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UX Ligtning

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Wes Hunt

on 14 February 2014

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Transcript of UX Ligtning

What is User Experience?
UX Ligtning
& Lean Prototyping
save costs, build what your customers want, and make your devs happy
Not enough time
and money, why UX matters
The good stuff
Let's get Lean, UX at speed
What is User Experience?
It's just graphic design right?
"User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.
- Jakob Nielsen
UX includes many components

Visual Design
User Interface Design
Information Architecture (IA)
Interaction Design (IxD)
Visual Design
Same as graphic design and what many people confuse UX with.
The practice of designing the aesthetics of a product by the use of images, color, typography, and other sensory elements.
UX vs Visual Design
Visual design would dictate color based on artist knowledge and product owner's requirements.
Visual design is one step in the UX process.
UX takes Visual design output as a hypothesis and then verifies it against actual research.
Using Personas, User Research, A/B Testing, etc.
Google Blue extreme example
User Interface Design (Usability)
Enhancing ease of use by planning the visual relationships of layout, text, and color.
Differs from Visual Design in that the focus is on ease of use over the aesthetic.
Think about "unique" fonts vs readable fonts
Color contrast of foreground to background (fonts esp.)
Misuse of HTML5 placeholder attribute as a label.
Interaction Design (IxD)
The workflow of how an end-user uses your app to accomplish
Because of IxD's importance to applications, my focus with my developer hat.
Reducing process steps, visually guiding the user, adaptive learning, & gamification are all examples of IxD in practice.
Can users with various physical challenges use your product?
High contrast colors, compatibility with screen readers, video use, font size are a few considerations.
Legal requirement for some countries and for US government sites (Section 508).
Information Architecture (IA)
Organization and presentation of your content or data.
What does the graph relationship of your data look like?
Does your content groupings make sense to your personas?
Card sorting...
What can UX do for the product?
Not enough $$ and minutes, why bother?
UX is really about reducing resistance for your customers to accomplish their goals with your product.
For your product to succeed, you must map your users' needs to your business goals.

If you are not solving the correct problem for your user, you are wasting your team's time and your money.
Applying UX throughout the whole prod dev cycle will make your devs and product owners happier!
User validation and research is an integral part of UX, especially Lean UX
Vet project requirements before dev time is wasted on bad reqs.
Prototyping is faster (= cheaper) than development.
Discover unnecessary features early, uncover missed reqs, and expose general foolishness
your dev team hates you.
UX testing should be both internal and external
Internal testing
Feature hand-off failure example
Design by General Manager failure example
No more curse of the demo
External testing
Armigent - Landlord vs Tenants and property setup flow
Web app photo upload over 3G - Ugh...

Enough already, how do I use it???
Bias alert! I'm a Lean UXer, not an assets generator.
UX for your project, any age of product, software or widget.
Define the outcomes you want for the project.
Create personas (or proto-personas if early)
Build a journey map
Define your assumptions
Wireframes and Prototypes!
Early user validation
Collaborate with others throughout
For most products, users don't care how it was built, what it was built on, or what process was used. They care about how
the product is.

Define the outcomes you want for the project (not output)
Define your assumptions
Build a journey map
Create personas
(or proto-personas if early)
Wireframes and Prototypes!
User research & validation
Collaborate with others throughout the UX lifecycle
What outcomes are you trying to achieve?
Outcomes (or KPIs if you must) can be both quantitative and qualitative.
Outcomes establish targets to indicate progress.
What's the problem you're trying to solve?
Examples: More signups, fewer support calls around an existing feature, increase in social shares about your product...
Main difference between the practice of UX and design we have specific goals in mind that can be verified.
Every step should be collaborative in a lean UX process. If you are not working with your team, product owners, and/or end-users you're doing it wrong.

Every project team member has assumptions. Usually we don't acknowledge this until the zero hour.
This is a group exercise, bring in anyone with pertinent knowledge.
Gather any analytics, reports, stats, etc. to test your assumptions.
Assumptions help identify project risks. Prioritize them by risk and uncertainty, test those assumptions first.
Pick the top ones to deal with first, put the rest in a backlog to keep track of or test when you have time.

Personas are representations of our different users.
Typically 3-8, less than 3 is highly unlikely
Unlike traditional UX processes, being lean we want to come up with personas early in the process and test them as we learn (build-measure-learn). These are proto-personas.
Proto-personas allow us to keep the user central to our decisions from the start.
When debating features we can ask "How does this benefit Timothy?"
Map the user's flow through your service, better yet first create one for how they currently do this task if you're replacing an existing process.
I rarely wireframe for customer consumption, but depends on the project and audience.
Sketching, Balsamiq, whiteboard, iMockups, etc.
For RIAs, wireframes are more of a brainstorming tool for me and the team.
More useful for web design. We can get early sign-off from clients without them getting hung up on other visual elements.
Prototypes prevent wasted development time while allowing you to validate that you're solving the right problem.
I prefer prototypes over story boards, I'm not in the document generation business (remember outcomes not output).
Use the tool you are proficient with. Visio, Photoshop, Powerpoint, HTML, or Fireworks*, Axure, Jetstrap, Dreamweaver.
However, some are better than others. Visio and Photoshop are poor for showing interactions and testing users, those are better for flat mockups.
can create rollovers, clickable areas, animations, etc. HTML with a good UI widget toolkit can be excellent.
Increasing number of web based tools like Jetstrap.
Many UI frameworks have drag & drop tools that we as developers rarely use in practice. These often are usable for quick prototyping however.
Prototypes are key. Less bloat, more validation!
Do the minimum amount you can while still collecting the feedback you want.
A prototype at the right fidelity will allow you to validate assumptions, your hypothesis, and experiment quickly.
Prototype code should generally be tossed depending on how disciplined you are. The main focus is expressing the UI and interaction, not producing great code.
You should be able to accommodate feedback into a prototype in a minimal amount of time. Couple hours max.
Not just for software or the web, manufacturers should be prototyping as well.
Key points to prototyping

Whole topic by itself.
Get your prototypes in front of your target end-users.
Take feedback back to team and review together.
Know when to ignore user feedback, focus on their actions.
Learn to recognize patterns from analytics and behaviors.

Keep on learnin'
Lots of great resources, very few programs out there. Best to research, practice, & learn
"Lean UX" by Jeff Gothelf
"UX for Lean Startups" by Laura Klein
"Prototyping" by Todd Zaki Warfel
"Mental Models" by Indi Young
"Remote Research" by Nate Bolt; Tony Tulathimutte
"Practical Web Analytics for User Experience" by Michael Beasley

Interaction Design Association http://www.ixda.org/
UX Booth http://www.uxbooth.com/
Boxes and Arrows http://boxesandarrows.com/
Smashing Magazine : UX Design http://uxdesign.smashingmagazine.com/
Get Help: UX Stack Exchange http://ux.stackexchange.com/
Wes Hunt
Senior Developer @ CommuniCare Technology
Founder & UX Fan @ Armigent.com
e: 4thddev@gmail.com
tw: @montechie

CommuniCare is hiring. Multi-talented devs please shoot me an email!
Some Past and Current Experience Points
Fairly detailed with demographics and details that affect use of our app.
Demographic details that affect behavior.
Pain points and goals.
Potential solutions
20-30 minutes for the win!!!
Companies who get UX and make it a priority?
Good reason for grads...
Full transcript