent GeneraBon
• As Digital Immigrants learn to adapt to their environment • To some degree retain, their "accent," that is, their foot in the past.
• The “digital immigrant accent” can be seen in such things as turning to the Internet for informaBon second rather than first, or in reading the manual for a program rather than assuming that the program itself will teach us to use it.
• Today‟s older folk were "socialized" differently from their kids, and are now in the process of learning a new language. And a language learned later in life, scienBsts tell us, goes into a different part of the brain.
User Group : Digital Immigrants
How to Provide an Outstanding User Experience for Digital NaBves à CreaBng stable, fast, user-‐friendly online user experience is a
necessity!
à When designing for Digital NaBves keep these guidelines in mind:
• Offer quick access to whatever they need • Keep it simple to hold their a[enBon • Use visuals and as li[le text as possible • Make your product self-‐explanatory and intuiBve • And last, but not least, give it a touch of fun
Reference: hMp://uxmag.com/ar?cles/crea?ng-‐outstanding-‐experiences-‐for-‐digital-‐na?ves
USER INTERVIEWS CLASS ACTIVITY: Personal Interviews and Focus group discussion of people within your group Understand the users ac(ons, needs, aspira(ons and what they want out of the app 20 minutes
InformaBon Architecture
INFORMATION ARCHITECTURE
The categorizaBon of informaBon into a coherent structure, preferably one that the most people can understand quickly, if not inherently. It's usually hierarchical, but can have other structures, such as concentric or even chaoBc.
INFORMATION ARCHITECTURE is not the same as TECHNICAL ARCHITECTURE
Organizing InformaBon based on
• Date/Bme • AlphabeBcal • Geography/locaBon • Topic • Target audience • Task/process • A[ributes/facets • CombinaBons
h*p://wiki.fluidproject.org/display/fluid/Affinity+Diagrams
Affinity Wall / Card SorBng
à Good InformaBon Architecture helps immensely in the SEO. à IA is the organizaBon and labeling of
website content to support usability and findability.
UX is built step by step with INFORMATION bits Too much informaBon to process, leads to CHAOS Each informaBon processed gives AN EXPERIENCE
Create InformaBon Architecture for your Mobile app using Card SorBng / Affinity Wall Class AcBvity : HOW TO DO Step 1: DIVERGE (15 mins) Record each idea on cards or post it notes. Look for ideas that seem to be related Step 2: CONVERGE (10 mins) Sort cards into groups unBl all cards have been used. 25 mins
Task flow & Conceptual models Class AcBvity : Ask what are the key things your app wants to do create task flows for atleast 3 major tasks 20 mins
Wireframing & Layouts Wireframe: an image or set of images which displays the func(onal elements of a website or page, typically used for planning a site's structure and func(onality.
Types of Prototypes
• Low Fidelity • High Fidelity • Horizontal Prototype • Vertical Prototype
• Paper Prototypes and Sketches • Easy to discard
Low Fidelity
High Fidelity • Wireframes • HTML Mockups
Horizontal Prototype • Cover major functionalities • Superficial information on all
VerBcal Prototype • Deep into one or two functionality
Remember the responsive design challenge
Responsive Design: Things to consider
• Content : Show only what is important • Layout : Importance to Screen Real estate • White space : Give ample breathing space • NavigaBon : easy to go across screens • InteracBons : Easy to complete tasks • Touch vs Mouse : Finger friendly • Visual Design : AestheBcally pleasing • Typography: Easy to read • Color : Device screen competency
WIREFRAMING: CREATE SKETCHES & PAPER PROTOTYPES Class AcBvity : Visualize your task flow in terms of layouts, features and funcBonaliBes. Iterate based on feedback Use near to scale screen size on paper to layout your designs 30 mins
Remember Responsive Design
or
“Make everything as simple as possible, but not simpler.” —Albert Einstein
Delight vs Features ?
Dieter Rams-‐ Principles of good design
Innova?ve = early adop?on Useful = increased repeat visits Aesthe?c = improved customer sa?sfac?on Understandable = reduced errors Unobtrusive = quicker task comple?on Honest = does everything you expect Long las?ng = less release cycles Thorough = 100% task comple?on Environmentally friendly = Responsive (mul?-‐device) As liMle design as possible = lightweight
Dieter Rams-‐ Principles of good design
h*p://www.slideshare.net/whitneyhess/10-‐most-‐common-‐misconcep8ons-‐about-‐user-‐experience-‐design?from=ss_embed
USER EXPERIENCE MYTHS
1. User interface design 2. A step in the process 3. Just about technology 4. Just about usability 5. Just about the user 6. Expensive 7. Easy 8. The role of one person or dept 9. A single discipline 10. A choice
à It is the system à It is the process à It is about behavior à It is about value à It is about context à It is flexible à It is a balancing act à It is a culture à It is a collaboraBon à It is a means of survival
© Whitney Hess @ whitneyhess
UX is NOT
THANK YOU
Email: [email protected] |TwiMer: @kshi?z LinkedIn: in.linkedin.com/in/kshi?zanand/