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HACKING UX

ies
mb
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better design for agile,
lean, and waterfall teams
by
Austin Govella
@austingovella

THE DIRECTOR’S CUT

From “Hacking UX: better maximizing valuelean, andand lean teams” by Austin Govella, Feb 7, 2013
From “The Design Age: design for agile, in agile waterfall teams” by Austin Govella, Oct 17, 2013
Waterfall UX

UX Zombies

old fashioned
really, really slow
obsessed with getting into
their users’ heads
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Agile UX

Agile Zombies

contemporary
process

everything’s a sprint

obsessed with getting to
users as quickly as possible
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Lean UX

LEAN Zombies
design is a series
of questions

less concerned
with appearances

does everything
as a team

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
UX Zombies

Super Lean UX
Team one, daily scrums, and a two week sprint.
We were adding functionality to let users access autogenerated data quality reports. Similar functionality
(reports) existed elsewhere in the app, so the team got
together, discussed the scenarios, and agreed to tweak an
existing design pattern.
We sketched a few screens on the whiteboard, and we
were done.
There were a couple of follow-up questions around how
users would access the new screen, and we handled those
with a couple of hallway conversations.
We designed the feature through conversation.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
WHERE WAS THE
DESIGN?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Models

Design is a modeling discipline. The design process
creates models we use to validate predictions about a
system. Design validates what we expect against what
we perceive. We architect systems that engender
expectations and perceptions. Experience is the gap
between expectation and perception. We design this
gap. We design experience.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Introduction

Design Has 4
Models
1.The
2.The
3.The
4.The

User
Interface
Interaction
System

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Models

o
Users

You always have a picture in your head about who the
users is. Your team’s image of the user is a collective
version of what everyone has in their heads.
From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
The Models

p

Interfaces

You always have an idea of what the interface will be.
For most of us, this is usually a screen.

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
The Models

Interactions

o

p

The way that User in your head uses the Interface in
your head over time, that’s the Interaction.

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
The Models

Systems
o

o
p
o

p
o
p

p

The System is how multiple Interactions affect each other.

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
WHAT DO WE DO
WITH THE MODELS?
We share them.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
WHY DO WE SHARE
OUR MODELS?
To share our understanding.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
WHY SHARE OUR
UNDERSTANDING?
So we can iterate and refine.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Introduction

Sharing Models Is
The “process”
Agile, lean, and design all have a
different process for creating,
sharing, and evaluating models.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

2. Plan

1. Review
3. Build

The Agile Process
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

3. Learn
Plan

Review
Build

2. Measure

1. Build

Lean Startup
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

1. Think
Plan

Build

Learn

Review

Measure

Build

3. Check

2. Make

Lean UX
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

Think
Plan

Learn

Review

Check

Measure
Build

Make

It’s A Universal
Process
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

Same Race,
Staggered Starts
AGILE

LEAN

DESIGN

Plan

Learn

Think

Build

Build

Make

Review

Measure

Check

Agile, lean, waterfall, design, whatever all use the same
process. They all have the same steps. They “start” at a
different point.
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

Sure, but the
deliverables are
all different, right?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

No.
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

You aren’t
delivering a
document.
The deliverable is
understanding.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Introduction

UX Zombies Make
Deliverables
If your process is all about process,
then you are a UX Zombie. It doesn’t
matter if you’re agile, lean, or
waterfall. You’re still a zombie.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
The Process

You aren’t
delivering a
document.
The deliverable is
understanding.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
A MANIFESTO FOR
USER EXPERIENCE

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Manifesto

Designers don’t design anything.
Organizations design everything.
Just as your best thinker improves
everything, that one person in your
group who doesn’t understand user
experience creates a drag on every
product or service you produce.
To create better experiences, you
have to create better organizations.
You have to improve your organization’s design literacy. You have to
improve the design literacy of
everyone in the group.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Manifesto

Organizations face common barriers
to designing better experiences.
These barriers — value, focus, time,
memory, talent, process, and
improvement — represent the
distance between you and the
balanced teams your organization
needs to create better experiences.
Sometimes these cultural barriers
are codified into your organization’s
process. Sometimes they exist as
hidden assumptions in your team
member's minds.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Manifesto

Don’t change what you do.
Change how you do it.
Your design activities don’t change.
Change how you work with your
team. Change how you work, so your
goal is always a better organization
instead of a better product. Change
how you accomplish the design, so
that you are always improving your
team’s design literacy.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Manifesto

Start Today
Don’t look for the next
opportunity.
The one you have in hand is
the opportunity.
— Paul Arden

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
SO, HOW DO I
CHANGE?
It’s all about fidelity.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Fidelity
How close is your
model is to the
real thing?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

sketch

wireframe

visual comp

lower fidelity

higher fidelity

Fidelity is easy to understand when you compare a sketch to
a final visual design.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Four Types Of
Fidelity
1.Visual
2.Behavioral
3.Content
4.Contextual
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Visual Fidelity
Does your model
look like the real
thing?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Visual Fidelity

wireframe

visual comp

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Behavioral
Fidelity
Does your model
behave like the
real thing?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Behavioral
Fidelity

no visible behavior

links, search forms, and a dropdown

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Content Fidelity
How close is your
model’s content
to the real thing’s
content?
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Content Fidelity

greeked content

sample content
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Contextual
Fidelity
How close is your
model’s context to
the real thing’s
context?
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Fidelity

Contextual
Fidelity

the comp in a browser window

the entire comp
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
HOW DO I USE
FIDELITY?
It’s all about understanding.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Three Types Of
Understanding
1.Tacit
2.Explicit
3.Implicit

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Tacit
Understanding
What does your
audience naturally
understand?
(This is cultural.)

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Tacit
Understanding

Most people understand that the magnifying glass means “search”.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Explicit
Understanding
What does your
model tell your
audience?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Explicit
Understanding

“View My Profile Page” tells your audience what that text does. It’s probably a link
(even though it’s gray) , and it probably takes you to your “profile page”.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Implicit
Understanding
What can your
audience learn
about your model?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Implicit
Understanding

Click the blue, post button once, and you learn it lets you post a new Tweet. At first glance, you
don’t know what the blue button does, and the interface doesn’t tell you what it does, either.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Fidelity Affects
Understanding
Your model’s fidelity affects how well
your audience can answer your
question.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Understanding

Models Are
Hypotheses
What hypothesis are you trying to test? The User, the
Interface, the Interaction, or the System?
Who is your audience?
What does your audience need to understand to
evaluate your hypothesis?
How can you tailor your fidelity to the question you
want to answer?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
WHAT IF FIDELITY
ISN’T ENOUGH?
Then you annotate.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Annotation

Annotation
Assists Fidelity

Annotation is a way of improving fidelity without improving fidelity. Parts of your
model that require tacit or implicit understanding can be annotated, so your model
communicates in a more explicit fashion.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
SO... HOW DO I USE
THIS TO KILL
UX ZOMBIES?
Ask yourself questions.
Zombies can’t co-exist with questions.

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Questions

When You Want To
Use A Method...
Are you
thinking,
making, or
checking
your models?
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Questions

When You Make
An Artifact...
Are you modeling
users,
interfaces,
interactions, or
systems?
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
Questions

When You Share
An Artifact...
What question are
you asking?

From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
FOR MORE
INFORMATION
Download Hacking UX: an illustrated primer, a presentation/e-book on how to hack
your UX process for any team, agile, waterfall, or lean.
My blog about agile, lean, and balanced UX:
www.thinkingandmaking.com/ux-lab
Follow me on Twitter: @austingovella
From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013

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Hacking UX: Better Design for Agile, Lean, and Waterfall Teams

  • 1. HACKING UX ies mb Zo better design for agile, lean, and waterfall teams by Austin Govella @austingovella THE DIRECTOR’S CUT From “Hacking UX: better maximizing valuelean, andand lean teams” by Austin Govella, Feb 7, 2013 From “The Design Age: design for agile, in agile waterfall teams” by Austin Govella, Oct 17, 2013
  • 2. Waterfall UX UX Zombies old fashioned really, really slow obsessed with getting into their users’ heads From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 3. Agile UX Agile Zombies contemporary process everything’s a sprint obsessed with getting to users as quickly as possible From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 4. Lean UX LEAN Zombies design is a series of questions less concerned with appearances does everything as a team From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 5. UX Zombies Super Lean UX Team one, daily scrums, and a two week sprint. We were adding functionality to let users access autogenerated data quality reports. Similar functionality (reports) existed elsewhere in the app, so the team got together, discussed the scenarios, and agreed to tweak an existing design pattern. We sketched a few screens on the whiteboard, and we were done. There were a couple of follow-up questions around how users would access the new screen, and we handled those with a couple of hallway conversations. We designed the feature through conversation. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 6. WHERE WAS THE DESIGN? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 7. The Models Design is a modeling discipline. The design process creates models we use to validate predictions about a system. Design validates what we expect against what we perceive. We architect systems that engender expectations and perceptions. Experience is the gap between expectation and perception. We design this gap. We design experience. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 8. Introduction Design Has 4 Models 1.The 2.The 3.The 4.The User Interface Interaction System From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 9. The Models o Users You always have a picture in your head about who the users is. Your team’s image of the user is a collective version of what everyone has in their heads. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 10. The Models p Interfaces You always have an idea of what the interface will be. For most of us, this is usually a screen. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 11. The Models Interactions o p The way that User in your head uses the Interface in your head over time, that’s the Interaction. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 12. The Models Systems o o p o p o p p The System is how multiple Interactions affect each other. From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 13. WHAT DO WE DO WITH THE MODELS? We share them. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 14. WHY DO WE SHARE OUR MODELS? To share our understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 15. WHY SHARE OUR UNDERSTANDING? So we can iterate and refine. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 16. Introduction Sharing Models Is The “process” Agile, lean, and design all have a different process for creating, sharing, and evaluating models. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 17. The Process 2. Plan 1. Review 3. Build The Agile Process From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 18. The Process 3. Learn Plan Review Build 2. Measure 1. Build Lean Startup From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 19. The Process 1. Think Plan Build Learn Review Measure Build 3. Check 2. Make Lean UX From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 20. The Process Think Plan Learn Review Check Measure Build Make It’s A Universal Process From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 21. The Process Same Race, Staggered Starts AGILE LEAN DESIGN Plan Learn Think Build Build Make Review Measure Check Agile, lean, waterfall, design, whatever all use the same process. They all have the same steps. They “start” at a different point. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 22. The Process Sure, but the deliverables are all different, right? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 23. The Process No. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 24. The Process You aren’t delivering a document. The deliverable is understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 25. Introduction UX Zombies Make Deliverables If your process is all about process, then you are a UX Zombie. It doesn’t matter if you’re agile, lean, or waterfall. You’re still a zombie. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 26. The Process You aren’t delivering a document. The deliverable is understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 27. A MANIFESTO FOR USER EXPERIENCE From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 28. Manifesto Designers don’t design anything. Organizations design everything. Just as your best thinker improves everything, that one person in your group who doesn’t understand user experience creates a drag on every product or service you produce. To create better experiences, you have to create better organizations. You have to improve your organization’s design literacy. You have to improve the design literacy of everyone in the group. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 29. Manifesto Organizations face common barriers to designing better experiences. These barriers — value, focus, time, memory, talent, process, and improvement — represent the distance between you and the balanced teams your organization needs to create better experiences. Sometimes these cultural barriers are codified into your organization’s process. Sometimes they exist as hidden assumptions in your team member's minds. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 30. Manifesto Don’t change what you do. Change how you do it. Your design activities don’t change. Change how you work with your team. Change how you work, so your goal is always a better organization instead of a better product. Change how you accomplish the design, so that you are always improving your team’s design literacy. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 31. Manifesto Start Today Don’t look for the next opportunity. The one you have in hand is the opportunity. — Paul Arden From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
  • 32. SO, HOW DO I CHANGE? It’s all about fidelity. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 33. Fidelity Fidelity How close is your model is to the real thing? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 34. Fidelity sketch wireframe visual comp lower fidelity higher fidelity Fidelity is easy to understand when you compare a sketch to a final visual design. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 35. Fidelity Four Types Of Fidelity 1.Visual 2.Behavioral 3.Content 4.Contextual From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 36. Fidelity Visual Fidelity Does your model look like the real thing? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 37. Fidelity Visual Fidelity wireframe visual comp From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 38. Fidelity Behavioral Fidelity Does your model behave like the real thing? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 39. Fidelity Behavioral Fidelity no visible behavior links, search forms, and a dropdown From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 40. Fidelity Content Fidelity How close is your model’s content to the real thing’s content? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 41. Fidelity Content Fidelity greeked content sample content From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 42. Fidelity Contextual Fidelity How close is your model’s context to the real thing’s context? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 43. Fidelity Contextual Fidelity the comp in a browser window the entire comp From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 44. HOW DO I USE FIDELITY? It’s all about understanding. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 45. Understanding Three Types Of Understanding 1.Tacit 2.Explicit 3.Implicit From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 46. Understanding Tacit Understanding What does your audience naturally understand? (This is cultural.) From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 47. Understanding Tacit Understanding Most people understand that the magnifying glass means “search”. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 48. Understanding Explicit Understanding What does your model tell your audience? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 49. Understanding Explicit Understanding “View My Profile Page” tells your audience what that text does. It’s probably a link (even though it’s gray) , and it probably takes you to your “profile page”. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 50. Understanding Implicit Understanding What can your audience learn about your model? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 51. Understanding Implicit Understanding Click the blue, post button once, and you learn it lets you post a new Tweet. At first glance, you don’t know what the blue button does, and the interface doesn’t tell you what it does, either. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 52. Understanding Fidelity Affects Understanding Your model’s fidelity affects how well your audience can answer your question. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 53. Understanding Models Are Hypotheses What hypothesis are you trying to test? The User, the Interface, the Interaction, or the System? Who is your audience? What does your audience need to understand to evaluate your hypothesis? How can you tailor your fidelity to the question you want to answer? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 54. WHAT IF FIDELITY ISN’T ENOUGH? Then you annotate. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 55. Annotation Annotation Assists Fidelity Annotation is a way of improving fidelity without improving fidelity. Parts of your model that require tacit or implicit understanding can be annotated, so your model communicates in a more explicit fashion. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 56. SO... HOW DO I USE THIS TO KILL UX ZOMBIES? Ask yourself questions. Zombies can’t co-exist with questions. From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 57. Questions When You Want To Use A Method... Are you thinking, making, or checking your models? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 58. Questions When You Make An Artifact... Are you modeling users, interfaces, interactions, or systems? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 59. Questions When You Share An Artifact... What question are you asking? From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013
  • 60. FOR MORE INFORMATION Download Hacking UX: an illustrated primer, a presentation/e-book on how to hack your UX process for any team, agile, waterfall, or lean. My blog about agile, lean, and balanced UX: www.thinkingandmaking.com/ux-lab Follow me on Twitter: @austingovella From “Hacking UX ZOMBIES: better design for agile, lean, and waterfall teams” by Austin Govella, Oct 17, 2013