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Modular UX Process

Modular UX Process

UX process should be a series of activities that can be mixed-and-matched to build the right process for a given project and team. The same UX activities won't work the same every time, learn to be flexible!

Jacob Geib-Rosch

July 23, 2015
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  1. • UX is evidence-based. • Time is limited; we want

    to waste minimal effort. • Client buy-in is not guaranteed. Stakeholders are reluctant to spend resources on UX. ASSUMPTIONS
  2. PROBLEM • Many processes rigidly prescribe specific steps, tasks and

    deliverables for UX design. • Rigid approaches to UX processes do not account for differences in teams, clients and projects.
  3. • Many processes rigidly prescribe specific steps, tasks and deliverables

    for UX design. • Rigid approaches to UX processes do not account for differences in teams, clients and projects. • UX is about recognizing the essential humanity of software. • Our processes should reflect the humanity of our teams and account for those differences. • A one-size-fits all approach will not work all the time. PREMISE
  4. • Collect evidence in a way that suits your team’s

    needs. • Answer the highest-risk questions for your product as efficiently as possible. • Decide where to draw the line. How much research is enough? THE CHALLENGE
  5. An approach that allows us to: • discover only the

    information we need • that fits our team’s needs • on a project-by-project basis • by mixing-and-matching UX activities THE SOLUTION
  6. • There are about 873 different UX activities and methods.

    • All UX activities are not created equal • different learning • about different constituencies • for different phases of development and • for different types of projects. UX ACTIVITIES
  7. • How to figure out which to use when? •

    Determine your goals. • What do you need to know to meet those goals? • What will resonate with the client? UX ACTIVITIES
  8. • What are your goals? • Increase user satisfaction? •

    Increase sales/revenue? • Build stakeholder/team buy-in? • Build understanding of team, company culture or product? GOALS
  9. Project Plan • Planning and Discovery Phase • Sets goals

    and methods for learning how to accomplish them. User Interviews • Research Phase • Collects initial user guidance. • Can be on your own or with your team for buy-in. UX ACTIVITIES
  10. Card Sorting • Research Phase • Helps organize complex information

    trees. Personas • Research Phase • Helps team gain perspective about customers. • Great for empathy, but can seem abstract on the surface. UX ACTIVITIES
  11. UX ACTIVITIES Wireframes • Design Phase • A relatively low-cost

    visual representation of your product. Prototype Testing • Testing and Validation Phase • A relatively low-cost interactive representation of your product.
  12. • Be flexible. Know when to document and when not

    to document. • There is no absolute right amount of documentation; 
 it depends on the situation. DOCUMENTATION
  13. • Be flexible. Know when to document and when not

    to document. • There is no absolute right amount of documentation; 
 it depends on the situation. DOCUMENTATION • Keep your focus on what you’re making, not writing about what you’re making. • Break down tasks into detailed chunks when it feels right.
  14. • How much research is the right amount? • Which

    activities answer your questions the best? • How much documentation is the right amount? IT DEPENDS
  15. • The point is that we need to stop thinking

    in terms of “Agile,” “Waterfall,” or “Lean.” • These labels are useful, but UX doesn’t fit neatly into any of these methodologies, and it shouldn’t. THE POINT
  16. • We need to use goal-oriented thinking. • Mix and

    match activities • to learn what we need to learn • to make what we need to make. THE POINT
  17. UX activities are tools in a toolkit that are used

    to answer questions about our users.
  18. SUGGESTED READING • The User Experience Team of One by

    Leah Buley • Lean UX by Jeff Gothelf • Just Enough Research 
 by Erika Hall • User Story Mapping by Jeff Patton