ux army of one

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Janna Hill www.jannahill.com

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Page 1: UX Army of One

Janna Hillwww.jannahill.com

Page 2: UX Army of One

Definition: User Experience encompasses all aspects of the end-user’s interaction with the company, its services,

and its products.

User Research & Testing

Interactions &Information Architecture

(UX)

VisualDesign

(UI)

Design is where art and science meet.

Page 3: UX Army of One

ProductOwner SCRUM Master Developer Quality

Assurance

Decides what to focus on and defines the product

Helps the team follow the process

Decides how the user stories & designs will be realized

Decides how acceptance criteria will be tested

Writes user stories & explains the voice of the customer

Removes impediments for the team

Creates code to realize the user stories & designs

Creates tests for stories using the criteria as a guide

Prioritizes the product backlog

Helps the PO maintain the product backlog

Seeks clarifications when needed

Tests code and communicates the outcome

Accepts all user stories when criteria has been met

Helps the team to run itself

Collaborates with designer when possible

Seeks clarifications when needed

Explains work done to other devs and QA

Demonstrates successful products to PO & designer

No silos! Create your team structure first.

Page 4: UX Army of One

Combine Agile & Lean UX methods

Page 5: UX Army of One

Develop a process that integrates UX throughout

Page 6: UX Army of One

User Research & Testing

Page 7: UX Army of One

Research Tools and Methods• Personas• Google Analytics• Eye Tracking Heatmap• A/B Testing• Surveys• Contextual Inquiry (Give it a friendlier name like, “ridealong”)• Working Group – meet every other week with a group of users, between 3-7

is ideal, during a project cycle. Use conferencing software like WebEx. Use cameras, get to know the real people. Look at designs together before they reach development, sketches are fine! Iterate and come back with updates for the next session. Create-Burn-Learn

• UAT Testing / Beta / Sandbox environments• Don’t live by a script, invite organic conversation into an interview• Great crash-course article here: UX Research*Find what works for you and your product but don’t rely strictly on analytics and metrics. You have to get in the field and meet the real users. Cultivate relationships=creating real empathy.

Page 8: UX Army of One

Interaction Design

Page 9: UX Army of One

Tools• Pen & Paper should always be your first weapon• A whiteboard is perfect for iterating with developers and

helping them understand they are designers too! You need to listen to everyone on the team; they all have good ideas.

• Adobe Creative Suite products• Visio• Omnigraffle• Axure• Balsamiq• Sketch• InVision• Justinmind• Keynote*Look for free trials and if you can, buy a student license!

Page 10: UX Army of One

Application of the Gestalt principles to Interaction Design

©Troy Pickering

Page 11: UX Army of One

Figure out what type of deliverables you need and throw away the rest. Be lean, be sketchy, and don’t waste time on pixel perfect without a damn good reason.

Page 12: UX Army of One

Information Architecture

Page 13: UX Army of One

Visual Design

Which is the best BLUE for a page title?

Which is the best BLUE for a page title?

Which is the best BLUE for a page title?

Which is the best BLUE for a page title?

Which is the best BLUE for a page title?

Page 14: UX Army of One

Common fonts to try:

• Arial• Calibri• Verdana• Helvetica• Helvetica Neue• Gill Sans• Futura• Impact

• Times• Times New Roman• Georgia• Bodoni• Baskerville• Rockwell

Page 15: UX Army of One

Google Fonts

Font Awesome icons

Page 16: UX Army of One

www.ColorHexa.com

Page 17: UX Army of One

But what if, after creating all that…

Page 18: UX Army of One

You need a Design Guide

At minimum:• Company info• Product info• Logo• Iconography• Color palette• Typography• Components• Layout• Any key screens or elements

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Points to remember

• There are 3 main parts to being a UX Army of One – Research, UX, UI

• You must have info about the end-user to make solid design decisions. Otherwise, you’re just guessing and that’s dangerous.

• UX is the “how” of the thing. How will a user interact with my product, how will it flow, how is the info structured.

• UI is the “pretty,” but the pretty is powerful. Consider how the look is translating your product/brand to the user and whether you need to create a strategy with Marketing.

• Don’t be afraid to fail, just do it quickly.• Share your ideas/deliverables as soon as possible. I’d rather have

a user tell me the sketch I spent 3 minutes on is all wrong than the mockup that took an hour.

• You will need a team and a process to succeed. No silos! You must be the one to get everyone to collaborate together. Candy helps.

Page 21: UX Army of One

Sponsors

Advocates

In Kind

Supporters

Thank you!