How we introduced UX to Epic Games' production pipeline

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1 How we introduced UX to Epic Games' production pipeline Celia Hodent & Heather Chandler Director of UX Senior Producer -

2

3 Epic s organization Product teams: Unreal Tournament Paragon Fortnite Spyjinx UE4 Operation / Support teams: Publishing Consumer Insights UX Marketing

4 Part 1 - Misconceptions

5 Definition of UX What it is like for the targeted user to interact with the software, including how engaging the experience is, relative to the design intentions. Donald Norman, The Design of Everyday Things (1988)

6

7 Misconception about UX #1: UX will distort design intentions Dark Souls

8 Misconception about UX #2: UX is just common sense

9 Misconception about UX #3: UX is yet another opinion

10 Misconception about UX #4: Not enough time/money

11 Misconception about UX #5: Let s UX it later Yoohoo!

12 Misconceptions about Prod #1: Devs don t understand UX

13 Misconceptions about Prod #2: Dev team not interested in UX

14 Misconceptions about Prod #3: UX doesn t require extra time

15 Misconceptions about Prod #4: EZ to implement UX feedback

16 Misconceptions lead to mistrust Dev team has to face inputs from Execs, Marketing, Publishing.. and now from UX!

17 Part 2 Shift

18 Part 2 UX Shift Don t become the usability police.

19 Part 2 UX Shift

20 Part 2 UX Shift Shifting to a tailored UX-dev relationship Concept mock for Fortnite s metagame (late 2013) Fortnite alpha Homebase (march 2016)

21 @GamesUR

22 Part 2 Prod shift Dev team didn t see how UX feedback was different than dev feedback UX feedback is neutral and scientific (when done correctly) Dev team was overwhelmed by the amount of information UX tend to be too thorough Dev team didn t make reviewing UX feedback a priority UX feedback should be the #1 priority as it s the least biased one Dev team didn t view UX as part of team UX needs distance with the product but should be close to the team

23 Part 2 Prod shift Getting to Know Each Other UX was flexible in working with Dev Team. Low friction in working with UX. Production was evangelist of UX. UX not another gate.

24 Part 2 SHIFT How to enable the shift: Listen to the dev team. Start small. Demonstrate on a small scale: quick wins. Empower: UX has to be a concern of everyone. Plan for UX as part of iteration pipeline.

25 Part 2 Prod shift

26 Part 2 Prod shift One-sided conversation Process not well-defined. No clear owners. Too overwhelming.

27 Part 3 Working Together

28 Part 3 Working Together Evolving use of tools

29 Part 3 Working Together Aligning goals Priorities for testing features. UX Testing goals. Communicating schedule. Evangelizing to team.

30 Part 3 Working Together Hypotheses Plan Build Test Report Task Creation Triage Verification One-Sheet

31 Part 3 Working Together

32 Part 3 Working Together

33 Part 3 Working Together

34 Part 3 Working Together

35 Part 3 Working Together

36 Part 3 Working Together

37 Part 3 Working Together

38 Part 3 Working Together

39 Part 3 Working Together

40 Part 3 Working Together Process still needs work Keep things visible. Strengthen feedback loop. Drive participation in process. Adjust workflows.

41 Conclusion

42 Conclusion

43 Take Away 1. Debunk UX and prod misconceptions. Don t be afraid of each other. 2. Start small with devs interested in UX to demonstrate UX quick wins. 3. Don t be the UX police, instead work together to be successful and measure/communicate the progress. 4. Establish a feedback and implementation loop. 5. Celebrate together for the progress made

44 Heather Chandler Slides will soon be posted here: celiahodent.com

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