ux overview for agile engineering-driven organizations
TRANSCRIPT
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/
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.
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.
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.
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
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
UX in the Agile Process
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