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       Usability and the SDLC

       USABILITY BEHAVIORS


Usability & User Experience Design
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   What are Patterns

   What are Patterns?                What are Usability Patterns?
   • Patterns are a general          • Usability / Interaction
     reusable solutions to a           Design Patterns are a way
     commonly occurring                to capture optimal solutions
     problem                           to common usability or
                                       accessibility problems in a
                                       specific context.




Usability & User Experience Design
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   Benefits of Using Patterns

   • Teaches novices best practices and common approaches
   • Captures collective wisdom of designers across many uses and
     scenarios
   • Reduces misunderstandings that arise from different
     vocabulary via a common language
   • Makes best practices the "path of least resistance"
   • Eliminates waste "reinventing the wheel"
   • Ensures a consistent and predictable experience




Usability & User Experience Design
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   47 Usability Patterns Identified and
   Documented
   •    Concept Video                •   Swimlanes                  •   Paper Prototype
   •    Design the Box               •   Task Analysis              •   Site Map
   •    Tangible Futures             •   Affinity Diagram           •   Sketchboard
   •    Backcasting                  •   Alignment Model            •   Wireflow
   •    Five Whys                    •   Card Sort                  •   Wireframe
   •    Scenario Planning            •   Controlled Vocabulary      •   A/B Testing
   •    Six Thinking Hats            •   Facets                     •   GOMS
   •    Diary Study                  •   Free Listing               •   Heuristic Evaluation
   •    Digital Ethnography          •   Tagging                    •   Kano Analysis
   •    Ethnography                  •   Taxonomy                   •   Search Analytics
   •    Personas                     •   Collaborative Inspection   •   Usability Capture Software
   •    Service Design               •   Conversation Sketching     •   Usability Testing
   •    User Scenario                •   Five Sketches™             •   Web Analytics
   •    Concept Model                •   Participatory Design
   •    Ecosystem Visualization      •   Rapid Facilitation
   •    Experience Map               •   Design Pattern
   •    Process Flow                 •   Page Description Diagram




Usability & User Experience Design
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   Mapping the Mess




                                                                            Producing the Design
                                          Design the Design
   Planning the Design
                         Solution as                          The User                             The Design
                         Product                              The                                  Process
                         Planning &                           Ecosystem                            The Design
                         Strategy                             The                                  Deliverables
                                                              Information




                                       Analytics & Quantification

Usability & User Experience Design
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       The Usable Design

       PLANNING THE DESIGN


Usability & User Experience Design
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   Solution as Product

   Things to Consider                                                   Patterns Associated
   • Think of your solution as a




                                                                         Solution as Product
                                                                                               Concept Video
     product sold in a store
   • Think of the finished                                                                     Design the Box
     product and how it makes
     the user feel
                                                                                               Tangible Futures




  Note: This is usually done at the Executive Level for the portfolio / company as a whole.

Usability & User Experience Design
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   Planning & Strategy

   Things to Consider                Patterns Associated
   • Why am I doing this?




                                     Planning & Strategy
                                                           Five Whys
   • What do I need to worry
     about?                                                Backcasting
   • How will I get it all done?                           Scenario Planning
   • What should I plan for?
                                                           Six Thinking Hats




Usability & User Experience Design
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       The Usable Design

       DESIGNING THE DESIGN


Usability & User Experience Design
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   The User

   Things to Consider                Patterns Associated
   • Who are your users?                        User Scenario




                                     The User
   • What makes them tick?                      Diary Study
   • How are they similar?                      Personas
   • How are they different?                    Ethnography
                                                Digital Ethnography
                                                Service Design




Usability & User Experience Design
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   The Ecosystem

   Things to Consider                Patterns Associated
   • Where do our users use our                      Concept Model




                                     The Ecosystem
     software?                                       Ecosystem Visualization
   • What other pieces of                            Experience Map
     software will the user use?
                                                     Task Analysis
   • How do I move from one
     user to another?                                Process Flow
   • How do I move from one                          Swimlanes
     process to another?



Usability & User Experience Design
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   The Information

   Things to Consider                Patterns Associated
   • How will I categorize the                         Facets




                                     The Information
     data I’m showing to my                            Card Sort
     users?
                                                       Taxonomy
   • How will I organize the
     menus?                                            Tagging
   • How will I group things?                          Affinity Diagram
   • How will I communicate                            Alignment Model
     clearly to my users?                              Free Listing
                                                       Controlled Vocabulary


Usability & User Experience Design
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       The Usable Design

       PRODUCING THE DESIGN


Usability & User Experience Design
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   The Design Process

   Things to Consider                Patterns Associated
   • How will I make this design                          Participatory Design




                                     The Design Process
     work?                                                Rapid Facilitation
   • How will it all flow                                 Collaborative Inspection
     together?
                                                          Conversation Sketching
   • How will I make sure
     everyone’s ideas are                                 Five Sketches™
     addressed?




Usability & User Experience Design
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   The Design Deliverables

   Things to Consider                Patterns Associated
   • What do I need to actually                                Wireflow




                                     The Design Deliverables
     deliver to my developers?                                 Page Description
   • How do I consolidate all the                              Diagram
     decisions I’ve made into a                                Design Pattern
     physical deliverable?
                                                               Sketchboard
   • How do I document my
     decisions about the design?                               Paper Prototype
                                                               Wireframe
                                                               Site Map


Usability & User Experience Design
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       The Usable Design

       STATISTICS & ANALYTICS


Usability & User Experience Design
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   Analytics & Quantification

   Things to Consider                Patterns Associated
   • Enough of this touchy feely          Heuristic Evaluation




                                     Quantification
                                       Analytics &
     stuff give me the numbers!           Usability Capture
   • How can I prove what I               Software
     need to do?                          A/B Testing
   • How do I know which                  Kano Analysis
     design is better?                    Web Analytics
                                          Search Analytics
                                          Usability Testing
                                          GOMS

Usability & User Experience Design
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                      SDLC – “V” Model Relationship
                      Planning   Analysis            Design                                   Construction                           Test


                                                                                   User Acceptance Test Plan
                                 Design the Design
Planning the Design




                                                         Producing the Design
                                                                                                                                             Acceptance
                       BRD                                                                                                                      Test



                                     SRD                                                    System Test Plan                        System
                                    & PLA                                                                                            Test



                                                     Logical                                                          Integration
                                                                                       Integration Test Plan
                                                     Design                                                               Test



                                                                                 Physical        UT Plan       Unit
                                                                                 Design                        Test



                                                                                                Construct




                                                                                Analytics & Quantification
       Usability & User Experience Design
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   Card Sort                                                       Card Sort

   What:
          Activity where a participant
          sorts labeled cards into similar
          groups. May be an open
          sort, where piles are created
          based on only on perceived
          similarity of cards, or a closed
          sort where piles are grouped
          according to provided
          categories.
    Why:
          Often used to guide navigation
          design, card sorting analysis      Used By:
          shows how often participants
          grouped specific cards
          together. Discussing why the
          cards are placed in a particular
          pile yields deeper insight into
          user expectations for content.

                                                        http://www.flickr.com/photos/nedrichards/


Usability & User Experience Design
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   Design the Box                                              Design the Box

   What
          Project teams create a box for the
          project as if it is going to be sold at
          retail. Typical box elements include
          product name, tagline, key benefits,
          and features. Can also include visual
          tone and initial preferences for design
          direction. May create actually physical
          boxes, or just digital renderings. The
          “Box” might also be a poster or other
          sales material.
   Why
          Forces conversation about what really
          matters about the project. Constrains
          conversation to a specific format to
          boost productivity of discussion.         Used By:
          Creates a common, tangible
          touchstone that communicates
          shared product vision to many
          different viewpoints.




Usability & User Experience Design
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   Digital Ethnography                               Digital Ethnography

   What
       In-game or online observation
       of user activities and
       conversation. May also include
       interviews with participants.
       Documents activities, context,
       environment, use of specific
       vocabulary, and other
       characteristics of digital
       experiences.
   Why
       Understand users hopes,
       needs, priorities and desires
       when designing for people who
       use virtual spaces like World of   Used By:
       Warcraft, Xbox Live games, or
       Second Life, or participate in
       communities with strong
       activity on forums, photo and
       video sharing sites.



                                                          http://www.flickr.com/photos/bettinatizzy/


Usability & User Experience Design
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   Kano Analysis                                       Kano Analysis

   What
          Survey method that
          determines how people value
          features and attributes in a
          known product domain. Shows
          what features are basic must-
          haves, which features create
          user satisfaction, and which
          features delight.
   Why
          Allows quantitative analysis of
          feature priority to guide
          development efforts and           Used By:
          specifications. Ensures that
          organization understands what
          is valued by users. Less
          effective for new product
          categories




Usability & User Experience Design
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   Personas                                                  Personas

   What
          A composite character created
          to personify a specific segment
          of users. Includes a name,
          picture, user quotes and other
          info with a focus on goals,
          motivation, and behavior.
          Based on user research,
          personas are often paired with
          representative scenarios.
   Why
          Creates empathy for the
          specific user and avoids self-    Used By:
          referential design. Focus on
          accomplishing specific goals
          allows the product to satisfy
          many people with that goal,
          whether or not they match a
          specific market segment.

                                                       http://www.flickr.com/photos/brycej/


Usability & User Experience Design
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   Rapid Facilitation                                       Rapid Facilitation

   What
          Workshop approach that focuses
          on framing the right problems at
          the start of a project. Relies on
          user, business, and market
          discovery to prepare for
          intensive sessions with decision
          makers. Creates touchstones to
          bridge competing viewpoints and
          create shared vision.
   Why
          Many projects sunk by lack of
          unity, unclear
          objectives, business unit              Used By:
          infighting, and people trying to
          solve different problems with the
          same initiatives. Rapid facilitation
          mitigates these risks.




                                                             http://www.flickr.com/photos/hectoralejandro/


Usability & User Experience Design
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   Alignment Model                                        Alignment Model

   What
          Diagram that breaks down user
          activities into discrete tasks,
          arranges these activities in
          columns, and then uses the same
          columns to align the product
          features, functions, and content
          that support these activities. May
          also align business objectives.

   Why
          Provides gap analysis, shows
          product opportunities, and helps
          develop task-based information       Used By:
          architecture. Serves as a
          roadmap, and anchors
          conversations about future
          features and content in actual
          user needs instead of individual
          stakeholder agendas.


                                                          http://www.flickr.com/photos/rosenfeldmedia/


Usability & User Experience Design
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   Facets                                                  Facets

   What
          Classification approach that
          assigns values for a set of
          mutually exclusive categories (or
          facets) to a specific content item
          in a group of similar objects. For
          used car listings, such facets
          would include
          price, color, make, model, year,
          mileage, and location.
   Why
          Facets allow more flexible
          classification and navigation
          rather than only finding a specific   Used By:
          content item through a fixed
          path (as in a taxonomy) users can
          browse by the facets that matter
          the most to them. Facets are
          often used to refine search
          queries as well.



Usability & User Experience Design
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   Page Description Diagram                            Page Description Diagram

   What
          Comprehensive inventory of all
          design elements, content, and
          interface components on a page,
          arranged in three columns of
          high, medium, and low priority.
          Each element is described, and
          may include a sketch or design
          for individual components.
   Why
          Documents the elements of each
          page without specifying layout.
          May be used instead of
          wireframes, or preceding          Used By:
          wireframes. Allows greater
          collaboration between team
          members responsible for visual
          design and functional
          specification.




Usability & User Experience Design
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   Process Flow                                       Process Flow

   What
          Diagram to show process that
          includes
          conditions, branching, and
          logic. Focus on defining
          possible user behavior and
          corresponding business rules.
   Why
          Documents how a person can
          use the system to accomplish
          different tasks. Ensures that
          error conditions and alternate   Used By:
          paths are considered.




Usability & User Experience Design
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   Site Map                                             Site Map

   What
          Diagram to show overall site
          structure and relationships of
          content. For large sites may
          document patterns of
          organization that are applied
          across similar sections, instead
          of accounting for every single
          page.
   Why
          Document site structure to
          ensure that all content is
          accounted for. Guides              Used By:
          navigation design, site index,
          and content migration. Good
          for hierarchical organization,
          less effective visualizing very
          large sites, facets or tags.




Usability & User Experience Design
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   Swimlanes                                                  Swimlanes

   What
          Diagram that shows parallel
          streams for user, business, and
          technical process flows. May
          also include a storyboard
          stream. Arranged for each core
          product scenario or activity.
          Provides foundation for use
          cases
   Why
          Ensures alignment and
          integration of task flow with
          business process and technical    Used By:
          requirements. Allows
          understanding of all
          components of a specific
          process in one document,
          while allowing clearer
          separation, responsibility, and
          delegation.
                                                       http://www.flickr.com/photos/mastermaq/


Usability & User Experience Design
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   Tagging                                                 Tagging

   What
          Classification approach that relies
          on users adding freeform
          keywords to content. Used on
          popular sites such as Flickr,
          Del.icio.us, and 43Things. Often
          displayed using a tag cloud that
          scales the font size of a tag with
          its popularity.
   Why
          Metadata for the masses. Allows
          users to add any term without
          complying with a controlled
          vocabulary. Facilitates pivoting &    Used By:
          discovery of similar content with
          the same tag, or related tags
          applied to the same content.
          Complements other classification
          approaches.




Usability & User Experience Design
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   Wireframe                                              Wireframe

   What
          One step past sketching shows
          the layout of an interface screen.
          Describes each element and
          behavior. Focus is on layout,
          labels, and interactions. Avoids
          finished design elements such as
          color and photos, instead using
          placeholders for images, and
          sometimes copy.
   Why
          Communicate the specifications
          for individual pages or templates.
          Also used as prototype for           Used By:
          usability testing. Prevents
          premature conversations about
          surface issues like color, instead
          focuses discussion on correct and
          complete content and
          functionality.



Usability & User Experience Design
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   Web Analytics                                         Web Analytics

   What
          Measurement tool that
          analyzes user behavior based
          on logs of activity on a website.
          Includes information such as
          entry and exit pages, most
          popular pages, paths through
          the site, links from other sites,
          and search terms.
   Why
          Allows real time view of user
          behavior on websites.
          Particularly strong for             Used By:
          measuring user intent through
          search terms, trouble spots
          where users leave, and
          conversion goals for marketing
          and sales.




Usability & User Experience Design
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   Usability Testing                                   Usability Testing

   What
          Real users test drive a
          prototype or production
          system. Usually one-on-one,
          with a participant and
          moderator, the participant
          thinks out loud as they
          complete representative tasks.
          Typically 6-8 participants per
          user segment.
   Why
          Understand what works and
          what doesn’t. Often included in   Used By:
          iterative development with
          each cycle so that the product
          continually improves. Excels at
          finding specific interface
          problems, including layout,
          labeling, and interaction.

                                                            http://www.flickr.com/photos/l-i-n-k/


Usability & User Experience Design
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   Taxonomy                                            Taxonomy

   What
          A hierarchical classification
          scheme that relates broader
          parent terms to narrower child
          terms. Often created as part of
          a thesaurus that also shows
          related terms and preferred
          terms.
   Why
          Can structure a set of content
          such as a website by assigning
          individual taxonomy terms to
          specific content or pages or      Used By:
          vice versa. Works in
          conjunction with other
          classification and findability
          systems like
          facets, tagging, and search.




Usability & User Experience Design
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   Ethnography                                           Ethnography

   What
          Anthropological approach
          focused on individual and
          group behavior in context. Uses
          contextual observation,
          interviews, diaries, and artifact
          collection to investigate
          customs, rituals, and myths.
   Why
          Provides rich insights into
          behavior, experience, and
          expectations within a system        Used By:
          and can reveal unmet needs
          and opportunities for teams to
          differentiate their products and
          services.




Usability & User Experience Design
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   Wireflow                                                           Wireflow

   What
          This lovechild of wireframes and
          flowcharts visualizes interaction
          within a system by laying out the
          screens of an application in one large
          document and drawing the
          connections between related screen
          elements.
   Why
          Provides comprehensive canonical
          picture of system interaction in one
          document. Can see key interactions
          and relationships at a glance. Caution:
          very labor-intensive to maintain as
          the system changes through
          iterations.                                      Used By:
   Resources
          Wireflows come from the Flow Map
          work of Richard Fulcher, Bryce Glass,
          and Matt Leacock while at AOL.
          http://www.leacock.com/deliverables/index.html




Usability & User Experience Design
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   Backcasting                                         Backcasting

   What
          Planning tool that works
          backwards from an ideal
          scenario to visualize necessary
          actions, outcomes, and
          underlying assumptions.
   Why
          Teams are better at picturing
          the future by working
          backwards from an ideal
          instead of forwards from the
          current state of things.          Used By:
          Backcasting provides a boost
          for innovation and planning
          efforts compared to starting
          from the status quo.




Usability & User Experience Design
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   User Scenario                                           User Scenario

   What
          Storytelling approach to design
          that captures user motivations
          and actions in short, focused,
          narrative form. Each scenario
          captures the moment for a
          particular set of actions focused
          on meeting a specific need for a
          user. Typically written,
          sometimes captured through
          pictures or video.
   Why
          Brings users to life while keeping
          focus on tasks and behavior.          Used By:
          Scenarios can link together to tell
          the entire story of a product or
          service. Easy to explore and
          iterate, scenarios complement
          personas, and can lead to more
          detailed use cases.



Usability & User Experience Design
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   Experience Map                                      Experience Map

   What
          Visualization of experience
          across locations, time, and
          channels. Captures interactions
          between touch points. Little
          industry consensus on exact
          format or content.
   Why
          A holistic view of experience
          through time with specific
          touch points promotes better
          coordination of cross-channel     Used By:
          design and reveals
          opportunities for new or
          improved interactions.




                                                       http://www.flickr.com/photos/sethandalexa/


Usability & User Experience Design
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   Paper Prototype                                       Paper Prototype

   What
          Prototype of a system with
          screens sketched using
          markers, sheets of paper,
          stickies, transparencies, and
          other simple materials.
   Why
          Explore many alternative
          solutions with low costs and
          little risk. Low fidelity format
          encourages experimentation,
          honest critique, rapid iteration.   Used By:
          Keeps teams from getting too
          attached to one solution. Used
          in early usability testing




                                                         http://www.flickr.com/photos/cesarastudillo/


Usability & User Experience Design
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   Ecosystem Visualization                             Ecosystem Visualization

   What
          Model of connections between
          elements of the whole system
          that an offering lives
          in, including
          products, services, competitors
          , partners, contributors, and
          channels.
   Why
          Overall ecosystem view
          illustrates
          niches, threats, opportunities,   Used By:
          and necessary connections.
          New offerings need to
          integrate, replicate, or route
          around ecosystem elements to
          gain user adoption and market
          share.
                                                              http://www.flickr.com/photos/7855449@N02/


Usability & User Experience Design
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   Search Analytics                                            Search Analytics

   What
          Log analysis and visualization of
          search queries of active
          websites, for both incoming
          search terms from search
          engines and for users searching
          using internal site search.
   Why
          Search queries help reveal user
          intentions on the website,
          show content that is missing or
          hard to find, and help teams        Used By:
          optimize the information                SCE.com
          architecture and design of the
                                                  Edison.com
          site to improve findability and
          provide a better experience.




Usability & User Experience Design
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   Conversation Sketching                                Conversation Sketching

   What
          Participatory method for
          workshop participants to
          iteratively sketch their thoughts
          about possible solutions, discuss
          reasons for drawing a particular
          solution, and then sketch revised
          versions. May iterate several
          times to explore different
          approaches and work towards a
          common vision.
   Why
          Provides a framework for
          participants to articulate their    Used By:
          ideas. Explores underlying
          motivations that drive feature
          suggestions. Looking at root
          causes offers more opportunities
          for real solutions than simply
          adopting requested features.


                                                               http://www.flickr.com/photos/philhawksworth/


Usability & User Experience Design
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   Free Listing                                              Free Listing

   What
          Classification research method.
          Participants write down as
          many terms related to a given
          category or topic within a
          restricted timeframe. These
          terms are then analyzed for co-
          occurrence and ordering across
          participants.
   Why
          Alternative to card sorting,
          shows what terms have
          strongest associations within     Used By:
          the category for participants.
          Debriefing with participants
          afterwards can reveal patterns,
          preferences, and expectations
          related to content categories.



                                                       http://www.flickr.com/photos/lucamascaro/


Usability & User Experience Design
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   Design Pattern                                      Design Pattern

   What
          Repeatable, bite-sized solution
          for a known design problem.
          Shows context with usage
          scenarios and examples of
          pattern in practice. Taken
          collectively, multiple patterns
          form the basis for a pattern
          language used to create
          consistent solutions.
   Why
          Avoids re-inventing the wheel.
          Improves re-use and consistency
          of solutions while capturing      Used By:
          knowledge and best practice
          from multiple teams in a
          structured, modular format that
          makes it easy to reference and
          find for future projects.




Usability & User Experience Design
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   Service Design                                      Service Design

   What
          Design approach that focuses
          on service offerings. Considers
          touch points across channels,
          interactions at those points,
          and the connections between
          them. Also integrates
          complementary products in a
          service ecosystem.
   Why
          Applies many of the tools from
          product design to creating
          human-centered services.          Used By:
          Lower barrier to entry for
          innovation for services
          compared to mature product
          categories. Uncovers new
          markets for business and new
          value for users.



Usability & User Experience Design
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   Usability Capture Software                            Usability Capture Software

   What
          Software that records video and
          other data from usability testing
          sessions and provides tools to
          analyze data and create video
          highlight reels of test findings.
          May use local computer or
          remote screen sharing over a
          broadband connection.
   Why
          Turns an ordinary PC and
          webcam into a usability lab.
          Provides lower cost options for
          bolstering the impact of study      Used By:
          findings by showing video of
          users struggling with specific
          issues. Remote capability allows
          for usability testing from across
          the street or across the
          continent.



Usability & User Experience Design
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   Sketchboard                                                    Sketchboard
   What
          Collaborative sketching technique
          layering may design options onto one
          very large sheet of paper. Starts by
          posting criteria like discovery findings
          and then sketching and arranging
          potential solutions nearby--first as
          thumbnail sketches and then as
          detailed screens.
   Why
          Design the big picture of a site or
          application without getting bogged
          down in incremental detail like
          wireframes can. Collaborative low-fi
          format keeps project criteria at hand
          to build common ground. Large paper
          background offers "roll up and go"
          portability to take the work to others     Used By:
          on the team.
   Resources
          Sketchboards are a technique
          pioneered by Brandon Schauer and
          Leah Buley at Adaptive Path.
          http://www.adaptivepath.com/ideas/ess
          ays/archives/000863.php



                                                                http://www.flickr.com/photos/indiyoung/


Usability & User Experience Design
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   Controlled Vocabulary                                  Controlled Vocabulary

   What
          A set of canonical terms used
          to describe content. Typically
          includes preferred terms. Often
          the foundation for a full-
          fledged thesaurus and
          taxonomy.
   Why
          Guides uniform use of
          descriptive vocabulary in an
          organization to facilitate
          findability and make metadata        Used By:
          more consistent. Works in
          tandem with other
          classification tools like tags and
          facets.




Usability & User Experience Design
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   A / B Testing                                                     A / B Testing
   What
          A testing procedure in which two (or
          more) different designs are evaluated
          in order to see which one is the most
          effective. Alternate designs are served
          to different users on the live website.
   Why
          Can be valuable in refining elements
          on a web page. Altering the
          size, placement, or color of a single
          element, or the wording of a single
          phrase can have dramatic effects. A /
          B Testing measures the results of
          these changes.
   Resources
          A/B testing is covered in depth in the
          book Always Be Testing: The
          Complete Guide to Google Website          Used By:
          Optimizer by Bryan Eisenberg and
          John Quarto-von Tivadar.
          http://www.testingtoolbox.com/
          You can also check out the free A/B
          testing tool Google Optimizer.
          https://www.google.com/analytics/siteo
          pt/preview


                                                               http://www.flickr.com/photos/danielwaisberg/


Usability & User Experience Design
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   Affinity Diagram                                            Affinity Diagram
   What
          A method for sorting and making
          sense of data. Data points can be
          recorded on sticky notes (the UX
          practitioner's Swiss army knife) and
          sorted into logical groups. Could be
          employed as an individual or group
          exercise.
   Why
          Participants can experiment with
          different arrangements to see which
          makes the most sense. Affinity
          Diagramming helps to expose crucial
          relationships and patterns in data that
          may not be initially apparent.
   Resources
          Affinity diagram tutorial from Mind
          Tools.                                    Used By:
          http://www.mindtools.com/pages/art
          icle/newTMC_86.htm
          Beyer & Holtzblatt's book Contextual
          Design also talks about affinity
          diagrams.




                                                                   http://www.flickr.com/photos/kowitz/


Usability & User Experience Design
SM




   Collaborative Inspection                              Collaborative Inspection

   What
          A group usability review that
          includes
          stakeholders, designers, develop
          ers, domain experts, and end
          users. Sessions involve walking
          through key tasks or screens, and
          are moderated by a lead
          reviewer, recorder, time
          keeper, and continuity inspector.
   Why
          Because many points of view are
          represented, collaborative
          inspections can be more             Used By:
          thorough and efficient than
          expert reviews. Collaborative
          sessions also allow for
          discussions between
          stakeholders that might reveal
          deeper insights.


                                                                 http://www.flickr.com/photos/uk_parliament/


Usability & User Experience Design
SM




   Concept Model                                                Concept Model
   What
          A diagram that visualizes relationships
          between different concepts. Nodes
          containing concepts are linked with
          labeled lines and arrows in order to
          explain how they are associated.
   Why
          Can help to explain how a series of
          complex, interrelated ideas correspond
          to one another. Builds an understanding
          of a body of knowledge, and helps to
          uncover misunderstandings.
   Resources
          Dan Brown gives a great explanation of
          Concept Models in this UIE article and
          also devotes an entire chapter to them
          in his book Communicating Design.
          http://www.uie.com/articles/concept_m
          odels                                      Used By:
          http://www.communicatingdesign.com/
          The diagram on the card is the work of
          Bryce Glass.
          http://soldierant.net/archives/2005/10/f
          lickr_user_mod.html




Usability & User Experience Design
SM




   Diary Study                                            Diary Study

   What
          A data collection method in
          which participants record their
          actions and thoughts in a journal
          over several days or weeks. Diary
          Studies may be structured (based
          on specific, pre-defined tasks) or
          they may be unstructured
          (nonspecific and participant
          driven).
   Why
          Can help to unearth motivations
          and processes that participants
          would be unable to articulate in     Used By:
          more conventional interviews.
          Gives participants the
          opportunity to reflect on what
          they do over time, and why they
          do it & something many don’t do
          on a regular basis.


                                                          http://www.flickr.com/photos/bryce/


Usability & User Experience Design
SM




   Five Sketches™                                                Five Sketches™

   What
          A structured, group method for
          exploring and analyzing design
          solutions. Focusing on a specific
          problem statement, each participant
          sketches five solutions. Ideas are
          shared, combined and iterated.
          Further analysis and resketching helps
          in selecting a single way forward.
   Why
          This is a simple method for engaging
          developers and other 'non-designers'
          in discussion. It's a fast way to explore
          multiple solutions, facilitate
          discussion, and build consensus.
   Resources                                          Used By:
          Five Sketches™ was formalized and
          trademarked by Jerome Ryckborst,
          who offers his insight along with a lot
          of info on the actual approach at
          www.FiveSketches.com




                                                                  http://www.flickr.com/photos/rohdesign/


Usability & User Experience Design
SM




   GOMS                                                                                           GOMS
   (Goals, Operators, Methods & Selection Rules)
                                                              (Goals, Operators, Methods & Selection Rules)

   What
          An HCI task analysis method that
          reduces a user's interaction to its
          most basic actions. Operators (steps
          that a user performs) combine to
          form Methods, which are used to
          achieve Goals. Selection Rules
          determine the proper Method, when
          more than one could be used.
   Why
          Quantitatively, GOMS gives good
          predictions of performance time and
          learning. Qualitatively, a GOMS model
          is a description of the knowledge
          needed to perform a given
          task, essentially describing the         Used By:
          content needed for task-oriented
          documentation.
   Resources:
          Jef Raskin describes GOMS in Chapter
          4 of his book The Humane Interface.




Usability & User Experience Design
SM




   Concept Video                                        Concept Video

   What
          A method for exploring design
          possibilities by making short
          films about how people might
          use a technology in the future.
          Concept videos often focus on
          the context and benefits of
          use, rather than on specific
          interaction details.
   Why
          Some prototyping methods
          concentrate on the granular
          details of a design — what         Used By:
          functions and controls to
          include, and how to lay them
          out. Because concept videos
          tell stories and avoid minutiae,
          they are better suited to
          explaining a new vision.



Usability & User Experience Design
SM




   Participatory Design                                        Participatory Design

   What
          An approach to design that actively
          involves stakeholders in the design
          process. Exercises help the group to
          explore the problem space, current
          and ideal experiences, and ways of
          achieving the ideal.
   Why
          Participatory Design sessions enable
          people with different expertise and
          skills to contribute equally. Can be an
          efficient way to get a wide range of
          input. May enhance user buy-in by
          making them feel more included, and
          giving them a greater sense of
          ownership.                                Used By:
   Resources
          Liz Sanders is a seminal figure in
          participatory design and generative
          research.
          http://www.maketools.com/




                                                                       http://www.flickr.com/photos/brycej/


Usability & User Experience Design
SM




   Scenario Planning                                          Scenario Planning

   What
          A story-telling method for learning
          about and planning for the future.
          Allows teams to explore a range of
          circumstances that could impact
          future decisions, and encourages
          exploration of unexpected
          possibilities.
   Why
          Many planning techniques focus on
          current data and fail to address the
          unpredictability of future events.
          Divergent stories help to increase our
          understanding of our operating
          environment, and expose our basic
          assumptions about how the world          Used By:
          works.
   Resources
          Global Business Network is the
          leading scenario planning
          consultancy.
          http://www.gbn.com/consulting/artic
          le_details.php?id=24

                                                               http://www.flickr.com/photos/crystalcampbell/


Usability & User Experience Design
SM




   Six Thinking Hats                                             Six Thinking Hats
   What
          A tactic that helps you look at decisions
          from a number of different perspectives.
          The white hat focuses on data; the red
          on emotion; the black on caution; the
          yellow on optimism; the green on
          creativity; and the blue on process.
   Why
          Can enable better decisions by
          encouraging individuals or teams to
          abandon old habits and think in new or
          unfamiliar ways. Can provide insight into
          the full complexity of a decision, and
          highlight issues or opportunities which
          might otherwise go unnoticed.
   Resources
          Lateral thinking pioneer Edward de Bono
          created the Six Thinking Hats method.
          http://www.edwdebono.com/                   Used By:
          An explination from Mind Tools.
          http://www.mindtools.com/pages/articl
          e/newTED_07.htm




                                                                    http://www.flickr.com/photos/daijihirata/


Usability & User Experience Design
SM




   Heuristic Evaluation                                        Heuristic Evaluation
   What
          A form of usability inspection where
          specialists assess how well an
          interface complies with recognized
          usability principles (heuristics).
          Usually two or three experts review a
          system, noting and ranking problems.
   Why
          Provides quick, inexpensive usability
          feedback. Can be a good method early
          in a development process, as it
          concentrates on the basics, ensuring
          that an interface is fundamentally
          sound before more in-depth testing
          with real users.
   Resources
          Rolf Molich and Jakob Nielsen created
          heuristic evaluation in 1990 as part of   Used By:
          an effort to lower the costs of
          usability evaluation. Jakob has quite a
          few articles on it; this one is a good
          start.
          http://www.useit.com/papers/heurist
          ic/heuristic_evaluation.html




Usability & User Experience Design
SM




   Tangible Futures                                            Tangible Futures
   What
          Artifacts created to represent the
          state of affairs at a future point in
          time. Examples might include press
          releases, movie posters, newspaper
          articles, or product package designs.
   Why
          Artifacts can be more effective in
          communicating future trends than
          text-heavy reports. Their concrete
          nature may provoke people to think
          about what they really believe, and
          about how technology interacts with
          social, economic, and cultural factors.
   Resources
          Victor Lombardi published a series of
          blog posts about this approach
          starting in 2006, and continues to        Used By:
          write about concept design and
          tangible futures today. The image
          Victor’s website:
          http://noisebetweenstations.com/per
          sonal/weblogs/?cat=131




Usability & User Experience Design
SM




   Five Whys                                                  Five Whys
   What
          A technique used to probe the root
          causes of a problem. Popularized by
          Toyota in the 1970s, this strategy
          involves looking at any problem and
          asking: "Why?" and "What caused this
          problem?" The answer to the first
          "why" prompts another "why" and
          then another, and so on.
   Why x 5
          It's not uncommon for a project to
          focus on the symptoms of a
          problem, rather than exposing the
          underlying causes. By asking why, and
          why, and why again, we gain insight
          that allows us to address real
          problems in a way that will make a
          real difference.                         Used By:
   Resources
          Formalized by Toyota in the
          1970s, Five Whys was popularized by
          Six Sigma.
          http://en.wikipedia.org/wiki/5_Whys
          http://software.isixsigma.com/library/
          content/c020610a.asp




Usability & User Experience Design
SM




   Task Analysis                                             Task Analysis
   What
          A study of the actions and cognitive
          processes required in order for a
          person to complete a given task. Task
          Analysis is helpful when trying to
          understand a system and its
          information flows.
   Why
          Provides deep insight into the steps
          needed to complete a task. Task
          Analysis also helps in understanding
          the mental model formed by people
          performing the task.
   Resources
          Task analysis is a large component of
          creating Indi Young style Mental
          Models
          http://www.rosenfeldmedia.com/boo       Used By:
          ks/mental-models/
          Todd Warfel of Messagefirst also has
          a Task Analysis Grid.
          http://www.messagefirst.com/
          http://toddwarfel.com/archives/the-
          task-analysis-grid/




Usability & User Experience Design

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Usability behaviors: Usability and the SDLC

  • 1. SM Usability and the SDLC USABILITY BEHAVIORS Usability & User Experience Design
  • 2. SM What are Patterns What are Patterns? What are Usability Patterns? • Patterns are a general • Usability / Interaction reusable solutions to a Design Patterns are a way commonly occurring to capture optimal solutions problem to common usability or accessibility problems in a specific context. Usability & User Experience Design
  • 3. SM Benefits of Using Patterns • Teaches novices best practices and common approaches • Captures collective wisdom of designers across many uses and scenarios • Reduces misunderstandings that arise from different vocabulary via a common language • Makes best practices the "path of least resistance" • Eliminates waste "reinventing the wheel" • Ensures a consistent and predictable experience Usability & User Experience Design
  • 4. SM 47 Usability Patterns Identified and Documented • Concept Video • Swimlanes • Paper Prototype • Design the Box • Task Analysis • Site Map • Tangible Futures • Affinity Diagram • Sketchboard • Backcasting • Alignment Model • Wireflow • Five Whys • Card Sort • Wireframe • Scenario Planning • Controlled Vocabulary • A/B Testing • Six Thinking Hats • Facets • GOMS • Diary Study • Free Listing • Heuristic Evaluation • Digital Ethnography • Tagging • Kano Analysis • Ethnography • Taxonomy • Search Analytics • Personas • Collaborative Inspection • Usability Capture Software • Service Design • Conversation Sketching • Usability Testing • User Scenario • Five Sketches™ • Web Analytics • Concept Model • Participatory Design • Ecosystem Visualization • Rapid Facilitation • Experience Map • Design Pattern • Process Flow • Page Description Diagram Usability & User Experience Design
  • 5. SM Mapping the Mess Producing the Design Design the Design Planning the Design Solution as The User The Design Product The Process Planning & Ecosystem The Design Strategy The Deliverables Information Analytics & Quantification Usability & User Experience Design
  • 6. SM The Usable Design PLANNING THE DESIGN Usability & User Experience Design
  • 7. SM Solution as Product Things to Consider Patterns Associated • Think of your solution as a Solution as Product Concept Video product sold in a store • Think of the finished Design the Box product and how it makes the user feel Tangible Futures Note: This is usually done at the Executive Level for the portfolio / company as a whole. Usability & User Experience Design
  • 8. SM Planning & Strategy Things to Consider Patterns Associated • Why am I doing this? Planning & Strategy Five Whys • What do I need to worry about? Backcasting • How will I get it all done? Scenario Planning • What should I plan for? Six Thinking Hats Usability & User Experience Design
  • 9. SM The Usable Design DESIGNING THE DESIGN Usability & User Experience Design
  • 10. SM The User Things to Consider Patterns Associated • Who are your users? User Scenario The User • What makes them tick? Diary Study • How are they similar? Personas • How are they different? Ethnography Digital Ethnography Service Design Usability & User Experience Design
  • 11. SM The Ecosystem Things to Consider Patterns Associated • Where do our users use our Concept Model The Ecosystem software? Ecosystem Visualization • What other pieces of Experience Map software will the user use? Task Analysis • How do I move from one user to another? Process Flow • How do I move from one Swimlanes process to another? Usability & User Experience Design
  • 12. SM The Information Things to Consider Patterns Associated • How will I categorize the Facets The Information data I’m showing to my Card Sort users? Taxonomy • How will I organize the menus? Tagging • How will I group things? Affinity Diagram • How will I communicate Alignment Model clearly to my users? Free Listing Controlled Vocabulary Usability & User Experience Design
  • 13. SM The Usable Design PRODUCING THE DESIGN Usability & User Experience Design
  • 14. SM The Design Process Things to Consider Patterns Associated • How will I make this design Participatory Design The Design Process work? Rapid Facilitation • How will it all flow Collaborative Inspection together? Conversation Sketching • How will I make sure everyone’s ideas are Five Sketches™ addressed? Usability & User Experience Design
  • 15. SM The Design Deliverables Things to Consider Patterns Associated • What do I need to actually Wireflow The Design Deliverables deliver to my developers? Page Description • How do I consolidate all the Diagram decisions I’ve made into a Design Pattern physical deliverable? Sketchboard • How do I document my decisions about the design? Paper Prototype Wireframe Site Map Usability & User Experience Design
  • 16. SM The Usable Design STATISTICS & ANALYTICS Usability & User Experience Design
  • 17. SM Analytics & Quantification Things to Consider Patterns Associated • Enough of this touchy feely Heuristic Evaluation Quantification Analytics & stuff give me the numbers! Usability Capture • How can I prove what I Software need to do? A/B Testing • How do I know which Kano Analysis design is better? Web Analytics Search Analytics Usability Testing GOMS Usability & User Experience Design
  • 18. SM SDLC – “V” Model Relationship Planning Analysis Design Construction Test User Acceptance Test Plan Design the Design Planning the Design Producing the Design Acceptance BRD Test SRD System Test Plan System & PLA Test Logical Integration Integration Test Plan Design Test Physical UT Plan Unit Design Test Construct Analytics & Quantification Usability & User Experience Design
  • 19. SM Card Sort Card Sort What: Activity where a participant sorts labeled cards into similar groups. May be an open sort, where piles are created based on only on perceived similarity of cards, or a closed sort where piles are grouped according to provided categories. Why: Often used to guide navigation design, card sorting analysis Used By: shows how often participants grouped specific cards together. Discussing why the cards are placed in a particular pile yields deeper insight into user expectations for content. http://www.flickr.com/photos/nedrichards/ Usability & User Experience Design
  • 20. SM Design the Box Design the Box What Project teams create a box for the project as if it is going to be sold at retail. Typical box elements include product name, tagline, key benefits, and features. Can also include visual tone and initial preferences for design direction. May create actually physical boxes, or just digital renderings. The “Box” might also be a poster or other sales material. Why Forces conversation about what really matters about the project. Constrains conversation to a specific format to boost productivity of discussion. Used By: Creates a common, tangible touchstone that communicates shared product vision to many different viewpoints. Usability & User Experience Design
  • 21. SM Digital Ethnography Digital Ethnography What In-game or online observation of user activities and conversation. May also include interviews with participants. Documents activities, context, environment, use of specific vocabulary, and other characteristics of digital experiences. Why Understand users hopes, needs, priorities and desires when designing for people who use virtual spaces like World of Used By: Warcraft, Xbox Live games, or Second Life, or participate in communities with strong activity on forums, photo and video sharing sites. http://www.flickr.com/photos/bettinatizzy/ Usability & User Experience Design
  • 22. SM Kano Analysis Kano Analysis What Survey method that determines how people value features and attributes in a known product domain. Shows what features are basic must- haves, which features create user satisfaction, and which features delight. Why Allows quantitative analysis of feature priority to guide development efforts and Used By: specifications. Ensures that organization understands what is valued by users. Less effective for new product categories Usability & User Experience Design
  • 23. SM Personas Personas What A composite character created to personify a specific segment of users. Includes a name, picture, user quotes and other info with a focus on goals, motivation, and behavior. Based on user research, personas are often paired with representative scenarios. Why Creates empathy for the specific user and avoids self- Used By: referential design. Focus on accomplishing specific goals allows the product to satisfy many people with that goal, whether or not they match a specific market segment. http://www.flickr.com/photos/brycej/ Usability & User Experience Design
  • 24. SM Rapid Facilitation Rapid Facilitation What Workshop approach that focuses on framing the right problems at the start of a project. Relies on user, business, and market discovery to prepare for intensive sessions with decision makers. Creates touchstones to bridge competing viewpoints and create shared vision. Why Many projects sunk by lack of unity, unclear objectives, business unit Used By: infighting, and people trying to solve different problems with the same initiatives. Rapid facilitation mitigates these risks. http://www.flickr.com/photos/hectoralejandro/ Usability & User Experience Design
  • 25. SM Alignment Model Alignment Model What Diagram that breaks down user activities into discrete tasks, arranges these activities in columns, and then uses the same columns to align the product features, functions, and content that support these activities. May also align business objectives. Why Provides gap analysis, shows product opportunities, and helps develop task-based information Used By: architecture. Serves as a roadmap, and anchors conversations about future features and content in actual user needs instead of individual stakeholder agendas. http://www.flickr.com/photos/rosenfeldmedia/ Usability & User Experience Design
  • 26. SM Facets Facets What Classification approach that assigns values for a set of mutually exclusive categories (or facets) to a specific content item in a group of similar objects. For used car listings, such facets would include price, color, make, model, year, mileage, and location. Why Facets allow more flexible classification and navigation rather than only finding a specific Used By: content item through a fixed path (as in a taxonomy) users can browse by the facets that matter the most to them. Facets are often used to refine search queries as well. Usability & User Experience Design
  • 27. SM Page Description Diagram Page Description Diagram What Comprehensive inventory of all design elements, content, and interface components on a page, arranged in three columns of high, medium, and low priority. Each element is described, and may include a sketch or design for individual components. Why Documents the elements of each page without specifying layout. May be used instead of wireframes, or preceding Used By: wireframes. Allows greater collaboration between team members responsible for visual design and functional specification. Usability & User Experience Design
  • 28. SM Process Flow Process Flow What Diagram to show process that includes conditions, branching, and logic. Focus on defining possible user behavior and corresponding business rules. Why Documents how a person can use the system to accomplish different tasks. Ensures that error conditions and alternate Used By: paths are considered. Usability & User Experience Design
  • 29. SM Site Map Site Map What Diagram to show overall site structure and relationships of content. For large sites may document patterns of organization that are applied across similar sections, instead of accounting for every single page. Why Document site structure to ensure that all content is accounted for. Guides Used By: navigation design, site index, and content migration. Good for hierarchical organization, less effective visualizing very large sites, facets or tags. Usability & User Experience Design
  • 30. SM Swimlanes Swimlanes What Diagram that shows parallel streams for user, business, and technical process flows. May also include a storyboard stream. Arranged for each core product scenario or activity. Provides foundation for use cases Why Ensures alignment and integration of task flow with business process and technical Used By: requirements. Allows understanding of all components of a specific process in one document, while allowing clearer separation, responsibility, and delegation. http://www.flickr.com/photos/mastermaq/ Usability & User Experience Design
  • 31. SM Tagging Tagging What Classification approach that relies on users adding freeform keywords to content. Used on popular sites such as Flickr, Del.icio.us, and 43Things. Often displayed using a tag cloud that scales the font size of a tag with its popularity. Why Metadata for the masses. Allows users to add any term without complying with a controlled vocabulary. Facilitates pivoting & Used By: discovery of similar content with the same tag, or related tags applied to the same content. Complements other classification approaches. Usability & User Experience Design
  • 32. SM Wireframe Wireframe What One step past sketching shows the layout of an interface screen. Describes each element and behavior. Focus is on layout, labels, and interactions. Avoids finished design elements such as color and photos, instead using placeholders for images, and sometimes copy. Why Communicate the specifications for individual pages or templates. Also used as prototype for Used By: usability testing. Prevents premature conversations about surface issues like color, instead focuses discussion on correct and complete content and functionality. Usability & User Experience Design
  • 33. SM Web Analytics Web Analytics What Measurement tool that analyzes user behavior based on logs of activity on a website. Includes information such as entry and exit pages, most popular pages, paths through the site, links from other sites, and search terms. Why Allows real time view of user behavior on websites. Particularly strong for Used By: measuring user intent through search terms, trouble spots where users leave, and conversion goals for marketing and sales. Usability & User Experience Design
  • 34. SM Usability Testing Usability Testing What Real users test drive a prototype or production system. Usually one-on-one, with a participant and moderator, the participant thinks out loud as they complete representative tasks. Typically 6-8 participants per user segment. Why Understand what works and what doesn’t. Often included in Used By: iterative development with each cycle so that the product continually improves. Excels at finding specific interface problems, including layout, labeling, and interaction. http://www.flickr.com/photos/l-i-n-k/ Usability & User Experience Design
  • 35. SM Taxonomy Taxonomy What A hierarchical classification scheme that relates broader parent terms to narrower child terms. Often created as part of a thesaurus that also shows related terms and preferred terms. Why Can structure a set of content such as a website by assigning individual taxonomy terms to specific content or pages or Used By: vice versa. Works in conjunction with other classification and findability systems like facets, tagging, and search. Usability & User Experience Design
  • 36. SM Ethnography Ethnography What Anthropological approach focused on individual and group behavior in context. Uses contextual observation, interviews, diaries, and artifact collection to investigate customs, rituals, and myths. Why Provides rich insights into behavior, experience, and expectations within a system Used By: and can reveal unmet needs and opportunities for teams to differentiate their products and services. Usability & User Experience Design
  • 37. SM Wireflow Wireflow What This lovechild of wireframes and flowcharts visualizes interaction within a system by laying out the screens of an application in one large document and drawing the connections between related screen elements. Why Provides comprehensive canonical picture of system interaction in one document. Can see key interactions and relationships at a glance. Caution: very labor-intensive to maintain as the system changes through iterations. Used By: Resources Wireflows come from the Flow Map work of Richard Fulcher, Bryce Glass, and Matt Leacock while at AOL. http://www.leacock.com/deliverables/index.html Usability & User Experience Design
  • 38. SM Backcasting Backcasting What Planning tool that works backwards from an ideal scenario to visualize necessary actions, outcomes, and underlying assumptions. Why Teams are better at picturing the future by working backwards from an ideal instead of forwards from the current state of things. Used By: Backcasting provides a boost for innovation and planning efforts compared to starting from the status quo. Usability & User Experience Design
  • 39. SM User Scenario User Scenario What Storytelling approach to design that captures user motivations and actions in short, focused, narrative form. Each scenario captures the moment for a particular set of actions focused on meeting a specific need for a user. Typically written, sometimes captured through pictures or video. Why Brings users to life while keeping focus on tasks and behavior. Used By: Scenarios can link together to tell the entire story of a product or service. Easy to explore and iterate, scenarios complement personas, and can lead to more detailed use cases. Usability & User Experience Design
  • 40. SM Experience Map Experience Map What Visualization of experience across locations, time, and channels. Captures interactions between touch points. Little industry consensus on exact format or content. Why A holistic view of experience through time with specific touch points promotes better coordination of cross-channel Used By: design and reveals opportunities for new or improved interactions. http://www.flickr.com/photos/sethandalexa/ Usability & User Experience Design
  • 41. SM Paper Prototype Paper Prototype What Prototype of a system with screens sketched using markers, sheets of paper, stickies, transparencies, and other simple materials. Why Explore many alternative solutions with low costs and little risk. Low fidelity format encourages experimentation, honest critique, rapid iteration. Used By: Keeps teams from getting too attached to one solution. Used in early usability testing http://www.flickr.com/photos/cesarastudillo/ Usability & User Experience Design
  • 42. SM Ecosystem Visualization Ecosystem Visualization What Model of connections between elements of the whole system that an offering lives in, including products, services, competitors , partners, contributors, and channels. Why Overall ecosystem view illustrates niches, threats, opportunities, Used By: and necessary connections. New offerings need to integrate, replicate, or route around ecosystem elements to gain user adoption and market share. http://www.flickr.com/photos/7855449@N02/ Usability & User Experience Design
  • 43. SM Search Analytics Search Analytics What Log analysis and visualization of search queries of active websites, for both incoming search terms from search engines and for users searching using internal site search. Why Search queries help reveal user intentions on the website, show content that is missing or hard to find, and help teams Used By: optimize the information SCE.com architecture and design of the Edison.com site to improve findability and provide a better experience. Usability & User Experience Design
  • 44. SM Conversation Sketching Conversation Sketching What Participatory method for workshop participants to iteratively sketch their thoughts about possible solutions, discuss reasons for drawing a particular solution, and then sketch revised versions. May iterate several times to explore different approaches and work towards a common vision. Why Provides a framework for participants to articulate their Used By: ideas. Explores underlying motivations that drive feature suggestions. Looking at root causes offers more opportunities for real solutions than simply adopting requested features. http://www.flickr.com/photos/philhawksworth/ Usability & User Experience Design
  • 45. SM Free Listing Free Listing What Classification research method. Participants write down as many terms related to a given category or topic within a restricted timeframe. These terms are then analyzed for co- occurrence and ordering across participants. Why Alternative to card sorting, shows what terms have strongest associations within Used By: the category for participants. Debriefing with participants afterwards can reveal patterns, preferences, and expectations related to content categories. http://www.flickr.com/photos/lucamascaro/ Usability & User Experience Design
  • 46. SM Design Pattern Design Pattern What Repeatable, bite-sized solution for a known design problem. Shows context with usage scenarios and examples of pattern in practice. Taken collectively, multiple patterns form the basis for a pattern language used to create consistent solutions. Why Avoids re-inventing the wheel. Improves re-use and consistency of solutions while capturing Used By: knowledge and best practice from multiple teams in a structured, modular format that makes it easy to reference and find for future projects. Usability & User Experience Design
  • 47. SM Service Design Service Design What Design approach that focuses on service offerings. Considers touch points across channels, interactions at those points, and the connections between them. Also integrates complementary products in a service ecosystem. Why Applies many of the tools from product design to creating human-centered services. Used By: Lower barrier to entry for innovation for services compared to mature product categories. Uncovers new markets for business and new value for users. Usability & User Experience Design
  • 48. SM Usability Capture Software Usability Capture Software What Software that records video and other data from usability testing sessions and provides tools to analyze data and create video highlight reels of test findings. May use local computer or remote screen sharing over a broadband connection. Why Turns an ordinary PC and webcam into a usability lab. Provides lower cost options for bolstering the impact of study Used By: findings by showing video of users struggling with specific issues. Remote capability allows for usability testing from across the street or across the continent. Usability & User Experience Design
  • 49. SM Sketchboard Sketchboard What Collaborative sketching technique layering may design options onto one very large sheet of paper. Starts by posting criteria like discovery findings and then sketching and arranging potential solutions nearby--first as thumbnail sketches and then as detailed screens. Why Design the big picture of a site or application without getting bogged down in incremental detail like wireframes can. Collaborative low-fi format keeps project criteria at hand to build common ground. Large paper background offers "roll up and go" portability to take the work to others Used By: on the team. Resources Sketchboards are a technique pioneered by Brandon Schauer and Leah Buley at Adaptive Path. http://www.adaptivepath.com/ideas/ess ays/archives/000863.php http://www.flickr.com/photos/indiyoung/ Usability & User Experience Design
  • 50. SM Controlled Vocabulary Controlled Vocabulary What A set of canonical terms used to describe content. Typically includes preferred terms. Often the foundation for a full- fledged thesaurus and taxonomy. Why Guides uniform use of descriptive vocabulary in an organization to facilitate findability and make metadata Used By: more consistent. Works in tandem with other classification tools like tags and facets. Usability & User Experience Design
  • 51. SM A / B Testing A / B Testing What A testing procedure in which two (or more) different designs are evaluated in order to see which one is the most effective. Alternate designs are served to different users on the live website. Why Can be valuable in refining elements on a web page. Altering the size, placement, or color of a single element, or the wording of a single phrase can have dramatic effects. A / B Testing measures the results of these changes. Resources A/B testing is covered in depth in the book Always Be Testing: The Complete Guide to Google Website Used By: Optimizer by Bryan Eisenberg and John Quarto-von Tivadar. http://www.testingtoolbox.com/ You can also check out the free A/B testing tool Google Optimizer. https://www.google.com/analytics/siteo pt/preview http://www.flickr.com/photos/danielwaisberg/ Usability & User Experience Design
  • 52. SM Affinity Diagram Affinity Diagram What A method for sorting and making sense of data. Data points can be recorded on sticky notes (the UX practitioner's Swiss army knife) and sorted into logical groups. Could be employed as an individual or group exercise. Why Participants can experiment with different arrangements to see which makes the most sense. Affinity Diagramming helps to expose crucial relationships and patterns in data that may not be initially apparent. Resources Affinity diagram tutorial from Mind Tools. Used By: http://www.mindtools.com/pages/art icle/newTMC_86.htm Beyer & Holtzblatt's book Contextual Design also talks about affinity diagrams. http://www.flickr.com/photos/kowitz/ Usability & User Experience Design
  • 53. SM Collaborative Inspection Collaborative Inspection What A group usability review that includes stakeholders, designers, develop ers, domain experts, and end users. Sessions involve walking through key tasks or screens, and are moderated by a lead reviewer, recorder, time keeper, and continuity inspector. Why Because many points of view are represented, collaborative inspections can be more Used By: thorough and efficient than expert reviews. Collaborative sessions also allow for discussions between stakeholders that might reveal deeper insights. http://www.flickr.com/photos/uk_parliament/ Usability & User Experience Design
  • 54. SM Concept Model Concept Model What A diagram that visualizes relationships between different concepts. Nodes containing concepts are linked with labeled lines and arrows in order to explain how they are associated. Why Can help to explain how a series of complex, interrelated ideas correspond to one another. Builds an understanding of a body of knowledge, and helps to uncover misunderstandings. Resources Dan Brown gives a great explanation of Concept Models in this UIE article and also devotes an entire chapter to them in his book Communicating Design. http://www.uie.com/articles/concept_m odels Used By: http://www.communicatingdesign.com/ The diagram on the card is the work of Bryce Glass. http://soldierant.net/archives/2005/10/f lickr_user_mod.html Usability & User Experience Design
  • 55. SM Diary Study Diary Study What A data collection method in which participants record their actions and thoughts in a journal over several days or weeks. Diary Studies may be structured (based on specific, pre-defined tasks) or they may be unstructured (nonspecific and participant driven). Why Can help to unearth motivations and processes that participants would be unable to articulate in Used By: more conventional interviews. Gives participants the opportunity to reflect on what they do over time, and why they do it & something many don’t do on a regular basis. http://www.flickr.com/photos/bryce/ Usability & User Experience Design
  • 56. SM Five Sketches™ Five Sketches™ What A structured, group method for exploring and analyzing design solutions. Focusing on a specific problem statement, each participant sketches five solutions. Ideas are shared, combined and iterated. Further analysis and resketching helps in selecting a single way forward. Why This is a simple method for engaging developers and other 'non-designers' in discussion. It's a fast way to explore multiple solutions, facilitate discussion, and build consensus. Resources Used By: Five Sketches™ was formalized and trademarked by Jerome Ryckborst, who offers his insight along with a lot of info on the actual approach at www.FiveSketches.com http://www.flickr.com/photos/rohdesign/ Usability & User Experience Design
  • 57. SM GOMS GOMS (Goals, Operators, Methods & Selection Rules) (Goals, Operators, Methods & Selection Rules) What An HCI task analysis method that reduces a user's interaction to its most basic actions. Operators (steps that a user performs) combine to form Methods, which are used to achieve Goals. Selection Rules determine the proper Method, when more than one could be used. Why Quantitatively, GOMS gives good predictions of performance time and learning. Qualitatively, a GOMS model is a description of the knowledge needed to perform a given task, essentially describing the Used By: content needed for task-oriented documentation. Resources: Jef Raskin describes GOMS in Chapter 4 of his book The Humane Interface. Usability & User Experience Design
  • 58. SM Concept Video Concept Video What A method for exploring design possibilities by making short films about how people might use a technology in the future. Concept videos often focus on the context and benefits of use, rather than on specific interaction details. Why Some prototyping methods concentrate on the granular details of a design — what Used By: functions and controls to include, and how to lay them out. Because concept videos tell stories and avoid minutiae, they are better suited to explaining a new vision. Usability & User Experience Design
  • 59. SM Participatory Design Participatory Design What An approach to design that actively involves stakeholders in the design process. Exercises help the group to explore the problem space, current and ideal experiences, and ways of achieving the ideal. Why Participatory Design sessions enable people with different expertise and skills to contribute equally. Can be an efficient way to get a wide range of input. May enhance user buy-in by making them feel more included, and giving them a greater sense of ownership. Used By: Resources Liz Sanders is a seminal figure in participatory design and generative research. http://www.maketools.com/ http://www.flickr.com/photos/brycej/ Usability & User Experience Design
  • 60. SM Scenario Planning Scenario Planning What A story-telling method for learning about and planning for the future. Allows teams to explore a range of circumstances that could impact future decisions, and encourages exploration of unexpected possibilities. Why Many planning techniques focus on current data and fail to address the unpredictability of future events. Divergent stories help to increase our understanding of our operating environment, and expose our basic assumptions about how the world Used By: works. Resources Global Business Network is the leading scenario planning consultancy. http://www.gbn.com/consulting/artic le_details.php?id=24 http://www.flickr.com/photos/crystalcampbell/ Usability & User Experience Design
  • 61. SM Six Thinking Hats Six Thinking Hats What A tactic that helps you look at decisions from a number of different perspectives. The white hat focuses on data; the red on emotion; the black on caution; the yellow on optimism; the green on creativity; and the blue on process. Why Can enable better decisions by encouraging individuals or teams to abandon old habits and think in new or unfamiliar ways. Can provide insight into the full complexity of a decision, and highlight issues or opportunities which might otherwise go unnoticed. Resources Lateral thinking pioneer Edward de Bono created the Six Thinking Hats method. http://www.edwdebono.com/ Used By: An explination from Mind Tools. http://www.mindtools.com/pages/articl e/newTED_07.htm http://www.flickr.com/photos/daijihirata/ Usability & User Experience Design
  • 62. SM Heuristic Evaluation Heuristic Evaluation What A form of usability inspection where specialists assess how well an interface complies with recognized usability principles (heuristics). Usually two or three experts review a system, noting and ranking problems. Why Provides quick, inexpensive usability feedback. Can be a good method early in a development process, as it concentrates on the basics, ensuring that an interface is fundamentally sound before more in-depth testing with real users. Resources Rolf Molich and Jakob Nielsen created heuristic evaluation in 1990 as part of Used By: an effort to lower the costs of usability evaluation. Jakob has quite a few articles on it; this one is a good start. http://www.useit.com/papers/heurist ic/heuristic_evaluation.html Usability & User Experience Design
  • 63. SM Tangible Futures Tangible Futures What Artifacts created to represent the state of affairs at a future point in time. Examples might include press releases, movie posters, newspaper articles, or product package designs. Why Artifacts can be more effective in communicating future trends than text-heavy reports. Their concrete nature may provoke people to think about what they really believe, and about how technology interacts with social, economic, and cultural factors. Resources Victor Lombardi published a series of blog posts about this approach starting in 2006, and continues to Used By: write about concept design and tangible futures today. The image Victor’s website: http://noisebetweenstations.com/per sonal/weblogs/?cat=131 Usability & User Experience Design
  • 64. SM Five Whys Five Whys What A technique used to probe the root causes of a problem. Popularized by Toyota in the 1970s, this strategy involves looking at any problem and asking: "Why?" and "What caused this problem?" The answer to the first "why" prompts another "why" and then another, and so on. Why x 5 It's not uncommon for a project to focus on the symptoms of a problem, rather than exposing the underlying causes. By asking why, and why, and why again, we gain insight that allows us to address real problems in a way that will make a real difference. Used By: Resources Formalized by Toyota in the 1970s, Five Whys was popularized by Six Sigma. http://en.wikipedia.org/wiki/5_Whys http://software.isixsigma.com/library/ content/c020610a.asp Usability & User Experience Design
  • 65. SM Task Analysis Task Analysis What A study of the actions and cognitive processes required in order for a person to complete a given task. Task Analysis is helpful when trying to understand a system and its information flows. Why Provides deep insight into the steps needed to complete a task. Task Analysis also helps in understanding the mental model formed by people performing the task. Resources Task analysis is a large component of creating Indi Young style Mental Models http://www.rosenfeldmedia.com/boo Used By: ks/mental-models/ Todd Warfel of Messagefirst also has a Task Analysis Grid. http://www.messagefirst.com/ http://toddwarfel.com/archives/the- task-analysis-grid/ Usability & User Experience Design

Notas del editor

  1. Pattern Name : Card Sort Classification: Information ArchitectureIntent: Often used to guide navigation design, card sorting analysis shows how often participants grouped specific cards together. Discussing why the cards are placed in a particular pile yields deeper insight into user expectations for content.Also Known As:Other names for the pattern.Motivation (Forces): A new section of functionality is being turned on in an application. How are these functions going to be grouped together? What are they going to be called?Applicability: A Taxonomy is needed for a given problem set. The designers working on the problem are not domain experts. Performing a Card Sort will create a Taxonomy. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: SMEs, Users, Information ArchitectsCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: The card sorting exercise will not take into account that you might have different classes of users. For example an experienced person with a given business process might sort the cards one way, while a new user to the given process might sort the cards another way. This technique will start to close the gap on open options, but it might also identify that you have several classes of users. It will not identify those classes of users.Implementation:To perform a card sort:1. A person representative of the audience is given a set of index cards with terms already written on them. 2. This person puts the terms into logical groupings, and finds a category name for each grouping. 3. This process is repeated across a population of test subjects. 4. The results are later analyzed to reveal patterns. In an open card sort, participants create their own names for the categories.This helps reveal not only how they mentally classify the cards, but also what terms they use for the categories.Open sorting is generative; it is typically used to discover patterns in how participants classify, which in turn helps generate ideas for organizing information.In a closed card sort, participants are provided with a predetermined set of category names. They then assign the index cards to these fixed categories.This helps reveal the degree to which the participants agree on which cards belong under each category.Closed sorting is evaluative; it is typically used to judge whether a given set of category names provides an effective way to organize a given collection of content.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses: SAP Portal NavigationRelated Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  2. Pattern Name : Design the BoxClassification: Project Team ManagementIntent: Forces conversation about what really matters about the project. Constrains conversation to a specific format to boost productivity of discussion. Creates a common, tangible touchstone that communicates shared product vision to many different viewpoints.Also Known As: MerchandisingMotivation (Forces): A team is looking at delivering a set of features. There isn’t a common understanding as to what is important. You can Design the box to get the team on the same page as well as focus the group on what the priorities are. Applicability: Focus is needed early on in a project. This is especially true if the project is going to be long and expensive. Do this early to focus the team. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Stake Holders and Key Project Team Members early in the project.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: You might oversell the Stake Holders. The other trap is that designer and project team mebers are now forced to sell the project. This is not their core strength. By creating a product you are going backwards from delivering a service. Services are customized products. This technique should only be used if your application is product focused.Implementation:Project teams create a box for the project as if it is going to be sold at retail. Typical box elements include product name, tagline, key benefits, and features. Can also include visual tone and initial preferences for design direction. May create actually physical boxes, or just digital renderings. The “Box” might also be a poster or other sales material.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses: Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  3. Pattern Name : Digital EthnographyClassification: User Experience Management: ClassificationIntent:Understand users hopes, needs, priorities and desires when designing for people who use virtual spaces like World of Warcraft, Xbox Live games, or Second Life, or participate in communities with strong activity on forums, photo and video sharing sites.Also Known As:Other names for the pattern.Motivation (Forces): You need to identify usage patterns, environmental variables, and the vocabulary used by a group of potential users. You know you do not want to use a one size fits all approach.Applicability: An application is being put together for a group of people who currently use your online website to pay their bills. This application will allow individuals who use it quicker access to their information. However you want to only give this application to a certain type of user. One who is technologically savvy and who cares about his interactions with the company.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Potential Users, EthnographerCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:In-game or online observation of user activities and conversation. May also include interviews with participants. Documents activities, context, environment, use of specific vocabulary, and other characteristics of digital experiences.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  4. Pattern Name : Kano AnalysisClassification: Business Requirements ManagementIntent: Allows quantitative analysis of feature priority to guide development efforts and specifications. Ensures that organization understands what is valued by users. Less effective for new product categories.Also Known As: Kano ModelMotivation (Forces): You have a need to categorize features by basic must-haves, which features create user satisfaction, and which features delight. Applicability: You have a list of business requirements, however you know that in the current phase of the project, you will not be able to get everything done. You are going to use a Cycle methodology, and you need to know which features the users will want as basic must have’s, which features will excite them, and which are low impact features. In any given release, you will want to include at least one delightful / exciting features. Additionally on your first release you will probably want to include as many basic / must have features. Use Kano Analysis to identify which features are which.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Potential Users, SurveyorCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This tool tells you about user perceptions. Remember this limitation, you might want to measure something else. Implementation: Survey method that determines how people value features and attributes in a known product domain. Shows what features are basic must-haves, which features create user satisfaction, and which features delight.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  5. Pattern Name : PersonasClassification: User Experience Management: ClassificationIntent: Creates empathy for the specific user and avoids self-referential design. Focus on accomplishing specific goals allows the product to satisfy many people with that goal, whether or not they match a specific market segment.Also Known As:Other names for the pattern.Motivation (Forces): You know your users are grouped into several types or kinds. You know that each group will require a different set of use cases. Develop a couple persona’s which describe these basic buckets of users. Applicability: You may use this pattern when you already know the different buckets your users are already divided into. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Project Team, Potential UsersCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: You need to have a large user base to justify the cost of segmenting your user population into separate use cases based on their persona. Implementation: A composite character created to personify a specific segment of users. Includes a name, picture, user quotes and other info with a focus on goals, motivation, and behavior. Based on user research, personas are often paired with representative scenarios.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  6. Pattern Name : Rapid FacilitationClassification: Project Team ManagementIntent: Many projects sunk by lack of unity, unclear objectives, business unit infighting, and people trying to solve different problems with the same initiatives. Rapid facilitation mitigates these risks.Also Known As:Other names for the pattern.Motivation (Forces): A new system will be implemented. Each of the different groups using the new system have a different approach to the business process being automated. In addition many of the people doing the design and development work on the application are from one side of the house which has their own way of doing the processes to be addressed by this endeavor. Applicability: You want to use the approach when differing classes of stakeholders have competing and differing ways of framing the problem set at hand. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Project Team, Users, Stakeholders, Project ManagementCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This approach is only useful if the outcomes derived from the facilitation are agreed to be adopted and followed. It will not solve the problem of a lack of unity if there is no desire to do this.Implementation: Workshop approach that focuses on framing the right problems at the start of a project. Relies on user, business, and market discovery to prepare for intensive sessions with decision makers. Creates touchstones to bridge competing viewpoints and create shared vision. Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  7. Pattern Name : Alignment ModelClassification: Information Architecture, Business Requirements ManagementIntent: Provides gap analysis, shows product opportunities, and helps develop task-based information architecture. Serves as a roadmap, and anchors conversations about future features and content in actual user needs instead of individual stakeholder agendas.Also Known As:Other names for the pattern.Motivation (Forces): A system is being developed with a lot of features. Each of these features are aligned to certain user behaviors. My corralling these features into buckets centered on user behavior you can have a single developer or team focus on that limited user experience as opposed to having that group spread all across the application. You can also use this model to begin the process of limiting features or triaging them into separate releases.Applicability: Use this pattern when you have large complex applications that need to be developed that contain a complex feature set.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Designer, EngineerCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This pattern might find you looping back and further refining the design requirements in the business requirements documentation phases. Additionally, as you start aligning requirements and activities to each other, you might find missing requirements.Implementation: Diagram that breaks down user activities into discrete tasks, arranges these activities in columns, and then uses the same columns to align the product features, functions, and content that support these activities. May also align business objectives.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  8. Pattern Name :FacetsClassification: Information ArchitectureIntent: Facets allow more flexible classification and navigation rather than only finding a specific content item through a fixed path (as in a taxonomy) users can browse by the facets that matter the most to them. Facets are often used to refine search queries as well.Also Known As:Other names for the pattern.Motivation (Forces): You are developing an application focused on several complex objects with require the user to drill down quickly and find the one they need. Facets are a way to describe attributes of an object in a way that is distinguishing to users.Applicability: Shopping carts, Inventory systems, any system with a large object count. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Users, SMEs, Design Team.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation: Classification approach that assigns values for a set of mutually exclusive categories (or facets) to a specific content item in a group of similar objects. For used car listings, such facets would include price, color, make, model, year, mileage, and location.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  9. Pattern Name : Page Description DiagramClassification: Project Team Management, User Experience ManagementIntent: Documents the elements of each page without specifying layout. May be used instead of wireframes, or preceding wireframes. Allows greater collaboration between team members responsible for visual design and functional specification.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  10. Pattern Name : Process FlowClassification: Business Requirements ManagementIntent: Documents how a person can use the system to accomplish different tasks. Ensures that error conditions and alternate paths are considered.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  11. Pattern Name :Site MapClassification: Information ArchitectureIntent: Document site structure to ensure that all content is accounted for. Guides navigation design, site index, and content migration. Good for hierarchical organization, less effective visualizing very large sites, facets or tags.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  12. Pattern Name : SwimlanesClassification: Business Requirements ManagementIntent: Ensures alignment and integration of task flow with business process and technical requirements. Allows understanding of all components of a specific process in one document, while allowing clearer separation, responsibility, and delegation.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  13. Pattern Name : TaggingClassification: Information Architecture, User Experience ManagementIntent: Metadata for the masses. Allows users to add any term without complying with a controlled vocabulary. Facilitates pivoting & discovery of similar content with the same tag, or related tags applied to the same content. Complements other classification approaches.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  14. Pattern Name : WireframeClassification: User Experience Management, Technical Requirements Management, Project Team ManagementIntent: Communicate the specifications for individual pages or templates. Also used as prototype for usability testing. Prevents premature conversations about surface issues like color, instead focuses discussion on correct and complete content and functionality.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  15. Pattern Name : Web AnalyticsClassification: Continuous ImprovementIntent: Allows real time view of user behavior on websites. Particularly strong for measuring user intent through search terms, trouble spots where users leave, and conversion goals for marketing and sales.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  16. Pattern Name : Usability TestingClassification: Continuous ImprovementIntent: Understand what works and what doesn’t. Often included in iterative development with each cycle so that the product continually improves. Excels at finding specific interface problems, including layout, labeling, and interaction.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  17. Pattern Name : TaxonomyClassification: Information ArchitectureIntent: Can structure a set of content such as a website by assigning individual taxonomy terms to specific content or pages or vice versa. Works in conjunction with other classification and findability systems like facets, tagging, and search. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  18. Pattern Name : EthnographyClassification: User Experience Management: ClassificationIntent: Provides rich insights into behavior, experience, and expectations within a system and can reveal unmet needs and opportunities for teams to differentiate their products and services.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  19. Pattern Name : WireflowClassification: Information Architecture, Business Requirements ManagementIntent: Provides comprehensive canonical picture of system interaction in one document. Can see key interactions and relationships at a glance. Caution: very labor-intensive to maintain as the system changes through iterations.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  20. Pattern Name : BackcastingClassification: Project Team ManagementIntent: Teams are better at picturing the future by working backwards from an ideal instead of forwards from the current state of things. Backcasting provides a boost for innovation and planning efforts compared to starting from the status quo.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  21. Pattern Name : User ScenarioClassification: User Experience Management, Business Requirements ManagementIntent: Brings users to life while keeping focus on tasks and behavior. Scenarios can link together to tell the entire story of a product or service. Easy to explore and iterate, scenarios complement personas, and can lead to more detailed use cases.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  22. Pattern Name : Experience MapClassification: Business Requirements Management, Continuous ImprovementIntent: A holistic view of experience through time with specific touch points promotes better coordination of cross-channel design and reveals opportunities for new or improved interactions.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  23. Pattern Name : Paper PrototypeClassification: Business Requirements Management, Project Team ManagementIntent: Explore many alternative solutions with low costs and little risk. Low fidelity format encourages experimentation, honest critique, rapid iteration. Keeps teams from getting too attached to one solution. Used in early usability testing.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  24. Pattern Name : Ecosystem VisualizationClassification: Continuous ImprovementIntent: Overall ecosystem view illustrates niches, threats, opportunities, and necessary connections. New offerings need to integrate, replicate, or route around ecosystem elements to gain user adoption and market share.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  25. Pattern Name : Search AnalyticsClassification: Continuous ImprovementIntent: Search queries help reveal user intentions on the website, show content that is missing or hard to find, and help teams optimize the information architecture and design of the site to improve findability and provide a better experience.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  26. Pattern Name : Conversation SketchingClassification: Business Requirements ManagementIntent: Provides a framework for participants to articulate their ideas. Explores underlying motivations that drive feature suggestions. Looking at root causes offers more opportunities for real solutions than simply adopting requested features.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  27. Pattern Name : Free ListingClassification: Information ArchitectureIntent: Alternative to card sorting, shows what terms have strongest associations within the category for participants. Debriefing with participants afterwards can reveal patterns, preferences, and expectations related to content categories.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  28. Pattern Name : Design PatternClassification: Technical Requirements Management, Project Team ManagementIntent: Avoids re-inventing the wheel. Improves re-use and consistency of solutions while capturing knowledge and best practice from multiple teams in a structured, modular format that makes it easy to reference and find for future projects.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  29. Pattern Name : Service DesignClassification: Project Team ManagementIntent: Applies many of the tools from product design to creating human-centered services. Lower barrier to entry for innovation for services compared to mature product categories. Uncovers new markets for business and new value for users.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  30. Pattern Name : Usability Capture SoftwareClassification: Continuous ImprovementIntent: Turns an ordinary PC and webcam into a usability lab. Provides lower cost options for bolstering the impact of study findings by showing video of users struggling with specific issues. Remote capability allows for usability testing from across the street or across the continent.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.http://www.techsmith.com/morae.asp
  31. Pattern Name : SketchboardClassification: Business Requirements Management, Technical Requirements ManagementIntent: Design the big picture of a site or application without getting bogged down in incremental detail like wireframes can. Collaborative low-fi format keeps project criteria at hand to build common ground. Large paper background offers "roll up and go" portability to take the work to others on the team.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  32. Pattern Name : Controlled VocabularyClassification: User Experience Management, Project Team Management, Information ArchitectureIntent: Guides uniform use of descriptive vocabulary in an organization to facilitate findability and make metadata more consistent. Works in tandem with other classification tools like tags and facets.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns: Tags, Facets
  33. Pattern Name : A/B TestingClassification: Continuous ImprovementIntent: Can be valuable in refining elements on a web page. Altering the size, placement, or color of a single element, or the wording of a single phrase can have dramatic effects. A / B Testing measures the results of these changes. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  34. Pattern Name : Affinity DiagramClassification: Information ArchitectureIntent: Participants can experiment with different arrangements to see which makes the most sense. Affinity Diagramming helps to expose crucial relationships and patterns in data that may not be initially apparent.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  35. Pattern Name : Collaborative InspectionClassification: Business Requirements Management, Technical Requirements Management, Project Team ManagementIntent: Because many points of view are represented, collaborative inspections can be more thorough and efficient than expert reviews. Collaborative sessions also allow for discussions between stakeholders that might reveal deeper insights. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Stakeholders, designers, developers, domain experts, and end users Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  36. Pattern Name : Concept ModelClassification: Business Requirements ManagementIntent: Can help to explain how a series of complex, interrelated ideas correspond to one another. Builds an understanding of a body of knowledge, and helps to uncover misunderstandings. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  37. Pattern Name : Diary StudyClassification: Business Requirements Management, Continuous ImprovementIntent: Can help to unearth motivations and processes that participants would be unable to articulate in more conventional interviews. Gives participants the opportunity to reflect on what they do over time, and why they do it & something many don’t do on a regular basis.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: End Users.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  38. Pattern Name : Five Sketches™Classification: Business Requirements Management, Technical Requirements ManagementIntent: This is a simple method for engaging developers and other 'non-designers' in discussion. It's a fast way to explore multiple solutions, facilitate discussion, and build consensus.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation: Given a specific problem statement, each participant separately sketches five solutions, then shares, combines and adds to those sketches several times before any analysis begins. After identifying many solutions together, each participant sketches what they think is a good solution. Those sketches are critiqued—the team considers developer concerns, usability standards, and market requirements—and then resketched to help select a single way forward.Since each participants brings many ideas, and since the team also iterates and combines the ideas, there’s no “ownership” of ideas. This diffuses the tendency for each person to defend “their” idea, and makes it easier to respond to design critiques. Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  39. Pattern Name : GOMSClassification: Continuous ImprovementIntent: Quantitatively, GOMS gives good predictions of performance time and learning. Qualitatively, a GOMS model is a description of the knowledge needed to perform a given task, essentially describing the content needed for task-oriented documentation.Also Known As: CMN-GOMS Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: These methodologies do not address unpredictability on your users. The techniques are very explicit about basic movement operations, but are generally less rigid with basic cognitive actions. It is a fact that slips cannot be prevented, but none of the GOMS models allow for any type of error. Further, all of the techniques work under the assumption that a user will know what to do at any given point - so they apply only to expert users, not novices.Functionality of the system is not considered, only the usability. If functionality were considered, the evaluation could make recommendations as to which functions should be performed by the system (i.e. mouse snap). User personalities, habits or physical restrictions (for example disabilities) are not accounted for in any of the GOMS models. All users are assumed to be exactly the same. Recently some extensions of GOMS were developed, that allow to formulate GOMS models describing the interaction behavior of disabled usersImplementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  40. Pattern Name : Concept VideoClassification: Project Team Management, User Experience ManagementIntent: Some prototyping methods concentrate on the granular details of a design — what functions and controls to include, and how to lay them out. Because concept videos tell stories and avoid minutiae, they are better suited to explaining a new vision.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  41. Pattern Name : Participatory DesignClassification: Business Requirements ManagementIntent: Participatory Design sessions enable people with different expertise and skills to contribute equally. Can be an efficient way to get a wide range of input. May enhance user buy-in by making them feel more included, and giving them a greater sense of ownership.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns: Collaborative Inspection
  42. Pattern Name : Scenario PlanningClassification: Continuous ImprovementIntent: Many planning techniques focus on current data and fail to address the unpredictability of future events. Divergent stories help to increase our understanding of our operating environment, and expose our basic assumptions about how the world works.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  43. Pattern Name : Six Thinking HatsClassification: Business Requirements ManagementIntent: Can enable better decisions by encouraging individuals or teams to abandon old habits and think in new or unfamiliar ways. Can provide insight into the full complexity of a decision, and highlight issues or opportunities which might otherwise go unnoticed.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  44. Pattern Name : Heuristic EvaluationClassification: Continuous ImprovementIntent: Provides quick, inexpensive usability feedback. Can be a good method early in a development process, as it concentrates on the basics, ensuring that an interface is fundamentally sound before more in-depth testing with real users.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  45. Pattern Name : Tangible FuturesClassification: Continuous ImprovementIntent: Artifacts can be more effective in communicating future trends than text-heavy reports. Their concrete nature may provoke people to think about what they really believe, and about how technology interacts with social, economic, and cultural factors.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  46. Pattern Name : Five WhysClassification: Continuous ImprovementIntent: It's not uncommon for a project to focus on the symptoms of a problem, rather than exposing the underlying causes. By asking why, and why, and why again, we gain insight that allows us to address real problems in a way that will make a real difference.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
  47. Pattern Name : Task AnalysisClassification: Business Requirements ManagementIntent: Provides deep insight into the steps needed to complete a task. Task Analysis also helps in understanding the mental model formed by people performing the task.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability: Task Analysis is helpful when trying to understand a system and its information flows.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.