ux-lx -a tour of non-design deliverables

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peter boersma @pboersma m re elements of user experience a tour of non-design deliverables

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My UX Lisbon 2011 presentation "More Elements of User Experience - a tour of non-design deliverables" in which I showed the impact that non-design deliverables and processes (scope, pitch, positioning, skill sets, etc.) have on the user experience, and how designers can (and should) influence them.

TRANSCRIPT

Page 1: UX-Lx -a  tour of non-design deliverables

peter boersma@pboersma

m reelements of

user experiencea tour of non-design

deliverables

Page 2: UX-Lx -a  tour of non-design deliverables
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2001

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2011

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?

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Design

ResearchStrategy

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Process

Evaluation

Manage

Business

Design

Strategy

Research

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Process

Manage

Business

Strategy

Evaluation

Design

ResearchElement

s of

User

Experie

nce

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Process

Manage

Business

Strategy

Evaluation

Design

ResearchtypicalUser-Centered

Design

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Business

Design

ResearchEvaluation

StrategyManage

Process

theseinfluence the

User Experience too!

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Business

Design

ResearchEvaluation

StrategyManage

Process

MoreElements of

User ExperienceMore

Elements ofUser Experience

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Business

Design

ResearchEvaluation

StrategyManage

Pitch

Scenarios

Position

Service Design

Roadmap

Prototype

RequirementsReviewTest

Scope

Optimize

Estimate

Beta

ConceptDetailed Design

Sketch

Personas

Competition

Process

Roles

Steps

Interviews

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for each non-design deliverable in this tour, I will show:

* an example* a How-To

* input by the UX team* impact on UX

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BusinessPitchScenarios

Estimate

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X

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How-To for Pitching

help your clientto en-vision the future

by visualizing it

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UX input for a Pitch

* visions of the future* partial solutions* scope items for

solutions* (answers to RFP & questions)

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impact of the Pitch on UX

* define UX Vision* inspire & get inspired* determine budget* set expectations* analyze competition

IIIII

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BusinessPitch

Scenarios

Estimate

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how many sunflowers do you see?

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“many”and

“a lot”are good first guesses!

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output

assumptionscalculationsexplanations

risks

when possible

input for estimates

scope itemsrequirements

approachteam skills

experience with subjectexperience with client

experience of client

when available

Page 33: UX-Lx -a  tour of non-design deliverables

example output

assumingwe design 10 wireframes(5 complex + 5 medium)

plus 15 components

output

assumptions

calculations

(explanations)risks

we estimatewe need 300 hours

butwe don’t know the

documentation needsof the developer

(5x16 + 5x8) + (15x12)

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How-To for Estimating

1. you determine what gets estimated2. explore every

assumption you make(3. keep estimates honest; use any

margins to wow the client)

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UX input for an Estimate

* assumptions* what’s easy/hard?

* estimates for deliverables

* risks

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impact of an Estimate on UX

* define UX Vision I* inspire & get inspired I* determine budget I* set expectations I* analyze competition I* focus attention I* define way of working I

* determine budget I* set expectations I

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Strategy

Position

Competition

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sales service

communitiescore brandclient

clientclient

client

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Competitor

CompetitorCompetitor

CompetitorCompetitor

Big Competitor

Big Competitor

sales service

core brand

communities

client

client Competitor

Competitor

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How-To for Positioning

1. create a map2. find the spot that matches your vision3. see who is there

4. identify differences

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UX input for Positioning

* attributes that are important to users* competitors, in

terms of UX* scope-items that

differentiate

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impact of Positioning on UX

* define UX Vision I* inspire & get inspired I* determine budget II* set expectations II* analyze competition I* focus attention I* define way of working I

* analyze competition I

* define UX Vision I

* focus attention I

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Strategy

Position

Competition

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How-To for Competitive Analysis

“know your enemy”(Sun Tzu, The Art of War)

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UX input forCompetitive Analysis

* competitors, in terms of UX

* SWOT analyses

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impact of Competitive Analysis on UX* define UX Vision II* inspire & get inspired I* determine budget II* set expectations II* analyze competition II* focus attention II* define way of working I

* analyze competition I

* inspire & get inspired I

* know what (not) to do I

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Research

Personas

Interviews

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DesignConceptDetailed Design

Sketch

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Evaluation

Prototype

Test

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Manage

Scope

Optimize

Beta

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easy hard

contribution

essential

quickwin

repair quality

winner!

pickjust a few of these for your

project!

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How-To for Scoping

1. rank all candidate scope items

2. determine their dependencies

3. select the winners

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UX input for Scoping

* what’s easy/hard?* what’s essential?* what should go

together?

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impact of Scoping on UX

* define UX Vision II* inspire & get inspired II* determine budget II* set expectations II* analyze competition III* focus attention II* define way of working I* know what (not) to do I

* focus attention I

* know what (not) to do I

* set expectations I* determine budget I

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Manage

Scope

Optimize

Beta

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28% better

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A

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B

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ABCC

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How-To for Optimizing

1. experimentto learn what works

with YOUR users

2. GOTO 1

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UX input for Optimization

* UX version of Key Performance Indicators* alternative designs* analysis of usage

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impact of Optimizing on UX

* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention III* define way of working I* know what (not) to do II* know what (not) to do I

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Manage

Scope

Optimize

Beta

Process

BusinessPitch

Scenarios

Estimate

Design

ResearchEvaluation

Strategy

Position

Prototype

Test

ConceptDetailed Design

Sketch

Personas

Competition

Interviews

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Process

Service Design

Roadmap

RequirementsReview

Roles

Steps

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T-model

wide experience

deep

know

ledg

e

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T-model

user experience

info

rmat

ion

arch

itec

ture

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T-model

user experience

inte

ract

ion

desi

gn

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T-model

user experience

inte

ract

ion

desi

gn

info

rmat

ion

arch

itec

ture

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T-model

user experiencevi

sual

des

ign

user

rese

arch

inte

ract

ion

desi

gn

info

rmat

ion

arch

itec

ture

usab

ility

test

ing

prot

otyp

ing

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How-To for Team Roles

1. build a team,made of overlapping

T-shapes2. keep the team

balanced over time

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UX input for Team Roles

* team skills* required skills* gap analysis* career plan

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impact of Team Roles on UX

* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention III* define way of working I* know what (not) to do III

* focus attention I* define way of working I* know what (not) to do I* deliver successfully I

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Process

Service Design

Roadmap

RequirementsReview

Roles

Steps

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Area

Area

Area Area

Area

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Area

Area

Area Area

Area

progress

progress progress

progress progress

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Area

Area

Area Area

Area

progress

progress progress

progress progress

progress

progress progress

progress progress

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Area

Area

Area Area

Area

progress

progress progress

progress progress

progress

progress progress

progress progress

moment momentmoment moment

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How-To for Roadmaps

1. define the futureof the system

2. identify incremental,meaningful steps

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UX input for Roadmaps

* areas for progress* scope items per area

* estimates* what should go

together?

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impact of Roadmaps on UX

* define UX Vision II* inspire & get inspired II* determine budget III* set expectations III* analyze competition III* focus attention IIII* define way of working II* know what (not) to do IIII* deliver successfully I

* set expectations I* determine budget I

* define UX Vision I

* deliver successfully I

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Process

Service Design

Roadmap

RequirementsReview

Roles

Steps

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A B?

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A B21 3 4

C D2a

1 3 5

2b

4b

4a

4c

6

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SITEMAP

wireframesrequire-

mentsusability test

Screen

FLOWproto-type

designprinciples

Persona

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1 2 3 4

Persona

SITEMAP

wireframesrequire-

ments

usability testScreen

FLOW

proto-type

designprinciples

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userresearch

conceptdesign

detaileddesign

prototype & evaluate

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C Dconceptdesign

detaileddesign

userresearch

prototype & evaluate

prototype & evaluate

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A B21 3 4

?

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userreseach

concept design

detaileddesign

prototype & evaluate

Persona

SITEMAP

wireframesrequire-

ments

usability testScreen

FLOW

proto-type

designprinciples

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How-To forDesign Processes

1. brainstorm steps2. create diagram

3. document process(do NOT copy

someone else’s diagram)

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UX input for Design Processes

* team deliverables* preferred way of

working* team responsibilities

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Impact of Design Processes on UX

* define UX Vision III* inspire & get inspired II* determine budget IIII* set expectations IIII* analyze competition III* focus attention IIII* define way of working II* know what (not) to do IIII* deliver successfully II

* focus attention

I

II

I

I

* define UX Vision

* set expectations

* define way of working

* deliver successfully* know what (not) to do I

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Business

Design

ResearchEvaluation

StrategyManage

Pitch

Scenarios

Position

Service Design

Roadmap

Prototype

RequirementsReviewTest

Scope

Optimize

Estimate

Beta

ConceptDetailed Design

Sketch

Personas

Competition

Process

Roles

Steps

Interviews

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Total impact of non-design UX

* define UX Vision * inspire & get inspired* determine budget* set expectations* analyze competition* focus attention* define way of working* know what (not) to do* deliver successfully

Total impact of non-design UX

* define UX Vision IIII* inspire & get inspired II* determine budget IIII* set expectations IIIII* analyze competition III* focus attention IIIII* define way of working III* know what (not) to do IIIII* deliver successfully III

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Process

Manage

Business

Strategy

Evaluation

Design

Research

theseinfluence the

User Experience too!

Page 110: UX-Lx -a  tour of non-design deliverables

Process

Manage

Business

Strategy

Evaluation

Design

ResearchElement

s of

User

Experie

nce

MoreElements of

User Experience

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peter boersma@pboersma

m reelements of

user experiencea tour of non-design

deliverables