Practical UX for Mobile: A Future Friendly Approach to Communicating Your Ideas

Practical UX for Mobile: A Future Friendly Approach to Communicating Your Ideas

Much of the conventional design process and documentation we rely on is ineffective when it comes to communicating how we want our designs to translate across a wide range of devices and screen sizes. This talk is all about producing effective, efficient deliverables for an increasingly mobile-accessed Web, and practical design methods you can put into use right away.

But there's a catch: shaking up convention doesn't always come easy. How do you move away from assembly line design processes and an over-reliance on static deliverables? How do you overcome your stakeholders' general misconceptions about mobile use cases? If you've got a chance in hell of getting away with it all, you'll need a few tricks up your sleeve.

This session will cover collaborative sketching methods perfect for breaking mental models and building design consensus. We'll investigate the seeming demise of Photoshop, and you'll hear a whole lotta talk about prototypes—including when and why to use them, and how to pick the best prototyping tool for your project. For designers and developers alike, you'll leave with a toolbox of tricks that can help you pitch your future friendly ideas.

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Dennis Kardys

July 23, 2013
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Transcript

  1. Practical UX Mobile A FUTURE FRIENDLY APPROACH TO COMMUNICATING YOUR

    IDEAS @dkardys for
  2. User Research Stakeholder Interviews Personas & Scenarios Card sorting enormous

    Sitemap Lotsa Wireframes Task flows design compS Prototypes Device testing usability testing +
  3. None
  4. The Deliverables Business

  5. But WILL the People know to tap it?

  6. Makers wanna make... not document

  7. How much of the UX process is expendable?

  8. Future Friendly

  9. -there is a- Dissonance of Vision Future Friendly vs. BOSS’

    Phone
  10. -Dan Willis ...the people farthest from understanding the technology are

    often the ones making the strategic decisions. —Dan Willis
  11. It’s up to those with the best understanding of the

    technology to lead the way.
  12. Crossing the Chasm

  13. The biggest challenges, in my experience, are to do with

    people. Specifically, the way that people work together. — Jeremy Keith —Jeremy Keith
  14. Arm yourself with better communication tools

  15. “The purpose of a design artifact, whether a wireframe, prototype

    or sketch, is to illustrate our thinking.” —Robert Hoekman
  16. The purpose of a design artifact can also be to

    transform our thinking
  17. Create Props NOT Paperwork

  18. Assumptions | Shared understanding Silo mentality | Convergent experience Page

    driven design | Design systems
  19. Prototyping the Experience wsol.com/practical-ux-for-mobile/

  20. Participatory Sketching Getting stubborn ideas out of people’s heads and

    onto paper.
  21. Comics & Storyboards Great for getting to people focus on

    goals and scenarios instead of features and screens.
  22. Role Playing / Bodystorming Performing the experience http://www.flickr.com/photos/xian/3763797756/in/photostream/ http://www.flickr.com/photos/nlireland/5963130143/

  23. Journey Maps / Service Blueprints Outlining the various points where

    users interact with a product or service, across channels. Can weave together personas, scenarios, and tasks.
  24. User Journey map became more than just a journey with

    touchpoints, emotions, takeaways, etc... — Jeremy Keith
  25. It also became a representation of the Information Architecture and

    the content plan, with our Personas (needs, goals, scenarios) serving as the starting point for everything — sort of like the glue that ties it all together. — Jeremy Keith —Rian Van Der Merwe
  26. Find gaps in the experience. http://www.flickr.com/photos/osucommons/3385601567/

  27. Paper Prototypes Quickly ideate and validate ideas.

  28. KJ Method An efficient way to arrive at consensus when

    dealing with large or divided groups. http://www.netmagazine.com/features/how-run-effective-meeting
  29. The Page Description Diagram

  30. Page Tables / Content Outlines

  31. Design Systems Breed Modular Markup & CSS

  32. Wireframes*. Component Audits and Content Reference Wireframes

  33. None
  34. None
  35. HTML Prototypes (or mobile app prototypes)

  36. Style Prototypes & Guides

  37. None
  38. Facilitation.

  39. Design Studio Design Mini Brief + Structured Rules for Critique

  40. Totally arbitrary re-prioritization of objectives incoming!

  41. Pace The Conversation Focus on one thing at a time

    http://www.flickr.com/photos/nlireland/5963130143/
  42. Project paralysis...

  43. UX is a result... not a document.

  44. PREPARING for what’s to come

  45. You are ALL architects of the user experience.

  46. THANKS! Dennis Kardys robotregime.com wsol.com @dkardys