user centered execution for mobile ux designers
DESCRIPTION
The biggest barrier to good experiences (as well as the largest problem for most UX designers) is in getting well-intended, well-designed systems executed as the business owners and design teams intend. I present the problem, and a series of philosophical changes and specific tactics to alleviate this, and to work with implementation teams to get design executed correctly.Slideshow I will present 29 Feb 2012 at 10 am PT as an O'Reilly webcast:http://oreillynet.com/pub/e/2103TRANSCRIPT
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User-Centered Execution
How UX and development can work better together
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Patterns for interaction design
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Principle of Most Time: The most elegant and simple
solution to any design problem will be the one that requires the most developer effort.
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Every product we build is a product we build for ourselves to solve our own problems…making decisions based on
real opinions trumps making decisions based on imaginary
opinions.
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Adapt or succumb?
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No one has to looseWe need each other, equally. Everyone contributes to the final product.
Implementation:• Build software, storage,
etc.• Launch products• Maintain forever
Delivered to the users, efficiently & reliably.
User Experience:• Define scope• Consider whole
experience• Design detailed
interactions
Create the right solution, the first time, with less rework.
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No more hand waves
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Shared principles
• Modular• Iterative • Incremental• Patterns and best practices
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Modular
Re-usable components make work quicker and more efficient, more repeatable, easier to understand for regular teams and easier to improve or fix.
Implementation:
Good programming principles (whichever you embrace) encourage re-use, consistent naming and resource allocation, and using the simplest solution.
User Experience:
We don’t draw every page and state independently, but consider the design holistically, and draw many items to be used across the product.
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Iterative
Whether week two or release two, work is never thrown away, but improved on and expanded to become better and more capable.
Implementation:
Start simple, learn as you go from both solutions and needs of the customer/client, and build improvements on what you build before.
User Experience:
Review designs internally, with user research and by analytics when launched. Identify, learn and improve, on small and large timescales.
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Incremental
Resources – both people and time – are limited. Deliberately break up work in an ordered manner for management, and coordination.
Implementation:
Assigning developers one task helps focus, and allows the team and management to track progress, and further split (or combine) work as needed.
User Experience:
Conceive holistically, but design in easy-to-manage chunks. Split the work to who can best perform the work, and deliver in pieces if needed for speed.
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Patterns & Best Practices
All of our work builds on history, knowledge and evidence.
But watch out for best vs. common practices.
Implementation:
Apply existing knowledge and re-use known good solutions, but , extend and combine to meet the system needs and project goals.
User Experience:
Speeds work and constrains the problem space with libraries, patterns and stencils. Analyzes or researches to find the best solution.
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Your fears are baseless
• There’s no time• Process mismatches • Excess documentation• We don’t speak the
language
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There’s no time• There’s plenty of time• Scale the engagement• It pays off in the end
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Process mismatches• Everyone has the same goals• One process is very much like another • Gaps usually interlock• It’s a team effort
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Excess documentation• Don’t fear the documentation• We think by drawing• Your team uses documentation…• …and the next one certainly will• Whiteboards work in a pinch
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We don’t speak the language• UX is the translator• Know all the people• Know all the needs• Know all the systems• Foster conversation, collaboration
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Tactics for success
• Don’t walk away• Set goals for everyone• Design and build objects• Practice polymorphism• Project principles
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Don’t walk awayIt’s your project still, so stick with it:• Answer questions. • Check on progress. • Solve problems.
The team is the same, regardless of phase.
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Set goals for everyone• Turn principles into
metrics. Then measure them.
• Push for these to be the project level metrics of success.
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Design and build objects• Patterns are objects.
• Objects are re-usable components, whether in design or code.
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Practice polymorphism• Variations of objects
are still the same object.
• Tell everyone, so variations are built as you designed them.
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Project principles• Develop good objectives• Design holistically• Get everyone to buy into it• Own your design