ux overview for agile engineering-driven organizations

8
Introduc)on to User Experience for EngineeringDriven Organiza)ons 23 January 2015 Jim Jarre0 4438449690 cell jim@jarre:nterac<ondesign.com www.linkedin.com/in/jarre:nterac<ondesign/

Upload: jim-jarrett

Post on 05-Aug-2015

17 views

Category:

Design


0 download

Tags:

TRANSCRIPT

Page 1: UX Overview for Agile Engineering-Driven Organizations

Introduc)on  to  User  Experience  for  Engineering-­‐Driven  Organiza)ons                          23  January  2015  

Jim  Jarre0  443-­‐844-­‐9690  cell  jim@jarre:nterac<ondesign.com  www.linkedin.com/in/jarre:nterac<ondesign/    

Page 2: UX Overview for Agile Engineering-Driven Organizations

Pleasure  and  immersion  in  use.  Meet  expecta)ons  of  web  and  consumer  products.  Measurably  effects  usability.      

Components  of  Usable  Systems  

Good  requirements:  a  strong  understanding  of  users,  the  work  they  do,  the  context  within  which  they  do  their  work,  and  their  mo)va)ons.      

Fitness  to  Use  

Good  Design  

Consistency  

Aesthe)cs  

More  ideas  =  beJer  design.  Skilled  design  prac<<oners.  Mul)-­‐disciplinary  design  teams.      Transfer  skills  to  other  areas  of  product.  Establish  trust  and  meet  expecta)ons.  Corporate  recogni)on.    

Page 3: UX Overview for Agile Engineering-Driven Organizations

Test  and  solicit  feedback  on  the  designs  using  expert  reviews,  cogni)ve  walkthroughs,  and  usability  evalua)ons.      

User-­‐Centered  Design  Overview  *  

Study  users  and  their  work  using  Contextual  Inquiry,  interviews,  and  surveys.      

Inves)gate  

Innovate  

Ar)culate  

Evaluate  

Iterate  

*  apologies  to  Bob  Dylan  and  INXS  

Invent  new  ways  to  accomplish  the  work  using  par)cipatory  and  collabora)ve  design,  paJerns,  frameworks,  and  concept  selec)on.      Create  mockups,  prototypes,  or  specifica<ons  to  share,  test,  and  review.      

Page 4: UX Overview for Agile Engineering-Driven Organizations

Goal  of  User-­‐Centered  Design  

Logical, Digital Work of Software

Messy, Analog Work of People

User Interface

Push  the  user  interface  to  be0er  support  the  way  users  work  rather  than  expressing  the  way  the  soSware  works.      

Page 5: UX Overview for Agile Engineering-Driven Organizations

Customer & User Engagement

Market & User Research

Design Evaluation

Market Research

Concept Feedback

Contextual Inquiry

Product Development Lifecycle

Requirements Validation

Cognitive Walkthroughs

Usability Tests

Beta Releases

Demos & Presentations

User  Engagement  Touch  Points  

Page 6: UX Overview for Agile Engineering-Driven Organizations

User Research

UX Architecture

and Concepts

UI Mockups

Detailed UI Design

UI Development

Product  Owner  Team  

ProductManager  

Business  Analyst  

Architect  UX  Designer  

UX Evaluation

Scrum  and  UI  Design  

Page 7: UX Overview for Agile Engineering-Driven Organizations

UX  in  the  Agile  Process  

Page 8: UX Overview for Agile Engineering-Driven Organizations

Strategic  and  Sustainable  UX  Investment  

Concept  Realiza)on  

New  Product  Design  

Product  Improvement  

Team  Educa)on  +  Process  Improvement  

PaJerns  +  Standards  

Compe))ve  Analysis   Other  

Focused  on  poten<al  future  business  and  product  direc<ons.      Take  ideas  from  anywhere  -­‐  including  our  own  -­‐  and  create  concrete  representa<ons  that  can  be  shared,  cri<qued,  and  evaluated.  

Focused  on  near-­‐term  product  goals.      Itera<vely  invent,  define,  and  refine  solu<ons  for  current  and  next  releases.  

Focused  on  improving  shipping  product  in  near-­‐term  releases.      Collabora<vely  test,  review,  evaluate,  analyze  feedback  and  apply  to  exis<ng  product  func<onality.  

Focused  on  building  the  capacity  of  our  teams  to  build  great  things  without  our  constant  direc<on  or  interven<on.      Bring  new  ideas  into  the  methods  we  use  for  product  development.  Teach  the  teams  to  fish.  

Focused  on  capturing  and  replica<ng  the  good  stuff  and  removing  inconsistencies.      Define  pa0ern-­‐based  approaches  to  common  visualiza<on  and  interac<on  cases  in  our  system.    

Focused  on  understanding  our  compe<tors'  approaches  to  similar  problems  to  both  iden<fy  weaknesses  and  steal  good  ideas.      Review  marke<ng,  documenta<on,  and  use  of  our  compe<tors'  products.  

Focused  on  keeping  UX  engaged,  visible,  and  relevant  across  the  en<re  organiza<on  and  product  lifecycle.                          

User  research,  collabora<ve  idea  genera<on,  storyboards,  sketches,  wireframes,  comps,  personas,  scenarios,  narra<ves.    

Detailed  wireframes,  lo-­‐fi  prototypes,  naviga<on  diagrams,  behavioral  specs,  example  content,  style  guides  

Bugs,  change  requests,  sugges<ons  and  influence.  Based  on  usability  tests,  expert  reviews,  customer  and  partner  feedback,  other  research.    

Brown  bags,  mentoring,  reading  groups,  facilita<on  and  collabora<on  methods,  dev  par<cipa<on  in  user  research,  usability  tes<ng,  and  reviews.    

Evolving  system  style  guide  and  pa0ern  library.  Promo<on  of  common  components  suppor<ng  those  standards  in  the  system.      

Screenshots,  flows,  terminology,  concepts,  and  sample  data.  "Sell  against"  points.    

Visibility  and  impact  at  the  leadership  level.  Presence  and  value  in  the  work.    

40%  Strategic   40%  Tac<cal   20%  Ad  Hoc  

Sustainable:  5-­‐10%  of  overall  R&D/engineering  budget*   Best  in  Class:  25-­‐40%  of  overall  R&D/engineering  budget*  *  includes  front-­‐end  development  resources