Peter Grierson (@UsabilityNinja) presented to the Melbourne Scrum and Agile Group at Seek HQ on 23 May 2012. Organised by Ed Wong (@littlehelper) as part of the Melbourne Agile and Scrum group: http://www.meetup.com/scrum-12/events/57046592/
Thanks to Simon and Amelia from Seek for their support with the venue and with catering. http://seek.com.au
3. Good to meet you!
User experience and usability consultant
Information architect
REA Group
Telco, Banking, Internet, Agency
“In beginner's mind we have many possibilities,
but in expert mind there is not much possibility...”
Shunryu Suzuki
4. Way back when…
Usability ensures websites or products
Are easy to use
Provides satisfactory outcomes
Are easy to navigate
Think
of
Gary
Larsen’s
cartoon
‘Inconvenience
stores’
-‐
all
the
right
components
of
a
store
are
there
but
in
an
unusable
arrangement.…
Yes! We know!
5. “Why can't designers and developers make
things for us and not themselves?”
Usability test participant
6. Anti UX
Design for the problem or opportunities at hand
7. We still build bad products
Excuses:
It’s the users fault
They’ll ‘get it eventually’
We didn’t have time
UX is too expensive
Next release
8. User
Experience
• User
Experience
– Defn:
the
quality
of
experience
a
person
has
when
interac8ng
with
a
specific
design.
(Source:
UXnet)
9. Defining
User
Experience
• User
Experience
– Defn:
the
quality
of
experience
a
person
has
when
interac8ng
with
a
specific
design.
(Source:
UXnet)
“quality of experience”
This could be measured in terms of:
Satisfaction
Delight
Positive brand experience
Product preference
Task completion rates
Efficiency
10. Defining
User
Experience
• User
Experience
– Defn:
the
quality
of
experience
a
person
has
when
interac8ng
with
a
specific
design.
(Source:
UXnet)
“a person”
Customer
Consumer
User
Audience
Participant
Disgruntled hospital visitor
11. Defining
User
Experience
• User
Experience
– Defn:
the
quality
of
experience
a
person
has
when
interac8ng
with
a
specific
design.
(Source:
UXnet)
“interacting with”
Using something.
Actively engaged with something or someone.
This precludes passively received media like cinema,
television, radio.
12. Defining
User
Experience
• User
Experience
– Defn:
the
quality
of
experience
a
person
has
when
interac8ng
with
a
specific
design.
(Source:
UXnet)
“design”
A designed thing.
Could vary from a single artifact (like a shower mixer)
to a complex multi-faceted experience
(like a museum)
13. Models of UX
Credit: http://www.jjg.net/elements/
14. Great UX is multifaceted
Diagram: Peter Morville,
semanticstudios.com
http://semanticstudios.com/publications/semantics/000029.php
21. AGILE and UX
Continuous research track User evaluation(s)
Kick off/inception
Estimation
Visual design direction
UI framework
‘Cycle 0’
Prototype
Visual design assets
22. Scaling it up…
User evaluation(s)
Continuous research track
Who are the users?
What are they trying to accomplish?
What frustrates them?
What will delight them?
Kick off/inception
What happened before they started? Estimation
What does the participant need to start? Visual design direction
What forms or worksheets do they use? UI framework
What happens after they’ve finished? ‘Cycle 0’
What happened before they started?
What does the participant need to start? Prototype
What forms or worksheets do they use? Visual design
What happens after they’ve finished?
What similar things has the participant done? User evaluation(s)
What organizational memory to they use?
How did the participant learn to use the tool?
Informative about behavior:
Usability testing
Field studies
Informative about opinion:
Focus groups Kick off/inception
Surveys Estimation
Visual design direction
Outputs: UI framework
Personas ‘Cycle 0’
Journey maps
Process maps
Prototype
Credit: http://www.agileproductdesign.com/blog/emerging_best_agile_ux_practice.html Visual design
23. User Experience Design Process
Agile
• Research
and
requirements
–
just
enough,
up
front
• Model
and
design:
» define
» test
Sprint/
Iteration
» review
• Collabora8ve
24. Inception Like the movie, a team of
high performers is
assembled…
Developer UX
Product owner
Digital designer
Scrum master
Brand/Marketing
26. Cycle ‘0’
Buys design time
Play architectural and technical stories
Establish IA
Stay one cycle ahead
Share sketches
Overall model and assets for stories
29. Prototype, sketching and visual
Prototype
design
Low fidelity – cheap and testable
High fidelity- detailed and still testable
Establish a visual design asset set
Cards contain testable criteria
32. Discovery tool - personas
A user experience design process starts
before a ‘design’ is created
Personas aggregate segments of data and
user research, into people
Personas typically contain:
Name
Background
Job
Motivations
Goals
They provide a common reference point
for designers and other project team
37. REA
UX is embedded in the team
Product manager/owner, developer, QA and UX collaborate
Design framework is established at inception and ‘cycle 0’
Big technical and architectural stories played ‘up front’
Lo-fi sketching
Visual design starts and iterates with the team
User evaluations weekly or per sprint
Design walls
UX activities included on the board
User research is also a separate track in the organisation
38.
39. Thank you
Photo credit: Peter Grierson Photo credit: Peter Grierson Photo credit: Peter Grierson
Text credit: Jared Spool uie.com Text credit: Jared Spool uie.com Text credit: Jared Spool uie.com
Twitter Reading Jeff Patton
agileproductdesign.com
#leanux
#uxaustralia Jason Furnell
#webstock jasonfurnell.wordpress.com
#ux
#uxmelbourne Ben Melbourne
asinthecity.com
www.agile-ux.com