2. WILL EVANS
JACKLYN BURGAN
Managing Director
Interaction Designer
TLC Labs
Turner Broadcasting
Design Thinker-in-Residence
Chief Awesomeologist
NYU Stern Graduate School of Management
Glitter Queen
@semanticwill
@playfulpixel
3. True Fact
The vast majority of projects fail
NOT because they couldn’t build
a great product using the latest
new technology.
They failed because they built
something no one wanted.
7. Why Are We Here?
• All too often, leaders, managers, teams, designers rely
on common approaches that may work well in one
context, and fail in another.
• Teams want to create better customer experiences (user
experiences), but aren’t sure what that really means.
• Teams often find it difficult moving from insights to
action (based on this research, what should we do
now?).
8. Might as well give you the take-aways…
• Context matters – effective teams are adept at
knowing which context (domain) they are in
• Different contexts (ontologies) require different
ways of knowing (epistemologies).
• Sense-Making as a collaborative meaningmaking activity for framing problems &
generating options.
• The Customer Experience is “owned” by
everyone, not just a single role.
8
9. If you can't describe what you are doing as a
process, you don't know what you're doing.
- W. Edwards Deming
14. Principles of UX
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Articulated context
Centered on customer’s needs, goals, desires
Clear hierarchy of information and tasks
Focus on simplicity; reduce visual complexity
Provide strong information scent
Use constraints appropriately
Make actions reversible
Provide meaningful feedback
Aesthetics matter
*
16. “Traditional” UX Practices
• Emphasize deliverables
• See the work as a solution that gets sold to
stakeholders
• See the (UX) designer as the hero in charge of
finding solutions to design challenges and
getting approval before development starts
17. Over the past 35 years, UX* (CX,
IxD/IA/UCD), much like Waterfall,
accumulated a lot of wasteful, timeconsuming, CYA practices that
delivered no discernable value to the
business or to customers.
*CX is a new term popularized by Forrester Research
19. “Waste is any human activity which
absorbs resources, but creates no value.”
- James P Womak and Daniel T. Jones, Lean Thinking
20.
21. Why Agile or Lean?
• Companies innovates in a context of uncertainty.
There’s insufficient evidence to confidently answer
questions like will people want this kind of
product? Will people buy it? What should it look
like? What features should it have?
• Because of the uncertainty, progress is measured
by what we learn through experiments. Product
success is found through repeated cycles of “buildmeasure-learn”
• Work is organized into the smallest possible batch
size and launched quickly -> Agile
22. (Lean UX) Process
• Figure out who it’s for?
• Interviews, personas, design target
• What can the user do that wasn’t possible
before?
• Activity map, concept drawings, storyboards
• What features does the user need for that?
• Stickys, sketches, whiteboarding
• Sketch it, (prototype it), then build it
• “Fake it, then make it”
23. Shared Goals
Agile development and Lean UX share a few goals:
• Shorten the time to market
• Working software over comprehensive
documentation
• Collaboration over negotiation
• Responding to change over following a plan
24. How Can We Improve Our Process?
• The design work we do is often limited to onthe-go type of decisions
• We struggle with approvals
• We don’t have an established process that
involves UXD, thus our scenario is not “going
from traditional UX to Lean”, but rather,
“establishing our approach to UXD”
25. Problem vs. Solution
“Focus on the problem. If you’re only excited about
the solution, you’ll lose interest when your solution
doesn’t fix the problem.”
- Adil Wali, CTO of ModCloth
Business, UXD, and Development should all focus
on the Customer, Problem, and Solution.
26. Integrating Design into Development Process
The “Traditional” Way
The Collaborative Way
(Waterfall + Waterfall or Waterfall + Agile)
(Lean UX + Agile Development)
1. Have a great idea
2. Wireframe
3. Designer creates a static
mockup
4. Static mockup & specs are
thrown to devs to
implement, QA to test
1. Have a great idea
2. Sketch together
3. Engage team (BA, UX, Dev,
QA) to build a prototype
4. Play, tweak, rinse, repeat
5. Once UX is nailed have a
visual designer polish to
perfection
27. “A Startup is a human institution
designed to deliver a product or service
under conditions of extreme uncertainty”
– Eric Ries
29. 7 Steps
Uncover your customers’ pain points through research
Hypotheses, NOT Requirements
Question your assumptions
Collaborate to generate ideas
Embrace experiments
Learning isn’t failure
Amplify what works
34. 4 Key Elements to Lean UX
We have this problem, lets jump in and brainstorm a solution
We have a new technology, what can we possibly use it for?
Our competitors just launched X; how quickly can we also do X?
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Empathy through research
Framing the problem
Generative Ideation
Prototyping & validation
72. More Tips
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Silence
Reflect back (What I think you said was…)
Remember to have empathy
Ask open questions
Ask for stories
No leading questions
Observations vs. Insights
77. Empathy Map Process
• Treat your table as a team
• Draw an empathy map
• Based on insights from your interviewing
exercise, project yourself into the mind of a
professional wanting more control over their
schedule, including more time with their family
78. Empathy Map Process
• What does she Think or Feel? (What matters?)
• What does she See? (environment, friends,
solutions in the market)
• What does she Say and Do? (appearance, activities,
behaviors)
• What does she Hear? (What do friends, boss,
colleagues say?)
• Pain (fears, frustrations, obstacles)
• Goals (wants, needs, desires)
79. Empathy Map Process
• Write at least 2 insights per section silently
• 5 Minutes
• Discuss with your team
• 5 Minutes
• Vote on top 2 per section
• Teams Present
89. Delve deeply into the context, lives, cultures, and rituals of a few
people rather than study a large number of people superficially.
This isn’t about booty calls, this is about relationships.
90. Holistically study people’s behaviors and experiences in daily life.
You won’t find this in a lab, focus group, or 5 minute interview on
the street.
91. Learn to ask probing, open questions, gathering as much data as
possible to inform your understanding.
92. Practice “active seeing,” and “active listening.” Record every
minutiae of daily existence, and encode on post-its.
93. Use digital tools for asynchronous data collection: Tumblr,
Facebook, Twitter, Instagram, and Flickr.
94. Use collaborative sense-making activities like cynefin and affinity
diagramming to understand and formulate a narrative of
experience.
95. Map the stories and insights back to the original customer
hypothesis and problem hypothesis.
Did it validate or invalidate your hypotheses?
96. Before Interviews
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Identify who you are interviewing
Articulate customer hypotheses
Craft a topic map for your interviews
Write down your prompts
97. 9 Keys to Customer Research
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8.
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One interview at a time
Always pair interview (if you can)
Introduce yourself
Record the conversation
Ask general, open-ended questions to get
people talking
As questions around the problem “Do you
ever experience a problem like X”
Then ask, “Tell me about the last time…”
Listen more than you talk
Separate behavior from narrative
98. Guidelines
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1. It’s about empathizing
2. Listen, even when people go off topic
3. Context is king – document it, and make
sure the context of research maps to the
problem being explored
4. Start from the assumption that everything
you know is wrong
99. You need to gather:
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1.
2.
3.
4.
Factual information
Behavior
Pain
Goals
You can document this on the persona board as
well as ….
Photos, video, audio, journals…. Document
everything
100. A simple 3-Point Interview
• Has [insert specific problem] been a problem
for you? (context)
• Tell me about the last time you dealt with this
problem? (story)
• What’s your ideal solution for this problem?
(solution)
101. Open Ended Questions Start With…
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Tell me about…
How so…
What are your thoughts on…
Could you elaborate on…
Give some examples of
Tell me about the last time you…
102. During the interview
12
DO
• Take notes
• Smile
• Ask open-ended questions
• Get their story
• Shut up and listen
DON’T
• Talk about your product
• Ask about future behavior
• Sell
• Ask leading questions
• Talk much
105. Lean Personas
12
• Personas are an archetype of your
actual, validated customers based on
research.
• Personas are not a sheet of paper, they
are a living document.
• (Just) making up personas is useless.
• BUT – creating persona hypotheses
gets the ball moving… to do research.
107. Your person requires….
12
1.
2.
3.
4.
Factual information
Behavior
Pain
Goals
You can document this on the persona board as
well as ….
Photos, video, audio, journals…. Document
everything
108.
109. 4 Key Elements to Lean UX
We have this problem, lets jump in and brainstorm a solution
We have a new technology, what can we possibly use it for?
Our competitors just launched X; how quickly can we also do X?
•
•
•
•
Empathy through research
Framing Problem Spaces
Generative Ideation
Prototyping & validation
110. How do we make sense of the world so that we can act in it?
FRAMING AND SENSE MAKING
113. Sophia
“I schedule my entire life around traffic patterns.” - Sophia
Sophia works in a large company as a UX Designer. She spends a lot of time with users—testing
features, determining what their needs are, looking at how they interact with technology, etc. She
then takes that insight back to the product managers to inform future product decisions.
She has been working for about 5 years in this role and just got promoted to manager.
Unfortunately, her personal life is starting to suffer because she spends extra time in the office
and then spends an hour every day sitting in traffic. When she gets home, she doesn’t have the
time or energy to put into her friendships.
122. From Sense-Making to Abduction
We have this problem, lets jump in and brainstorm a solution
We have a new technology, what can we possibly use it for?
Our competitors just launched X; how quickly can we also do X?
• Empathy through research
• Framing the problem
• Generative Ideation
• Prototyping & validation
134. Design Studio
Generate lots of design concepts (options*)
Present concepts as stories
Critique using Ritual Dissent
Integrate (steal) & Iterate
Check stories for coherence
Converge around testable solution hypotheses
*See Chris Matts Real Options Theory
150. Two to three ways it solves the
problem and one to two
opportunities for improvement.
151. Sophia
“I schedule my entire life around traffic patterns.” - Sophia
Sophia works in a large company as a UX Designer. She spends a lot of time with users—testing
features, determining what their needs are, looking at how they interact with technology, etc. She
then takes that insight back to the product managers to inform future product decisions.
She has been working for about 5 years in this role and just got promoted to manager.
Unfortunately, her personal life is starting to suffer because she spends extra time in the office
and then spends an hour every day sitting in traffic. When she gets home, she doesn’t have the
time or energy to put into her friendships.
172. Ritual Dissent
• The basic approach involves a spokesperson presenting a series
of ideas to a group of investors who listens to them in silence.
• You’re spokesperson will only have 5 minutes to present
• Team must imagine they are a group of investors hearing a
pitch from a startup.
• No questions can be asked of the spokesperson.
• Investor team must find all the things wrong with the concept,
why it solves no problem, and all the other solutions in the
marketplace that do things better.
173. Ritual Dissent
• The spokesperson turns to face the wall, so that
their back is to the investor team and listens in
silence while the group attacks the idea.
• The spokesperson cannot respond to questions
or defend the ideas.
• Investor team must be as harsh as possible.
• Spokesperson can only take notes on everything
he/she hears.
174. “The opposite of talking isn’t
listening. The opposite of
talking is waiting.”
- Fran Lebowitz
175. For all critique decide:
• Ignore (backburner)
• Remove (de-solve)
• Research Solution (best practice)
• Research Problem (innovate)
184. • Tips
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Timebox: 5 minutes sketch / 5 minutes per person
No more than 6 or 7 people per table (4 is best)
Don’t introduce too many business rules up front
Imagine no technology constraints
Make explicit all potential channels (not just mobile
or web)*
• Move people from team to team to prevent
premature convergence
• Don’t serve Turkey sandwiches
185. Potential Pitfalls
• Having a solution before Design Studio starts – “we
already have a solution – we just want buy-in”
• Not adequately scoping design studio to match the
problem – “we can only spend 2 hours on design
studio because of people’s schedules”
• Introducing blockers or business constraints too early
• The invisible hand of the absent stakeholder
Process & Pitfalls: http://bit.ly/vpeuJn
186. Articles to learn more on UXMag
Introduction to Design Studio
The Design of Design Studio
Design Studio in AgileUX: Process and Pitfalls
190. Why prototype?
• Explore
• Quickly create testable solution options
• Identifies problems before they’re coded
• Reflection-in-action*
• Experiment
• Early frequent feedback from customers
• Low opportunity cost
• Evolve understanding of customer behaviors
* Theory in Practice, Chris Argyris & Donald Schön
191. What Fidelity?
• Low fidelity
• Paper
• Medium fidelity
• Axure
• Omnigraffle
• Indigo Studio
• Clickable Wireframes
• High Fidelity
• Twitter Bootstrap
• jQueryUI
• Zurb Foundation
Beware of “endowment effect,”
also called the divestiture
aversion.
Once people invest time/effort
“sketching with code,” its very
difficult to throw the concept
away and explore new options.”
Identify what you want to learn,
pick the least effort to go through
Build > Measure > Learn
192. Maximize Optionality
From insights, you can create multiple problem & solution
hypotheses sets.
It's not about designing the one right solution and refining.
It's about testing many solutions to multiple problem
hypotheses.
It's about many small bets.
193. Some Ideas for Good Product Design
• Balanced team
Design + PM + Development = One team
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Externalize thought process
Flow: Think > Make > Check
Research to understand Problem Space
No proxies between customers and team
Collaborative Sense-making
Generative Ideation: It’s about optionality
Formulate many small tests & measure outcome
195. THANKS!
WILL EVANS
JACKLYN BURGAN
Director of Design & Research
Interaction Designer
TLC Labs
Turner Broadcasting
Design Thinker-in-Residence
Chief Awesomeologist
NYU Stern Graduate School of
Dancing Queen
Management
@semanticwill
@playfulpixel