10.04.2013
User ExperienceA definition and 6 lessonsDamian Cranney
• An Introduction• Defining User Experience• 6 Things I’ve Learned
Hi! I’m Damian.
Trust me, I’m a (product) designer
Big Motive is a Creative Technology business.We apply insight, design and technology to create digital products that make the real world work better.
We develop apps, games, video and web technologies for mobile, connected TV and beyond.
We work in lots of industries but especially love media, fashion, travel, education and tech start-ups.
New PlatformsWebsites / eCommerce Mobile / Tablet Connected TV
BBC TWOJames May’s Things You Need to Know — iPhone App
NATIONAL TRUSTAugmented Reality Tourism App
CHANNEL 4Paralympics Samsung SmartTV App
SENDMYBAG.COMBrand Identity & E-Commerce Website
NET-A-PORTERLive Kinect Game
Definition.What is User Experience?
User Experience research
User interface design
Service design
Brand experience
Interaction design
Information architecture
Experiential design
Product design
User Experience
Trust me, I’m a (UX/UI) designer
Breakfast UX
Source: Ed Lea
Source: Ed Lea
Source: Ed Lea
Source: Ed Lea
Source: Ed Lea
UI = how it looks UX = how it makes me feel
What do you know about UX?
Henry DreyfusStandardising products
Donald NormanDesigning Everyday Things
Victor PapanekDesigning for the Real World
Dieter RamsBeauty in Reduction
Lesson 1. Iteration
UX is not a creative act
... but a process of successive improvements based on validated learning
Start early and go off and do something else...
Drafting (iterate) in short frequent bursts...
Perpetual Beta
Agile development process and plan to launch a private beta.
Build it, launch it, improve it, repeat.
Lesson 2. Prototyping
The Lean Startup, Eric Ries
‘Minimum Viable
Product’
Prototype your idea quickly – use
raw materials
What can you do to prove your concept,
before you waste time on serious work?
Lesson 3. Product Systems
Creativity is just connecting things. When you ask creative people how
they did something, they feel a little
guilty because they didn't really do it,
they just saw something. It seemed
obvious to them after a while.
— Steve Jobs
39
Lesson 4. Users, not Customers
77% of US CEOs are
revising strategies in
response to consumer
demand.
Source:
PWC 2012 Global CEO Survey
User feedback is driving strategic changes
77%
Branding is a by-product of having a great product that people love to use.Hans Snook, Founder, Orange Telecom
Make power, not steam
Lesson 5. Patterns
Planning is essential. Plans are useless.
General Stanley McCrystal.
Everyone has a plan until they get punched in the face.
Mike Tyson
Rseaerch icntidaes taht the oerdr of the ltteers in a wrod dnsoe’t relaly mettar. Waht relaly mtteras is the frist and lsat leettr in the wrod. If tehy are in the rhgit palce, you can raed the wdors.
Design for coherence over consistency
Lesson 6. Story-telling
1. Iteration - start early
2. Prototyping - iterate quickly
3. Product Systems - are you creating a product or a platform?
4. Users, not Customers - what can your audiences do through you?
5. Patterns - what can you learn from existing patterns?
6. Story-telling - engage users through relevant stories
BELFAST
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