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ving Evol UX ur Yo ss ce ro P Tom Brinck email@example.com Total Experience Design 2014 Nov. 17, 2014 3:30-4:30
About me Diamond Bullet A9/Amazon Samsung President/co-founder Creative director Sr. Dir. UX Innovations Web design & development 100s of clients Advertising & search UI Consumer electronics product incubation of Michigan / U. demy of Art Aca nstructor, UI/UX Adjunct I
What makes a good process? ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ Fits users and company On-time, on-budget Helps you plan with the resources you have Fits the long-term plan: product evolution, career development Not too much overhead Minimize risks, minimize restarts and redos Validated: success metrics Gets great results, consistently a bad process “No process” is
Typical w aterfall RSVP Requirements Structural Design Visual Design Production ▨DDDDD Deﬁne - Discover - Design - Develop - Deploy
Typical it erative DESIGN PROTOTYPE TEST Build Measure Learn Rinse…Repeat…
losophies / lean phi The agile ◍ Agile Non-waterfall, minimize process & tools Working software Reactive, dynamic response to change Collaboration ▒ ▒ ▒ ▒ ◍ Lean Learning loops, measuring market ﬁt Minimal viable product ▒ ▒
Tons of m ethods
Try & Learn Experiment: Try out process changes. If they work, adopt them. If they don’t, bail out.
Process themes ◍ ◍ ◍ ◍ Adaptive design Streamlined Optimized Innovative ◍ ◍ ◍ ◍ Collaborative Parallel design Concrete Evolving: The UX capabilities model
Adaptive design ◍ & Project plans are rigid ies related to our activit often un Starting a project with a thoughtful plan: Helps make estimates Foreshadows the design activities Begins the process of diagnosing what needs to be solved Establishes the methods you have available for solving the problems ▒ ▒ ▒ ▒ ◍ At every checkpoint evaluate unﬁnished design, and open issues. From your toolkit of methods, choose the best tool in the moment.
Adaptive design ◍ The plan serves as a reference point, not as a straightjacket. ◍ Real projects are dynamic. Surprises happen (small & large): we discover user needs, development complexities, and feasibility limitations. We need to act constructively and efﬁciently on new information. bricolage (in art or literature) construction or creation from a diverse range of available things
Streamlined ◍ Deliverables are about action (not about archives) User-centered Each deliverable has a clear takeaway, not an abstract future possible use. Summarize, prioritize ▒ ▒ ▒ ◍ Tools and time-savers: templates, checklists, heuristics Take planning down close to zero Communicate correctly Cognitive artifacts: think & remember on paper Avoid errors ▒ ▒ ▒ ▒ asted energy ! No w
Optimized (for best results) Goal Explore the design space. Find the best design solution. Project in a day Start a project in a workshop, walking through every step in miniature. ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ ◍ Root concept Target audience User interviews Personas Scenarios Task inventory Thumbnails Screen ﬂows/IA Wireframes Storyboards Design options Layouts Functional prototype of key interactions User test Spiral model Inverted pyramid process. Iterations + Variations
Design is an applied science. Designs are embodied theories of human behavior. We test to reﬁne those theories. Hill climbing Our designs sample points in the design space, and we reﬁne to improve to similar designs.
Innovative ⚗ ◍ ◍ Innovation = Solving problems Informed Do the research: user research, trends, competitors Embrace knowledge. Do not fear bias. Thinking Make time for high-level analysis Aspirational Set a high bar, do better than expected. The adjacent possible Rapidly iterate in small steps to get to large steps Know when and how much to diverge ▒ ▒ ◍ ▒ ◍ ▒ ◍ ▒ ▒
Innovative ⚗ ◍ Brainstorming tips: Questioning the received wisdom • Brainstorm independently • Don't vote, at least not classically • Divergence: yes, for people without ideas. Convergence: for those with a lot. • Relevant: ideas ﬁt the problem spec. • Ideas are for improving, not shooting down, but… • If an idea has no merit, put it at the bottom of the pile. • Drop pet ideas. After working through an idea, you have something speciﬁc and reasonably feasible or you have nothing. (Want to keep it? Write it down. Revisit it on your own.) Great resources ◍ Gamestorming ◍ Innovation Games
Collaborative ◍ Design is multi-perspective. Solve all the constraints. Involve all roles and disciplines. It’s not easy: weak skills, alternate goals, alternate philosophies. Collaborate early. ▒ ▒ ▒ ◍ Pairwise problem-solving. Group-wide context sharing.
Parallel design & idle cycles ☹ Bottlenecks ◍ Challenges User scheduling … and waiting for analysis … and waiting for inspiration Use ‘em when you got ‘em & keep movin’ Evaluate using the latest, and minimize turnaround time ▒ ▒ ▒ ◍ ◍ ▽ ▨▨ ▨ Design iterations ▽ ▨ ▨ User availability ▽ ▨ ▨ ▨
Parallel design User research - Industry research - Concept development IA / Flow Visual design Content Interaction Automate your prototyping Low to high ﬁdelity ➤➤➤ Backend
“I prefer drawing to talking. Drawing is faster, and leaves less room for lies.” Le Corbusier “Conception cannot precede execution.” Maurice Merleau-Ponty Sense and Non-Sense
Concrete Top down ◍ ◍ ◍ ◍ ◈ Solve the concept ﬁrst Focus on user needs Big picture priorities are the experience Details will overcommit to a false direction vs ◍ ◍ ◍ Bottom up Your prototype is your thought. Without it, you don’t think. Avoid abstract, ungrounded discussions. Reduce risk to completion. grounded prototypes against high Do both: test question failures of the prototype. level goals,
Build. Understand. Think. Solve. Improve. Build some more. Kill cynicism: When someone says something can’t be done…Build it. If they say it’s been done before, build it as a baseline, and discover in the process that there was a lot to learn. el the mental discipline of avoiding tunnes. Cultivate d steadily produce concrete alternativ vision, an Build. If you're talking and not building, Stop Talking.
Evolving UX Capabilities Model Plan your process evolution through a roadmap of increasing capabilities. 6. Transformative Don’t just deliver a product. Change the world meaningfully. 5. Insightful Design with depth, insight, and the right voice. 4. Proactive Design strategically and creatively. 3. Streamlined Design with an effective process. 2. Skillful Design well, responsibly, with skill. 1. Reactive Design for the required features. 0. Accidental Design happens because things were made.
Evolving UX Capabilities Model 0. Accidental Let’s design if we can squeeze it in. 1. Reactive Document carefully Track status and requests Prepare proper design docs/specs Meet deadlines On budget with appropriate manpower Collaboration/customer service to other teams Collect feedback from stakeholders ▒ ▒ ▒ ▒ ▒ ▒ ▒
Evolving UX Capabilities Model 2. Skillful ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ I’ve learned how to do it, and I want to do it right. Heuristic eval Design reviews Establish procedures Design-quality checklists Accessibility. Browser compatibility Platform optimization: PC, phone, tablet Localization Performance optimized SEO Responsive design Quality control: style guides, process checklists
Evolving UX Capabilities Model 3. Streamlined process ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ User testing Stakeholder input Iterations & Variations Fail early - prototype early Parallel work / no bottlenecks User driven needs/formative research Secondary research Monitor reviews/social networks/buzz Quantiﬁed goals and measurement Continuous A/B testing Multiple sources of user and stakeholder feedback Resolve large questions early, minimize late disruptions and risks Thoughtful and testable rationale Rapid prototyping Stakeholder integration I’ve delivered on-time, onbudget, repeatably, and well.
Evolving UX Capabilities Model 4. Proactive ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ I’ve done the research. I’ve got a plan. Set the business agenda Strategy formulation Roadmap Risk tracking and risk strategy Scope management Leverage technologies & feasibility Leverage emerging platforms Leverage emerging business models Competitive analysis Connect to externalities: e.g.service design
Evolving UX Capabilities Model 5. Insightful ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ Fit Top layout, ﬂow, language, typography, IA, content, usability Task perfection: Call to action/completion, addictiveness Immersive pow: relevant 2d, 3d, motion, video, audio, etc. OOBE Voice/perspective (of the product) Emotion/humor/playfulness Differentiated brand & style 6. Transformative ▒ ▒ ▒ I’ve thought about this a lot. I’m ready to propose a new point of view. Let’s do the impossible. I have the passion, the vision, the ability, and batteries fully charged. New products, product categories, major new markets Design with an agenda. Be inspired/driven by that agenda. The designer’s voice. Empower people. Improve the human experience. Make the world a better place.
The Action Plan ◍ Get started by developing a roadmap of deltas to greater capability levels ◍ What changes can we make to our current processes? Design space exploration Continuous testing Concrete solutions from the outset Parallel design activities Adaptive optimization / bricolage ▒ ▒ ▒ ▒ ▒
ving Evol UX ur Yo ss ce ro P Tom Brinck firstname.lastname@example.org linkedin.com/pub/tom-brinck Total Experience Design 2014 Nov. 17, 2014 3:30-4:30