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Jess Huang: Best practices in designing and developing for the human experience

Realm
March 01, 2017

Jess Huang: Best practices in designing and developing for the human experience

Video: https://www.youtube.com/watch?v=QqGfKNhyknE

Speaker: Jess Huang is a self-taught Product/UX Designer based in San Francisco, CA. Jess has over seven years of experience in user experience design in industries ranging from consumer electronics to mobile game development to mission-driven philanthropic tech. Prior to her career in design, Jess worked as a front-end developer and CSS/HTML specialist, which allows her to use her knowledge of the software development ecosystem to guide her day-to-day work with her developer counterparts. Jess is also dedicated to teaching and mentoring up-and-coming designers through Andreessen Horowitz's Gen.D program and part-time teaching at General Assembly.

Abstract:
Learn the basic tenets of User Experience Design
Explore the role of software developers in UX Design — and how they can make or break an experience
Discover some tips for incorporating the user experience into the developer's everyday work, and interfacing with designers (without growing to hate each other!)

Twitter Link: https://twitter.com/lianhua

Realm

March 01, 2017
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Transcript

  1. I’M JESS HUANG. ➤ UX/Product Designer for 7 years ➤

    currently at Degreed ➤ formerly at HandUp, GoPro, Playhaven, VMware (Socialcast) ➤ Former front-end developer (CSS/ HTML specialist) ➤ Yellowpages.com (AT&T) ➤ UX Design Instructor at General Assembly ➤ UX Design Mentor for Andreessen- Horowitz’s Gen.D Program ➤ Spoke at MWDevCon in 2015 about the UX of Wearables
  2. “UX is “the design of anything independent of medium or

    across media, with human experience as an explicit outcome and human engagement as an explicit goal.” - Jesse James Garrett, @jjg 
 (cofounder of Adaptive Path, 
 author of The Elements of User Experience, 
 guy with cool hair)
  3. LET’S BREAK THAT DOWN A LITTLE ➤ “User Experience” encompasses

    a user’s interactions with all aspects of a product or service ➤ If a person doesn't interact with it, or it doesn't affect them while they're interacting, it doesn't count ➤ Code doesn't usually count… unless, say, the speed of the experience is impacted ➤ The idea of UX is very broad and always evolving, just like the technology that is supporting it
  4. When the user asks, “Does this website give me value?

    
 Is it easy to use? Is it pleasant to use?” User Experience Design is all about striving 
 to make them answer “Yes.”
  5. A NOTE ON JOB TITLES ➤ Generalists ➤ Product Designer

    ➤ UX Designer ➤ UX/UI Designer ➤ Specialists ➤ Visual Designer ➤ Content Strategist ➤ User Researcher ➤ Prototyper ➤ Copywriter ➤ Information Architect ➤ UI Designer ➤ Interaction/Motion Designer
  6. SO, WHY SHOULD YOU CARE? +14.4% customers’ 
 willingness to

    pay +16.6% likelihood of 
 recommending a product -15.8% likeliness of 
 switching brands
  7. BONUS: 
 A GOOD EXPERIENCE MAKES YOU LOOK GOOD (Better

    design = better product = better reputation for the developers who’ve built it!)
  8. DESIGN IS BOTH IN & AHEAD OF THE SPRINT ➤

    In the current sprint, UXD is supporting development ➤ Answering questions, designing for edge cases, etc ➤ For future sprints, UXD is designing upcoming work
  9. DESIGN INVOLVES 
 DEVELOPMENT ➤ Sprint kickoff should NEVER be

    the first time developers learn about a project ➤ Designers should: ➤ bounce ideas off of at least tech leads/lead devs ➤ participate in sprint ceremonies (and give updates) ➤ participate in the same systems (e.g. file bugs in the right place)
  10. EAT YOUR OWN DOG FOOD ➤ Try to incorporate your

    product into your life ➤ Employees are the first line of defense when it comes to UX ➤ We know how the product is supposed to be, so we can identify when it’s not
  11. USER RESEARCH/TESTING SHOULD BE CONSTANT ➤ Research & testing should

    happen all throughout the process ➤ Upfront research ➤ Prototype acceptance testing ➤ Usability testing ➤ “Test early and often!” ➤ Developers should be involved, included and aware!
  12. DEVELOP A STYLE GUIDE ➤ Keeps everyone’s sanity ➤ Establishes

    norms and defaults ➤ Lets each side focus on the “cool” part — designing and developing new things ➤ No need to reinvent the wheel every sprint!
  13. ALWAYS BE IMPROVING (DESIGN FOR CHANGE) ➤ Pivots are inevitable!

    ➤ Products change ➤ Companies grow ➤ Target audiences shift ➤ UX should be flexible and adaptive ➤ Don’t paint yourself into a corner!
  14. How the web seems to think of us - nothing

    but skinny jeans and cargo pants…
  15. DON’T LET LABELS COME BETWEEN US especially outdated ones like

    “web designer” and “web developer”
  16. WE ARE ALL WORKING TOWARD THE SAME GOAL ➤ Why

    do you care ➤ …if your app is fast? ➤ …if your tests pass? ➤ …if your app never crashes? ➤ …if your users’ data is safe? ➤ Because you care about the user experience. (just like me!)
  17. COMMUNICATION IS KEY ➤ Check in often ➤ Include design

    in sprint ceremonies ➤ Ask questions about design decisions ➤ Give constructive feedback (but don’t expect all of it to be incorporated) ➤ Remember (and sometimes remind the designers!) that you are on the same team
  18. HOW TO LEARN MORE (FROM ME) ➤ Find me on

    Degreed! ➤ degreed.com/jess.m.huang ➤ Find me on Twitter! ➤ @lianhua ➤ Send me an email! ➤ [email protected]
  19. HOW TO LEARN MORE (FROM OTHERS) ➤ I promise I

    won’t be offended. ➤ Check out my “UX Design for Developers” Pathway on Degreed ➤ Talk to your designer(s) ➤ Take a class/workshop ➤ General Assembly has weekly workshops and bootcamps in SF & SJ 
 (No, they didn’t tell me to tell you that.)