UX for product managers - ProductCamp Vancouver 2011

28c50520ae65f87899bc12c94e4a7c09?s=47 benry
February 12, 2011

UX for product managers - ProductCamp Vancouver 2011

A workshop and talk I ran at the inagural ProductCamp Vancouver in 2011. The focus was on teaching others some of the basics of user experience and interaction design and how to apply basic principles to improve their products and create alignment during requirements development. I/we had a blast!

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benry

February 12, 2011
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Transcript

  1. UX for Product Managers ProductCamp Vancouver 2011

  2. Learn some of the basics of user experience and interaction

    design and understand how some core basic principles can help improve not only your product but also help create alignment during requirements development
  3. I’ll try

  4. None
  5. do you do UX?

  6. UX is...

  7. Credit: Noah Baldwin

  8. Credit: Peter Morville “Strike a unique balance on each project

    between business goals and context, user needs and behaviour, and the available mix of content.”
  9. Useful Ask whether our products and systems are useful, and

    to apply skills to make them more useful. Usable Ease of use is vital Desireable Having an appreciation for the power and value of image, identity, brand, and other elements of emotional design Findable Design navigable and locatable objects so users can find what they need. Accessible
 to those with disabilities Credible Including design elements that influence whether users trust and believe what we tell them. Valuable Deliver value to our sponsors. For non- profits, the user experience must advance the mission. With for-profits, it must contribute to the bottom line and improve customer satisfaction. Credit: Peter Morville
  10. None
  11. compendium of techniques, methods and tools to help explain what

    our users want
  12. what do you need to do UX?

  13. None
  14. facilitation user research personas sketching/drawing content strategy card sorting site

    maps workflows/task flows wireframes prototyping usability testing etc.
  15. facilitation

  16. learn

  17. Open Set context, frame of reference, get people thinking, spark

    imagination Close Focus on convergence and selection Couple rules Don’t open and close at the same time - allow people to be creative and critical at different times Close everything you open Credit: Dave Gray, Gamestorming
  18. use questions

  19. produce artifacts

  20. try it out

  21. just do it

  22. user research

  23. ethnographic journals, shadowing, follow home

  24. design the box name, tagline, selling features, system reqs

  25. ask questions interviews, focus groups

  26. closed questions won’t help you learn start with: do, would,

    are, will, if
  27. answers: yes or no

  28. use open questions start with: what, why, how, describe

  29. you’ll get a longer answer

  30. conversation

  31. discover wants, needs & problems

  32. and the extent of problems

  33. create empathy

  34. 5 whys

  35. exercise few minutes

  36. turn to the person at your right

  37. learn about what they do try asking just open questions

    then listen
  38. how was it?

  39. personas

  40. user archetypes

  41. based on research

  42. method for communicating user research

  43. helps remind that you’re building for real people

  44. Example: Oil Sands Information Portal Credit: nForm User Experience

  45. put them in a usable format

  46. hockey cards

  47. posters

  48. laminated one-pager

  49. exercise few minutes

  50. pick a super hero

  51. list traits, attributes, qualities, interests, likes/dislikes, attitudes

  52. write a story about them

  53. express it visually

  54. sketching/drawing

  55. bill buxton sketching is an “essential part of the process

    when creating new products”
  56. None
  57. None
  58. None
  59. practice

  60. 30 seconds: draw your neighbour

  61. how’d it feel?

  62. what did you hear? sorry, apologies, laughter

  63. why?

  64. fear

  65. fear = self edit

  66. stops creativity

  67. don’t have to be an artist just need to know

    the basics
  68. None
  69. detail not critical (IA is called Boxes and Arrows for

    a reason)
  70. None
  71. most importantly you have to practice

  72. to design “X”

  73. draw as many ideas as you can

  74. put them up

  75. discuss

  76. refine

  77. repeat

  78. sketchboards roll it up and takeaway http://www.youtube.com/watch?v=iVFTBj_BYy0

  79. tell your story

  80. content strategy

  81. don’t make content an afterthought

  82. consider both micro & macro copy

  83. connect with those building interactions

  84. maps

  85. site maps show relationships between information/features

  86. None
  87. experience maps show user experience while interacting

  88. None
  89. None
  90. mental models show relationships between features & content

  91. None
  92. exercise 5 minutes

  93. card sort

  94. sticky notes but not this many

  95. create a list of fruit and vegetables

  96. organize them into groups

  97. give those groups a label

  98. compare

  99. find common patterns

  100. explore nomenclature pay attention to labels, words used to describe

  101. workflows & task flows

  102. how users personas use your product

  103. scenarios

  104. good complement for use cases

  105. wireframes

  106. like a blueprint

  107. explains the information space is not about visual design

  108. fidelity can vary

  109. low fidelity sometimes easier to discuss with clients feels less

    committed
  110. Credit: Basalmiq Mockups

  111. high fidelity sometimes easier to test

  112. Credit: Scott Baldwin

  113. practice

  114. define goals what is this for?

  115. create a list of the information

  116. determine size and visual priority top/bottom, big/small

  117. flush it out

  118. prototyping

  119. try paper

  120. html/css/js

  121. build something your customers can use

  122. test

  123. iterate

  124. rinse & repeat

  125. usability testing

  126. create script Credit: Scott Baldwin

  127. practice so you don’t come off as a bumbling idiot

  128. recruit 5-7 people is enough

  129. run tests findability, desirability, usability

  130. summarize your results

  131. make changes

  132. wrap-up

  133. have fun

  134. play

  135. experiment

  136. make mistakes

  137. fumble with your customers

  138. thank you Scott Baldwin Sr. Product Manager, Direct Banking Central

    1 Credit Union twitter: @benry www.benry.net/blog