User Experience (UX) Demystified

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INCREASE Relevance, REDUCE Complexity, and IMPROVE Timing. USER EXPERIENCE IS ALL ABOUT THE Human Experience.

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UXDEMYSTIFIEDalan blood,

design manager, familysearch.org

Part 1

WHAT UX ISPart 2

BUSINESS & CODEPart 3

REAL LIFE

...UX, UI, IXD, ID, UE, USABILITY TESTING, HUMAN FACTORS, DESIGN, GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE, LOCALIZATION, INTERNATIONALIZATION, GLOBALIZATION, PICTURE SUPERIORITY EFFECT...

...UX, UI, IXD, ID, UE, USABILITY TESTING, HUMAN FACTORS, DESIGN, GRAPHIC DESIGN, INTERACTION DESIGN, INFORMATION ARCHITECTURE, CUSTOMER-FIRST, USER CENTERED DESIGN, ACTIVITY CENTERED DESIGN, MOBILE FIRST, CONTENT FIRST, CONTENT STRATEGY, USER RESEARCH, CONTEXTUAL INQUIRY, HEURISTIC EVALUATION, TYPOGRAPHY, GRIDS, RESPONSIVE DESIGN, CONTEXTUAL DESIGN, WEB DESIGN, TASK FLOW ANALYSIS, SITE MAP, PRODUCT DESIGN, ACCESSIBILITY, PERSONAS, ILLUSTRATION, ICONOGRAPHY, ART DIRECTION, CREATIVE DIRECTION, DESIGN STRATEGY, ETHNOGRAPHY, USAGE PATTERNS, COMPARATIVE ANALYSIS, MARKET RESEARCH, MENTAL MODELS, MOOD BOARDS, COMPOSITION, BRANDING, COLOR THEORY, GESTALT PRINCIPLES, DESIGN LANGUAGE, STYLE GUIDES, USER INTERFACE GUIDELINES, SEO, OPEN OR CLOSED CARD SORTS, MODERATED AND UNMODERATED TESTING, AFFINITY EXERCISES, LEAN UX, UX RESEARCH, UX DESIGN, COLOR THEORY, FLAT DESIGN, SKEUOMORPH, COGNITIVE DISSONANCE, AESTHETIC USABILITY EFFECT, 80/20 RULE, AFFORDANCE, ARCHETYPES, CHUNKING, DEFENSIBLE SPACE, DEPTH OF PROCESSING, FEEDBACK LOOP, GOLDEN RATIO, FITTS’ LAW, HIERARCHY OF NEEDS, SIGNAL:NOISE RATIO, OCKHAM’S RAZOR, PERFORMANCE LOAD, PROTOTYPING, MOBILE WEB, NATIVE WEB, WAYFINDING, RECOGNITION OVER RECALL, PROGRESSIVE DISCLOSURE, TOP-DOWN LIGHTING BIAS, WHITESPACE, STORYTELLING, RULE OF THIRDS, PRINT PUBLISHING, LETTERPRESS, HTML, CSS, HTML5, CSS3, PHOTOSHOP, ILLUSTRATOR, FIREWORKS, INDESIGN, MEDIAQUERIES, JQUERY, JAVASCRIPT, HTML5 CANVAS, ONLINE VS. OFFLINE, LOCALIZATION, INTERNATIONALIZATION, GLOBALIZATION, PICTURE SUPERIORITY EFFECT...

“Information Age”=

TOO MUCH INFORMATION=

IRONY

THE

Purpose OF UX...

INCREASE RelevanceREDUCE Complexity

IMPROVE Timing

USER EXPERIENCEIS ALL ABOUT THE

Human Experience

THE MANYUX Roles & Disciplines

BOIL DOWN TO3 BASIC TYPES...

INCREASE Relevance

REDUCE Complexity

IMPROVE Timing

NEED PROOF?

OK, PROFESSOR.

HERE’S YOUR SCIENCE STUFF:http://dl.acm.org/citation.cfm?id=1089108

http://www.acsu.buffalo.edu/~rkishore/papers/Kim-CACM-48-10.pdf

PLEASE NOTE:UX IS NOT A TOOLBOX

It’s people trained in UX

PERIOD

Part 1

WHAT UX ISPart 2

BUSINESS & CODEPart 3

REAL LIFE

WHAT ABOUT Lean ?

FOCUS OF LEAN METHODS:LEARN FROM DATA, BUILD IDEAS,

MEASURE SUCCESS OFMINIMUM VIABLE PRODUCTS,

PIVOT OR PERSEVERE

Formulate a HypothesisDECIDE WHAT TO MEASURE

EXPERIMENTBAIL or CONTINUE

Lean = Business Focus

SO, WHAT ABOUT Agile ?

FOCUS OF AGILE DEVELOPMENT:TEST AND RELEASE SOLID CODE,

AS QUICKLY AND ACCURATELYAS POSSIBLE, COLLABORATE

Agile = Technology Focus

AND REMEMBER THAT

UX = User Focus( )

HERE’S A SUMMARY:(UX + BUSINESS + CODE) = Value

SO, HOW DOAgile, Lean, and UX

FIT TOGETHER?

2 Phases:DISCOVER

PRODUCE&

DISCOVERTURN THE LEAN

“STEERING WHEEL”

dig into datadiscover stuff

build ideas (prototypes)measure the codepivot or persevere

PRODUCEAPPLY THE AGILE

“GAS PEDAL”

design (the code)build stuffconfigure

testrelease

Phase 1 Phase 2

DISCOVERTURN THE LEAN

“STEERING WHEEL”

dig into datadiscover stuff

build ideas (prototypes)measure the code

pivot or persevere

PRODUCEAPPLY THE AGILE

“GAS PEDAL”

design (the code)build stuffconfigure

testrelease

Phase 1 Phase 2

DISCOVERTURN THE LEAN

“STEERING WHEEL”

dig into datadiscover stuff

build ideas (prototypes)measure the code

pivot or persevere

PRODUCEAPPLY THE AGILE

“GAS PEDAL”

design (the code)build stuffconfigure

testrelease

Phase 1 Phase 2+ UX Folks +Business Folks Technology Folks

DesignTHINKING

ACROSS PHASES

“Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to

integrate the needs of people, the possibilities of technology, and the requirements for business success.

- Tim Brown, PRESIDENT & CEO OF IDEO

User Experience FolksARE THE GLUE

SEE WHAT HAPPENS WHEN

User Experience FolksARE NOT WELL UTILIZED...

Phase 1 Phase 2

Phase 1 Phase 2

Phase 1 Phase 2

Phase 1 Phase 2

AGILE AND LEAN ARE GREAT

AT ZEROING-IN...

Phase 1 Phase 2

BUT, ZEROING-IN

TO WHAT?

Phase 1 Phase 2

...AND WILL THE END RESULT

work for users?

DID CUSTOMER WANTS

LINE UP WITH

User Needs?

SEE WHAT HAPPENS WHEN

User Experience FolksARE AN EQUAL PARTNER...

Partner with your UX resources!

Phase 1 Phase 2

Work with UX to hammer out business

value...

Phase 1 Phase 2

..UX helps to ensure that the solution works

for your users!

Phase 1 Phase 2

Phase 1 Phase 2

Phase 1 Phase 2

ZERO-IN USING

Triangulation

“Triangulation is a powerful technique that facilitates validation of data through cross verification from two

or more sources. In particular, it refers to the application and combination of several research

methodologies in the study of the same phenomenon.

Bogdan, R. C. & Biklen, S. K. (2006). Qualitative research in education: An introduction to theory and methods. Allyn & Bacon. ISBN 978-0-205-51225-6.

“Triangulation gives a more detailed and balanced picture of the situation.

Altrichter, H., Feldman, A., Posch, P. & Somekh, B. (2008). Teachers investigate their work; An introduction to action research across the professions. Routledge. p. 147. (2nd edition).

INCREASE Relevance

REDUCE Complexity

IMPROVE Timing

UX (USERS)+

LEAN (BUSINESS) +

AGILE (TECHNOLOGY) =

Value for People

OATH OF NON-ALLEGIANCE

- Alistair Cockburn

“I promise not to exclude from consideration any idea based on its source, but to consider ideas

across schools and heritages in order to find the ones that best suit the current situation.

Part 1

WHAT UX ISPart 2

BUSINESS & CODEPart 3

VALUE FOR PEOPLE

NASA, APOLLO 13,AND TOO MANY KINDS OF

CO2 SCRUBBERS

MINIMUM VIABLE PRODUCT

LIMITED TO MATERIALS ON-HANDAIR TOXICITY INCREASING

LIVES COULD BE LOST

Constraints InspireCreativity

MINIMUM VIABLE PRODUCT

HAD TO WORK THE FIRST TIMEUSER CIRCUMSTANCES MUST BE KNOWN

SOLUTION MUST BE PROVED

User Research and TestingWere Required

MINIMUM VIABLE PRODUCT

COULDN’T DELIVER AN OBJECTDELIVERY REQUIRED HANDHOLDING

FEEDBACK LOOP HAD TO BE CLOSED

Simple, Relevant,and Timely

AGILE

TEAM WAS FOCUSED AND CAPABLE RAPID DEVELOPMENT OF SOLUTION

EFFECTIVE COLLABORATION

Had to be developed on groundAND in space...

USER EXPERIENCE

GROUND CREW UNDERSTOOD USERS SOLUTION EFFECTIVELY RELAYED

ASTRONAUTS UNDERSTOOD

Understanding of users wasrequired, or lives would be lost

UX (USERS)+

LEAN (BUSINESS) +

AGILE (TECHNOLOGY) =

3 Lives Saved

Yes, there’s a

PUNCHLINE

HOW MUCHMONEY AND TIME WAS LOST

because there were

TWO DIFFERENTCO2 FILTER DESIGNSON THE APOLLO 13 MISSION?

THE LIVES OFJames Lovell,John Swigert,

and Fred Haise

COULD HAVE BEEN

LOST

IN THE FINAL ANALYSIS

WAS IT WORTH

the cost and the risk TO NEGLECT THEUSER EXPERIENCE?

Thank you.

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