Presentation delivered to UX Russia 2010 (October 7, Moscow). Introduces an overview of elements that influence the user experience, with examples of design deliverables and design processes.
More Elements of UX: real-world design deliverables
1. more
elements of
user experience
real-world design deliverables
peter boersma
(This presentation was delivered to the attendees of UX Russia 2010, on October 7, 2010 in
Moscow, Russia.)
Hello, my name is Peter Boersma, and I want to show you what real-world, user experience
design deliverables your UX team could be making and how you can become more effective by
using the right design process.
2. 1988-1995 Information Ergonomics, Twente University
Enschede
1995-2002 Designer & Consultant, General Design & Satama
Amsterdam/Hamburg/Helsinki
2002-2004 Information Architect, EzGov
Amsterdam/London/Jamaica
2004-2005 Partner & Consultant, User Intelligence
Amsterdam/Ireland
2005-2010 Interaction Designer, Info.nl
Amsterdam
2010-now Experience Designer, Adaptive Path
Amsterdam/Austin/San Francisco
I have a background in Computer Science and Cognitive Psychology, and worked as a UX
designer and consultant for the last 15 years, for different companies and mostly in
Amsterdam.
3. A the moment, I work for a company called Adaptive Path, you may have heard of us... ;-)
4. Adaptive Path helps teams and organizations create products and
services that deliver great experiences to improve people’s lives.
consulting
experience
research events
experience
design 4,000
participants
experience
strategy
r+d 20
countries
8
50
books
hundreds
of articles
c o n s u lta n c i e s
thousands
of readers
We design interactive systems that improve people’s lives. We have a consulting branch, and
R&D branch, and we organize training events for the UX community.
5. We have offices in San Francisco, Austin (Texas), and Amsterdam.
6. Our clients used to be in the United States, but we are going global, more and more.
7. more
elements of
user experience
real-world design deliverables
so, back to my talk: MORE elements of User Experience.
8. more
elements of
user experience
real-world design deliverables
If I say “more elements”, what is the original set of elements?
18. Design
Strategy Research
Well, the original diagram was mostly about Design, and a little bit about Strategy and
Research.
I believe all 3 of these elements have a place in my diagram, although Design plays a smaller
role there...
19. Business
Manage Strategy
Process
Evaluation Research
Design
And what is missing are important steps such as “Evaluation”, “Management”, and “Business”.
And the whole thing is being held together by Processes. THAT is my model for User
Experience design.
20. Business
these
influence the
Manage User Experience Strategy
too!
Process
Evaluation typical Research
User-Centered
Design
Design
Notice how the lower 3 elements together form the TYPICAL USER CENTERED DESIGN process
(Research, Design, Evaluate).
BUT, the other elements can all determine the success or failure of a User Experience, just
like the lower ones!
And...all together, they form...
21. more
elements of
user experience
real-world design deliverables
The Elements of User Experience!
So, now that we know these...
22. more
elements of
user experience
real-world design deliverables
...it is time to see some real-world design deliverables!
23. Pitch Estimate
Business
Optimize Scenarios
Beta Position
Roles
Manage Strategy
Steps Service Design
Scope Competition
Process
Test Interviews
Review Requirements
Evaluation Research
Roadmap
Personas
Prototype
Design Sketch
Detailed Design Concept
What you see appear here, is a list of 15 deliverables that I will show: 2 or 3 per element.
And for Process, there are 6 more deliverables.
24. Pitch Business Estimate
Scenarios
Let’s start with Business, with the “Elevator Pitch” that you present to win a project (if you are
an outside agency), or get approval for a project (if you work inside an organisation).
34. “many”
and
“a lot”
are good first guesses!
if you answered “many” or “a lot”, those are good first guesses. 20 x 25 (that’s 500) was also
a good estimate.
35. input for estimates output
scope items
requirements assumptions
approach calculations
team skills explanations
experience with subject risks
experience with client
experience of client
when available when possible
A good estimate is based on these types of input, assuming they are available (list on left)
... you can turn them into this type of output, if you know enough to create them (list on
right).
36. output example output
assumptions assuming
we design 10 wireframes
(5 complex + 5 medium)
+ 15 components
calculations we estimate
(explanations) we need 320 hours
(5x16 + 5x12 + 15x12)
risks but
we don’t know the
developer’s
documentation needs
Here is an example: (list on right)
37. 1. make estimates honest
2. use margins to wow client
real-world design deliverables
The rules for estimates are:
1. Make your estimates honest and
2. IF you include a margin, try to use it to exceed the client’s expectations, to “wow” them.
38. Pitch Estimate
Business
Scenarios
Let’s move on to Business Scenarios.
39. portal (portal)
promo promo service
info info (login)
service
(login)
A or B
Business scenarios sketch different approaches to business problems. They may be
ILLUSTRATED in terms of possible designs, but really are about much more general decision
on how to do business. The example here shows two approaches for an international
INVESTOR COMPANY that wanted to redesign its International PORTAL, its PROMOTION-
oriented brochure site, and it’s SUBSCRIPTION-ONLY service section.
- Scenario A suggested ONE, integrated portal for all countries, with one navigation scheme
for the Global, Info and Service sections.
- Scenario B suggested SEVERAL, loosely connected sites, some of which would not be
available in some countries, and each with their own, specialized navigation and content.
At the time my UX team advised them, the client ended up choosing approach A which meant
they had to create a lot of extra content, but also that they only had to promote 1 website.
Later they changed their mind...because they wanted to do business indifferent locations in
different ways, and scenario B matched that model better.
40. define business scenarios
so they help you decide
how
you plan to win the war
real-world design deliverables
...
41. Position
Strategy
Competition
Businesses cannot survive without a good Strategy. Strategies determine HOW TO WIN THE
WAR.
42. communities
client competitor competitor
sub-brand sub-brand
(future)
Big Big
Competitor Competitor
sales content
Competitor
Competitor
Competitor Competitor
client Competitor
(now)
core brand
Positioning is about WHERE you fight the war. Companies need to find their PLACE in the
COMPETITIVE LANDSCAPE. When they change their strategy, they will find themselves in new
terrain, with new competitors. They need to determine how they present themselves to the
outside world, and how to DIFFERENTIATE themselves from their competition.
The example shows how a Publishing client chose a new strategy that included an EXTRA
swing towards “Sales” to not find themselves in the middle of similar competitive brands.
43. 1. find a place on a map
2. see who’s there
real-world design deliverables
So, Positioning is all about finding a place on the map of the competitive landscape, and
defending your position against the competition.
44. Position
Strategy
Competition
Speaking of competition...
45. Here is a story of how the CAR INDUSTRY was looking at the competition.
What you will see is a series of advertisements that were placed in subsequent editions of this
South African car magazine.
46. It all started when BMW placed and ad to “congratulate” Audi for winning a “local”
competition.
47. Audi got its revenge the next month, when it mentioned that it had a great history in the
famous car race “The 24 hours of Le Mans”.
48. And then Subaru stepped up, pointing out that beauty isn’t the most important thing for a car
(look at that picture! See how much of it is ENGINE?)
49. ...and finally, Bentley responded by showing this man on a leather couch, wearing a suit, and
telling everybody how important they were...
50. “know your enemy”
(Sun Tzu, The Art of War)
real-world design deliverables
Competitive reviews are all about knowing who is around you, and how you can beat them.
51. Position
Strategy
Competition
Interviews
Research
Personas
Next up is research to see WHO is fighting the war for WHICH users.
52. business
stakeholders
The first group of people you want to interview are the BUSINESS STAKEHOLDERS. They
should be the influencers in the client organization, the ones who can make or break your
project.
53. ask
what is the idea?
will it help you reach your goals?
will customers accept it?
why now?
how fast can you move?
and find out value of answers
You ask them these questions about the problem, your idea for the solution, how it affects
their business goals and how they think customers feel about it. You also want to know why
the project needs to happen now.
54. ask: what is the idea?
Analyzing the answers from the stakeholders, you can see what the idea for the problem is
about.
55. ask: why now?
This chart shows that a project needed to happen because the competition was ahead on
some important factors of the website.
56. and find out the value of answers
But the survey also discovered that the people who wanted this change were product
marketeers, even though the project was commissioned in part by the Support organization.
58. ask
who are you?
what do you use now?
how do you feel about it?
when is it a good/bad day?
what should it be like?
and find out value of answers
These questions help you understand what their current situation is and where/how a new
solution could help.
59. ask: who are you? etc.
Hardware Engineer
Can you please describe your role?
System Engineer
Field Application Engineer
Software Engineer
Board Engineer
Test Engineer
Quality Engineer
Component Engineer
Other Engineering role
Program/Project Manager
What information is most important to you? (1 = most important / 3 = third most important)
Purchase Manager
Purchaser
Sourcer
Rich Media (Videos, Interactives, etc.)
Price
Environmental Information
Sustainability
Block Diagrams (or other visualizations)
Application Information
Do you use social media as part of your job? General Product Information
0.00 0.50 1.00 1.50 2.00 2.50 3.00
Yes. I often use social media for
work.
I rarely use social media for work.
No. I never use social media for
work.
Ideally, all of your interviews with users are face-to-face, but occasionally it helps to do some
quantitative measurements too.
60. and find out the value of answers
What is the size of the organization where you work (all locations combined?)
Less than 10 employees
10 to 100 employees
100 to 500 employees
1,000 to 10,000 employees
10,000 to 100,000 employees
More than 100,000 employees
In this case the client wanted to move to server smaller companies, so finding out that more
than 50% of the answers came from companies with less than 100 employees was reassuring.
61. “you are not the user”
real-world design deliverables
Remember to be objective and not let your opinion count too much.
62. Interviews
Research
Personas
Now on to a deliverable that I think most of you are familiar with....
63. Personas. You know what they are like: a PICTURE and some KEY FACTS. And hopefully
statements about how they feel about your system.
64. where do they come from?
But where do these profiles come from?
65. In our case, we listen closely to the DATA, like the recordings from face-to-face interviews.
66. While listening we realized they had different behaviors that we started mapping on
scales,
for example (on top) from MAKER (“I need to finish this project now”) to LEARNER (“I come
here to learn and apply the knowledge much later”).
Or (lower on) PERSONALISATION, where people ranged from totally AGAINST (I do not
want you to filter information for me, based on my profile) to YES, PLEASE (“if you can
suggest new things to me, I am happy”).
...The stories of individual interviewees can still be traced
...But you can also see groupings emerge.
67. And when we clustered them, 3 main, connected groups appeared. (WE CHECKED with the
original stories)
72. find personas in the data
real-world design deliverables
...so don’t start with personas in mind and fill them with data, FIND them IN the data.
73. Design Sketch
Detailed Design Concept
Now we slowly come into the DESIGN phase. Here is where switch from defining PROBLEMS to
SOLUTIONS. First, with sketches.
75. Sketching with markers
Yellow marker
Look at me!
Sharpie markers
More attention Fat
Regular
Start here Small
Gray marker
Depth:
Pop forward
Push back
Actually, with different kinds of Sharpies, as well as Gray and Yellow markers:
* start with the small sharpie. It lets you be flexible, even though you’re working in permanent ink.
• Use bold markers to emphasize important things like page borders or callouts.
• Add a yellow highlight to things that you want to yell, “look at me!” like alerts or buttons.
• Add gray shading to areas that are less important, that you want to push back.
76. It’s not about HOW to sketch, but WHAT to sketch
We have different kinds of sketching for different points in the process
The techniques and goals of the two kinds are very different.
77. we use templates like this for EXPLORATORY sketching, where you want to document as many
different ideas as possible.
78. ...and later we switch to this template to combine the best ideas into one refinement.
79. and so we produces sketches and we hang them on whiteboards to evaluate.
81. ...and when we run out of whiteboards, we use the WALLS.
82. ...and when we run out of walls we CONTINUE ON THE WINDOWS.
83. you can never have
too many sketches
real-world design deliverables
We produce a lot of sketches AND I ENCOURAGE YOU TO DO THE SAME.
84. Design Sketch
Detailed Design Concept
If you have many rough ideas, you want to consolidate them in one, central CONCEPT.
85. This image, plus a one-sentence description (“CLOCKY is a clock that runs away when it goes
off”), describe the concept in enough detail for a high-level understanding.
86. www.BigDutchBank.com
is...
a personal, retail bank
where you learn about, configure and buy
products & services
alone, based on stories, or with an advisor
but you may want to add to that one sentence, and create layers of explanation behind
different words (in this case SHOWN AS HYPERLINKS).
87. Life
Play Buy
Learn
or you can create a diagram that shows how certain types of content help the business reach
their goals.
88. Or you combine a sentence
...with a diagram, which can become complex.
89. flow: confirm appointment
1 2
3 6
4 5
and if you have a good enough idea of user flows through your concept, you can highlight
where certain USER SCENARIOS take you in the solution.
90. express concepts as
sentence, model or flow
(or a mix)
real-world design deliverables
There are several ways of showing your client a Concept. Make it an exciting presentation;
THIS IS WHAT SELLS THE SOLUTION, and it is also a POINT OF REFERENCE for future design
decisions.
91. Design Sketch
Detailed Design Concept
many detailed design decisions will REFER BACK to the CONCEPT. Detailed design can be
SIMPLE OR COMPLEX, depending on the need of the project.
92. if
the level of detail
in your design specification
goes up like this:
...
99. then
it may be time to write more
formal design specification
documents
...
100. you may want to create a FUNCTIONAL DESIGN document, with entries for each page type,
each component, per user role, with flows, business rules, and user permissions.
101. ...and those documents may need good VERSION MANAGEMENT, showing what changed after
each REVIEW.
106. Test
Evaluation
Prototype
To help you determine if your design is working (to EVALUATE YOUR WORK), you could create
a prototype, if only to test if your rules work out in practice.
107. A prototype can be a PAPER PROTOTYPE, that can even EXPOSE FUNCTIONALITY.
111. But of course there are also more suitable software tools, like that of a SPONSOR of this
conference.
112. use what you like:
paper, PowerPoint, Excel,
Axure, HTML or Flash,
but
prototype
real-world design deliverables
so no matter what design, TRY IT OUT.
113. Test
Evaluation
Prototype
I don’t think I have to spend a lot of time on USability Evaluation, right?
114. observer
facilitator
participant
In an evaluation with REAL USERS, you have a participant, a facilitator or moderator to help
him, and an observer to..ahem..take notes.
115. I encourage you to READ THIS BOOK about usability evaluation.
116. try any of these
remote usability testing tools
then for remote testing, there are A LOT OF TOOLS that can help you test a design.
118. 1. test early & often
2. have a test strategy
real-world design deliverables
I encourage you to test early and often and to write up a test strategy early in the project that
states WHEN you want to test WHAT artefact with WHO (users), WHY (goals).
119. Optimize
Beta
Manage
Scope
We’re getting CLOSE TO THE END of the circle. Let’s look at ways to PREVENT SCOPE CREEP
and LAUNCH A SERVICE.
120. essential pick
just a few of
these for your
project!
quick winner!
win
easy hard
repair quality
contribute
In selecting scope items to be part of the project, you can map them on 2 axes:
1) from easy to hard to design or implement.
2) from a mere contribution to the project to being essential for the project.
Each quadrant has its own attributes (REPAIR, QUALITY, QUICK WIN and WINNER).
From the WINNER quadrant, you can only pick a few, or the project becomes too complex.
121. 1. classify scope-items
2. select the winners
real-world design deliverables
Place the scope items on a scale (or two) and select the ones that should make it into the
project.
122. Optimize
Beta
Manage
Scope
Sometime you want to launch systems in STAGES, starting with a BETA.
123. beta flow
@news @news
Beta New
Current Beta New
Here’s how that could work:
Next to your current system
...You develop a Beta
...and announce it, for example in a newsletter. Allow people to explore the Beta from the
site.
...and to return to the normal site if they want to.
...when you are SATISFIED, you announce that the Beta will become the new site
...and then you make it the new site
...and then you can do it all over AGAIN.
124. “(1) tell them what you’re
going to do,
(2) do it, and
(3) tell them what you’ve
done”
real-world design deliverables
A lot of this is about communication around the Beta, about keeping PEOPLE INVOLVED and
giving the a chance to TEST, give FEEDBACK. You MANAGE EXPECTATIONS.
125. Optimize
Beta
Manage
Scope
and FINALLY, when a design is launched, it needs MORE MANAGEMENT. You need to listen,
measure and OPTIMIZE.
126. You may want to experiment with alternative designs. Like this...
127. 28% better
versus this. WHICH ONE WORKS BETTER?
The one with the picture of the man behind this site worked 28% BETTER.
You can try alternative designs using A/B Test tools like Google Website Optimizer.
128. In The Netherlands, our former state-owned Telecommunications company KPN
experimented with these 3 designs for their splash-page (TAGS, DROPDOWNS, LISTS).
It looks like the 3rd one worked best, because their current website looks like that one the
most.
129. experiment
to learn what works
for your design
real-world design deliverables
...
130. Pitch Estimate
Business
Optimize Scenarios
Beta Position
Manage Strategy
Scope Competition
Process
Test Interviews
Evaluation Research
Personas
Prototype
Design Sketch
Detailed Design Concept
and with that, we’re at the end of the circle.
...but to make all of this happen, there are some more, longer term processes at play...
131. Roles
Steps Service Design
Process
Review Requirements
Roadmap
...and we will explore those too. I have identified 6 process-related deliverables.
132. more
elements of
user experience
real-world design deliverables
Oh, at this point, I end up talking less about CONCRETE DELIVERABLES...
133. more
elements of
user experience
real-world design processes
...and more about ABSTRACT PROCESSES.
134. Roles
Steps Service Design
Process
Review Requirements
Roadmap
Let’s start with the roles that UX team members play.
135. UX roles in projects
account management
sales
research
build
prototype
design
concept
st rategy
optimize
scope evaluate
project management
User-Centered design dictates that we play the ROLE of Researcher, Designer, and Evaluator...
136. UX roles in projects
account management
sales
research
build
prototype
design
concept
st rategy
optimize
scope evaluate
project management
...but, as I have shown today, many other ROLES WITH ASSOCIATED SKILLSETS can (or should)
be played by UX team members.
137. UX skills: T-model
wide experience
knowledge
deep
Let me quickly introduce the T-MODEL:
On the HORIZONTAL, you place your general (but shallow), WIDE KNOWLEDGE.
On the VERTICAL bar, you place your specialty, your expertise, your DEEP KNOWLEDGE.
138. T-model
user experience
architecture
information
For example: your horizontal bar could be User Experience, and your vertical bar Information
Architecture.
139. T-model
user experience
interaction
design
Or, User Experience and Interaction Design.
140. Or both!
interaction
design
T-model
information
architecture
user experience
141. T-model
user experience
information architecture
interaction design
usability testing
user research
visual design
prototyping
In fact, for User Experience, a lot of fields could be in your vertical bar.
And you could have different levels of expertise in all of them.
But all together, they make you an experience designer.
And the same is true for fellow members of your UX team.
142. a good team is made of
overlapping T-shapes
real-world design processes
You create a good UX Team by putting people together with different expertises in their
vertical bars.
143. Roles
Steps Service Design
Process
Review Requirements
Roadmap
Now on to Service Design. Service Design is a BUZZ WORD at the moment, but for me it is
about two things:
144. First about determining where you can make an impact:
This type of Activity Diagram can help you determine WHERE in the organisation or process
your chances lie in improving the experience.
You create such a diagram, by LISTING the activities that are unique to a service, then
INDIFYING connections between activities, identify the ones you can have an IMAPACT on,
and DESCRIBE the impact you can have on THE WAY THE SERVICE IS DELIVERED.
145. And secondly, Service Design is about mapping different layers of a service:
Service Designers create, after extensive research and a lot of design exercises, Service
Blueprints like this one with (from top to bottom) Physical Evidence, User Actions, visible
Service Personnel Actions, and invisible Service Personnel Actions which are supported by
internal Processes.
146. service designers
look for
the next bigger context
real-world design processes
When designing a system, always try to look to what’s at the next higher level.
For interactive systems, that is the service that makes the system work.
147. Roles
Steps Service Design
Process
Review Requirements
Roadmap
Then a look at requirements, and how those are linked to the design process.
148. <stakeholder>
wants
<something>
It is helpful to think of requirements in terms of this FORMAT: a STAKEHOLDER wants
SOMETHING.
During and after your analysis of the business environment and user needs, list as many of
these as you can
149. user wants overview
user wants speed
user wants consistency
user wants fun
user wants personalization
user wants anonymity
content wants freedom
manager
admin wants consistency
CEO wants insight
But remember:
requirements from different types of stakeholders may SUPPORT and CONTRADICT each
other.
150. user wants overview
user wants speed
user wants consistency
user wants fun
user wants personalization
user wants anonymity
content wants freedom
manager
admin wants consistency
CEO wants insight
In this example, the User requirements list both Personalization and Anonymity, which may
be hard to combine (because of storing of personalized settings, versus not storing anything
at all).
151. user wants overview
user wants speed
user wants consistency
user wants fun
user wants personalization
user wants anonymity
content wants freedom
manager
admin wants consistency
CEO wants insight
Sometimes different roles have contradicting requirements, such as the Freedom versus
Consistency requirements highlighted here.
152. user wants overview
user wants speed
user wants consistency
user wants fun
user wants personalization
user wants anonymity
content wants freedom
manager
admin wants consistency
CEO wants insight
And, being all about the USER EXPERIENCE, if the users also want consistency...
153. user wants overview
user wants speed
user wants consistency
user wants fun
user wants personalization
user wants anonymity
content wants freedom
manager
admin wants consistency
CEO wants insight
...Consistency will likely “win”.
154. 1. make requirements
comparable
2. link requirements
to design decisions
real-world design processes
Make sure you are ready to make trade-offs by making requirements COMPARABLE; that is: in
the same format and/or at the same level of granularity.
And if you can find a way to trace design decisions back to requirements, you are ready to
defend your design by referring to (agreed upon) requirements.
155. Roles
Steps Service Design
Process
Review Requirements
Roadmap
Next up are Roadmaps, which come in handy when there is too much scope to design in one
go.
156. moment moment moment moment
progress progress
progress progress
Area progress progress Area
progress
progress progress
progress
Area Area
Area
Roadmaps look at the HORIZON, at what the FUTURE brings.
...You create them by thinking about the AREAS you want to specify PROGRESS in.
...Then you map the first, realistic improvements.
...And then the improvements that are further away.
...And finally, you try to map them to milestones,
...to moments in the future.
157. ...And this is what a realistic, real-world roadmap might look like.
158. 1. define the future
of the system
2. define incremental steps
towards that future
real-world design processes
...
159. Roles
Steps Service Design
Process
Review Requirements
Roadmap
A good designer is not afraid to show his work to others, to have it reviewed.
160. ⤿
design
design
review
To make a design better, you review it. But how does a Design Review work?
161. design review
project
⤿
review
prepare design design
team client
design
review review review
review review
tools
review
...A good review is PREPARED by determining what needs to be reviewed by who, and by
making sure everyone sees the design.
...Then there may be up to 3 reviews before the TEAM review:
- a PROJECT review (with the project manager) to make sure the deliverable matches the
project schedule and scope
- the “real” DESIGN review (with the design lead) to make sure the deliverable matches the
design concept
- a TOOLS review (with the designer’s senior or competence lead) to make sure the right
tools and templates are used (this is especially important in environments with lost of
regulations and standards)
...Then a review with the TEAM can happen (or with designated reviewers in big teams) to
make sure all of the team’s deliverables match and complement each other. And finally a
CLIENT review can happen (with someone responsible for sign-off) to make sure the
deliverable gets approved.
162. ⤿
⤿
⤿
approach design delivery
approach design deliver
review review review
So, to make a design better, you REVIEW it. When you are happy with the results, you DELIVER
it, and REVIEW THE DELIVERY; that’s when you look at how the process went (according to
plan or not?) and what you learned from designing the system (did you apply new tools or
techniques? did you create new designs that may be candidates for reusable patterns?)
But to make sure you design & deliver the right thing in the right way, you create an
APPROACH and your REVIEW THE APPROACH before you start; that’s when you look at
whether your estimates match historic benchmarks and whether the team agrees with the
proposed deliverables and team roles.
163. reviews are work too!
real-world design processes
Reviews are an important part of creating solutions.
Make sure there is plenty of time in the project’s schedule for reviews.
A good rule of thumb is to devote 10% of your time to reviews.
164. Roles
Steps Service Design
Process
Review Requirements
Roadmap
and, finally, let’s have a look at what Design Processes look like, how they convey the steps
that a UX team takes.
165. ?
A B
How do you usually get from the START of a project to the END of a project? How do you get
from A to B?
166. A 1 2 3 4 B
4a
2a
C 1 3 4b 5 6 D
2b
4c
And, are the steps you take to get from A to B the same as the steps you take to get from C
to D?
167. na A P
rs o M
Pe T E
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I encourage UX teams to organize a session where each team member lists ALL of the team’s
deliverables and writes them on Post-It notes.
Then the team can compare them and agree on the NAMES of deliverables.
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The next step is to place them in the order that they will most likely occur, from the start of
the project to the end.
Try to identify milestones, or go/no-go moments. These will be the lines between the
different phases of your process.
169. user concept detailed prototype &
research design design evaluate
and tehn try to find names for process phases that make sense to your team, your
colleagues, and your clients.
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research
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C design D
prototype & prototype &
evaluate evaluate
And sometimes, for certain projects, you may find yourself doing things DIFFERENTLY, but
you will at least use the same BUILDING BLOCKS.
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Then, for each deliverable, you create a so-called “1-PAGER”: a description of the
deliverable’s Goal, Shape, Contents, Reviewers, Relation to other deliverables, whether the
client needs to Sign it off, and (optionally) where the Intructions or Template can be found. It
also helps to have a good EXAMPLE available.
172. And then you MEASURE to see if your EFFICIENCY improves. The fact that your team now
agrees on the steps of your process, uses common names and definitions for deliverables,
and has good examples or even instructions to work from, should all help you define your
approach quicker, estimate required time and efforts better, reuse deliverable formats, and
communicate to your client more clearly. All of this allows you to spend your remaining time
on a BETTER DESIGN.
173. ?
A 1 2 3 4 B
Let’s have a look at what other UX teams have come up with, in terms of name of phases and
diagrams of how they work.
174. Here is a very SIMPLE AND BASIC diagram, only listing the names of phases and indicating
there is some ITERATION happening.
175. This one is slightly more complex, as it also lists the activities carried out, and the
deliverables that are created. Can you spot them?
176. This one is beautiful. Very simple, because of the 3 steps (Discover, Design, Deliver) but with
the right amount of detail in terms of deliverables. And I love the suggestion that there is
focus and progress, with the lines and arrow!
177. Here is one I created in 2003 for EzGov. We mapped UX deliverables to RUP-phases (RUP =
RATIONAL UNIFIED PROCESS, a standard for software development processes, supported by
IBM). We mapped them horizontally to roles...and the arrows show when deliverables from
one role are used by another role.
178. You can make these design process diagrams as complex as you like. You can add sub-
phases and descriptions of phases, as shown in this example.
What is also remarkable is that USUALLY, in these diagrams, the thing the team is best at, or
wants to sell, is in the center of the diagram.
179. ...and sometimes it’s just a bit to the right :-) I kept this diagram because it is so beautiful
(and because it has “Win” in big letters)!
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but really, it is okay if your first version of your design process diagram looks like this for a
while!
181. don’t copy
a design process diagram;
create your own
real-world design processes
After seeing these, I want to stress that I encourage all UX Teams to CREATE THEIR OWN
DIAGRAMS.
182. Roles
Steps Service Design
Process
Review Requirements
Roadmap
...and that concludes our look at process related deliverables.
183. Pitch Estimate
Business
Optimize Scenarios
Beta Position
Roles
Manage Strategy
Steps Service Design
Scope Competition
Process
Test Interviews
Review Requirements
Evaluation Research
Roadmap
Personas
Prototype
Design Sketch
Detailed Design Concept
..which means we have seen ALL of the real-world design deliverables
...as well as the design process deliverables...
184. more
elements of
user experience
real-world design deliverables
peter boersma
..so you have seen ALL of my Elements of User Experience with associated real-world design
deliverables.
187. Business
these
influence the
Manage User Experience Strategy
too!
Process
Evaluation typical Research
User-Centered
Design
Design
...and remember there is MORE. More than the typical User-Centered Design phases, and the
work you do in other phases have an impact on the User Experience too!
189. more
elements of
user experience
real-world design deliverables
peter boersma
Thank you!
(Yes, you too, even if you weren’t actually at UX Russia ;-))