UX CAPSTONE USER EXPERIENCE + DEVELOPMENT PROCESS
USER EXPERIENCE (UX) Refers to a person s emotions and attitudes about using a particular product, system or service; including the practical, experiential, affective, meaningful and valuable aspects of human computer interaction and product ownership.
Researcher Designer Engineer User EXPERIENCE
UX DESIGN TEAM The design of new products and systems is never done by one person. They are created by teams formed by people from many disciplines. ux researcher information architect interaction designer visual designer front-end developer ux designer content strategist
UX RESEARCHER Figure out how to get the right sort of information from people, they learn Who are our users? and What do our users want? Typically, this role entails interviewing users, researching market data, and gathering findings. Researchers may assist with this process by conducting A/B tests to tease out which design option best satisfies user needs.
UX DESIGNER UX designers are primarily concerned with how the product feels. The broad responsibility of a UX designer is to ensure that the product logically flows from one step to the next. By identifying verbal and non-verbal stumbling blocks, they refine and iterate to create the best user experience.
SELLING UX TO CLIENTS Better products Cheaper to fix problems earlier Less risk Research brings insights Products that are easy make more $$ User-led products get to market quicker Ease of use is common user looking for it
TRADITIONAL WATERFALL MODEL REQUIREMENTS DESIGN BUILD TESTING MAINTENANCE
AGILE METHODOLOGY An alternative to waterfall, or traditional sequential development, helping teams respond to unpredictability through incremental, iterative work cadences, known as sprints. Cross-functional teams working together Removal of documentation Iterative cycles to reduce time
AGILE ITERATIVE CYCLE Build faster IDEAS CODE Learn faster Measure faster DATA
LEAN UX A faster development model with less emphasis on deliverables, and instead encouraging designers to show their work early and often.
WHY USE LEAN? 01 Determine whether people will buy your product before you build it 02 Listen to your customers throughout the product s lifestyle 03 Understand why you should design a test before you design a product 04 Discern the differences between necessary features and nice-to-haves 05 Learn how minimum viable product affects your UX decisions 06 Use A/B testing in conjunction with good UX practices 07 Speeds up product development process without sacrificing quality
LEAN UX PRINCIPLES
VALIDATES HYPOTHESES Instead of thinking of a product as a series of features to be build Lean UX looks at a product as a set of hypotheses to be validated. Research helps develop a hypothesis that then will be tested in various ways to see if it is correct.
USER-CENTERED Considers the user during all phases by gathering product feedback.
AGILE Lean UX borrows many methodologies from Agile including cross-functional teams, elimination of documentation, and iterative development cycles.
DATA DRIVEN (QUANTITATIVE MEASURED OUTCOMES) Lean UX doesn t assume a new design or feature is better than what came before it, it uses a deploy-and-test process as a feedback loop for designers. Designers then learn more about real user behavior.
FAST AND CHEAP Lean UX strives to eliminate waste by testing hypotheses at all stages thus removing the suprise of a failed product at launch.
ITERATIVE Building the smallest possible thing needed to validate a hypothesis. This is called a MVP minimum viable product. This creates an iterative process where you are constantly building, learning, and then continuing to build based on what you learned.
LEAN UX PROCESS 01. validation 02. design 03. product