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Stop making bland things

857a1d6ea6c561aac20125fe9bc29538?s=47 Adriaan Fenwick
October 04, 2014

Stop making bland things

The slides from my talk at SAUX2014.

857a1d6ea6c561aac20125fe9bc29538?s=128

Adriaan Fenwick

October 04, 2014
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Transcript

  1. Applying design principles to software development

  2. Adriaan Fenwick
 User Experience Designer @adriaanfenwick
 www.designandux.com

  3. Stop making bland things

  4. Users = most important aspect when building a product. Know

    your users.
 Understand their needs (and wants).
 Solve their problems.
  5. Create products that people love. Too many mediocre half-baked products

    in wild.
  6. One for all and all for one http://en.wikipedia.org/wiki/File:Dartagnan-musketeers.jpg The Musketeers

  7. One for all and all for one UX belongs to

    everyone!
 Break down silos. http://en.wikipedia.org/wiki/File:Dartagnan-musketeers.jpg The Musketeers
  8. http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal

  9. http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal

  10. http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal

  11. http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal

  12. http://design.org/blog/difference-between-ux-and-ui-subtleties-explained-cereal

  13. Love triangle

  14. Love triangle

  15. None
  16. None
  17. None
  18. Users

  19. https://www.flickr.com/photos/futurilla/5456748089 Movie Systems treat users badly

  20. https://www.flickr.com/photos/futurilla/5456748089 Movie Systems treat users badly “I fight for the

    Users!”
 - Tron “I'm a User, I'll improvise.”
 - Sam Flynn
  21. Users
 What are they?

  22. Users
 What are they? Humans

  23. Users
 What are they? People

  24. Users People

  25. Users People Students Doctors Professionals Employees Patients

  26. Simple and Usable web, mobile and interaction design by Giles

    Colborne
  27. Experts Happy to explore your product or service and to

    push the limits of what it can do. ! Willing adopters Tempted to use something more sophisticated, but they're not comfortable playing with something entirely new. ! Mainstreamers Don't use technology for its own sake; they use it to get a job done.
  28. Personas

  29. Who are your users? What are they trying to achieve?

    Make making decisions easier.
  30. “But this makes sense to me, if the user doesn’t

    get it they are stupid.”
 - Team member “We don’t need to test the system - I am the user.”
 - Executive member
  31. Sometimes you have to get creative to get your team

    to buy into your process Source: http://www.flickr.com/photos/21202433@N08/8524623559/
  32. Needs and wants

  33. “If I had asked people what they wanted, they would

    have said faster horses.”
 - Henry Ford
  34. Needs are important,
 but we often forget about the wants.

    Usable and useful + pleasurable.
  35. User Experience (UX) User Experience (UX) involves a person's behaviors,

    attitudes, and emotions about using a particular product, system or service. User Experience includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. Source: http://en.wikipedia.org/wiki/User_experience
  36. User Experience Design (UXD) User experience design (UXD or UED)

    is the process of enhancing customer satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction between the customer and the product. Source: http://en.wikipedia.org/wiki/User_experience_design
  37. Want, but don’t really need.

  38. Need, but don’t really want.

  39. Uncover needs, while listening to wants. Observe. Ask “Why” until

    it feels awkward,
 then ask why a few more times.
  40. Story about a bridge Source: https://www.flickr.com/photos/peterthoeny/10357858173

  41. A pleasurable experience Connect their needs
 on an emotional level


    with their wants.
  42. Make special moments Disney and his team had a sharp

    focus on creating a unique experience that guests could not get anywhere else. This focus on making as many special moments as possible resulted in happy (and repeat) customers. Human beings retain bad memories more than good, so providing happy moments results in people revisiting in a desire to relive or recapture those special moments. Source: http://uxmag.com/articles/walt-disney-the-worlds-first-ux-designer
  43. None
  44. None
  45. None
  46. None
  47. None
  48. How do you cater for pleasurability in estimations?

  49. How do you cater for pleasurability in estimations? SCRUM

  50. Source: https://www.flickr.com/photos/aglet/8373084083 Sometimes it does feels this way

  51. There is a tension and imbalance
 between ux and agile

    methodologies. Features are rarely iterated on to improve. User review contain no users.
  52. Design is iterative by nature. Design creates many solutions to

    truly solve the problem. Estimation undermine design.
  53. Understand they are different processes. Staying ahead of the curve

    is a challenge. Big picture design thinking competes with delivering small business impact value.
  54. Doesn’t quite fit, does it?

  55. SCRUM.

  56. SCRUM. AGILE.

  57. SCRUM. AGILE. UX.

  58. We need to figure out how we can make it

    work. SCRUM. AGILE. UX.
  59. Product discovery: a better way If we want to design

    better, more useful products, we need to stop designing solutions too early and start instead with product discovery: a process that helps us understand the problem properly so we don’t just design things better, but design better things. Usable yet Useless: Why Every Business Needs Product Discovery,
 by Rian van der Merwe Source: http://alistapart.com/article/usable-yet-useless-why-every-business-needs-product-discovery
  60. Design is messy

  61. Lean startup and the MVP

  62. MVP Product

  63. Lean startup and the MVP Lean in agile dev =

    Creating donuts without sprinkles.
  64. Lean startup and the MVP Lean in agile dev =

    Creating donuts without sprinkles. Stop making bland things
  65. Lean startup UCD framework at its core.

  66. Lean startup UCD framework at its core. Measure Learn Build

  67. Problem with interpretation of MVP. Too often focused on MP

    and not the V. Usable, useless. Not a pleasant experience.
  68. Too many half-baked products.
 Too many donuts without sprinkles.

  69. Laura Klein - UX for Lean Startups

  70. Introduced the cupcake concept to the Lean Startup world.

  71. Wedding cake. Not minimum.

  72. Half-baked / Raw ingredients. Not viable.

  73. Cupcake. Minimum viable cake.

  74. Lean startup and the MVP with a better user experience

  75. Heuristics

  76. Applied to SCRUM (QA Testing process). Sharing with the team.

    Printed examples based on project.
  77. Visibility Match Control Consistency Prevention Recognition Flexibility Minimalism Recover Help

  78. Universal Methods of Design
 Bella Martin
 Bruce Hanington

  79. Design principles

  80. Based on goals of product. Selective process - very collaborative.

    Decision making.
  81. Design standards

  82. Enables consistency. Create a vocabulary and visual
 language the team

    understands. Prevents the perception of interns running
 around behind the scenes.
  83. Living standards = ui pattern library. Supports autonomy on the

    team.
  84. Usability testing

  85. Take team along to testing = creates empathy. Record video.

    Document as soon as possible.
  86. Extensive user testing. Quick guerrilla testing. Remote usability testing.

  87. UserTesing. Optimal Workshop.

  88. The ABC’s of Research A (Attitude)
 B (Behavior)
 C (Comprehension)

    Source: http://uxpamagazine.org/choosing-the-right-research-method/
  89. Less is more

  90. “A designer knows he has achieved perfection not when there

    is nothing left to add, but when there is nothing left to take away.”
 - Antoine de Saint-Exupery
  91. “Simpler than a bike, until you try to ride it”

    - Simple and Usable by Giles Colborne Not that kind of simple
  92. New features add complexity. Challenge: each new feature - remove

    another. If-syndrome.
  93. “Experts often want features that would horrify mainstreamers” - Simple

    and Usable by Giles Colborne
  94. Sketching

  95. Without sketching and testing,
 it’s like playing pictionary with your

    users. Can your users guess what to do?
  96. Inexpensive way to gain feedback. Enables richer vivid conversations. Test

    assumptions more clearly.
  97. Whiteboard. Wireframes. Prototypes.

  98. Source: http://commons.wikimedia.org/wiki/File:Iron_Man_Mark_4,_5,_6,_7.jpg Tony Stark knows how
 to prototype and iterate

  99. Evangelise DID YOU KNOW? 553 EXPERTS OFTEN WANT FEATURES THAT

    WOULD HORRIFY MAINSTREAMERS.
  100. @adriaanfenwick
 www.designandux.com Now go rid the world of all the

    evil donuts!