27. Experts
Happy to explore your product or service and to
push the limits of what it can do.
!
Willing adopters
Tempted to use something more sophisticated, but
they're not comfortable playing with something
entirely new.
!
Mainstreamers
Don't use technology for its own sake; they use it
to get a job done.
29. Who are your users?
What are they trying to achieve?
Make making decisions easier.
30. “But this makes sense to me, if the user doesn’t get it they are stupid.”
- Team member
“We don’t need to test the system - I am the user.”
- Executive member
31. Sometimes you have to get creative to
get your team to buy into your process
Source: http://www.flickr.com/photos/21202433@N08/8524623559/
35. User Experience (UX)
User Experience (UX) involves a person's behaviors, attitudes, and
emotions about using a particular product, system or service. User
Experience includes the practical, experiential, affective, meaningful
and valuable aspects of human–computer interaction and product
ownership.
Source: http://en.wikipedia.org/wiki/User_experience
36. User Experience Design (UXD)
User experience design (UXD or UED) is the process of enhancing
customer satisfaction and loyalty by improving the usability, ease of
use, and pleasure provided in the interaction between the customer
and the product.
Source: http://en.wikipedia.org/wiki/User_experience_design
42. Make special moments
Disney and his team had a sharp focus on creating a unique
experience that guests could not get anywhere else. This focus on
making as many special moments as possible resulted in happy
(and repeat) customers. Human beings retain bad memories more
than good, so providing happy moments results in people revisiting
in a desire to relive or recapture those special moments.
Source: http://uxmag.com/articles/walt-disney-the-worlds-first-ux-designer
43.
44.
45.
46.
47.
48. How do you cater for pleasurability in estimations?
49. How do you cater for pleasurability in estimations?
SCRUM
51. There is a tension and imbalance
between ux and agile methodologies.
Features are rarely iterated on to improve.
User review contain no users.
52. Design is iterative by nature.
Design creates many solutions to truly solve the problem.
Estimation undermine design.
53. Understand they are different processes.
Staying ahead of the curve is a challenge.
Big picture design thinking competes with delivering small business
impact value.
58. We need to figure out how we can make it work.
SCRUM. AGILE. UX.
59. Product discovery: a better way
If we want to design better, more useful products, we need to stop
designing solutions too early and start instead with product discovery:
a process that helps us understand the problem properly so we don’t
just design things better, but design better things.
Usable yet Useless: Why Every Business Needs Product Discovery,
by Rian van der Merwe
Source: http://alistapart.com/article/usable-yet-useless-why-every-business-needs-product-discovery
82. Enables consistency.
Create a vocabulary and visual
language the team understands.
Prevents the perception of interns running
around behind the scenes.
90. “A designer knows he has achieved perfection
not when there is nothing left to add, but when
there is nothing left to take away.”
- Antoine de Saint-Exupery
91. “Simpler than a bike, until you try to ride it”
- Simple and Usable by Giles Colborne
Not that kind of simple
92. New features add complexity.
Challenge: each new feature - remove another.
If-syndrome.
93. “Experts often want features that would horrify mainstreamers”
- Simple and Usable by Giles Colborne