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Understanding User Experience Lynne Jessica Polischuik Interlink Conference—Vancouver, BC June 2012 @lynneux www.lynneux.com
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Page 1: Understanding User Experience Workshop - Interlink Conference 2012

Understanding User Experience

Lynne Jessica Polischuik

Interlink Conference—Vancouver, BC

June 2012

@lynneux www.lynneux.com

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My journey to ‘UX’?

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Originally, I did a lot of this…

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...and then I discovered this…

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…before I finally realized it was really all about this.

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What is ‘User Experience Design’?

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“As my career progresses I'm less clear on what design is, and more clear on what it does.”~@sarafrisk

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10 Things User Experience Design is NOT…

1. User interface (UI) 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 department

9. A single discipline

10. A choice ~@whitneyhess

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User Experience Design is a challenge because there really are no ‘best practices’.

There isn’t one perfect process or ideal set of tools.

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With User Experience Design, every

User Project Client

is different.

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‘Practice’ or ‘Process’ will also vary depending on your situation.

Consultant? Freelance? In-house?

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UX Design is comprised of many disciplines:

User Research

Business and Product Strategy

Content Strategy

Information Architecture

Interaction Design

Visual Design

Usability

Service Design

Customer Experience

Product Design and Management

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“How can I be all of those things?!”

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The short answer?

You can’t.

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You want to be a ‘UX Practitioner’?

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Empathize

Communicate

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One thing will remain a constant:The need to facilitate understanding between

your users and your organization.

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Facilitate Understanding

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Listen to your users

Learn about your users

Tell their stories

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Today we will look at ways to answer three important questions

Who are we designing for?

How can we meet their needs?

Did we get it right or could we do it better?

Part One: Discovery—Empathy Mapping—Personas

Part Two: User Research—Design Studio—Design Principles

Part Three: Usability Testing—Metrics and Analytics—Iteration

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Discovery

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Discovery is key to successful design projects.

Determine key stakeholders and what their roles are

Get a clear understanding of vision and existing strategy

Determine what is already known about their audience

Gain domain and subject matter knowledge, ‘learn the vernacular’

Begin to flesh out user/audience profiles and scenarios

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How do I get all this information?

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Discovery activities that will get you what you need:

Kick-off meeting with design and stakeholder team

One-on-one interviews with individual stakeholders

Review web analytics or internal metrics data that is available

Review support or help desk tickets and customer inquiries

Review any existing user or market research that has been completed

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Who is a ‘stakeholder’?

CEO and executive team, but also:

Sales and marketing managers

Support team and members of operations staff

Technical lead and IT or development team members

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Executives help provide vision

and strategy, but you want to talk

to any people on the team who

engage directly with existing and

prospective users.

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It is also key to engage all members of the team in

this process as you want ownership of successful

user experience to be organization-wide.

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Empathy Mapping

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Empathy Mapping helps to contextualize data:

Takes abstract information and places it in a ‘human’ context

Helps to sketch out potential scenarios for use of product or service

Lays the foundation for more formal ‘personas’ the team can refer to as they research further and design

Let’s make one!

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Personas

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Using your empathy maps, you can flesh out more formal ‘user stories’ and identifiable characters

Enables the entire organization to envision and understand the user, and their needs, motivations and behaviours

Provides a reference point for further research, design principles and through ongoing iteration

Some examples of personas and profiles:

Personas provide a ‘snapshot’ or profile of your user.

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Using the Empathy Map you created…

Work with your team to build a ‘Persona’:

1. ‘Sketch’ your user and give them a name. Draw their portrait!

2. Tell their story and outline the scenario in which your product or service might fit

4. Present your persona to the group for feedback and critique

3. Remember to use and include things such as user Quotes, Behaviours, Considerations and Pain Points/Frustrations

These Personas will be used later to help draft your Design Principles.

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User Research

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User Research is perhaps the most important

part of user experience design.

It is also typically the hardest sell.

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Yeah, but this study will delay out launch date.

Yeah, but we already know what the problems are.

Yeah, but aren’t our designers suppose to know what people need?They’re the experts.

Yeah, but we can’t learn much from only five participants.

Yeah, but we just want to launch and see if it sticks. We’ll fix it later.

Yeah, but we can’t pay that much for this.

Yeah, but our product managers already do interviews and look at analytics.

Yeah, but A/B testing gives us all the answers we need.

Yeah but how statistically significant is a study with five participants?

Yeah, but can’t we run a quick study with internal users instead?

Yeah, but research sounds so academic.

Yeah, but Market Research already answered our questions.

~@tsharon

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Why is research so important?

Helps you to validate assumptions about users’ behaviours and needs

Can help identify any opportunities or gaps in the current experience

Assists with producing a set of user-aligned design principles you can use to drive design

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What is ‘Guerrilla Research?

The type of research you do when you have little time or budget.

It’s an excellent ‘gateway drug’.

What makes something ‘Guerrilla’ ?

Russ Unger, author of Project Guide to UX Design:Usually very similar to regular research techniques, just less time, cost & rigor:

1. It’s quick. From recruiting to interviewing to testing in the time it might have taken just to recruit participants for a non-Guerrilla study.

2. It’s cheap. Save on costs by recruiting existing users, non-project internal staff, family members, friends--even people in Starbucks or on the street.

3. It’s enough. Usually even 3 to 5 research participants can give you a good idea of whether or not something works or requires additional refinement.

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How are Personas related to Research?

Recruit more accurately: Your initial ‘persona sketch’ can help draft your ‘screener’.

Scenarios and stories help you to frame research questions and tasks.

Research can help you further validate and/or refine your Personas.

Screener Survey Research Plan

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What does a Research project look like?

Personas ResearchPlan Recruiting Research

Sessions

Collecting Data:

Data Analysis

Data Synthesis

Design Principles Design

Analyzing Data:

Audience Profiles

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‘Data Synthesis’ is not as scary as it sounds.

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Design Principles

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Design Principles are the main pillars of your

design. They are core actions or behaviours it

may need to support, or overall considerations

that should be carried through the design.

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1. Conform to users’ mental model of the system

2. Convey requirements, set expectations and provide wayfinding

3. Reduce duplication of data entry and overall user effort

4. Use inline validation and ‘Poka-yoke’

An example of Design Principles:

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Mini Design Studio

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Design Studio is a great way to involve your

entire team or organization in the design

process. It should not be confused with

‘design by committee’.

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Using the Personas you created…

You will work with your team to develop a set of Design Principles.

1. Individually, sketch out some features and design ideas for your concept.

2. Pair off with another team mate and present your sketches to each other. Critique and keep the best ideas from each design, combining them into one large sketch.

3.Get back into your group of four, and have each pair present their design.

4. Working together as a group, combine the best ideas from each sketch into one large sketch that you can present to the other groups for critique.

Go!

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Usability Testing

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Surprise!You just made a wireframe.

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These are all wireframes.

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The net results of a successful Design Studio.

These are both wireframes:

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Prototypes don’t need to be formal or fancy.

Prototypes can range from pencil sketches to fully mocked and annotated ‘wireframes’.

As long as your design is communicated you can put it in front of users for feedback.

Test early and often! Better to get several rounds of feedback then wait.

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Conduct ‘Guerrilla Testing’:

1. Put even a paper prototype in front of someone

2. Don’t explain what they should be doing, just ask them to look

3. Ask how they feel about the design, and allow them talk through it

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What are some good tools for capturing usability tests?

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Are online usability testing tools worth it?

Moderated remote testing using Skype or GoToMeeting can be effective.

Automated online testing using tools such as UserTesting.com are less so.

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Drawbacks of online tools:

You can’t see the users’ facial expressions or body language.

If you are using an unmoderated tool, you can’t probe or ask follow up questions.

Benefits of online tools:Testing remotely enables you to test a large number of users without the associated travel costs. Very good value.

Can provide fast, inexpensive, high-level feedback. Good way of grabbing low-hanging fruit with minimal effort.

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Metrics & Analytics

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You need to know if what you’ve done is working, and you need to prove the value of

your work.

Accountability = Credibility

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The $12,000,000 form field?

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Become familiar with web analytics tools and data.

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Iterate

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Once your design is live, implement a cycle of continuous iteration and improvement.

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How can we improve our designs?

Usability Testing: Enables you to continuously incorporate end-user feedback.

Web Analytics Data: You can “benchmark” your designs and measure changes and improvements against these.

Optimization Techniques: Employ A/B and multivariate testing to test more radical design changes safely or test a series of smaller design ideas with less overhead.

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What is ‘Lean UX’?

~@jboogie

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Thank you!

Full resource guide available at:

www.analyticsforux.com/interlink-resources

References:

'10 Most Common Misconceptions About User Experience Design' - By Whitney Hess - http://www.slideshare.net/whitneyhess/10-most-common-misconceptions-about-user-experience-design

'Getting Guerrilla With It' - UXMag Article No, 620, February 15, 2011 - By Russ Unger and Todd Zaki Warfel - http://uxmag.com/articles/getting-guerrilla-with-it

'Lean UX: Getting Out of the Deliverables Business' - Smashing Magazine, March 7, 2011 - By Jeff Gothelf - http://uxdesign.smashingmagazine.com/2011/03/07/lean-ux-getting-out-of-the-deliverables-business/