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Knowsy®	
  iPad	
  Game	
  Case	
  Study	
  




Lane	
  Halley	
  
  @thinknow	
  	
  
About	
  me	
  

         Freelance	
  product	
  designer	
  
         Agile	
  /	
  UX	
  Coach	
  
         LUXr	
  Program	
  Director	
  




2/22/12	
                       www.slideshare.com/lanehalley	
     2	
  
Quick	
  
Visual	
  
CollaboraJve	
  
ConJnuous	
  
Speedboat	
  
               Speedboat	
                                              Spider	
  web	
  




       Product	
  Box	
  




                                                                   Remember	
  
                                                                   	
  the	
  future	
  

2/22/12	
                      www.slideshare.com/lanehalley	
                              6	
  
2/22/12	
     www.slideshare.com/lanehalley	
     7	
  
Our	
  ObjecJves:	
  
           Build	
  MVP	
  version	
  of	
  new	
  game	
  plaVorm	
  

           Learn	
  iPad	
  programming	
  

           Introduce	
  UX	
  methods	
  to	
  an	
  agile	
  team	
  

           Ship	
  to	
  Apple	
  store	
  quickly	
  (~1	
  month)	
  




2/22/12	
                      www.slideshare.com/lanehalley	
             8	
  
We	
  all	
  sat	
  together	
  in	
  one	
  room	
  




    2/22/12	
                     www.slideshare.com/lanehalley	
     9	
  
We	
  had	
  story	
  cards	
  




    2/22/12	
                     www.slideshare.com/lanehalley	
     10	
  
We	
  had	
  screen	
  designs	
  




   2/22/12	
                  www.slideshare.com/lanehalley	
     11	
  
We	
  even	
  had	
  a	
  persona	
  


We	
  even	
  had	
  a	
  persona	
  




    2/22/12	
                   www.slideshare.com/lanehalley	
     12	
  
But,	
  there	
  were	
  a	
  few	
  sJcky	
  spots	
  


              We	
  argued	
  about	
  what	
  was	
  important	
  
              It	
  was	
  difficult	
  to	
  coordinate	
  our	
  work	
  
              We	
  worried	
  about	
  finishing	
  on	
  Jme	
  




2/22/12	
                         www.slideshare.com/lanehalley	
           13	
  
What	
  was	
  wrong?	
  


              The	
  team	
  didn’t	
  have	
  a	
  shared	
  vision	
  of	
  
              what	
  we	
  were	
  building.	
  

         	
  Here’s	
  what	
  we	
  did…	
  



2/22/12	
                          www.slideshare.com/lanehalley	
           14	
  
CollaboraJve	
  sketching	
  


              Experiment	
  1:	
  	
  
              Ask	
  the	
  front-­‐end	
  developer	
  to	
  draw	
  me	
  
              a	
  picture	
  of	
  the	
  game	
  screen	
  flow	
  	
  




2/22/12	
                         www.slideshare.com/lanehalley	
        15	
  
This	
  helped	
  us	
  develop	
  a	
  shared	
  understanding	
  




    2/22/12	
                    www.slideshare.com/lanehalley	
      16	
  
      2/22/12	
                   www.slideshare.com/lanehalley	
       16	
  
Context	
  scenario	
  


              Experiment	
  2:	
  	
  
              Create	
  a	
  context	
  scenario	
  to	
  help	
  us	
  
              imagine	
  the	
  specific	
  contents	
  of	
  each	
  
              screen	
  during	
  each	
  step	
  
              of	
  the	
  game	
  


2/22/12	
                         www.slideshare.com/lanehalley	
          17	
  
The	
  team	
  was	
  interested,	
  but	
  not	
  inspired	
  




    2/22/12	
                  www.slideshare.com/lanehalley	
  
                                         www.slideshare.com/lanehalley	
     18	
     18	
  
Low-­‐fi	
  screen	
  layouts	
  


              	
  Experiment	
  3:	
  	
  
              	
  Using	
  Omnigraffle,	
  create	
  screen	
  
                  layouts	
  to	
  illustrate	
  each	
  of	
  the	
  the	
  
                  scenario	
  steps	
  



2/22/12	
                          www.slideshare.com/lanehalley	
              19	
  
This	
  generated	
  lots	
  of	
  conversaJon	
  and	
  ideas	
  




    2/22/12	
                   www.slideshare.com/lanehalley	
      20	
  
Paper	
  prototype	
  


              Experiment	
  4:	
  	
  
              Make	
  a	
  paper	
  prototype	
  of	
  the	
  whole	
  
              game	
  to	
  quickly	
  capture	
  what	
  the	
  team	
  
              had	
  just	
  decided	
  




2/22/12	
                        www.slideshare.com/lanehalley	
        21	
  
Who’s	
  in	
  the	
  game?	
  




    2/22/12	
                     www.slideshare.com/lanehalley	
     22	
  
Who’s	
  the	
  first	
  VIP?	
  




    2/22/12	
                      www.slideshare.com/lanehalley	
     23	
  
VIP	
  picks	
  a	
  topic	
  




     2/22/12	
                   www.slideshare.com/lanehalley	
     24	
  
VIP	
  orders	
  the	
  list	
  




     2/22/12	
                     www.slideshare.com/lanehalley	
     25	
  
Who’s	
  the	
  first	
  player?	
  




    2/22/12	
                     www.slideshare.com/lanehalley	
     26	
  
Player	
  one,	
  are	
  you	
  ready?	
  




    2/22/12	
                      www.slideshare.com/lanehalley	
     27	
  
Player	
  one’s	
  turn	
  




    2/22/12	
                 www.slideshare.com/lanehalley	
     28	
  
We	
  were	
  now	
  back	
  on	
  track	
  


         	
  Playing	
  the	
  game	
  together	
  with	
  the	
  
             paper	
  prototype	
  created	
  a	
  shared	
  
             experience	
  for	
  the	
  team	
  

         	
  Everyone	
  was	
  having	
  fun	
  again	
  and	
  we	
  
             all	
  understood	
  what	
  we	
  were	
  building	
  

2/22/12	
                     www.slideshare.com/lanehalley	
             29	
  
We	
  added	
  scenario	
  steps	
  (len)	
  and	
  annotaJons	
  (right)	
  




    2/22/12	
                   www.slideshare.com/lanehalley	
             30	
  
Prototype	
  as	
  spec	
  


              Experiment	
  5:	
  	
  
              Create	
  a	
  new	
  low-­‐fidelity	
  electronic	
  
              prototype	
  from	
  the	
  paper	
  prototype.	
  	
  

              This	
  became	
  the	
  product	
  specificaJon	
  


2/22/12	
                       www.slideshare.com/lanehalley	
         31	
  
Clickable	
  prototype	
  (Balsamiq)	
  




2/22/12	
            www.slideshare.com/lanehalley	
     32	
  
Knowsy	
  was	
  accepted	
  to	
  the	
  iPhone	
  store	
  




2/22/12	
              www.slideshare.com/lanehalley	
          33	
  
The	
  plaVorm	
  conJnues	
  to	
  evolve	
  




2/22/12	
             www.slideshare.com/lanehalley	
     34	
  
What	
  I	
  learned	
  –	
  five	
  useful	
  UX	
  pracJces	
  


              1.  Build	
  shared	
  physical	
  arJfacts	
  	
  
              2.  Incorporate	
  other	
  team	
  members’	
  mental	
  models	
  
              3.  Lead	
  with	
  conversaJon,	
  trail	
  with	
  documentaJon	
  
              4.  Use	
  personas	
  and	
  scenarios	
  as	
  backstory,	
  	
  
                  not	
  as	
  deliverables	
  
              5.  Associate	
  user	
  stories	
  with	
  pictures	
  and	
  
                  scenario	
  steps	
  


2/22/12	
                               www.slideshare.com/lanehalley	
             35	
  
Contact	
  informaJon	
  

                  @thinknow	
  	
  



              Lane	
  Halley	
  
              www.lanehalley.com	
  




2/22/12	
                      www.slideshare.com/lanehalley	
     36	
  

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DSPy a system for AI to Write Prompts and Do Fine Tuning
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Knowsy iPad Game Case Study

  • 1. Knowsy®  iPad  Game  Case  Study   Lane  Halley   @thinknow    
  • 2. About  me   Freelance  product  designer   Agile  /  UX  Coach   LUXr  Program  Director   2/22/12   www.slideshare.com/lanehalley   2  
  • 4.
  • 5.
  • 6. Speedboat   Speedboat   Spider  web   Product  Box   Remember    the  future   2/22/12   www.slideshare.com/lanehalley   6  
  • 7. 2/22/12   www.slideshare.com/lanehalley   7  
  • 8. Our  ObjecJves:     Build  MVP  version  of  new  game  plaVorm     Learn  iPad  programming     Introduce  UX  methods  to  an  agile  team     Ship  to  Apple  store  quickly  (~1  month)   2/22/12   www.slideshare.com/lanehalley   8  
  • 9. We  all  sat  together  in  one  room   2/22/12   www.slideshare.com/lanehalley   9  
  • 10. We  had  story  cards   2/22/12   www.slideshare.com/lanehalley   10  
  • 11. We  had  screen  designs   2/22/12   www.slideshare.com/lanehalley   11  
  • 12. We  even  had  a  persona   We  even  had  a  persona   2/22/12   www.slideshare.com/lanehalley   12  
  • 13. But,  there  were  a  few  sJcky  spots   We  argued  about  what  was  important   It  was  difficult  to  coordinate  our  work   We  worried  about  finishing  on  Jme   2/22/12   www.slideshare.com/lanehalley   13  
  • 14. What  was  wrong?   The  team  didn’t  have  a  shared  vision  of   what  we  were  building.    Here’s  what  we  did…   2/22/12   www.slideshare.com/lanehalley   14  
  • 15. CollaboraJve  sketching   Experiment  1:     Ask  the  front-­‐end  developer  to  draw  me   a  picture  of  the  game  screen  flow     2/22/12   www.slideshare.com/lanehalley   15  
  • 16. This  helped  us  develop  a  shared  understanding   2/22/12   www.slideshare.com/lanehalley   16   2/22/12   www.slideshare.com/lanehalley   16  
  • 17. Context  scenario   Experiment  2:     Create  a  context  scenario  to  help  us   imagine  the  specific  contents  of  each   screen  during  each  step   of  the  game   2/22/12   www.slideshare.com/lanehalley   17  
  • 18. The  team  was  interested,  but  not  inspired   2/22/12   www.slideshare.com/lanehalley   www.slideshare.com/lanehalley   18   18  
  • 19. Low-­‐fi  screen  layouts    Experiment  3:      Using  Omnigraffle,  create  screen   layouts  to  illustrate  each  of  the  the   scenario  steps   2/22/12   www.slideshare.com/lanehalley   19  
  • 20. This  generated  lots  of  conversaJon  and  ideas   2/22/12   www.slideshare.com/lanehalley   20  
  • 21. Paper  prototype   Experiment  4:     Make  a  paper  prototype  of  the  whole   game  to  quickly  capture  what  the  team   had  just  decided   2/22/12   www.slideshare.com/lanehalley   21  
  • 22. Who’s  in  the  game?   2/22/12   www.slideshare.com/lanehalley   22  
  • 23. Who’s  the  first  VIP?   2/22/12   www.slideshare.com/lanehalley   23  
  • 24. VIP  picks  a  topic   2/22/12   www.slideshare.com/lanehalley   24  
  • 25. VIP  orders  the  list   2/22/12   www.slideshare.com/lanehalley   25  
  • 26. Who’s  the  first  player?   2/22/12   www.slideshare.com/lanehalley   26  
  • 27. Player  one,  are  you  ready?   2/22/12   www.slideshare.com/lanehalley   27  
  • 28. Player  one’s  turn   2/22/12   www.slideshare.com/lanehalley   28  
  • 29. We  were  now  back  on  track    Playing  the  game  together  with  the   paper  prototype  created  a  shared   experience  for  the  team    Everyone  was  having  fun  again  and  we   all  understood  what  we  were  building   2/22/12   www.slideshare.com/lanehalley   29  
  • 30. We  added  scenario  steps  (len)  and  annotaJons  (right)   2/22/12   www.slideshare.com/lanehalley   30  
  • 31. Prototype  as  spec   Experiment  5:     Create  a  new  low-­‐fidelity  electronic   prototype  from  the  paper  prototype.     This  became  the  product  specificaJon   2/22/12   www.slideshare.com/lanehalley   31  
  • 32. Clickable  prototype  (Balsamiq)   2/22/12   www.slideshare.com/lanehalley   32  
  • 33. Knowsy  was  accepted  to  the  iPhone  store   2/22/12   www.slideshare.com/lanehalley   33  
  • 34. The  plaVorm  conJnues  to  evolve   2/22/12   www.slideshare.com/lanehalley   34  
  • 35. What  I  learned  –  five  useful  UX  pracJces   1.  Build  shared  physical  arJfacts     2.  Incorporate  other  team  members’  mental  models   3.  Lead  with  conversaJon,  trail  with  documentaJon   4.  Use  personas  and  scenarios  as  backstory,     not  as  deliverables   5.  Associate  user  stories  with  pictures  and   scenario  steps   2/22/12   www.slideshare.com/lanehalley   35  
  • 36. Contact  informaJon   @thinknow     Lane  Halley   www.lanehalley.com   2/22/12   www.slideshare.com/lanehalley   36