3. OUR SERVICES
Define • Capture requirements
Discover what it needs to do • Identify stakeholders
• Gather requirements
• Analyze requirements
• Document requirements
• User research
Design • User interface design
Design how it needs to work and • Build information architecture
look like • Sketch wireframes
• Standardize design patterns
• Brief, coach and evaluate visual design and front-end engineering
• Prototyping
• User testing
• Functional analysis
Manage • Project management (PMI, Prince2)
Manage how it is built • In an Agile setting
• Agile coaching
• Product Ownership
• Agile project management
Discover more on http://www.ianua.be
5. GREAT PRODUCTS?
Visually
appealing
Findable, accessible and
usable
Reliable and credible
Functional, useful and valuable
BASED ON: Hierarchy of Needs - Abraham Maslow
Designing for Emotion - Aaron Walter
Facets of User Experience - Peter Morville
12. USER STORIES
(User) stories represent functionality that will be valued
by users.
* Kent Beck coined the
The 3 C’s: term user stories in Extreme
Programming Explained 1st
1. Card: Written description Edition, 1999
2. Conversations about the story
3. Confirmation: tests that convey and document details
17. (SINGLE) PRODUCT OWNER (MYTH)
• As a product owner, you are responsible for delivering
a product that is valuable, usable and feasible.
• Product team
– Product owner / manager
– UX expert
– Engineering: lead developer / architect
– Joined responsibility: building the product backlog together
• Facilitator, decision making authority
• Potential more rounds of mapping with subject matter
experts to richen the map
30. ATTENTION POINTS
• Non functional requirements
• Availability of resources
• Top-down or bottom-up
• Scalability
• Makespace (lots of it) !
– Analog or digital?