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UX Camp: Pittsburgh, 2017

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Takeaways from UX Camp Pittburgh

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UX Camp: Pittsburgh, 2017

  1. 1. © Leidos. All rights reserved. Takeaways from UX Camp WHAT CAN WE DO? Wes, Sam, & Tim 1
  2. 2. © Leidos. All rights reserved. 2 The agile manifesto proposes that a “team reflects on how to become more effective”. Agile retrospectives can be used to inspect and adapt the way of working. Goals: We can create a retro survey and send it to PdM, UX, Dev, and D&T. Users can anonymously populate and submit the following data, which can be shared in the retrospective: •  What worked out well? •  What were the roadblocks or stumbling points? •  What were pain points or wasted was time/effort? •  How could the process be improved? •  What suggestions do you have? Do Retrospectives Circle Up
  3. 3. © Leidos. All rights reserved. 3 Devs, PdMs, PMs, SMEs, and UXers should collaborate on requirements and user stories before mock-ups. If this isn’t possible, those available should collaborate, and present to the others. Goals: •  Get answers/more complete answers •  Wouldn't do duplicate mock-ups (Balsamiq and Axure) •  Employ better working strategies at the beginning •  Would be aware and eliminate ‘rush jobs’ •  Create informed mock-ups •  Have more sound solutions Co-Write User Stories Who’s Doing What?
  4. 4. © Leidos. All rights reserved. 4 UX, Dev, and PdM need to be in sync. Example: •  “Why are we creating these high fidelity mockups and showing them to the client? When we can’t build them, it’s automatically a loss.” -Dev •  “We already have the mockup that you made, so why is UX copying the mockup?” –UX •  “We just need the mockup (or pretty charts) to get the client to sign.” -PdM Goals: After collaborating on user stories, UX functions one sprint ahead of Dev. UX explores and tests low-fidelity prototypes against user stories and users, giving Dev what they need. Work Sprint(s) Ahead of Dev Working Together With a Coordination, a Plan, and Transparency
  5. 5. © Leidos. All rights reserved. 5 We need users, and if we don’t have users, we need SMEs. The client or the PdM is not the user. By not incorporating users into the process at every point of the software lifecycle, we’re offloading bloated, horrible, or questionable experience onto the end user. Goals: •  UX has to have access to users in the research, design, development, and improvement stages of the software lifecycle •  UX needs product requirements. •  User research, data, and testing should drive interface decisions, feature mapping, and software success rates. •  We need talk to each other, collaborate, prioritize, and figure out from the user’s perspective what users need. Get Both Requirements (and Users) Four Door Experiment
  6. 6. © Leidos. All rights reserved. 6 What’s This Pointing To? Lean UX!
  7. 7. © Leidos. All rights reserved. 7 Lean UX Benefits: 1.  Removes waste from UX design process §  Move away from high-fidelity/heavily documented handoffs §  Create only the design artifacts we need to move the team’s learning forward 2.  Harmonizes designers, developers, product managers, quality assurance engineers, and marketers 1.  Cross-functional collaboration that brings non-designers into the design process 3.  Adopts a model based on experimentation 1.  Use rapid experimentation and testing to learn if ideas meet goals Lean UX Dependencies: 1.  Design Thinking takes a solution focused approach to problem solving, working collaboratively to iterate an endless, shifting path toward perfection. It works toward product goals via specific ideation, prototyping, implementation, and learning steps to bring the appropriate solution to light. 2.  Agile Development refocuses software development on value. It seeks to deliver working software to customers quickly and to adjust regularly to new learning along the way. About Lean UX Teams
  8. 8. © Leidos. All rights reserved. 8 Sprints in the Lean UX Process: 1.  Declare Assumptions based on requirements, and collaborative sketching, a hypotheses is used to create a working user stories like: As a <user role> I can <activity> so that <business value> 2.  Create An MVP primarily to learn something, figure out what the market wants, or create a small version of a product or a feature to start delivering value to the market as quickly as possible. 3.  Run An Experiment with actual users through usability testing, surveys, A/B testing, interactive wireframes, or prototypes 4.  Feedback And Research is used to build a regular cadence of customer involvement, which minimizes the time between hypothesis creation, experiment design, and user feedback… allowing validation of hypotheses quickly. User stories can be refined. How to Become a Lean UX Team
  9. 9. Questions? THE END

Takeaways from UX Camp Pittburgh

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