10 truths to great product experiences

176
10 truths to great Product Experiences agile / user experience / research / methods / business value / product fit

Upload: jeremy-johnson

Post on 21-Apr-2017

25.930 views

Category:

Software


0 download

TRANSCRIPT

Page 1: 10 Truths to Great Product Experiences

10 truths to great Product Experiences agile / user experience / research / methods / business value / product fit

Page 2: 10 Truths to Great Product Experiences

@jeremyjohnson

Page 3: 10 Truths to Great Product Experiences

WORKED FOR

Page 4: 10 Truths to Great Product Experiences

WORKED WITH

Page 5: 10 Truths to Great Product Experiences
Page 6: 10 Truths to Great Product Experiences

“Uncover user needs, Design great solutions,

and build out solutions to launch.”

Page 7: 10 Truths to Great Product Experiences

10 truths to great Product Experiences

Page 8: 10 Truths to Great Product Experiences

Quick note around User Experience

Page 9: 10 Truths to Great Product Experiences

The Elements of User ExperienceA basic duality: The Web was originally conceived as a hypertextual information space;but the development of increasingly sophisticated front- and back-end technologies hasfostered its use as a remote software interface. This dual nature has led to much confusion,as user experience practitioners have attempted to adapt their terminology to cases beyondthe scope of its original application. The goal of this document is to define some of theseterms within their appropriate contexts, and to clarify the underlying relationships amongthese various elements.

Jesse James [email protected]

Visual Design: graphic treatment of interfaceelements (the "look" in "look-and-feel")

Information Architecture: structural designof the information space to facilitateintuitive access to content

Interaction Design: development ofapplication flows to facilitate user tasks,defining how the user interacts withsite functionality

Navigation Design: design of interfaceelements to facilitate the user's movementthrough the information architectureInformation Design: in the Tuftean sense:designing the presentation of informationto facilitate understanding

Functional Specifications: "feature set":detailed descriptions of functionality the sitemust include in order to meet user needs

User Needs: externally derived goalsfor the site; identified through user research,ethno/techno/psychographics, etc.Site Objectives: business, creative, or otherinternally derived goals for the site

Content Requirements: definition ofcontent elements required in the sitein order to meet user needs

Interface Design: as in traditional HCI:design of interface elements to facilitateuser interaction with functionalityInformation Design: in the Tuftean sense:designing the presentation of informationto facilitate understanding

Web as software interface Web as hypertext system

Visual Design: visual treatment of text,graphic page elements and navigationalcomponents

Concrete

Abstract

time

Conception

Completion

FunctionalSpecifications

ContentRequirements

InteractionDesign

InformationArchitecture

Visual Design

Information DesignInterface Design Navigation Design

Site ObjectivesUser Needs

User Needs: externally derived goalsfor the site; identified through user research,ethno/techno/psychographics, etc.Site Objectives: business, creative, or otherinternally derived goals for the site

This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within auser experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.

task-oriented information-oriented

30 March 2000

© 2000 Jesse James Garrett http://www.jjg.net/ia/Use

r Exp

erie

nce

101

Page 10: 10 Truths to Great Product Experiences

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_designUse

r Exp

erie

nce

101

User-Centered Design

Page 11: 10 Truths to Great Product Experiences

Use

r Exp

erie

nce

101

http://atiqurrehman.com/understanding-user-expectations/

Page 12: 10 Truths to Great Product Experiences

Use

r Exp

erie

nce

101

Page 13: 10 Truths to Great Product Experiences

Use

r Exp

erie

nce

101

Page 14: 10 Truths to Great Product Experiences

10 questions to great Product Experiences

Page 15: 10 Truths to Great Product Experiences

Companies that invest in Design perform better than those that don’t.

True / False

#1

Page 16: 10 Truths to Great Product Experiences

http://blogs.hbr.org/2014/04/design-can-drive-exceptional-returns-for-shareholders/

Page 17: 10 Truths to Great Product Experiences

https://twitter.com/DesignUXUI/statuses/563738777596608513

Page 18: 10 Truths to Great Product Experiences

“At Nike, a large and well-resourced design function reports directly to CEO, Mark Parker, who early in his

tenure was a designer himself.”

“Using human-centered design methods, inspiration for the company’s signature products is drawn directly from its cadre of famous and not-so-

famous practicing athletes, with whom the designers directly interact to devise authentic

performance innovations and style updates.”

http://blogs.hbr.org/2014/04/design-can-drive-exceptional-returns-for-shareholders/

Page 19: 10 Truths to Great Product Experiences

•Increase Sales

•Reduce Support Calls

•Increase Customer Adoption

•Increase Customer Satisfaction

Page 20: 10 Truths to Great Product Experiences

http://www.humanfactors.com/coolstuff/roi.asp

Page 21: 10 Truths to Great Product Experiences

145k views

https://www.youtube.com/watch?v=O94kYyzqvTc

Page 22: 10 Truths to Great Product Experiences

"The datacenter has not yet had it’s ‘iPhone moment’, but it will soon. The user interface on the iPhone transformed how we interact with mobile devices. As a company, we’re going to

make that happen in the datacenter."https://mesosphere.com/2014/12/03/mesosphere-acquires-h1-studios/

Page 23: 10 Truths to Great Product Experiences

http://techcrunch.com/2014/10/02/adaptive-path-acquired-by-capital-one/

Page 24: 10 Truths to Great Product Experiences

https://www.capitalonelabs.com/#/news

Page 25: 10 Truths to Great Product Experiences

http://www.bizjournals.com/dallas/blog/morning_call/2014/11/apple-cofounder-applauds-capital-ones-new.html

Page 26: 10 Truths to Great Product Experiences

http://www.ibm.com/design/?lnk=msdDS-daib-usen

Page 27: 10 Truths to Great Product Experiences

http://www.ibm.com/design/?lnk=msdDS-daib-usen

Page 28: 10 Truths to Great Product Experiences

“IBM Design emerges as the new standard-setter for user experience. Hundreds of designers and interface

developers start to transform the development process through deeper understanding of the people who use

IBM products and how they use them.”

http://www.ibm.com/smarterplanet/us/en/innovation_explanations/article/phil_gilbert.html

Page 29: 10 Truths to Great Product Experiences

IBM Design Thinking

Page 30: 10 Truths to Great Product Experiences

Companies that invest in Design perform better than those that don’t.

True / False

#1

Page 31: 10 Truths to Great Product Experiences

Product decisions should be based on evidence. True / False

#2

Page 32: 10 Truths to Great Product Experiences

http://www.mindtheproduct.com/2014/11/leisa-reichelt-changing-organisations-to-improve-products/

“…highlights the importance of reducing the distance between the people designing the product and making decisions about them and the people who use them, through increased research and team participation in that research.”

Page 33: 10 Truths to Great Product Experiences
Page 34: 10 Truths to Great Product Experiences

DATA

Page 35: 10 Truths to Great Product Experiences

https://strategyzer.com/value-proposition-design

Page 36: 10 Truths to Great Product Experiences
Page 37: 10 Truths to Great Product Experiences
Page 38: 10 Truths to Great Product Experiences
Page 39: 10 Truths to Great Product Experiences

- How do you decide which product opportunities to pursue?

- How do you get evidence that the product you are going to ask your engineering team to build will be successful?

- How do you identify the minimal possible product that will be successful

http://www.amazon.com/Inspired-Create-Products-Customers-Love/dp/0981690408/

Page 40: 10 Truths to Great Product Experiences

“Rather than focus on artifacts, we focus on prototypes and validating those prototypes in Discovery, with the added benefit that the prototype serves as the spec for Delivery.”

http://www.svproduct.com/dual-track-scrum/

Page 41: 10 Truths to Great Product Experiences
Page 42: 10 Truths to Great Product Experiences
Page 43: 10 Truths to Great Product Experiences

Qualitative & Quantitative

Evidence?

Institutional Knowledge and gut

Page 44: 10 Truths to Great Product Experiences

http://www.nngroup.com/articles/ux-without-user-research/

Page 45: 10 Truths to Great Product Experiences

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

Page 46: 10 Truths to Great Product Experiences

http://blogs.wsj.com/accelerators/2014/02/19/braden-kowitz-why-you-should-listen-to-the-customer/

Page 47: 10 Truths to Great Product Experiences

“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!”

Page 48: 10 Truths to Great Product Experiences

http://www.gv.com/sprint/

Page 49: 10 Truths to Great Product Experiences

Why 4-5 Participants?

Number of Test Users

Usab

ility

Pro

blem

s Fo

und

0 3 6 9 12 15

0%

25%

50%

75%

100% “Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.” - JAKOB NIELSEN

N (1-(1- L ) n )Where N is the total number of usability problems in the design and L is the proportion of usability problems discovered while testing a single user. The typical value of L is 31%, averaged across a large number of projects we studied. Plotting the curve for L = 31% gives the result above.

Even with Qualitative…

Page 50: 10 Truths to Great Product Experiences

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

Page 51: 10 Truths to Great Product Experiences
Page 52: 10 Truths to Great Product Experiences

http://www.wired.com/2015/01/airbnbs-new-head-design-believes-design-led-companies-dont-work

“Thus, every project team at Airbnb now has a project manager whose explicit role is to represent the user, not a particular functional group like engineering or design. “Conflict is a huge and important part of innovation,” says Schleifer. “This structure creates points where different points of view meet, and are either aligned or not.”

Page 53: 10 Truths to Great Product Experiences

Product decisions should be based on evidence.

True / False

#2

Page 54: 10 Truths to Great Product Experiences

Software never ends. And once launched should be analyzed, and driven by metrics.

True / False

#3

Page 55: 10 Truths to Great Product Experiences
Page 56: 10 Truths to Great Product Experiences

http://designmind.frogdesign.com/blog/sxsw-lean-startup-for-big-brands.html

Page 57: 10 Truths to Great Product Experiences

SXSW: Lean Startup for Big Brands

“…In actuality, there is never a guarantee that customers are going to get excited when a new product is brought to market.

In our work, we employ a number of tools to eliminate that uncertainty as much as possible, often through consumer

research or validation testing…”

“…while a startup has nowhere to go but up, known companies risk brand erosion with the release of a substandard product to

the market. We encourage clients to distill innovations to the most valuable, tangible, and deliverable attributes for initial launch but not to compromise on the intended experience…

…Overtime, the company can add features and functionality, but the overall experience begins and

remains excellent.”http://designmind.frogdesign.com/blog/sxsw-lean-startup-for-big-brands.html

Page 58: 10 Truths to Great Product Experiences

“I can launch this app in three

months”

“This solution will launch in 12 months”

Page 59: 10 Truths to Great Product Experiences

http://www.slideshare.net/jysimon/product-tankparis-jysimon16may2013

Page 60: 10 Truths to Great Product Experiences

Sign-up Abandonment

Getting First Task

Repeat Usage

Duration in App

Conversion

Traffic

Page 61: 10 Truths to Great Product Experiences

http://www.businessweek.com/articles/2014-01-10/how-ihops-new-menu-design-gets-customers-to-spend-more

Page 62: 10 Truths to Great Product Experiences

Pivot?

Page 63: 10 Truths to Great Product Experiences

Systrom, Intuit founder Scott Cook, and Lean Startup author Eric Ries talked about the changes that have swept through product development in both big and small organizations. Many companies have moved from what's called "waterfall development" -- a method that relies on large engineering executing a carefully mapped-out plan -- to "lean" development, where creators move quickly to push out products and revise them on the fly.

"We thought about what we could do to iterate more quickly," Systrom said of Burbn's pivot. "People loved posting pictures on Burbn" -- so that's where they took the venture, jettisoning other planned features. Burbn now lives on only as an abandoned Twitter feed.

http://money.cnn.com/2011/09/13/technology/startups/instagram_burbn/

Page 64: 10 Truths to Great Product Experiences

http://pando.com/2014/04/05/third-life-flickr-co-founder-pulls-unlikely-success-out-of-gaming-failure-again/

Page 65: 10 Truths to Great Product Experiences

Software never ends. And once launched should be analyzed, and driven by metrics.

True / False

#3

Page 66: 10 Truths to Great Product Experiences

Agile is the preferred development methodology. True / False

#4

Page 67: 10 Truths to Great Product Experiences

http://www.meta5.us/2014/07/10/677/

Page 68: 10 Truths to Great Product Experiences

“…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/

Page 69: 10 Truths to Great Product Experiences

http://www.jeffgothelf.com/blog/agile-doesnt-have-a-brain/

Page 70: 10 Truths to Great Product Experiences

“Agile methods like Scrum and XP both rely on a close and collaborative relationship and continual interaction with the customer – the people who are paying for the software and who are going to use the system.”

http://swreflections.blogspot.com/2012/02/agiles-customer-problem.html

Page 71: 10 Truths to Great Product Experiences

http://scaledagileframework.com/ux

Page 72: 10 Truths to Great Product Experiences

http://scaledagileframework.com/ux

Page 73: 10 Truths to Great Product Experiences

http://scaledagileframework.com/ux

“…a small, centralized UX design team who provides the basic design standards and

preliminary mock-ups for each UI, but the teams have team-based UX implementation experts for

the implementation.”

Page 74: 10 Truths to Great Product Experiences
Page 75: 10 Truths to Great Product Experiences

Agile is the preferred development methodology.

True / False

#4

Page 76: 10 Truths to Great Product Experiences

Small, multidisciplinary teams are better. True / False

#5

Page 77: 10 Truths to Great Product Experiences

http://techcrunch.com/2012/11/17/heres-how-spotify-scales-up-and-stays-agile-it-runs-squads-like-lean-startups/

Page 78: 10 Truths to Great Product Experiences

A throwback to their days with Jeff Bezos at Amazon, projects are assigned to "two pizza teams," groups of engineers small enough for them to be fed on two large pies. "We want the team to be flat and allow everyone to communicate with each other," Rajaraman says.

http://www.fastcompany.com/1811934/walmartlabs-brings-two-pizza-team-startup-culture-walmart-empire

Page 79: 10 Truths to Great Product Experiences

Designers Developers

Product Owner

Project Manager

Co-Located, autonomous, metrics driven

Page 80: 10 Truths to Great Product Experiences

Shipping Software Based on Priority

To the Right Customers

To Meet their Goals.

Page 81: 10 Truths to Great Product Experiences

Shipping Software Based on Priority

To the Right Customers

To Meet their Goals.

Research what to

build…

Learn from

Shipping…

Page 82: 10 Truths to Great Product Experiences

Designers Developers

Product Owner

Project Manager

Co-Located, autonomous, metrics driven

Page 83: 10 Truths to Great Product Experiences

Small, multidisciplinary teams are better.

True / False

#5

Page 84: 10 Truths to Great Product Experiences

You should launch with only the features that matter. (MVP)

True / False

#6

Page 85: 10 Truths to Great Product Experiences
Page 86: 10 Truths to Great Product Experiences
Page 87: 10 Truths to Great Product Experiences
Page 88: 10 Truths to Great Product Experiences

What tools do you use to determine “this”?

Page 89: 10 Truths to Great Product Experiences
Page 90: 10 Truths to Great Product Experiences

“MVP should be a polished slice of your experience, that meets the basic

needs of your customers.

By launching you’ll learn what they do with your product - and use that

learning to prioritize enhancements going forward”

Page 91: 10 Truths to Great Product Experiences

You should launch with only the features that matter. (MVP)

True / False

#6

Page 92: 10 Truths to Great Product Experiences

Launching and learning should be fast and frequent. True / False

#7

Page 93: 10 Truths to Great Product Experiences

http://www.fastcodesign.com/1663968/wanna-create-a-great-product-fail-early-fail-fast-fail-often

Page 94: 10 Truths to Great Product Experiences

“fail fast” is actually better

framed as “experiment fast.” The most effective innovators

succeed through experimentation.

http://www.uxbooth.com/articles/fail-fast-fail-often-an-interview-with-victor-lombardi/

- Victor Lombardi

Page 95: 10 Truths to Great Product Experiences

“Moving fast enables us to build more things and learn faster. However, as most companies grow, they slow down too much because they’re more afraid of

making mistakes than they are of losing opportunities by moving too slowly. We have a saying: “Move fast and break things.” The idea is that if you

never break anything, you’re probably not moving fast enough.”

http://blogs.ft.com/businessblog/2012/09/zuckerberg-if-youre-going-to-fail-fail-fast/

Page 96: 10 Truths to Great Product Experiences

http://en.wikipedia.org/wiki/Freeman_Dyson

Freeman Dyson

Page 97: 10 Truths to Great Product Experiences

Freeman John Dyson FRS is an English American

theoretical physicist and mathematician, famous for

his work in quantum electrodynamics, solid-

state physics, astronomy and nuclear engineering.

Page 98: 10 Truths to Great Product Experiences

“Say something about failure in experiments or businesses

or anything else. What's the value of failure?”

http://www.wired.com/wired/archive/6.02/dyson.html?pg=7&topic=

1998

Page 99: 10 Truths to Great Product Experiences

“You can't possibly get a good technology going without an

enormous number of failures. It's a universal rule. If you look at

bicycles, there were thousands of weird models built and tried before

they found the one that really worked. You could never design a bicycle theoretically. Even now,

after we've been building them for 100 years, it's very difficult to understand just why a bicycle works - it's even difficult to

formulate it as a mathematical problem. But just by trial and error,

we found out how to do it, and the error was essential. The same is

true of airplanes.”

Page 100: 10 Truths to Great Product Experiences

“So you're saying just go ahead and try stuff and you'll sort out the

right way.”

“That's what nature did. And it's almost always true in technology. That's why computers never really took off

until they built them small.”

Page 101: 10 Truths to Great Product Experiences

“Why is small good?”

“Because it's cheaper and faster, and you can make many more. Speed is the most important thing - to be able to try something out on a small scale quickly.”

Page 102: 10 Truths to Great Product Experiences

“Fail fast.”

“Yes. These big projects are guaranteed to fail because you never have time to fix everything.”

1998

Page 103: 10 Truths to Great Product Experiences
Page 104: 10 Truths to Great Product Experiences

“The Adobe KickStart program empowers employees to create an idea and take it straight to the consumer for testing. “We say, ‘Don’t tell us the

idea — just go do it.’”http://blogs.adobe.com/adobelife/adobe-life-magazine/v1/innovation-revolution/

Page 105: 10 Truths to Great Product Experiences

“The timing of long- range plans is screwed up too. You have the most information when you’re doing something, not before you’ve done it. Yet when do you write a plan? Usually it’s before you’ve even begun. That’s the worst time to make a big decision.”

http://37signals.com/rework

Page 106: 10 Truths to Great Product Experiences
Page 107: 10 Truths to Great Product Experiences
Page 108: 10 Truths to Great Product Experiences
Page 109: 10 Truths to Great Product Experiences

http://paulstamatiou.com/twitter-video/

Page 110: 10 Truths to Great Product Experiences
Page 111: 10 Truths to Great Product Experiences

Launching and learning should be fast and frequent.

True / False

#7

Page 112: 10 Truths to Great Product Experiences

Having a dedicated designer on a development team is important.

True / False

#8

Page 113: 10 Truths to Great Product Experiences

# of developers

# of UX designers

Page 114: 10 Truths to Great Product Experiences

# of developers

# of UX designers

Page 115: 10 Truths to Great Product Experiences

# of developers

# of UX designers

Page 116: 10 Truths to Great Product Experiences

https://twitter.com/jjg/status/565613568314572801

Page 117: 10 Truths to Great Product Experiences

Devs rather write good code.

Page 118: 10 Truths to Great Product Experiences

Devs like Designers after they get their first taste.

Page 119: 10 Truths to Great Product Experiences

http://www.brownwebdesign.com/blog/dont-be-in-a-rush-to-be-a-specialist

Page 120: 10 Truths to Great Product Experiences

Designers Developers

Product Owner

Project Manager

Co-Located, autonomous, metrics driven

Page 121: 10 Truths to Great Product Experiences

Developers

Product Owner

Project Manager

Developer Lead Design

Page 122: 10 Truths to Great Product Experiences

Developers

Product Owner

Project Manager

Agency Design Lead

“Uh, I got 2 hours today, can I help with something?”

Page 123: 10 Truths to Great Product Experiences

Having a dedicated designer on a development team is important.

True / False

#8

Page 124: 10 Truths to Great Product Experiences

Having a deep understanding and empathy for your end users is key for user experience.

True / False

#9

Page 125: 10 Truths to Great Product Experiences

https://www.google.com/search?q=the+homer+car&aq=f&oq=the+homer+car&aqs=chrome.0.57j0l3j62j64.3274j0&sourceid=chrome&ie=UTF-8

Page 126: 10 Truths to Great Product Experiences

http://www.youtube.com/watch?v=CpPuYGPcvD4

Page 127: 10 Truths to Great Product Experiences

https://twitter.com/MarkusWeber/statuses/540880480569413633

Page 128: 10 Truths to Great Product Experiences

“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/

Page 129: 10 Truths to Great Product Experiences

““Before we deal with world domination, let’s back up.” I help people walk back up the ladder to get to: Who’s the user? What problem are you solving for the user? Does your proposed solution actually solve that problem—

and how can you answer that? Then, how can you answer that faster?”

http://how.co/the-right-questions-to-ask-before-you-build-software/

Page 130: 10 Truths to Great Product Experiences

1. Determine a product-market fit by seeking signals from communities of users.

2. Identify behavioral insights by conducting ethnographic research.

3. Sketch a product strategy by synthesizing complex research data into simple insights.

4. Polish the product details using visual representations to simplify complex ideas.

Page 131: 10 Truths to Great Product Experiences

http://www.ac4d.com/

Page 132: 10 Truths to Great Product Experiences

“User Experience Design is not data-driven, it’s insight-driven.

Data is just raw material for insight.”

http://www.inkblurt.com/2009/07/06/data-insight-ux/

Page 133: 10 Truths to Great Product Experiences

https://twitter.com/userfocus/status/519437111540584449

Page 134: 10 Truths to Great Product Experiences

http://michaelvhurley.com/2013/01/04/my-worthless-degree/

Page 135: 10 Truths to Great Product Experiences

http://www.slideshare.net/jeremy/putting-the-user-back-in-user-experience-dallas-techfest-edition

Page 136: 10 Truths to Great Product Experiences

http://www.mckinsey.com/insights/marketing_sales/what_every_executive_needs_to_know_about_design

Page 137: 10 Truths to Great Product Experiences
Page 138: 10 Truths to Great Product Experiences

http://www.mckinsey.com/insights/marketing_sales/what_every_executive_needs_to_know_about_design

Page 139: 10 Truths to Great Product Experiences

“Meeting ever-increasing consumer expectations requires senior executives to place design at the center of business strategy.”

“What a user-centered approach enables companies to do is to take insights into the consumer decision journey and the marketplace and convert them into products and services customers actually want… In the new competitive marketplace, designing “usable” is just table stakes. Customers now expect products and services to be not only usable but also useful and desirable.”

http://www.mckinsey.com/insights/marketing_sales/what_every_executive_needs_to_know_about_design

Page 140: 10 Truths to Great Product Experiences

“Users should be a part of the design process from the very beginning to help validate concepts and refine final direction. Your team needs to be open to experimenting and taking risks and then quickly learning and iterating…”

http://www.mckinsey.com/insights/marketing_sales/what_every_executive_needs_to_know_about_design

Page 141: 10 Truths to Great Product Experiences

Having a deep understanding and empathy for your end users is key for user experience.

True / False

#9

Page 142: 10 Truths to Great Product Experiences

User Experience is a profession that has a robust methodology.

True / False

#10

Page 143: 10 Truths to Great Product Experiences
Page 144: 10 Truths to Great Product Experiences

robust!

Page 145: 10 Truths to Great Product Experiences

1. Drive: UX practitioners are part of the customer or product owner team

2. Research, model, and design up front - but only just enough

3. Chunk your design work

4. Use parallel track development to work ahead, and follow behind

5. Buy design time with complex engineering stories

6. Cultivate a user validation group for use for continuous user validation

7. Schedule continuous user research in a separate track from development

8. Leverage user time for multiple activities

9. Use RITE to iterate UI before development

10.Prototype in low fidelity

11.Treat prototype as specification

12.Become a design facilitator

http://agileproductdesign.com/blog/emerging_best_agile_ux_practice.html

- 2008

(not new)

Page 146: 10 Truths to Great Product Experiences
Page 147: 10 Truths to Great Product Experiences

Where does your organization stand?

Page 148: 10 Truths to Great Product Experiences

• the pattern name • the user need • when to use the pattern • when not to use the pattern • how to use the pattern • guidelines and constraints • example screenshots • related patterns • a link to the code.

http://experoinc.com/business-benefits-of-ui-design-patterns/

Page 149: 10 Truths to Great Product Experiences
Page 150: 10 Truths to Great Product Experiences

http://www.inuse.se/blogg/ux-mognaden-i-sverige-2014-och-hur-du-tar-dig-till-nasta-niva-inuseful/

Page 151: 10 Truths to Great Product Experiences
Page 152: 10 Truths to Great Product Experiences

http://poetpainter.com/

Page 153: 10 Truths to Great Product Experiences

http://poetpainter.com/

“EASY”

HARD

Page 154: 10 Truths to Great Product Experiences

http://poetpainter.com/

Page 155: 10 Truths to Great Product Experiences

“personal significance” “works like I think”

Page 156: 10 Truths to Great Product Experiences

“Hey, I want you to go and understand our user’s needs, wants,

and desires.”

Page 157: 10 Truths to Great Product Experiences

You get there by understanding

your users.

Page 158: 10 Truths to Great Product Experiences

http://www.centercentre.com/

Page 159: 10 Truths to Great Product Experiences

http://www.hcde.washington.edu/

Page 160: 10 Truths to Great Product Experiences

http://designresearchcenter.unt.edu/

Page 161: 10 Truths to Great Product Experiences

http://www.uxutd.com/

Page 162: 10 Truths to Great Product Experiences

http://www.nngroup.com/ux-certification

Page 163: 10 Truths to Great Product Experiences

User Experience is a profession that has a robust methodology.

True / False

#10

Page 164: 10 Truths to Great Product Experiences

KEY TAKEAWAYS

Page 165: 10 Truths to Great Product Experiences

1. Companies that invest in Design perform better than those that don’t. 2. Product decisions should be based on evidence. 3. Software never ends. And once launched should be analyzed, and driven by metrics. 4. Agile is the preferred development methodology. 5. Small, multidisciplinary teams are better. 6. You should launch with only the features that matter. (MVP) 7. Launching and learning should be fast and frequent. 8. Having a dedicated designer on a development team is important. 9. Having a deep understanding and empathy for your end users is key for user experience. 10. User Experience is a profession that has a robust methodology.

10 truths to great Product Experiences

Page 166: 10 Truths to Great Product Experiences

“The software design and development

process has changed for the better”

Page 167: 10 Truths to Great Product Experiences

“Getting everything right the first time, is hard.”

Page 168: 10 Truths to Great Product Experiences

“Talking with one user is better than talking with

no users.”*

Page 169: 10 Truths to Great Product Experiences

“UX is a robust methodology, while

relatively new, is tested with success”

Page 170: 10 Truths to Great Product Experiences

“You don’t really know your

customers as well as you think you do…”

Page 171: 10 Truths to Great Product Experiences

“User Experience has a large number of

methods to help create empty and data for

products teams”

Page 172: 10 Truths to Great Product Experiences

“Empathy and understanding of users

is key in product success”

Page 173: 10 Truths to Great Product Experiences

“If you’re launching twelve months from now, and are not involving your

customer, that’s a big gamble…”

Page 174: 10 Truths to Great Product Experiences

“Software is always evolving, and a mix of qualitative research, market research, and

analytics are needed to improve and prioritize.”

Page 175: 10 Truths to Great Product Experiences

“User Experience methods provide data to business teams to make

smart decisions”

Page 176: 10 Truths to Great Product Experiences

Thanks! @jeremyjohnson

www.jeremyjohnsononline.com