ux design process & methods

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Page 1: UX Design Process & Methods
Page 2: UX Design Process & Methods

RESEARCH & TESTDESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

Plans for the creation, publication, and governance of useful, usable content.

Aligning communication across channels so that web content, print collateral, social media conversations, and internal knowledge management are working toward the same goals (in channel appropriate ways).

Content strategy focuses on the planning, creation, delivery, and governance of content. Content not only includes the words on the page but also the images and multimedia that are used.

.CONTENT PLAN

.CONTENT ALIGN

SIGNAL DATA INFORMATION KNOWLEDGE WISDOM

Page 3: UX Design Process & Methods

RESEARCH & TESTDESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

SIGNAL DATA INFORMATION KNOWLEDGE WISDOM

CONTENT AUDIT

TASK ANALYSIS

METRIC ANALYSIS

QUANTITATIVE SURVEY

PERSONAS

A/B TEST

STORY BOARDS

SITEMAP

CONTENT ANALYSIS

CARD SORTING

KPI ANALYSIS

USE CASES

HEURISTIC ANALYSIS

COMPETITIVE AUDIT

USER JOURNEY

MAP COPYWRITING

USABILITY TEST

SEO AUDIT

WIREFRAME

PROTOTYPE

Page 4: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

.Sketch the most important user storyHow do you know which user story is most

important? It depends on the problem you are

solving in the sprint.

Helping people understand and get started

with your product — you probably want to focus

on the experience of a user encountering your

product for the first time.

Creating a new product concept — you probably

want to look into the future and imagine the value

proposition and core features for an engaged user.

Improving conversion rate from a landing page

— you probably want to understand why people

land on your page and what their goals are.

This step can be difficult and time-consuming, but

it’s critical! Getting a visual map on the wall (like the

one above) is invaluable for grounding the

discussion and keeping everyone on the same page.

Page 5: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

.Choose part of the problemNow decide which part to focus on first. It usually makes sense to have everybody in the sprint focus on

the same part of the problem at once. If you take that approach, you’ll do one cycle for each part of the

problem, with everybody collaborating on each part as you go.

A

B

C

D

E

F

G

Page 6: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

E

F

G

.Take notesAt this point in the sprint, the whiteboards and walls are

probably covered in diagrams, notes, and sticky notes.

This is your chance to reload that stuff into your brain.

Everyone takes a piece of paper and jots down anything

they think is useful.

10minutes

Page 7: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

E

F

G

.Mind MapNow you’re going to add all the other ideas that are in your

head, mix them with the notes you just took, and loosely

organize them on paper. The mind map is going to be your

“cheat sheet” you can use when you’re sketching UI ideas.25minutes

Page 8: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

E

F

G

.Crazy EightsEverybody folds a blank sheet of paper in half four

times, then unfolds it, so they get eight panels. Then you

have 5 minutes total to draw eight sketches, one in each

panel.10minutes

Page 9: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

E

F

G

.StoryboardThat will be shared anonymously and critiqued by the group. The goal is to take the ideas

we’ve generated so far and sketch an actual UI showing how a user would move through

this part of the story — where they click, what info they enter, what they think, etc.

Start with a blank sheet of paper, and put 3 sticky notes on it. Each sticky note is one frame

in the storyboard. It’s kind of like a comic book that you’re going to fill in.

20minutes

Page 10: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

E

F

G

.Silent CritiqueGive everybody a bunch of dot stickers. Then, without speaking, everybody looks at the different

storyboards and puts a sticker on every idea or part of an idea they like. There are no limits to

how many stickers you can use, and I don’t even prevent people who want to brazenly vote for their

own ideas. By the end, you’ve got a kind of heat map, and some ideas are already standing out.

10minutes

Page 11: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

E

F

G

.Five-minute critiquesEverybody gathers around the storyboards one at a time. First, people talk about what they liked, then

we ask the person who drew it if we missed anything important. Usually the best, most popular

ideas are the ones people can understand without an explanation, so the author of the

storyboard osten doesn’t have anything else to add.

5min/idea

Page 12: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

.Search for conflictsA conflict is a place where there are two or more different approaches to solving the same

problem. Conflicting approaches are super helpful because they illuminate the choices for your

product.

Each conflict is like a little

gold mine. In business-as-

usual design, designers osten

end up picking one approach

and going straight to high

resolution. When I was working

on products in-house, I’d osten

get so caught up in that one

solution that I wouldn’t even

have time to think about how

else it could be done.

Page 13: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

.Best shot or battle royaleYou have two basic options for what kind of user study you’re going to run at the end of your sprint. You

can prototype several different approaches and test them against each other (the “battle

royale”) or you can go with a single prototype (the “best shot”).

The advantage of the “best shot” approach is that you can put a lot more work into that one prototype,

or just get it done faster. The “battle royale” works well for newer spaces where there really aren’t many

conventions, and you need to figure which one is going to work best for the user.

Page 14: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

.Test your assumptionsWhat else should you test in your user study? Listing out your underlying assumptions is a good

way to revisit the big picture.

Try to come up with a way to test all your assumptions, either in the user study. If you can’t test

every assumption now, keep a list for next time. Untested assumptions are like takeout containers

in your fridge: if you leave them for very long, things get nasty.

Page 15: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

A

B

C

D

.Whiteboard the user storyNow we’re going to make a storyboard that shows exactly how the user will step through your prototype, click by click. This storyboard will become the spec for building the prototype. This is an activity that the group does together — it’s actually the last group step before you break for prototyping.

The group should be engaged and discussing what happens next and giving that brave soul holding the whiteboard marker as much help as possible.

Page 16: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

.UNDERSTAND

.DIVERGE

.DECIDE

.PROTOTYPE

Digging into the design problem through research, competitive review, and strategy exercises.

Rapidly developing as many solutions as possible.

Choose the best ideas and hammer out a user story.

Build something quick and dirty that can be shown to users.

RESEARCH & TEST CONTENT STRATEGY

.Create a real-looking version of storyboardQuite simply, a prototype is anything a person can look at and respond to. A prototype doesn’t usually have to be very complex in order to learn what you need to know. While it can be tempting to use “lorem ipsum” when you’re building a quick prototype, don’t do it — always write real text for your prototype. Keynote is the world’s best prototyping tool.

Page 17: UX Design Process & Methods

RESEARCH & TEST

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

Ethnographic research usually involves observing target users in their natural,

real-world setting, rather than in the artificial environment of a lab or focus

group. The aim is to gather insight into

how people live; what they do; how they use things; or what they need in their

everyday or professional lives.

Ethnographic research relies on techniques such as observation, video diaries,

photographs, contextual interviews, and analysis of artefacts such as for example

devices, tools or paper forms that might be used as part of a person’s job.

Observations can be made at home, at work, or in leisure

environments. People can be studied with their family, on their own,

with work colleagues, or as part of a group of friends. Osten one

participant may be recruited, but several more may be studied as part

of that person’s family or friends.

Page 18: UX Design Process & Methods

RESEARCH & TEST

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

Netnography is a new qualitative method devised specifically to investigate

the consumer behavior of cultures and communities present on the

Internet.

Netnography is a great approach for consumer-centric (open)

innovation and cocreation. Conducted by interdisciplinary

project teams of researchers and designers the derived

insights are directly transferred into initial product solutions

for the early stages of the innovation process. Systematic

listening to online conversationsof highly involved consumers.

Page 19: UX Design Process & Methods

RESEARCH & TEST

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

BRIEF

8-10 days 2 - 3 days 5 weeks

. Client detailed brief

. Selecting personas

. Deciding tasks

. Brief personas to Cast Agency

. Cast Agency arranges the participants

. Prepare test documents (Questionaries, task rating documents). Organize test lab

. Face to face & one to one

. Each participant’s test will take 45 - 60 min

. Record the user’s behaviour and face

. Task Ratings

TEST ANALYSIS,

REPORT &

SOLUTIONS

PRESENTATION

. Identify problems

. Create solutions

. Visualize the solutions (High fidelity wireframes)

.TEST PROCESS

Page 20: UX Design Process & Methods

RESEARCH & TEST

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

A1- Defining & Arranging Participants’ Demographics and Background

Information.

Participants’ personas will be created based on target group demographics and

background information. Selected participants will be scheduled with a

professional cast agency over 3 testing days.

A2- Test Scenarios and Defining Usability Goals

Usability metrics will be defined that refers to user performance measured

against specific performance goals necessary to satisfy usability requirements.

Scenario completion success rates, error rates and subjective evaluations

(regarding ease of use and satisfaction will be collected via questionnaires)

will be used.

A3- Defining Tasks & Scenarios

Tasks and scenarios will be developed from use cases with the collaboration of

the client. Scenarios’ goals will be defined. (Critical errors, non-critical errors,

subjective evaluations, scenario completion times will be defined.)

Pre-test ProcessA

B

C

Page 21: UX Design Process & Methods

RESEARCH & TEST

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

A

B

C

B1- Test Process

The goals of usability test process include establishing a baseline of user performance,

establishing and validating user performance measures, and identifying potential design

concerns to be addressed in order to improve the efficiency, productivity, and end-user

satisfaction.

B2- Analysis

All test data (videotaped content, questionnaires, observations) will be analyzed. That

consists of a presentation of the results; evaluate the usability metrics against the pre-

approved goals, specific usability problems.

B3- Final Report

Final report includes design inconsistencies and usability problem areas within the user

interface and content areas. Potential sources of error may include;

- navigational problems,

- graphic images & icons,

- control usage problems,

- presentation problems (informational areas, labeling etc.).

Test and Report

Page 22: UX Design Process & Methods

RESEARCH & TEST

.ETNOGRAPHIC RESEARCH

.USABILITY TEST

.NETNOGRAPHIC APPROACH

Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way.

Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems.

The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction.

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

A

B

C

In order to solve the usability problems and clarify consistent ways for

displaying particular types of information on the user interface, refinement

recommendations and high fidelity wireframes will be prepared.

High-fidelity wireframes are better for documentation because of their

increased level of detail. These wireframes will include information about each

particular item on the page, including dimensions, behavior, and/or actions

related to any interactive element.

Solutions & High Fidelity Wireframes

Page 23: UX Design Process & Methods

DESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGYRESEARCH & TEST

.MEANINGFUL CONTENT

Communicating to people

.Communicating to people in a

way that they understand

Embracing plain writing principles

helps with this.

Being useful

.Being useful By being purposeful in the content that you include, omit the needless.

Staying up-to-date

.Staying up-to-date and and

remain factual

When new information becomes

available, update the content or

archive it.

Being accessible to all people

.Being accessible to all people

We have a responsibility to make

sure that all people can access

and benefit from the

information.

Being consistent

.Being consistent

Style guides, both for language

and design, helps people

understand and learn what we

are trying to communicate.

Being able to be found

Make sure that users can find the

content both through internally

through navigation and also

externally through search engines.

We help define the requirements

for the overall site.

Being able to found

.Understanding how user’s

think and speak about a

subject

Content should then be created

and structured based on that.

Doing this will also help you

with search engine optimization.

How user’s think & speak about a

subject

.Reflecting the organization’s

goals and user’s needs

We discover your user’s needs

through conducting market

research, user research, and

analyzing web metrics.

Organization’s goals &

user’s needs

Content strategy focuses on the planning, creation, delivery, and governance of content.

Content not only includes the words on the page but also the images and multimedia that are used.

Plans for the creation, publication, and governance of useful, usable content.

.CONTENT PLANNING

.CONTENT ALIGNING

Plans for the creation, publication, and governance of useful, usable content.

Aligning communication across channels so that web content, print collateral, social media conversations, and internal knowledge management are working toward the same goals (in channel appropriate ways).

Page 24: UX Design Process & Methods

RESEARCH & TESTDESIGN SPRINT WORKSHOP WITH THE CLIENT

CONTENT STRATEGY

FINAL REPORT

DESIGN

DEVELOP

RELEASE

Page 25: UX Design Process & Methods

Thank you