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Lean UX: Scope - Content

Lean UX: Scope - Content

6e47fc0033db69522a6fc5ca297606b3?s=128

Sergio Nouvel

July 08, 2013
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  1. LEAN UX SCOPE 1. Scope 2. Content 3. Interface 4.

    Look & Feel
  2. SERGIO NOUVEL @SHESHO

  3. A geolocalized app to help firefighters easily find fire plugs.

  4. We'll define the value proposal, the target audience and the

    feature set of the project. What's defined in this session will guide the complete development process.
  5. ✔ What do we test at this stage? Innovation Viability

    Merit
  6. ✔ Innovation Does the product improve something over what already

    exists? * Performance * Functionality * Design * Taste * Cost * Speed * Access * Reliability * etc.
  7. ✔ Viability Can the product be done with reasonable resources?

    Is technology available? Are human resources available? Is there funding?
  8. ✔ Merit Does the product deserve to exist and be

    made by us? Do we love the idea? Is it within our skills? Is it worthy for the final user?
  9. Tool: Canvas We'll define 9 aspects that are key for

    the business model of the product.
  10. None
  11. Tool Elevator Pitch Synthesize the value proposal in a 10-second,

    no-visual aids pitch.
  12. Define Key Hypotheses We'll define what the product needs to

    prove true in order to deliver value to users.
  13. Definir Key Behaviors ¿What (actions, habits, moods) do we want

    to stimulate or ellicit in the users which prove our hypotheses true?
  14. Definir Key Motivators ¿What do we give back to the

    users in exchange or reward? ¿Is this connected with what users really want/need?
  15. Tool Sprints We'll segment the project in progressive, minimum-viable stages.

  16. Initial Idea Future vision Value proposal Scope of this iteration

  17. SCOPING Which features will and will NOT have the project

    at this stage?
  18. EMPATHIZING WITH OUR TARGET USERS What are the priorities of

    our customers? How do they think and feel? How this product will make our customers happier?
  19. Tool Storytelling We'll tell the "tale" of our app inmersed

    in the world of our users.
  20. TECHNIQUES Drawing Written text Video Audio narrative 1: DEFINING PERSONAS

  21. Our users are human beings. Real. Imperfect. They have feelings.

    They have limits. They don't have all the time in the world. They don't care about our product.
  22. DON'T BE AFRAID TO DRAW

  23. DON'T BE AFRAID TO WRITE

  24. LEAN UX CONTENT 2. Content 1. Scope 3. Interface 4.

    Look & Feel
  25. We'll define the structure and content strategy of our product,

    describing the user flows and how are we telling our story to our users.
  26. Our users need to understand where they are. Where they

    can go. Feel at home. Intuit rather than decide. The product must think like they do. Not the other way around.
  27. ✔ What do we test at this stage? Coherence Familiarity

    Simplicity of access and consumption
  28. Define Metaphor Which elements of the user's world can be

    applied to the product to ease adoption?
  29. ✔ Familiarity We'll go out and ask people for their

    referents. Of what we do, which things are already similar to something familiar to the user? Which ones can be unknown or obscure? How can we make them more understandable?
  30. Vocabulary What are the key sections and actions? How are

    they named by our users? How do they expect to be talked?
  31. Tone and style If our product was a person, how

    would he/she dress? and talk? and behave?
  32. Key places Where in the product the key hypotheses and

    behaviors will take place and can be observed?
  33. Deliverable: Sitemap We'll structure the user paths in form of

    a flow chart.