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A Digital Product Lifecycle
The Simple Definition
 Analysis
 Design
 Implementation
 Testing
 Maintenance
The Real Definition
Immersion (1)
 Research the problem/company/product/widget
 Poll/Survey user base
 Identify priorities of use
 Pare down extraneous requests that dilute the product
 Brainstorm potential solutions to the problems
 Present findings (Note: we haven't opened photoshop yet)
 Communicate plan for appealing to the largest demographic as
well as supporting minority users
 Negotiate an agreement on what the client wants and what their
consumer demand is
Information Prioritization (2-Trim the fat)
 Build user stories (I this than that)
 Site map development
 Time lining and phasing
 Identify the elements of the application that fulfill minimum
business requirements
 Identify the elements of the application that fulfill scaleability
requirements
 Identify the elements of the application that fulfill client wants
Wireframe development (sketch at 100%)
 Identify UI element needs
(what kinds of actions)
 Identify Master/Detail
formatting (if I click this
I get that)
 Design mockups
(Wireframe)
Clickable Prototyping
 Implement Wireframe
as lo-tech prototype
(i.e. Invision, Axure)
 Usability testing
Identify approved functionality
 Begin development lifecycle for approved functionality
(Design Agnostic)
 Move through iterations of Development, QA, Staging, (DQS)
Identify approved
user flows
 Begin layout and design of UI
elements and screens
Update clickable
prototype with
approved design
elements
Develop approved UI elements and screens
 Integrate visual layer with functionality (Iteration until
complete)
Release to Beta
 Allow limited access for bug reporting, and usability testing
Iterations of feature request and bug fix development
Launch that SHIT!
What does this mean for us?
 We can start by understanding best practices in UI design.
Resource for psychology of aesthetic
http://en.wikipedia.org/wiki/Gestalt_psychology
 Understanding why we like something when we see it and
identifying areas we can put these ideas and theories into
practice.
 Some more resources for UX UI design
 http://developer.android.com/training/best-ux.html
 http://uxmag.com/
 Understanding what can and can not be done
 http://www.w3schools.com/
 http://css-tricks.com/
References
 1 - Responsive navigation on a complex website
 http://smashingmagazine.com/2013/09/11/responsive-navigation-
on-complex-websites/
 2 - Discovering the purpose of your website
 http://res.im/feed/discover-purpose

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Digital Product Lifecycle

  • 1. A Digital Product Lifecycle
  • 2. The Simple Definition  Analysis  Design  Implementation  Testing  Maintenance
  • 4. Immersion (1)  Research the problem/company/product/widget  Poll/Survey user base  Identify priorities of use  Pare down extraneous requests that dilute the product  Brainstorm potential solutions to the problems  Present findings (Note: we haven't opened photoshop yet)  Communicate plan for appealing to the largest demographic as well as supporting minority users  Negotiate an agreement on what the client wants and what their consumer demand is
  • 5. Information Prioritization (2-Trim the fat)  Build user stories (I this than that)  Site map development  Time lining and phasing  Identify the elements of the application that fulfill minimum business requirements  Identify the elements of the application that fulfill scaleability requirements  Identify the elements of the application that fulfill client wants
  • 6. Wireframe development (sketch at 100%)  Identify UI element needs (what kinds of actions)  Identify Master/Detail formatting (if I click this I get that)  Design mockups (Wireframe)
  • 7. Clickable Prototyping  Implement Wireframe as lo-tech prototype (i.e. Invision, Axure)  Usability testing
  • 8. Identify approved functionality  Begin development lifecycle for approved functionality (Design Agnostic)  Move through iterations of Development, QA, Staging, (DQS)
  • 9. Identify approved user flows  Begin layout and design of UI elements and screens
  • 11. Develop approved UI elements and screens  Integrate visual layer with functionality (Iteration until complete)
  • 12. Release to Beta  Allow limited access for bug reporting, and usability testing
  • 13. Iterations of feature request and bug fix development
  • 15. What does this mean for us?  We can start by understanding best practices in UI design. Resource for psychology of aesthetic http://en.wikipedia.org/wiki/Gestalt_psychology  Understanding why we like something when we see it and identifying areas we can put these ideas and theories into practice.  Some more resources for UX UI design  http://developer.android.com/training/best-ux.html  http://uxmag.com/  Understanding what can and can not be done  http://www.w3schools.com/  http://css-tricks.com/
  • 16. References  1 - Responsive navigation on a complex website  http://smashingmagazine.com/2013/09/11/responsive-navigation- on-complex-websites/  2 - Discovering the purpose of your website  http://res.im/feed/discover-purpose