If you ask an organization "Are you customer centric?" - of course they say "yes", but as you peel back the layers too many organizations have teams of people building software - and the user is nowhere in sight. This talk will go over a number of ways to include users in your product design process, from start to finish. It's time we truly live up to the term "User Experience".
30. “Beauty is wasted when our
products don’t address real user
needs in a usable manner”
http://www.smashingmagazine.com/2014/09/01/think-your-app-is-beautiful-not-without-user-experience-design/
54. There are still 100s of
companies that make
revenue off software in the
$100s of millions that don’t
have a user experience team.
55. “The problem from a user experience perspective is that
enterprise systems are generally procured and
implemented with the focus purely on solving problems
for the business with little attention paid to who the
users are and how they want to work.”
http://www.foolproof.co.uk/thinking/the-user-experience-of-enterprise-technology/
75. What UX isn’t
https://medium.com/@jamieskella/what-ux-isnt-dee0436a194d
76. Making informed and intelligent design decisions means the inclusion of
user research and usability testing.
Good design requires a deep understanding of your target
demographic, only attained through quality data, being a result of
unbiased research and testing.
Designing for yourself is an easy trap to fall into. Even when
wielding taste and best practice acknowledgement, doing so is a
sure fire way to get it wrong for your target demographic.
UX is the consideration of the many aspects of a user’s interactions
with a product or service. It’s concern for the relationship between
those interactions, which ultimately define a user’s perception of a
brand as a whole.
…acutely empathize with the audience they’re designing for.
… good UX is the result of understanding the customer, seizing
technological opportunity, and pursuing simplicity.
78. User experience cannot exist without users. Creating user interfaces involves
intricate and complex decisions. User research is a tool that can help you
achieve your goals.
Even the most well thought out designs are assumptions until they are
tested by real users. Different types of research can answer different types of
questions. Know the tools and apply them accordingly. Leaving the user out
is not an option.
UX - U = X
80. Investing in user research is just about the only way to consistently
generate a rich stream of data about customer needs and behaviors. As
a designer, I can’t live without it. And as data about customers flows
through your team, it informs product managers, engineers, and just
about everyone else. It forms the foundation of intuitive designs,
indispensable products, and successful companies. So what are you
waiting for? Go listen to your customers!
82. “…methodologies like Scrum — have no mechanism
for determining if they’re building the right feature and
whether that implementation is designed well and/or
worth improving.”
http://www.jeffgothelf.com/blog/agile-doesnt-have-a-brain/
164. Why did the associate damage his thumb?
Because his thumb got caught in the conveyor.
Why did his thumb get caught in the conveyor?
Because he was chasing his bag, which was on a
running conveyor.
Why did he chase his bag?
Because he placed his bag on the conveyor, but it
then turned-on by surprise
Why was his bag on the conveyor?
Because he used the conveyor as a table
So, the likely root cause of the associate’s
damaged thumb is that he simply needed a table,
there wasn’t one around, so he used a conveyor as
a table. To eliminate further safety incidences, we
need to provide tables at the appropriate stations
or provide portable, light tables for the
associates to use and also update and a greater
focus on safety training. Also, look into
preventative maintenance standard work.
http://www.shmula.com/jeff-bezos-5-why-exercise-root-cause-analysis-cause-and-effect-ishikawa-lean-thinking-six-sigma/987/
167. A contextual inquiry interview is usually
structured as an approximately two-hour,
one-on-one interaction in which the
researcher watches the user do their normal
activities and discusses what they see with
the user.
http://en.wikipedia.org/wiki/Contextual_inquiry
171. Primary Persona
David
Corporate Employee, 40 yrs old
Health Conscious
“I workout a couple times a week,
and want to make sure I’m as
healthy as I can be”
Number of doctor visits a year:
5
Years without major health issue:
8
About David:
Experience:
Health Motivators:
Goals:
Technology Adoption:
90% 55% 100%
Ideal State:
David’s Edge:
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175. User-centered design can be characterized as a
multi-stage problem solving process that not only
requires designers to analyze and foresee how
users are likely to use a product, but also to test
the validity of their assumptions with regard to
user behavior in real world tests with actual
users. Such testing is necessary as it is often very
difficult for the designers of a product to
understand intuitively what a first-time user of
their design experiences, and what each user's
learning curve may look like.
http://en.wikipedia.org/wiki/User-centered_design
187. “Participatory design aims to bring users into
the design process by facilitating conversations
through the creation and completion of a wide
range of activities.”
http://designmind.frogdesign.com/blog/bringing-users-into-your-process-through-participatory-design.html
193. The Wizard Of Oz Techniques For
Social Prototyping – You don’t need to
build everything at first. You can be the
man behind the curtain. Krieger says him
and Systrom tested an early version of a
feature which would notify you when
friends joined the service. Instead of
building it out, they manually sent
people notifications “like a human bot”
saying ‘your friend has joined.’ It turned
out not to be useful. “We wrote zero
lines of Python, so we had zero lines to
throw away.”
http://techcrunch.com/2012/11/30/instagram-co-founder-mike-kriegers-8-principles-for-building-products-people-want/
- Mike Krieger, Instagram’s founder
197. It was an MVP (Minimal Viable Product). I skipped a bunch of
features I figured I would implement later. First I wanted to see if
people would use it and how they would use it.
(...)
Implementing user accounts (in Rails) would take me 2 weekends of work;
registration, accounts, saving lists, removing lists, tracking, designing screens,
edge cases etc.
I didn’t want to spend the time if it turned out no one signed up so I ran an
experiment.
I dropped in a link on the top of the page that said “Sign up to save
multiple lists.” and tracked the number of clicks it got with
Mixpanel.
http://www.leemunroe.com/lean-product-development-validate-feature-ideas/
200. “In interviews, it can be difficult to get a sense of
behavior over time because you have to rely on the
participant’s memory of past activities or
circumstances, and artifacts can only do so much to
prompt that.”
http://www.uxbooth.com/articles/jumpstart-design-research-with-a-diary-study/
203. “46.9 percent of the time the responders said
their minds were wandering when the iPhone
rang to query their thoughts.”
http://blogs.discovermagazine.com/80beats/2010/11/11/iphone-users-report-that-daydreams-make-them-sad/
215. 1. Research with project teams, not for them
2. Research with users, as opposed to
http://inside.mygov.scot/2014/09/09/five-principles-user-research/
carrying out research on users
3. Usability testing should be (as) light, fast
and frequent (as possible)
4. Research practices and contexts, as well
as use
5. Research needs to be visible and shared
quickly
225. “If you’re not involving your users, you’re not a
User Experience Designer” #techfest
#designresearch via: @jeremyjohnson
Who needs users! I’m a design genius!
@jeremyjohnson doesn’t know what he’s
talking about #iknowbest #forgetusers
#techfest
226. Thanks!
Questions?
Jeremy Johnson
Director of User Experience @
@jeremyjohnson
214-228-2894
.com
@projekt202
jeremy.johnson@projekt202.com